Digital governance requires transparent, auditable, and secure mechanisms for document circulation across public institutions. Existing workflow management and e-government systems, especially in the legislative field, often lack end-to-end auditability, leaving gaps in accountability and verification. This article introduces a blockchain-based workflow audit application designed to ensure integrity, traceability, and transparency of document exchanges and transitions in central and local administrations. This article presents a solution that oversees the auditing and monitoring of document circulation between different public institutions or within a single institution. The system is based on blockchain technology that stores data and preserves history, making every action traceable and auditable. The process of document creation involves the encryption, timestamping and addition of the document to the blockchain, the access to which is restricted only to authorised stakeholders. The system aims to enhance transparency and accuracy in the presentation of legislative process documents for public consultation. The preliminary prototype was subjected to a validation process by an end-user from the parliamentary legislative authority in Romania.
This study compares immersive VR-based control systems with conventional keyboard-based control to examine the efficacy of VR interfaces for controlling robotic arms in Internet of Things (IoT) education. A 5-DOF robotic arm with MG996R servomotors and controlled by an Arduino microcontroller and Raspberry Pi wireless communication was operated by 31 third-year engineering students in hands-on experiments using both control modalities. To determine student preferences across in-person, online, and hybrid learning contexts, the study applied a mixed-methods approach that combined qualitative evaluation using open-ended questionnaires and quantitative analysis through Likert-scale surveys. First, it should be mentioned that most of the reported papers either use a robotic arm or a VR system in education. However, we are among the first to report a combination of the two. Secondly, in most cases, there are either technical papers or educational quantitative/qualitative research papers on existing technologies reported in the literature. We combine an innovative education context (robotic arm and VR), completed with a quantitative and qualitative study, making it a complete experiment. Lastly, combining qualitative with quantitative research that complement each other is an innovative aspect in itself in this field.