WorldWideScience

Sample records for agentes virtuales inteligentes

  1. Agente Virtual Inteligente Aplicado a un Entorno Educativo

    Directory of Open Access Journals (Sweden)

    Celia Gómez Róspide

    2012-10-01

    Full Text Available El presente artículo presenta el desarrollo de un agente virtual inteligente o chatbot cuyo dominio de conocimiento se corresponde con el temario de una asignatura académica, con el objetivo de lograr su interacción con el alumno y resolver sus dudas sobre la materia, supo-niendo, así, un refuerzo en su proceso de aprendizaje.

  2. Agentes inteligentes. Aplicación a la realidad virtual

    Directory of Open Access Journals (Sweden)

    Yuniesky Coca Bergolla

    2011-10-01

    Full Text Available Se pretende con este trabajo realizar una introducción al tema de agentes y sistemas multiagentes, mostrar sus principales características y tipologías, además de mostrar las principales metodologías utilizadas actualmente para su desarrollo y los lenguajes de programación que soportan esta nueva manera de concebir nuestra vida para ser llevada a las ciencias de la computación; todos los temas dirigidos a su aplicación a la realidad virtual donde se han desarrollado trabajos que se ajustan a este paradigma, pero nunca con una visión integral del mismo.

  3. Agentes inteligentes en ambientes dinámicos

    OpenAIRE

    Trevisani, Daniel; Braun, Germán; Moya, Mario; Kogan, Pablo; Roger, Sandra; Cecchi, Laura; Parra, Gerardo

    2015-01-01

    El proyecto de investigación Agentes inteligentes en ambientes dinámicos que esta financiado por la Universidad Nacional del Comahue, tiene como objetivo general el estudio y desarrollo de técnicas de Inteligencia Artificial para dotar de inteligencia y conocimiento a agentes inmersos en mundos virtuales, interactivos y dinámicos. Nuestro interés se centra en formalismos que resuelvan problemas en escenarios que cuentan con restricciones críticas de tiempo e intensa interacción con otros u...

  4. Modelo de un Personaje en un Entorno Virtual Inteligente Character Model in an Intelligent Virtual Environment

    Directory of Open Access Journals (Sweden)

    Sandra P Mateus

    2012-01-01

    Full Text Available Este artículo propone un modelo de referencia de un personaje, con base en su percepción y razonamiento, con el fin de alcanzar un realismo visual en un Entorno Virtual Inteligente (EVI. Las etapas propuestas para llegar a la obtención del modelo son: i caracterización de objetos y el personaje de un EVI; ii diseño del modelo del EVI; iii especificación de la técnica de Inteligencia Artificial (IA; iv definición del nivel de física y creación del sistema semántico para la integración del personaje con el entorno; v validación del modelo propuesto mediante un prototipo; y vi evaluación de resultados. El modelo propuesto permite generar un dinamismo adecuado entre el personaje y los elementos de un entorno virtual, requerido en diversas aplicaciones.In this paper, a character reference model, based on its perception and reasoning, with the objective of achieving visual realism in an Intelligent Virtual Environment (IVE is proposed. The necessary steps for obtaining the model are: i to identify the characteristics of the objects and of the virtual character of the IVE; ii design of the IVE model; iii specification of the Artificial Intelligence technique (AI; iv defining the physical level and semantic system for the integration of the character with the environment; v validation of the proposed model in a prototype; and vi evaluation of the results. The proposed model allows generating an appropriate dynamics between the character en the elements of the virtual environment, which is required in several applications.

  5. Mediating Performance Through Virtual Agents

    OpenAIRE

    Giannachi, Gabriella; Gillies, Marco; Kaye, Nick; Swapp, David

    2009-01-01

    This paper presents the process of creation of virtual agents used in a virtual reality performance. The performance aimed to investigate how drama and performance could inform the creation of virtual agents and also how virtual reality could raise questions for drama and performance. The virtual agents were based on the performance of 2 actors. This paper describes the process of preparing the actors, capturing their performances and transferring them to the virtual agents. A second set of a...

  6. Desenvolvimento de uma arquitetura de comunicação de um agente pedagógico inteligente em Java

    Directory of Open Access Journals (Sweden)

    Alisson Oldoni

    2007-06-01

    Full Text Available O projeto “Sistemas Virtuais de Ensino Baseados na Internet para Suporte à Educação e Treinamento na Área de Saúde”, coordenado pelo Instituto de Engenharia Biomédica da Universidade Federal de Santa Catarina, engloba o desenvolvimento de um Sistema Tutor Inteligente de neurofisiologia que utiliza a tecnologia de agentes pedagógicos inteligentes. O estudo realizado para a escolha da ferramenta de sistema especialista baseado em regras a ser utilizada na inteligência do agente não é uma tarefa trivial e constituiu uma das partes mais fundamentais da modelagem do projeto. Este artigo apresenta este estudo das ferramentas, a ferramenta escolhida e a arquitetura de comunicação desenvolvida.

  7. Los agentes de software inteligentes y la respuesta didáctica a la diversidad

    Directory of Open Access Journals (Sweden)

    Bautista Vallejo, José Manuel

    2007-04-01

    Full Text Available Resumen: Este artículo recoge las contribuciones dentro del ámbito de la tiflotecnología que el estudio de los Agentes de Software Inteligentes aporta en el terreno de la atención educativa a la diversidad conocida comúnmente como atención a la diversidad. El objetivo es abrir un poco más el campo de la tecnología y su juego en el futuro prometedor de la cognición asistida en individuos con problemas índole psicobiológica. Se destacan aportaciones como las de Kautz, en donde la inteligencia artificial permite un mayor grado de autonomía a determinadas personas.Abstract: This article focuses on contributions made by the study of Intelligent Agents of Software, in the context of tiflotechnology, to the field of Attention to Diversity in Education, more commonly known as Attention to Diversity. The objective is to make more use of technology in the promising future of assisted cognition in individuals with psychobiological problems. There is special emphasis on contributions like those of Kautz which point out how artificial intelligence can increase the autonomy of certain people.

