{"id":12495,"date":"2023-05-08T20:00:29","date_gmt":"2023-05-08T17:00:29","guid":{"rendered":"https:\/\/iteach.ro\/experientedidactice\/?p=12495"},"modified":"2023-08-08T19:48:34","modified_gmt":"2023-08-08T16:48:34","slug":"smartsense-prototip-de-sistem-software-pentru-activitati-educationale","status":"publish","type":"post","link":"https:\/\/iteach.ro\/experientedidactice\/smartsense-prototip-de-sistem-software-pentru-activitati-educationale","title":{"rendered":"SMARTSENSE, prototip de sistem software pentru activit\u0103\u021bi educa\u021bionale \u0219i de cercetare bazat pe tehnici de realitate augmentat\u0103 \u0219i geolocalizare"},"content":{"rendered":"<p>Aceast\u0103 lucrare prezint\u0103 modul \u00een care modele educa\u021bionale grafice 3D, virtuale, pot fi integrate prin tehnici de realitate augmentat\u0103 \u00een sisteme tehnologice complexe ce pot transforma orice spa\u021biu real, deschis, \u00eentr-o zon\u0103 educa\u021bional\u0103 sau de cercetare permanent\u0103. Modelele educa\u021bionale pot fi amplasate \u00een puncte de informare turistic\u0103, pavilioane, zone de servire a mesei (picnicuri), tabere, p\u0103duri, ape etc., u\u0219or accesibile elevilor, studen\u021bilor sau cercet\u0103torilor. Solu\u021bia tehnologic\u0103 propus\u0103 este construit\u0103 \u00een jurul urm\u0103toarelor elemente: o hart\u0103 interactiv\u0103 multistrat, disponibil\u0103 at\u00e2t pentru dispozitive mobile, c\u00e2t \u0219i pentru desktop, o component\u0103 de realitate augmentat\u0103 \u0219i o component\u0103 de administrare. Astfel, cercetarea actual\u0103 pune accent pe faptul c\u0103 experien\u021ba realit\u0103\u021bii augmentate este imposibil de reprodus prin medii tehnologice conven\u021bionale, put\u00e2nd interconecta, \u00eentr-o vizualizare tridimensional\u0103, elemente eterogene din spa\u021bii \u0219i perioade de timp diferite. <!--more--><\/p>\n<p>SMARTSENSE \u00ee\u0219i propune utilizarea tehnologiilor specifice recunoa\u0219terii audio-vizuale \u0219i realitate augmentata, \u00een contextul unui areal geografic de interes, prin realizarea unei platforme tehnologice prototip, \u00een cadrul biosferei Delta Dun\u0103rii, cu scopul de a oferi o suit\u0103 de produse tehnologice, u\u0219or accesibile celor care desf\u0103\u0219oar\u0103 activit\u0103\u021bi educative \u0219i de cercetare \u00een acest areal. Prin abordarea cu totul inovativ\u0103, at\u00e2t nivelul de interes al elevilor, c\u00e2t \u0219i cunoa\u0219terea dob\u00e2ndit\u0103 de ace\u0219tia, va cre\u0219te cu siguran\u021b\u0103.<\/p>\n<p>Solu\u021bia tehnologic\u0103 propus\u0103 este construit\u0103 \u00een jurul urm\u0103toarelor elemente: o hart\u0103 interactiv\u0103 multistrat, disponibil\u0103 at\u00e2t pentru dispozitive mobile, c\u00e2t \u0219i pentru desktop, o component\u0103 de realitate augmentat\u0103 \u0219i o componenta de administrare a continutului.<\/p>\n<p>\u00cen ceea ce prive\u0219te arhitectura platformei tehnologice pentru cercetarea\/promovarea biosferei Delta Dun\u0103rii, din perspectiva tehnologiilor recunoa\u0219tere vizual\u0103 \u0219i vizualizare computerizat\u0103, aceasta a fost conceput\u0103 plec\u00e2nd de la conceptele \u00eent\u00e2lnite \u00een arhitecturile Vuforia \u0219i Wikitude, acestea fiind \u0219i unele dintre cele mai cunoscute SDK-uri pentru dezvoltarea solu\u021biilor de recunoa\u0219tere vizual\u0103.<\/p>\n<p>Pentru componenta de realitate augmentata mediul de dezvoltare ales este Unity 3D. In general, Unity 3D este folosit pentru dezvoltarea de jocuri dar \u0219i de aplica\u021bii multimedia, aplica\u021bii de realitate virtual\u0103 \u0219i augmentat\u0103. Un alt factor ce a dus la alegerea acestei solu\u021bii este posibilitatea rapid\u0103 de export a aplica\u021biei mobile pentru principalele sisteme de operare ce ruleaz\u0103 pe majoritatea dispozitivelor mobile actuale, si anume Android \u0219i iOS.<\/p>\n<p>La dezvoltarea h\u0103r\u021bii interactive multistrat s-a optat pentru folosirea tehnologiilor OpenStreetMaps \u0219i React.