Sustainable development is socioeconomic growth that integrates political, economic, and social measures alongside environmental protection to meet the needs of communities and citizens without compromising the ability of future generations to meet their needs. The sustainable development concept was initially based on three main pillars: environment, economy, and society. In successive years, this concept has been expanded to include new pillars. The awareness of these changes has influenced our research interests. The main research objective of this study was to evaluate the applicability of geographic information system (GIS) tools (data, tools, and multidimensional analyses) to the implementation of sustainable development principles in rural areas. The study covered rural and nonurbanized areas in Poland, especially farmland, forests, fisheries, and farms. The study presents the results of our research into environmental, economic, and social determinants of growth in the spatial dimension. GIS tools continue to evolve, which improves access to information and increases database managers’ awareness that highly accurate data are needed for spatial analyses. GIS systems allow us to formulate, in a structured and formal way, models that reflect both the current state and forecast changes that will occur in space. It is a very useful tool in the sustainable development of rural areas.
Knowing the exact number of fruits and trees helps farmers to make better decisions in their orchard production management. The current practice of crop estimation practice often involves manual counting of fruits (before harvesting), which is an extremely time-consuming and costly process. Additionally, this is not practicable for large orchards. Thanks to the changes that have taken place in recent years in the field of image analysis methods and computational performance, it is possible to create solutions for automatic fruit counting based on registered digital images. The pilot study aims to confirm the state of knowledge in the use of three methods (You Only Look Once—YOLO, Viola–Jones—a method based on the synergy of morphological operations of digital imagesand Hough transformation) of image recognition for apple detecting and counting. The study compared the results of three image analysis methods that can be used for counting apple fruits. They were validated, and their results allowed the recommendation of a method based on the YOLO algorithm for the proposed solution. It was based on the use of mass accessible devices (smartphones equipped with a camera with the required accuracy of image acquisition and accurate Global Navigation Satellite System (GNSS) positioning) for orchard owners to count growing apples. In our pilot study, three methods of counting apples were tested to create an automatic system for estimating apple yields in orchards. The test orchard is located at the University of Warmia and Mazury in Olsztyn. The tests were carried out on four trees located in different parts of the orchard. For the tests used, the dataset contained 1102 apple images and 3800 background images without fruits.
Technological progress in augmented reality (AR) creates new application opportunities for different branches of tourism. The application of modern technology is made possible by the widespread use of mobile devices and dedicated tourist applications. Preliminary market research demonstrates that there are no global solutions intended for tourists on sea voyages that make use of augmented reality. This paper analyzes the use of AR technology in water tourism. The proposed Maritime Educational Trip (MET) system makes it possible to combine geolocation information with the accumulated knowledge of a specific location and to present it with AR. An example prototypical Android application is developed, combining e-navigation with a knowledge base. The developed solutions show how a combination of the real world with a computer-generated world helps to expand the tourism space.
This study introduces EDU-MAT COPERNICUS, an innovative educational platform that integrates augmented reality (AR) with satellite technologies to support mathematics and geoscience learning among primary school students. The platform features interactive mathematical tasks embedded in a narrative led by the avatar of Nicolaus Copernicus and incorporates real-world data from Earth observation systems such as Copernicus, Galileo, and European Geostationary Navigation Overlay Service (EGNOS). Designed using a user-centred approach and grounded in cognitive load theory, the prototype was evaluated through interviews with 10 mathematics tutors, user testing with 30 students, and feedback from parents. Findings suggest that AR-enhanced tasks improve students’ spatial reasoning, engagement, and motivation to learn mathematics. Teachers expressed interest in using AR tools but highlighted the need for training and integration with existing curricula. While the platform aligns with current trends in STEM (Science, Technology, Engineering, and Mathematics) education and digital pedagogy, challenges such as unequal access to technology and the small scale of testing remain. Future research should explore broader implementation and assess long-term learning outcomes. EDU-MAT Copernicus demonstrates strong potential as a scalable, interactive learning tool that combines mathematical thinking with space education in both formal and informal learning environments.
Three-dimensional games are an indispensable tool in education and cultural transmission, offering users immersive experiences that facilitate learning through engagement and direct experience. The aim of this study was to design and implement an advanced cutscene sequencer in Unity 3D, targeted at educational and cultural games, to assist game developers in producing cinematic interludes, which are a key narrative element in games. The project methodology encompassed a detailed process of planning, design, and implementation. This involved the comprehensive use of various tools, including Unity 3D for game development, C# for scripting, Visual Studio for integrated development, Git for version control, Blender for 3D modeling, Substance Painter for texturing, and Audacity for audio editing. These tools collectively facilitated the development of a robust cutscene sequencer system designed to create engaging and dynamic narrative scenes. The project’s results indicate that the use of an advanced sequencer can significantly impact the efficiency and creativity of the game and educational material creation process, offering developers the opportunity to explore practically unlimited viewing perspectives. This tool enables the creation of rich and diverse visual experiences, which is crucial for engaging and educating players.