  8. Agent Chameleons: Virtual Agents Real Intelligence

    OpenAIRE

    O'Hare, Gregory; Duffy, Brian; Schoen-Phelan, Bianca; Martin, Alan; Bradley, John

    2003-01-01

    Agent Chameleons provides virtual agents powered by real intelligence, delivering next generation autonomic entities that can seamlessly migrate, mutate and evolve on their journey between and within physical and digital information spaces.

  9. Mejora de la accesibilidad web mediante el uso de agentes inteligentes

    Directory of Open Access Journals (Sweden)

    María Gabriela Miranda

    2014-06-01

    Full Text Available La Web 2.0 propone nuevos desafíos para asegurar la “Accesibilidad Universal.” Los diferentes tipos de usuarios Web se enfrentan con numerosas barreras de accesibilidad cuando interactúan con los diferentes tipos de sitios y aplicaciones que coexisten hoy en la Web 2.0, desde los denominados Simple Web Presence hasta las Rich Internet Applications o las Mobile Web Applications. En este escenario, la Accesibilidad Web es un atributo de calidad clave para propiciar el acceso a la información y a los servicios Web y proveer beneficios en el desarrollo de productos para la Web tales como la optimización de motores de búsqueda y la escalabilidad de aplicaciones multi-dispositivo. Los enfoques que asisten a la evaluación de la Accesibilidad de productos Web existentes, son semi-automáticos y requieren de la intervención humana en la detección de “falsos positivos”/“falsos negativos” y en la corrección de errores comprobados automática y manualmente. Para simplificar el proceso de toma de decisiones y reducir la intervención humana, las herramientas de evaluación, reparación, transformación y filtrado incorporan técnicas de automatización basadas en conceptos de inteligencia artificial. En este trabajo, se presentan y describen los enfoques y/o herramientas basados en agentes inteligentes y luego se propone una comparativa para analizar las contribuciones que estos hacen a la mejora de la accesibilidad, ya sea aplicando técnicas propias o las Web Content Accessibility Guidelines propuestas por el consorcio W3C.

  10. Interfaces inteligentes para resolución de problemas en entornos virtuales

    OpenAIRE

    Aguirre, Guillermo

    2001-01-01

    Los entornos virtuales basados en texto, MOOs (MUD Object Oriented) originan comunidades con distintos intereses. Este trabajo propone una interfaz de usuario para usar con los MOO en tareas educativas. Estas interfaces deben contar con la inteligencia necesaria como para regular un buen uso del entorno, de los canales de comunicación y de los elementos dispuestos en esos entornos. La posibilidad de incorporar agentes de interfaz, capaces de asistir a los usuarios, para resolver problemas jun...

  11. What makes virtual agents believable?

    Science.gov (United States)

    Bogdanovych, Anton; Trescak, Tomas; Simoff, Simeon

    2016-01-01

    In this paper we investigate the concept of believability and make an attempt to isolate individual characteristics (features) that contribute to making virtual characters believable. As the result of this investigation we have produced a formalisation of believability and based on this formalisation built a computational framework focused on simulation of believable virtual agents that possess the identified features. In order to test whether the identified features are, in fact, responsible for agents being perceived as more believable, we have conducted a user study. In this study we tested user reactions towards the virtual characters that were created for a simulation of aboriginal inhabitants of a particular area of Sydney, Australia in 1770 A.D. The participants of our user study were exposed to short simulated scenes, in which virtual agents performed some behaviour in two different ways (while possessing a certain aspect of believability vs. not possessing it). The results of the study indicate that virtual agents that appear resource bounded, are aware of their environment, own interaction capabilities and their state in the world, agents that can adapt to changes in the environment and exist in correct social context are those that are being perceived as more believable. Further in the paper we discuss these and other believability features and provide a quantitative analysis of the level of contribution for each such feature to the overall perceived believability of a virtual agent.

  12. Research on Virtual Agent Perception Model

    Institute of Scientific and Technical Information of China (English)

    FENG Xiu-fang; GAO Bao-lu

    2006-01-01

    An intelligent virtual environment is described for training users in the operation of complex engineering systems. After analyzing the original model of virtual environment, a virtual agent perception model was put forward. The information layer was inserted into original virtual environment. The model classifies all kinds of information and offers a way for knowledge description of virtual environment, and contributes to set up feeling model for the Virtual Agent within virtual environment.

  13. Urbana Inteligente

    Directory of Open Access Journals (Sweden)

    Mercedes Ferrer

    2006-01-01

    Full Text Available El artículo presenta la estrategia diseñada para evaluar el potencial de transformación del Programa Ciudadanía Plena (PCP en política urbana inteligente. La evaluación se realiza a partir del análisis del modelo de gestión implantado en Maracaibo (Venezuela, que integra actores públicos, privados y comunitarios. El PCP es un programa promovido inicialmente desde la Universidad del Zulia para superar la pobreza urbana actuando sobre la precariedad del hábitat y la ausencia de ciudadanía plena, mediante la formación ciudadana y el otorgamiento de microcréditos para mejorar el hábitat urbano -viviendas y crear o fortalecer microempresas-, contribuyendo al desarrollo local sostenible. El potencial transformador del PCP se establece a partir de las variables que caracterizan una política urbana inteligente: emponderamiento y cohesión ciudadana, legitimación del alcalde (desempeño, compromiso multiactoral y gobernabilidad. Dos conclusiones destacan de la investigación: la estrategia diseñada permitirá evaluar el grado de apropiación del PCP como esfuerzo colectivo, el logro de objetivos y proponer acciones para garantizar su permanencia en la agenda -aspectos que potencian su transformación en política-. El PCP asumido como política urbana inteligente viabilizará la emergencia de una nueva “ciudadanía” fundada en valores y nuevas capacidades de gestión local -coordinación transversal multiactoral y multidisciplinar-, como vía hacia la sostenibilidad de Maracaibo y la superación de la pobreza urbana.

  14. Agentes inteligentes: recuperación automática de información en la web

    Directory of Open Access Journals (Sweden)

    Berrocal, José L.

    2003-03-01

    Full Text Available The problem of information retrieval in the Web can be raised from different points of view, with mechanisms like the feedback by relevance, the use of thesauri, the study of the hyperconnections, or the application of neuronal networks, among others. All these mechanisms are applied on great data bases constructed from the previous exploration of more or less broad sectors of the Web.The experience has demonstrated that the precision of these systems is low, and the recall is relativized to the explored sector. Another approach to the problem tries to obtain much more precise results, although without persecuting discharges rates of recall, and is based on the use of intelligent agents who track the network according to the informative needs of the user. The characteristics of the agents are indicated and some of the properties and desirable abilities for those agents dedicated to the information retrieval in the Web are analyzed.