<\/p>\n<p>React (cunoscut\u0103 \u0219i sub numele de React.js sau ReactJS) este o bibliotec\u0103 JavaScript open-source pentru construirea de interfe\u021be de utilizator. React respect\u0103 arhitectura MVC (Model \u2013 View &#8211; Controller) \u0219i ofer\u0103 ni\u0219te reguli de \u201edata flow\u201d foarte clare, este potrivit pentru proiecte mari, poate fi integrat foarte u\u0219or cu diverse module denpm, prezint\u0103 tehnologia virtual DOM. De asemenea, modelele se realizeaz\u0103 u\u0219or, este facil\u0103 manipularea st\u0103rii aplica\u021biei \u00een orice moment, este scalabil \u0219i flexibil.<\/p>\n<p>Tot pentru dezvoltarea componentei de administrare, care stocheaz\u0103 \u0219i serve\u0219te toate datele prezente \u00een aplica\u021bie, am folosit sistemul de baze de date PostgreSQL \u0219i framework-ul Laravel, cel mai popular framework PHP p\u00e2n\u0103 \u00een prezent.<\/p>\n<h2><strong>1. Arhitectura SmartSense<\/strong><\/h2>\n<p>\u00cen contextul scenariilor, experien\u021belor \u0219i perspectivelor identificate poate fi definit\u0103 conceptual arhitectura platformei tehnologice cadru de recunoa\u0219tere vizual\u0103. Astfel, aceasta a fost conceput\u0103 pe trei niveluri de abstractizare, respectiv: generarea, managementul \u0219i vizualizarea con\u021binutului. Dup\u0103 cum se poate observa in figura 1, nivelul responsabil cu generarea con\u021binutului este bazat pe procese precum: achizi\u021bie, modelare \u0219i rafinare. Acestea sunt procese specifice societ\u0103\u021bii cunoa\u0219terii, reprezent\u00e2nd modalit\u0103\u021bi de gestionare a datelor, informa\u021biei \u0219i cunoa\u0219terii, managementul con\u021binutului \u0219i vizualizare. Nivelul responsabil cu managementul con\u021binutului se refer\u0103 at\u00e2t la stocarea con\u021binutului generat pe nivelul 1, c\u00e2t \u0219i la formalizarea experien\u021belor propuse, asociate de altfel, aceluia\u0219i con\u021binut. Al treilea nivel de abstractizare, respectiv vizualizarea con\u021binutului,\u00a0 este nivelul cel mai apropiat utilizatorului final, fiind responsabil cu prezentarea con\u021binutului \u00eentr-o manier\u0103 prietenoas\u0103, scalabil\u0103, intuitiv\u0103 \u0219i interactiv\u0103.<\/p>\n<div id=\"attachment_12496\" style=\"width: 795px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-12496\" class=\"size-full wp-image-12496\" src=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_11.jpg\" alt=\"\" width=\"785\" height=\"525\" srcset=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_11.jpg 785w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_11-300x201.jpg 300w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_11-768x514.jpg 768w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_11-449x300.jpg 449w\" sizes=\"auto, (max-width: 785px) 100vw, 785px\" \/><p id=\"caption-attachment-12496\" class=\"wp-caption-text\">Figura 1. Nivelurile de abstractizare \u00een cadrul platformei tehnologice<\/p><\/div>\n<p>\u00cen continuare, pe baza nivelurilor de abstractizare prezentate \u00een figura 1, putem defini arhitectura platformei de recunoa\u0219tere vizual\u0103, din perspectiva componentelor func\u021bionale, ansamblu de componente ce practic va defini \u00eentreaga func\u021bionalitate a cadrului tehnologic (Fig. 2).<\/p>\n<div id=\"attachment_12497\" style=\"width: 909px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-12497\" class=\"size-full wp-image-12497\" src=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_12.jpg\" alt=\"Figura 2. Arhitectura SmartSense din perspectiva componentelor func\u021bionale\" width=\"899\" height=\"663\" srcset=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_12.jpg 899w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_12-300x221.jpg 300w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_12-768x566.jpg 768w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_12-407x300.jpg 407w\" sizes=\"auto, (max-width: 899px) 100vw, 899px\" \/><p id=\"caption-attachment-12497\" class=\"wp-caption-text\">Figura 2. Arhitectura SmartSense din perspectiva componentelor func\u021bionale<\/p><\/div>\n<p>Deoarece se folose\u0219te o arhitectura client-server, s-a optat pentru folosirea unui API de tip REST (Representational State Transfer) care permite comunicarea bidirectionala \u00eentre interfa\u021ba de administrare a con\u021binutului \u0219i interfa\u021ba de prezentare afi\u0219at\u0103 utilizatorului.