    El problema de la recuperación de información en la web se puede plantear desde diferentes puntos de vista, con mecanismos como la realimentación por relevancia, la utilización de tesauros, el estudio de los hiperenlaces, o la aplicación de redes neuronales, entre otros. Todos estos mecanismos se aplican sobre grandes bases de datos construidas a partir de la exploración previa de sectores más o menos amplios de la web. La experiencia ha demostrado que la precisión de estos sistemas es baja, y la exhaustividad está relativizada al sector explorado. Existe sin embargo otra aproximación al problema que pretende obtener resultados mucho más precisos, aunque sin perseguir altas tasas de exhaustividad, basándose en el uso de agentes inteligentes que rastreen la red según las necesidades informativas del usuario. Se indican las características de los agentes y se analizan algunas de las propiedades y habilidades deseables para aquellos agentes dedicados a la recuperación de información en la web.

  15. Monitorando a Comunicação na CV-Muzar com o Uso de Agentes Inteligentes

    Directory of Open Access Journals (Sweden)

    Ana Carolina Bertoletti De Marchi

    2010-03-01

    Full Text Available This article describes a Multiagent System (MAS proposed to monitor conversations in the chat tool of the Muzar Virtual Community (Comunidade Virtual do Muzar, CV-Muzar. Thus, conversational markers and their use in synchronous chat environment are being analyzed to propose a compensation mechanism for the identified communication deficits. The proposed MAS has five cooperative agents that monitor conversations in real time and interfere with the chat interface to advice and, if necessary, warn the participant.

  16. Participant responses to virtual agents in immersive virtual environments.

    OpenAIRE

    Vinayagamoorthy, V

    2006-01-01

    This thesis is concerned with interaction between people and virtual humans in the context of highly immersive virtual environments (VEs). Empirical studies have shown that virtual humans (agents) with even minimal behavioural capabilities can have a significant emotional impact on participants of immersive virtual environments (IVEs) to the extent that these have been used in studies of mental health issues such as social phobia and paranoia. This thesis focuses on understanding the impact o...

  17. Virtual Knowledge Communities for Semantic Agents

    OpenAIRE

    Subercaze, Julien; Maret, Pierre

    2011-01-01

    International audience Virtual Knowledge Communities are a well suited paradigm for decentralized knowldege exchanges and they have been applied in several domains. In this paper we investigate the implementation of virtual knowledge communities with se- mantic agents. Using the SAM (Semantic Agent Modeling) approach, we show that agents can exchange community re- lated concepts (in OWL) and behavior (in SWRL). Agents can then learn and adapt new community-related behavior, which is useful...

  18. Towards Culturally-Aware Virtual Agent Systems

    DEFF Research Database (Denmark)

    Endrass, Birgit; André, Elisabeth; Rehm, Matthias

    2010-01-01

    in a game-like environment in a more interesting way than for example learning with a textbook. The authors support the idea that virtual agents are a great opportunity for teaching cultural awareness. Realizing this, the concept of culture needs to be translated into computational models and the advantages......Globalization leads to an increase in intercultural encounters with a risk of misunderstandings due to different patterns of behavior and understanding. Learning applications have been proposed that employ virtual agents as their primary tool. Through their embodiment, learning can be done...... of different systems using virtual agents need to be considered. Therefore, the authors reflect in this chapter on how virtual agents can help to learn about culture, scan definitions of culture from the social sciences, give an overview on how multiagent systems developed over time and classify the state...

  19. UTBot: A Virtual Agent Platform for Teaching Agent System Design

    Directory of Open Access Journals (Sweden)

    In-Cheol Kim

    2007-02-01

    Full Text Available We introduce UTBot, a virtual agent platform for teaching agent system design. UTBot implements a client for the Unreal Tournament game server and Gamebots system. It provides students with the basic functionality required to start developing their own intelligent virtual agents to play autonomously UT games. UTBot includes a generic agent architecture, CAA (Context-sensitive Agent Architecture, a domain-specific world model, a visualization tool, several basic strategies (represented by internal modes and internal behaviors, and skills (represented by external behaviors. The CAA architecture can support complex long-term behaviors as well as reactive short-term behaviors. It also realizes high context-sensitivity of behaviors. We also discuss our experience using UTBot as a pedagogical tool for teaching agent system design in undergraduate Artificial Intelligence course.

  20. Intersystem Communications between Virtualized Agents

    Directory of Open Access Journals (Sweden)

    Ovidiu Gherman

    2015-12-01

    Full Text Available This paper presents an analysis of the main problems associated with data and command communications in virtualized environments. This aspect is very important in determining the performance and functionality of such systems. In this regard, an effective data communication brings obvious advantages for volume data transfer (images, backups, checkpointing information. If we are to refer to resource administration overhead, we can notice that direct connectivity - although important - is not the only factor which defines the performance of data transfers; resource administration, resource loading and load balancing are also extremely important. Furthermore, a command structure is very important to expand the capabilities of underlying software (platform. Even if a platform supports various functions, the system should have the capability to discover, asses, command, deploy and monitor various dynamic virtualized resources in order to correctly (and efficiently use those resources, either via predefined protocols or via a set of mission-defined parameters that are transferred and intelligently parsed and processed.

  1. Social communication with virtual agents

    DEFF Research Database (Denmark)

    Marschner, Linda; Pannasch, Sebastian; Schulz, Johannes;

    2015-01-01

    In social communication, the gaze direction of other persons provides important information to perceive and interpret their emotional response. Previous research investigated the influence of gaze by manipulating mutual eye contact. Therefore, gaze and body direction has been changed as a whole...... to happy expressions for direct compared to averted gaze when the virtual character's body was directed towards the observer. Finally, body direction also influenced the emotional experience ratings towards happy expressions. While earlier findings suggested that mutual eye contact is the main source...

  2. Gerencia de organizaciones inteligentes

    OpenAIRE

    Carlos Eduardo Martínez Fajardo

    2000-01-01

    En el presente artículo se analiza el concepto de gerencia de organizaciones inteligentes centrado en tres factores esenciales seleccionados por el autor y que enfocan la capacidad gerencial de las organizaciones hacia el autoaprendizaje y la innovación del conocimiento: Una estructura inteligente capaz de producir bienes, servicios y conocimientos con calidad y costos eficientes. Entorno ambivalente conectado a la estructura interna mediante procesos de realimentación que originan conocimien...

  3. Intelligent Virtual Agents Architecture in Unknown Environment

    Directory of Open Access Journals (Sweden)

    Jiangfan Feng

    2012-11-01

    Full Text Available As the contemporary performing behavior in the reciprocity of virtual agents is glazed excessively and can't satisfy complex unknown environment, the research of Intelligent Virtual Agents (IVA with active learning and local apperception must be accelerated. In this paper, we design and implement a new IVA system architecture, for which active learning and local apperceive interaction were approached. Active learning using knowledge acquisition and knowledge evolution improved the self-regulation of behavior mechanism significantly, while local apperceive interaction could sense disturbances of the simulated environment and interactively communicate with other simulated agents within perception dimension effectively. Ultimately, the experimental result provides effectiveness and practicability of the performance in our prototype IVA system.

  4. Training simulators for power plant operation based in multimedia, intelligent tutorials and virtual reality; Simuladores para entrenamiento en la operacion de centrales basados en multimedia, tutores inteligentes y realidad virtual

    Energy Technology Data Exchange (ETDEWEB)

    Rossano Roman, Miguel; Tavira Mondragon, Jose A.; Romero Jimenez, Guillermo; Buenabad Arias, Maria de los Angeles [Instituto de Investigaciones Electricas, Cuernavaca (Mexico)

    1997-12-31

    The possibility of utilizing simulators to support the fossil fuel power plants operation personnel training, is analyzed. These simulators can be based in multimedia, intelligent tutorials and virtual reality. The software and hardware advances of these technologies are analyzed and it is concluded that the simulators development for operators training supported in the fore mentioned technologies represents a new alternative for the instruction of personnel of this type of power stations that has to be analyzed and evaluated, since one of the disadvantages of this type of technologies is the equipment and software investment cost [Espanol] Se analiza la posibilidad de utilizar simuladores para ayudar al entrenamiento del personal en la operacion de centrales termoelectricas, dichos simuladores pueden estar basados en multimedia, tutores inteligentes y realidad virtual. Se describen los avances en software y hardware de estas tecnologias y se concluye en que el desarrollo de simuladores para el entrenamiento de operadores apoyados con las tecnologias antes mencionadas representa una nueva alternativa para la instruccion del personal de este tipo de centrales, que hay que analizar y evaluar, ya que una de las desventajas de este tipo de tecnologias es el costo de inversion en equipo y software

  5. Contextos educativos inteligentes

    Directory of Open Access Journals (Sweden)

    Daiana Yamila Rigo

    2014-02-01

    Full Text Available Inteligencia y educación son dos constructos complejos. En el presente trabajo nos interrogamos acerca de ¿Cómo crear contextos educativos inteligentes? y ofrecemos algunas respuestas interesantes reconociendo las nuevas concepciones sobre inteligencia y su implicancia en educación. El escrito presenta desde un enfoque socio-constructivista las características que se le reconocen a los contextos educativos para ser pensados como inteligentes y el entramado de consideraciones que se realiza desde la psicología educacional y cultural para el desarrollo de nuevos enfoques de aprendizajes cuando se asume la importancia del contexto y del sujeto de aprendizaje. Asimismo, se describen las características que las tareas académicas y las evaluaciones adquieren cuando se busca construir contextos educativos inteligentes

  6. Constructing Agent Model for Virtual Training Systems

    Science.gov (United States)

    Murakami, Yohei; Sugimoto, Yuki; Ishida, Toru

    Constructing highly realistic agents is essential if agents are to be employed in virtual training systems. In training for collaboration based on face-to-face interaction, the generation of emotional expressions is one key. In training for guidance based on one-to-many interaction such as direction giving for evacuations, emotional expressions must be supplemented by diverse agent behaviors to make the training realistic. To reproduce diverse behavior, we characterize agents by using a various combinations of operation rules instantiated by the user operating the agent. To accomplish this goal, we introduce a user modeling method based on participatory simulations. These simulations enable us to acquire information observed by each user in the simulation and the operating history. Using these data and the domain knowledge including known operation rules, we can generate an explanation for each behavior. Moreover, the application of hypothetical reasoning, which offers consistent selection of hypotheses, to the generation of explanations allows us to use otherwise incompatible operation rules as domain knowledge. In order to validate the proposed modeling method, we apply it to the acquisition of an evacuee's model in a fire-drill experiment. We successfully acquire a subject's model corresponding to the results of an interview with the subject.

  7. Permission and Authorization in Policies for Virtual Communities of Agents

    NARCIS (Netherlands)

    Boella, G.; Torre, L.W.N. van der

    2005-01-01

    We study the design of policies for virtual communities of agents based on peer-to-peer systems or the grid infrastructure. In a virtual community agents can play both the role of resource consumers and the role of resource providers. Moreover, the agents remain in control of their resources, and th

  8. Consistent Dynamic-Group Emotions for Virtual Agents

    NARCIS (Netherlands)

    Broekens, Joost; Netten, Niels; DeGroot, Doug

    2005-01-01

    The use of computational models of emotion in virtual agents enhances the realism of these agents in a variety of domains, including virtual reality training and entertainment computing. We consider these two domains as prototypical for Multi-emotional-Agent- Systems (MeASs), which are the focus of

  9. Validating agent based models through virtual worlds.

    Energy Technology Data Exchange (ETDEWEB)

    Lakkaraju, Kiran; Whetzel, Jonathan H.; Lee, Jina; Bier, Asmeret Brooke; Cardona-Rivera, Rogelio E.; Bernstein, Jeremy Ray Rhythm

    2014-01-01

    As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative source of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior

  10. Gerencia de organizaciones inteligentes

    Directory of Open Access Journals (Sweden)