<\/p>\n<p>Astfel baza de date nu este accesat\u0103 direct de interfa\u021ba de prezentare, ci este trecut\u0103 prin layerul API care este simplu de folosit, flexibil si rapid.<\/p>\n<h2><strong>2. Harta interactiv\u0103 multistrat<\/strong><\/h2>\n<p>Folosind harta interactiv\u0103 multistrat utilizatorul, elev sau cadru didactic, poate accesa \u0219i vizualiza simultan diferite categorii eterogene de informa\u021bie. Spre exemplu loca\u021biile punctelor cu experien\u021be augmentate ata\u0219ate, distan\u021ba pana la acestea relativ cu pozi\u021bia lui, respectiv o scurta descriere a fiec\u0103rei experien\u021be augmentate.<\/p>\n<p>La accesarea h\u0103r\u021bii interactive se determina pozi\u021bia utilizatorului, prin tehnologii de geolocalizare, folosind folosind coordonatele GPS ale telefonului, \u0219i \u00eei sunt prezentate experien\u021bele cele mai apropiate de el. Astfel, folosind harta interactiv\u0103, elevii \u0219i cadrele didactice pot identifica \u0219i localiza cu u\u0219urin\u021b\u0103 con\u021binut educativ relevant pentru ei.<\/p>\n<h2>3. Componenta de realitate augmentat\u0103<\/h2>\n<p>Din punct de vedere tehnic, acoperirea unei zone cu informa\u021bie vizual\u0103 suplimentar\u0103 (accesibil\u0103 prin recunoa\u0219terea vizual\u0103 \u0219i realitate augmentata) nu va avea impact asupra mediului \u00eenconjur\u0103tor, principalele elemente folosite fiind marcaje specifice de mici dimensiuni, respectiv pozi\u021bionare GPS, care nu necesit\u0103 interven\u021bii speciale. Utilizarea instrumentelor de recunoa\u0219tere vizual\u0103 corespunde diferitelor tipuri de con\u021binut. Astfel, se vor putea defini con\u021binuturi referitoare la flor\u0103, faun\u0103, cultur\u0103, istorie.<\/p>\n<p>Utilizatorii sistemului ce interac\u021bioneaz\u0103 cu elementele considerate puncte de interes vor putea alege diferite experien\u021be educa\u021bionale conceptualizate pe diferite niveluri. \u00cen acest mod, vizitatorii vor avea posibilitatea s\u0103 interac\u021bioneze cu un num\u0103r foarte mare de elemente specifice Deltei Dun\u0103rii, la care accesul este foarte dificil, adesea imposibil. Spre exemplu, ar putea fi definite experien\u021be cu accent pe insecte, molu\u0219te, reptile sau mamifere.<\/p>\n<p>Dimensiunea arealului pe care sunt dispuse punctele de interes, poate varia de la restr\u00e2ns la extins, \u00een func\u021bie de experien\u021ba care se dore\u0219te a fi implementat\u0103 \u00een acea zon\u0103. Spre exemplu, pot fi definite zone specifice copiilor, de dimensiuni reduse, precum \u0219i zone de explorare pe suprafe\u021be \u00eentinse.<\/p>\n<p>Referitor la con\u021binutul informa\u021bional ce poate fi ad\u0103ugat suplimentar obiectelor reale din contextul utilizatorului (transform\u00e2ndu-le pe acestea \u00een puncte de interes), acesta poate proveni din orice informa\u021bie existent\u0103, imagina\u021bia fiind probabil cea mai mare limitare referitor la ceea ce ar putea fi prezentat. Principiul tehnic este de a recunoa\u0219te obiecte\/ coordonate spa\u021biale ce vor fi supradefinite, \u00een timp real, cu grafica tridimensional\u0103, con\u021binut informa\u021bional \u0219i sonor ce vor fi expuse elevului prin ecranele dispozitivelor mobile. Noile tehnologii de vizualizare pot interconecta, \u00eentr-o vizualizare tridimensional\u0103, elemente eterogene provenind din spa\u021bii \u0219i perioade de timp diferite (Fig. 3). Dup\u0103 cum s-a precizat anterior, prin utilizarea tehnologiilor de recunoa\u0219tere audio-vizual\u0103 suprapunerea unei supra-realit\u0103\u021bi peste lumea real\u0103, concret\u0103, a\u0219a cum poate fi observat\u0103 cu ochiul liber, devine posibil\u0103 (Fig. 4).<\/p>\n<div id=\"attachment_12498\" style=\"width: 307px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-12498\" class=\"size-full wp-image-12498\" src=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_13.jpg\" alt=\"Figura 4. Experien\u021b\u0103 istoric\u0103\/ arhitectural\u0103 - \u201eTurn medieval\u201d\" width=\"297\" height=\"659\" srcset=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_13.jpg 297w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_13-135x300.jpg 135w\" sizes=\"auto, (max-width: 297px) 100vw, 297px\" \/><p id=\"caption-attachment-12498\" class=\"wp-caption-text\">Figura 4. Experien\u021b\u0103 istoric\u0103\/ arhitectural\u0103 &#8211; \u201eTurn medieval\u201d<\/p><\/div>\n<p>&nbsp;<\/p>\n<div id=\"attachment_12499\" style=\"width: 306px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-12499\" class=\"size-full wp-image-12499\" src=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_14.jpg\" alt=\"Figura 4. Experien\u021b\u0103 gamificat\u0103 \u2013 \u201eG\u0103se\u0219te elemente de faun\u0103 local\u0103\u201d\" width=\"296\" height=\"659\" srcset=\"https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_14.jpg 296w, https:\/\/iteach.ro\/experientedidactice\/wp-content\/uploads\/2023\/08\/smartsense_iTeach_14-135x300.jpg 135w\" sizes=\"auto, (max-width: 296px) 100vw, 296px\" \/><p id=\"caption-attachment-12499\" class=\"wp-caption-text\">Figura 4. Experien\u021b\u0103 gamificat\u0103 \u2013 \u201eG\u0103se\u0219te elemente de faun\u0103 local\u0103\u201d<\/p><\/div>\n<p>Modele educa\u021bionale 3D pot fi integrate \u00een cursuri de tip e-learning off-sites, pe tematici precum animale, pe\u0219ti, p\u0103s\u0103ri, flori, arbu\u0219ti \u0219i copaci, \u0219i on-site integrate \u00een aplica\u021bie, prin tehnologii de recunoa\u0219tere vizual\u0103 \u0219i Geofencing, care s\u0103 ofere utilizatorilor \u00een timpul vizitelor pe traseele alese, informa\u021bii generale \u0219i personalizate \u00eentr-un cadru realist. Modelele educa\u021bionale pot fi plasate \u0219i \u00een punctele de informare turistic\u0103, foi\u0219oare, zone pentru servirea mesei (picnic) sau folosite \u00een organizarea unor tabere de educa\u021bie \u0219i crea\u021bie, pentru elevi \u0219i studen\u021bi, pe modelul Atlantykron (de l\u00e2ng\u0103 cetatea Capidava).<\/p>\n<p>Orice spa\u021biu natural ar putea fi transformat \u00eentr-o zon\u0103 de interes prin \u00eenglobarea elementelor digitale care s\u0103 permit\u0103 recunoa\u0219teri vizuale \u0219i realitate augmentat\u0103.<\/p>\n<p><em><strong>Bibliografie suplimentar\u0103<\/strong><\/em><\/p>\n<p>[1] Guitton, P., Moreau, G., &amp; Arnaldi, B. (Eds.). (2018). Virtual Reality and Augmented Reality: Myths and Realities. John Wiley &amp; Sons, Incorporated.<\/p>\n<p>[2] Mangina, E. (2017). 3D learning objects for augmented\/virtual reality educational ecosystems. 2017 23rd International Conference on Virtual System &amp; Multimedia (VSMM), 2017, 1-6. 10.1109\/VSMM.2017.8346266<\/p>\n<p>[3] Uriarte, A., Ib\u00e1\u00f1ez, M., Zatara\u00edn, R., &amp; Barr\u00f3n, M. (2022, 4 22). Higher Immersive Profiles Improve Learning Outcomes in Augmented Reality Learning Environments. MDPI. Retrieved November 1, 2022, from https:\/\/www.mdpi.com\/2078-2489\/13\/5\/218\/htm<\/p>\n<p>[4] ConsumerLab report on Merged reality (VR\/AR). (n.d.). Ericsson. Retrieved November 1, 2022, from https:\/\/www.ericsson.com\/en\/reports-and-papers\/consumerlab\/reports\/merged-reality<\/p>\n<p>[5] Arici, F., Yildirim, P., Caliklar, \u015e., &amp; Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers &amp; Education, 142(2019). 