    Carlos Eduardo Martínez Fajardo

    2000-06-01

    Full Text Available En el presente articulo se analiza el concepto de gerencia de organizaciones inteligentes centrado en tres factores esenciales seleccionados por el autor y que enfocan la capacidad gerendal de las organizaciones hacia el autoaprendizaje y la innovación del conocimiento: Una estructura inteligente capaz de producir bienes, servicios y conocimientos con calidad y costos eficientes. Entorno ambivalente conectado a la estructura interna mediante procesos de realimentación que originan conocimiento nuevo. Un sistema de incentivos de aprendizaje y autoaprendizaje. Se analizan los tres factores señalados en relación con la calidad del sistema de educación institucional, la posibilidad de mejorar los sistemas de capacitación en las empresas y los sistemas de incentivos organizaciónales. Finalmente se establecen algunas recomendaciones para el mejoramiento de las políticas gubernamentales, el papel del sistema universitario y la acción de la gerencia de organizaciones inteligentes en función de la capacidad para producir conocimiento y llegar a ser más competitivos

  11. Cognitive Agents in Virtual Worlds : a Middleware Design Approach

    NARCIS (Netherlands)

    van Oijen, Joost

    2014-01-01

    In the past decade, significant advances have been made in the technologies for creating virtual worlds. These advances are accompanied with the need for intelligent, human-like characters to populate these virtual worlds. Such characters are also known as intelligent virtual agents (IVAs). IVAs are

  12. Implementing Virtual Agents: a HABA-Based Approach

    Directory of Open Access Journals (Sweden)

    Alejandro Garcés

    2010-11-01

    Full Text Available In recent years developments in gaming technology have focused on Massively Multi-User PersistentWorlds. This virtual communities host thousands of users interacting with each other through the Internetin real time. Such communities require new distributed programming paradigms for implementing thevirtual life management. In this work we present a practical methodology to add Virtual Agents toMassively Multi-User Persistent Worlds. To demonstrate the use of our methodology we present a realworldapplication. It adds a set of virtual agents to a 3D chat. The agents survey the users to obtain datato evaluate the processes and components of the virtual world.

  13. Intelligent Virtual Agents, 9th International Conference, IVA 2009

    NARCIS (Netherlands)

    Ruttkay, Z.M.; Kipp, M.; Nijholt, A.; Vilhjalmsson, H.H.

    2009-01-01

    Welcome to the Proceedings of the 9th International Conference on Intelligent Virtual Agents, held 14-16 September, 2009 in Amsterdam, The Netherlands. Intelligent Virtual Agents (IVAs) are interactive characters that exhibit humanlike qualities and communicate with humans or with each other using n

  14. Diseño de Sistemas Tutores Inteligentes con Tecnología de Agentes: Los Agentes Docentes en el Módulo Tutor

    OpenAIRE

    Zulma Cataldi; Patricia Calvo; Salgueiro, Fernando A.; Lage, Fernando J.

    2007-01-01

    A partir de un esquema básico, de interacción del alumno con los docentes, se estudian las diferentes características de los agentes para llevar a cabo una sesión de aprendizajes de tipo “uno a uno”. Se propone un modelo de agente docente en el módulo tutor, y se reconoce a la herramienta a utilizar para el diseño de este sistema en el campo de los agentes, a fin de continuar con la siguiente etapa en la investigación. A partir de un esquema básico, de interacción del alumno con los docentes,...

  15. Intelligent web agents for a 3D virtual community

    Science.gov (United States)

    Dave, T. M.; Zhang, Yanqing; Owen, G. S. S.; Sunderraman, Rajshekhar

    2003-08-01

    In this paper, we propose an Avatar-based intelligent agent technique for 3D Web based Virtual Communities based on distributed artificial intelligence, intelligent agent techniques, and databases and knowledge bases in a digital library. One of the goals of this joint NSF (IIS-9980130) and ACM SIGGRAPH Education Committee (ASEC) project is to create a virtual community of educators and students who have a common interest in comptuer graphics, visualization, and interactive techniqeus. In this virtual community (ASEC World) Avatars will represent the educators, students, and other visitors to the world. Intelligent agents represented as specially dressed Avatars will be available to assist the visitors to ASEC World. The basic Web client-server architecture of the intelligent knowledge-based avatars is given. Importantly, the intelligent Web agent software system for the 3D virtual community is implemented successfully.

  16. Touch perception and emotional appraisal for a virtual agent

    OpenAIRE

    Nguyen, Nhung; Wachsmuth, Ipke; Kopp, Stefan

    2007-01-01

    Building virtual agents that are able to perceive and appraise touch increase the lifelikeness and interaction possibilities in human computer interaction. In this paper we introduce work on how a sense of touch was realized for the virtual human Max and how he can emotionally react to it by appraising the different kinds of tactile sensation.

  17. Jacob: An Educational Agent in a Virtual Environment

    NARCIS (Netherlands)

    Evers, M.J.; Nijholt, A.; van den Bosch, A.; Weigand, H.

    2000-01-01

    The Jacob Project involves the construction of a virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project focuses on three issues: the software engineering aspects of building a virtual reality system, the integration of natural language interact

  18. The Virtual Secretary Architecture for Secure Software Agents

    NARCIS (Netherlands)

    Hartvigsen, G.; Johansen, S.; Helme, A.; Widding, R.A.; Bellika, G.; Cao, W.

    1996-01-01

    The Virtual Secretary project focuses on the construction of an environment for secure software agents. As a research vehicle, i.e., to enable full-scale experiments in realistic settings, some major secretarial tasks have been chosen. Our environment for secure software agents includes propagation

  19. Avatars, Pedagogical Agents, and Virtual Environments: Social Learning Systems Online

    Science.gov (United States)

    Ausburn, Lynna J.; Martens, Jon; Dotterer, Gary; Calhoun, Pat

    2009-01-01

    This paper presents a review of literature that introduces major concepts and issues in using avatars and pedagogical agents in first- and second-person virtual environments (VEs) for learning online. In these VEs, avatars and pedagogical agents represent self and other learners/participants or serve as personal learning "guides". The…

  20. The highly intelligent virtual agents for modeling financial markets

    Science.gov (United States)

    Yang, G.; Chen, Y.; Huang, J. P.