10.1016\/j.compedu.2019.103647<\/p>\n<p>[6] Salmi, H., Kaasinen, A., &amp; Kallunki, V. (n.d.). Towards an Open Learning Environment via Augmented Reality (AR): Visualising the Invisible in Science Centres and Schools for Teacher Education. Procedia &#8211; Social and Behavioral Sciences, 45(2012), 284-295. 10.1016\/j.sbspro.2012.06.565<\/p>\n<p>[7] Lasica, I.-E., Meletiou-Mavrotheris, M., &amp; Katzis, K. (2020). Augmented Reality in Lower Secondary Education: A Teacher Professional Development Program in Cyprus and Greece. MDPI. Retrieved October 31, 2022, from https:\/\/www.mdpi.com\/2227-7102\/10\/4\/121\/htm<\/p>\n<p>[8] Bursali, H., &amp; Yilmaz, R. M. (2019, 6). Effect of augmented reality applications on secondary school students&#8217; reading comprehension and learning permanency. Computers in Human Behavior, 95(2019), 126-135. 10.1016\/j.chb.2019.01.035<\/p>\n<p>[9] Kysela, J., &amp; \u0160torkov\u00e1, P. (2015, 2 12). Using Augmented Reality as a Medium for Teaching History and Tourism. Procedia &#8211; Social and Behavioral Sciences, Volume 174, 926-931. 10.1016\/j.sbspro.2015.01.713<\/p>\n<p>[10] Laine, T. H. (2018, 3 3). Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies. MDPI. Retrieved October 30, 2022, from https:\/\/www.mdpi.com\/2073-431X\/7\/1\/19\/htm<\/p>\n<p>[11] Dr\u00e1pela, E. (2022, 10 31). Assessing the Educational Potential of Geosites: Introducing a Method Using Inquiry-Based Learning. Retrieved November 1, 2022, from https:\/\/www.mdpi.com\/2079-9276\/11\/11\/101\/htm<\/p>\n<p>[12] Oleksy, T., &amp; Wnuk, A. (2017, 11). Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people &#8211; place relations. Computers in Human Behavior, 76, 3-8. 10.1016\/j.chb.2017.06.008<\/p>\n<p>[13] Schneller, M. B., Duncan, S., Schipperijn, J., Nielsen, G., Mygind, E., &amp; Bentsen, P. (2017, 5 26). Are children participating in a quasi-experimental education outside the classroom intervention more physically active? BMC Public Health, 17(523). 10.1186\/s12889-017-4430-5<\/p>\n<p>[14] Wang, D., Khambari, N. M., Wong, L., &amp; Razali, A. B. (2021, 11 19). Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App. MDPI. Retrieved October 31, 2022, from https:\/\/www.mdpi.com\/2071-1050\/13\/22\/12792\/htm<\/p>\n<p>[15] Sdravopoulou, K., Manuel, J., Gonz\u00e1lez, M., &amp; Hidalgo, M. D. (2021, 8 27). Educating Adults with a Location-Based Augmented Reality Game: A Content Analysis Approach. MDPI. Retrieved November 1, 2022, from https:\/\/www.mdpi.com\/2227-7390\/9\/17\/2071\/htm<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Aceast\u0103 lucrare prezint\u0103 modul \u00een care modele educa\u021bionale grafice 3D, virtuale, pot fi integrate prin tehnici de realitate augmentat\u0103 \u00een sisteme tehnologice complexe ce pot transforma orice spa\u021biu real, deschis, \u00eentr-o zon\u0103 educa\u021bional\u0103 sau de cercetare permanent\u0103. Modelele educa\u021bionale pot &hellip; <a href=\"https:\/\/iteach.ro\/experientedidactice\/smartsense-prototip-de-sistem-software-pentru-activitati-educationale\">Cite\u0219te continuarea <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1686,793,786],"tags":[1775],"class_list":["post-12495","post","type-post","status-publish","format-standard","hentry","category-competente-digitale","category-tehnologii-digitale-in-educatie","category-tic","tag-marius-ivanov"],"_links":{"self":[{"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/posts\/12495","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/comments?post=12495"}],"version-history":[{"count":1,"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/posts\/12495\/revisions"}],"predecessor-version":[{"id":12500,"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/posts\/12495\/revisions\/12500"}],"wp:attachment":[{"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/media?parent=12495"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/categories?post=12495"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/iteach.ro\/experientedidactice\/wp-json\/wp\/v2\/tags?post=12495"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}