    2016-02-01

    Researchers have borrowed many theories from statistical physics, like ensemble, Ising model, etc., to study complex adaptive systems through agent-based modeling. However, one fundamental difference between entities (such as spins) in physics and micro-units in complex adaptive systems is that the latter are usually with high intelligence, such as investors in financial markets. Although highly intelligent virtual agents are essential for agent-based modeling to play a full role in the study of complex adaptive systems, how to create such agents is still an open question. Hence, we propose three principles for designing high artificial intelligence in financial markets and then build a specific class of agents called iAgents based on these three principles. Finally, we evaluate the intelligence of iAgents through virtual index trading in two different stock markets. For comparison, we also include three other types of agents in this contest, namely, random traders, agents from the wealth game (modified on the famous minority game), and agents from an upgraded wealth game. As a result, iAgents perform the best, which gives a well support for the three principles. This work offers a general framework for the further development of agent-based modeling for various kinds of complex adaptive systems.

  1. Camino al hogar inteligente

    Directory of Open Access Journals (Sweden)

    Ferreira Gili, Marco

    2004-12-01

    Full Text Available Today there are many projects related to intelligent houses such as Casa Internet, Madrid 2001 or its british equivalent in Watford, and most recently the Solar Decathlon´s project. Thanks to these proposals the domotic market gently opens to one day become what we could call as the intelligent “home”. Thought out the last few years, huge technological improvements have provided the buildings with brand new senses. However ,the idea of a comfortable home where the coffee maker would notice our awakening or the entrance door would suggest it’s closure after we leave, is still far away. A new path is opening in front of us, one that won’t end until all the necessary steps will be taken in the same direction, the merging of interfaces in the field of domotics.There are many domotic tendencies and possibilities discussed in this article, many options for one very same goal, control. Or even better, the capability of decision of tiny parts or hour home or office for a better and richer living experience.En la actualidad ya se conocen numerosos proyectos de casas inteligentes como Casa Internet en Madrid [1] o su homónimo británico en Watford [2] , y más actual el proyecto Solar Decathlon [3]. Gracias a estas propuestas, el mercado de la domótica, poco a poco, se abre paso para llegar a ser lo que un día podríamos llegar a llamar, el “hogar” inteligente. Si bien es cierto que en los últimos años el crecimiento y avances tecnológicos han dotado a los edificios de nuevos sentidos, queda lejos la visión de un confortable hogar donde la cafetera advierta nuestro despertar o la puerta de entrada sugiera su cierre tras nuestra marcha. Un camino por recorrer se abre ante nosotros, que no terminará hasta que todos los pasos se tomen en una misma dirección.Existen muchas tendencias y posibilidades domóticas que desgranaremos en este artículo. Múltiples opciones para un mismo fin. El control, o, mejor dicho, la

  2. Multi Agent Systems to Set Up Virtual Enterprises

    Directory of Open Access Journals (Sweden)

    Catalin Lupu

    2008-01-01

    Full Text Available This work presents a model of organizing moreenterprises into a virtual or a web enterprise. To constitutevirtual enterprises multiagent systems are utilized.In this sense the following are to be considered:elaborating a model to constitute the virtual enterprise, theimplementation of a multiagent system based on this modeland the testing and evaluation of the system performances,comparing them with more classic types of realization.In this paper, we describe how the multi-agentarchitecture can be used to support Virtual Enterprises(VE. We have focused on understanding how aVE is formedand, in particular, how the partners of a VE are selected. Wetryto analyse this scenario in the form of an AgentInteraction Protocol (AIP and then discuss how the multiagentarchitecrure can be used to support this process.Our working definition of a VE is: a team of partners thatcollaborate to achieve a specific goal. The partners may behuman beings, organisations or software agents. We believethat software agents, hereafter referred to as agents, are asuitable means of representing the partners of a VE. Oneimportant reason is that by representing the partners of aVE as agents and by delegating agents to look for the nextVE and conduct the negotiation on behalf of the partners, thepartners would then have the time to do the actual workrequired in the current VE.At the end of the paper we will present an experimentalsystem for the architecture of a virtual enterprise.

  3. A Formal Framework of Virtual Organisations as Agent Societies

    Directory of Open Access Journals (Sweden)

    Jarred McGinnis

    2010-01-01

    Full Text Available We propose a formal framework that supports a model of agent-based Virtual Organisations (VOs for service grids and provides an associated operational model for the creation of VOs. The framework is intended to be used for describing different service grid applications based on multiple agents and, as a result, it abstracts away from any realisation choices of the service grid application, the agents involved to support the applications and their interactions. Within the proposed framework VOs are seen as emerging from societies of agents, where agents are abstractly characterised by goals and roles they can play within VOs. In turn, VOs are abstractly characterised by the agents participating in them with specific roles, as well as the workflow of services and corresponding contracts suitable for achieving the goals of the participating agents. We illustrate the proposed framework with an earth observation scenario.

  4. Intelligent Generation and Control of Interactive Virtual Worlds

    OpenAIRE

    Trescak, Tomás

    2012-01-01

    Esta tesis aboga por el uso de los mundos virtuales como una tecnología de futuro en el dominio de los mundos virtuales serios, en particular en aplicaciones e-­‐* (e-­‐learning, e-­‐commerce, e-­‐ government) y en simulaciones sociales. En estas aplicaciones, el entorno virtual 3D está poblado por un gran número de habitantes que pueden ser humanos o avatares controlados por agentes virtuales inteligentes que se involucran en interacciones complejas con su entorno y con los demás participant...

  5. Younger and Older Users’ Recognition of Virtual Agent Facial Expressions

    OpenAIRE

    Beer, Jenay M.; Smarr, Cory-Ann; Fisk, Arthur D.; Rogers, Wendy A.

    2015-01-01

    As technology advances, robots and virtual agents will be introduced into the home and healthcare settings to assist individuals, both young and old, with everyday living tasks. Understanding how users recognize an agent’s social cues is therefore imperative, especially in social interactions. Facial expression, in particular, is one of the most common non-verbal cues used to display and communicate emotion in on-screen agents (Cassell, Sullivan, Prevost, & Churchill, 2000). Age is important ...

  6. Educational Interface Agents as Social Models in Virtual Learning Environments

    Directory of Open Access Journals (Sweden)

    Ramazan YILMAZ

    2011-12-01

    Full Text Available The increase in the number of students and the amount of information, the complexity of the content, lifelong learning‟s and individual education‟s becoming more of an issue, learners‟ desire to receive education without limitation of time and place led virtual learning environments to become widespread. In spite of the fact that virtual learning environments have a lot of advantages, there are also some disadvantages. One of them is the limitations experienced in providing social interaction with the learners. The studies carried out in recent years predict that some parts of problems the learners experienced in virtual learning environments about social interaction could be resolved by means of “educational interface agents”. In this article, educational interface agents and the importance of them in terms of virtual learning environments are dealt. Information presented in the article was obtained via field survey. Definition of educational interface agents, their characteristics, role and functions, and the use of educational interface agents in virtual learning environments are mentioned in the article.

  7. Generating Culture-Specific Gestures for Virtual Agent Dialogs

    DEFF Research Database (Denmark)

    Endrass, Birgit; Damian, Ionut; Huber, Peter;

    2010-01-01

    Integrating culture into the behavioral model of virtual agents has come into focus lately. When investigating verbal aspects of behavior, nonverbal behaviors are desirably added automatically, driven by the speech-act. In this paper, we present a corpus driven approach of generating gestures...

  8. Generating Norm-Related Emotions in Virtual Agents

    NARCIS (Netherlands)

    Ferreira, N.; Mascarenhas, S.; Paiva, A.; Dignum, F.; McBreen, J.; Degens, D.M.; Hofstede, G.J.

    2012-01-01

    The increased believability provided by emotions in virtual characters is a valuable feature in a multi agent environment. Despite much research on how to model emotions based on events that affect a character’s goals, the current emotional models usually do not take into account other sources of em

  9. Towards the Automatic Generation of Virtual Presenter Agents

    NARCIS (Netherlands)

    Nijholt, Anton

    2006-01-01

    There are many ways to present information to visitors and users of 2D and 3D interface environments. In these virtual environments we can provide visitors with simulations of real environments, including simulations of presenters in such environments (a lecturer, a sales agent, a receptionist, a mu

  10. A study into preferred explanations of virtual agent behavior

    NARCIS (Netherlands)

    Harbers, M.; Bosch, K. van den; Meyer, J.J.C.

    2009-01-01

    Virtual training systems provide an effective means to train people for complex, dynamic tasks such as crisis management or firefighting. Intelligent agents are often used to play the characters with whom a trainee interacts. To increase the trainee's understanding of played scenarios, several accou

  11. An Intelligent Agent Based on Virtual Geographic Environment System

    Institute of Scientific and Technical Information of China (English)

    SHEN Dayong; LIN Hui; GONG Jianhua; ZHAO Yibin; FANG Zhaobao; GUO Zhongyang

    2004-01-01

    On the basis of previous work, this paper designs an intelligent agent based on virtual geographic environment (VGE) system that is characterized by huge data, rapid computation, multi-user, multi-thread and intelligence and issues challenges to traditional GIS models and algorithms. The new advances in software and hardware technology lay a reliable basis for system design, development and application.

  12. Distributed formation stabilization for mobile agents using virtual tensegrity structures

    NARCIS (Netherlands)

    Yang, Qingkai; Cao, Ming; Fang, Hao; Chen, Jie

    2015-01-01

    This paper investigates the distributed formation control problem for a group of mobile Euler-Lagrange agents to achieve global stabilization by using virtual tensegrity structures. Firstly, a systematic approach to design tensegrity frameworks is elaborately explained to confine the interaction rel

  13. Comprehension and engagement in survey interviews with virtual agents.

    Science.gov (United States)

    Conrad, Frederick G; Schober, Michael F; Jans, Matt; Orlowski, Rachel A; Nielsen, Daniel; Levenstein, Rachel

    2015-01-01

    This study investigates how an onscreen virtual agent's dialog capability and facial animation affect survey respondents' comprehension and engagement in "face-to-face" interviews, using questions from US government surveys whose results have far-reaching impact on national policies. In the study, 73 laboratory participants were randomly assigned to respond in one of four interviewing conditions, in which the virtual agent had either high or low dialog capability (implemented through Wizard of Oz) and high or low facial animation, based on motion capture from a human interviewer. Respondents, whose faces were visible to the Wizard (and videorecorded) during the interviews, answered 12 questions about housing, employment, and purchases on the basis of fictional scenarios designed to allow measurement of comprehension accuracy, defined as the fit between responses and US government definitions. Respondents answered more accurately with the high-dialog-capability agents, requesting clarification more often particularly for ambiguous scenarios; and they generally treated the high-dialog-capability interviewers more socially, looking at the interviewer more and judging high-dialog-capability agents as more personal and less distant. Greater interviewer facial animation did not affect response accuracy, but it led to more displays of engagement-acknowledgments (verbal and visual) and smiles-and to the virtual interviewer's being rated as less natural. The pattern of results suggests that a virtual agent's dialog capability and facial animation differently affect survey respondents' experience of interviews, behavioral displays, and comprehension, and thus the accuracy of their responses. The pattern of results also suggests design considerations for building survey interviewing agents, which may differ depending on the kinds of survey questions (sensitive or not) that are asked.

  14. MATRIX-AGENT FRAMEWORK:A VIRTUAL PLATFORM FOR MULTI-AGENTS

    Institute of Scientific and Technical Information of China (English)

    Hao Lan ZHANG; Clement H.C. LEUNG; Gitesh K. RAIKUNDALIA

    2006-01-01

    Multi-agent technology has been applied extensively to many areas, including Decision Support Systems (DSS). However, the applications of multi-agent technology in DSS are still very preliminary.Most of the current agent frameworks, such as middle-agent-based or agent-facilitator-based frameworks, are basically agent-to-agent model. These agent-based frameworks often neglect the living environment for agents and they suffer from: (i) inability to adapt to the environment, (ii)inability to self-upgrade, and (iii) inefficiency in information acquisition. Here, we introduce a recently proposed multi-agent framework, namely Agent-based Open Connectivity for Decision Support Systems (AOCD). In this new framework, the communication and cooperation between agents are through a key component, the Matrix, which provides a virtual platform for agents. We use a unified Matrices framework to solve the bottleneck problem in the AOCD framework. Our experimental results based on different agent network topologies indicate that the hybrid topology presents superior performance compared with the centralised and decentralised topologies.

  15. Where robots and virtual agents meet : a survey of social interaction across Milgram's Reality-Virtuality Continuum

    OpenAIRE

    Holz, Thomas; Dragone, Mauro; O'Hare, G. M. P.

    2009-01-01

    Traditionally, social interaction research has concentrated on either fully virtually embodied agents (e.g. embodied conversational agents) or fully physically embodied agents (e.g. robots). For some time, however, both areas have started augmenting their agents’ capabilities for social interaction using ubiquitous and intelligent environments. We are placing different agent systems for social interaction along Milgram’s Reality-Virtuality Continuum—according to the degree they are embodied i...

  16. Intelligent Virtual Agents as Language Trainers Facilitate Multilingualism

    Directory of Open Access Journals (Sweden)

    Manuela eMacedonia

    2014-04-01

    Full Text Available In this paper we introduce a new generation of language trainers: intelligent virtual agents (IVAs with human appearance and the capability to teach foreign language vocabulary. We report results from studies that we have conducted with Billie, an IVA employed as a vocabulary trainer, as well as research findings on the acceptance of the agent as a trainer by adults and children. The results show that Billie can train humans as well as a human teacher can and that both adults and children accept the IVA as a trainer. The advantages of IVAs are multiple. First, their teaching methods can be based on neuropsychological research findings concerning memory and learning practice. Second, virtual teachers can provide individualized training. Third, they coach users during training, are always supportive, and motivate learners to train. Fourth, agents will reside in the user’s mobile devices and thus be at the user’s disposal everywhere and anytime. Agents in apps will make foreign language training accessible to anybody at low cost. This will enable people around the world, including physically, financially and geographically disadvantaged persons, to learn a foreign language and help to facilitate multilingualism.

  17. A Mobile Agent-Based Prototype of Heterogeneous Distributed Virtual Environment Systems

    Institute of Scientific and Technical Information of China (English)

    2000-01-01

    Mobile agents provide a new method for the distributed computation. This paper presents the advantages of using mobile agents in a distributed virtual environment (DVE) sys tem, and describes the architecture of heterogeneous computer's distributed virtual environment system (HCNVES) designed to populate some mobile agents as well as stationary agents. Finally, the paper introduces how heterogeneous computer network communication is to be realized.

  18. Diseño de un Sistema Tutor Inteligente Multiagente

    Directory of Open Access Journals (Sweden)

    Elizabeth Jiménez Rey

    2006-08-01

    Full Text Available Se presentó en una publicación previa la primera etapa de una línea de investigación dentro del Proyecto de Investigación Acreditado I015 “Manufactura Integrada por Computadora en Sistemas Complejos para el Desarrollo Social, Industrial y de Tecnología”. Se ilustraron en un marco teórico los temas básicos que pretende aunar dicho trabajo: los Sistemas Tutores Inteligentes (STI y los Sistemas Multiagentes (SMA. La creación de Sistemas Inteligentes Educativos (SIE se enfoca más como una herramienta complementaria de la enseñanza y del aprendizaje que permite aumentar la calidad del aprendizaje, que como una herramienta que sustituye en sí todo un sistema clásico de enseñanza y de aprendizaje. En este trabajo se describe los aspectos esenciales que se deben considerar en el modelado de un sistema tutor inteligente utilizando la tecnología de agentes y se propone el diseño de uno en particular, especialmente su modelo de datos.

  19. EMOTION RECOGNITION OF VIRTUAL AGENTS FACIAL EXPRESSIONS: THE EFFECTS OF AGE AND EMOTION INTENSITY

    OpenAIRE

    Beer, Jenay M.; Fisk, Arthur D.; Rogers, Wendy A.

    2009-01-01

    People make determinations about the social characteristics of an agent (e.g., robot or virtual agent) by interpreting social cues displayed by the agent, such as facial expressions. Although a considerable amount of research has been conducted investigating age-related differences in emotion recognition of human faces (e.g., Sullivan, & Ruffman, 2004), the effect of age on emotion identification of virtual agent facial expressions has been largely unexplored. Age-related differences in emoti...

  20. Moving attractive virtual agent improves interpersonal coordination stability.

    Science.gov (United States)

    Zhao, Zhong; Salesse, Robin N; Gueugnon, Mathieu; Schmidt, Richard C; Marin, Ludovic; Bardy, Benoît G

    2015-06-01

    Interpersonal motor coordination is influenced not only by biomechanical factors such as coordination pattern, oscillating frequency, and individual differences, but also by psychosocial factor such as likability and social competences. Based on the social stereotype of "what is beautiful is good", the present study aimed at investigating whether people coordinate differently with physically attractive people compared to less attractive people. 34 participants were engaged in an interpersonal coordination task with different looking (virtual) agents while performing at the same time a reaction time task. Results showed that participants had more stable motor coordination with the moving attractive than with the less attractive agent, and that the difference in motor coordination could not be interpreted by a specific attention allocation strategy. Our findings provide the evidence that physical attractiveness genuinely affects how people interact with another person, and that the temporal-spatial coordinated movement varies with the partner's psychosocial characteristics. The study broadens the perspective of exploring the effect of additional psychosocial factors on social motor coordination. PMID:25854798

  1. Moving attractive virtual agent improves interpersonal coordination stability.

    Science.gov (United States)

    Zhao, Zhong; Salesse, Robin N; Gueugnon, Mathieu; Schmidt, Richard C; Marin, Ludovic; Bardy, Benoît G

    2015-06-01

    Interpersonal motor coordination is influenced not only by biomechanical factors such as coordination pattern, oscillating frequency, and individual differences, but also by psychosocial factor such as likability and social competences. Based on the social stereotype of "what is beautiful is good", the present study aimed at investigating whether people coordinate differently with physically attractive people compared to less attractive people. 34 participants were engaged in an interpersonal coordination task with different looking (virtual) agents while performing at the same time a reaction time task. Results showed that participants had more stable motor coordination with the moving attractive than with the less attractive agent, and that the difference in motor coordination could not be interpreted by a specific attention allocation strategy. Our findings provide the evidence that physical attractiveness genuinely affects how people interact with another person, and that the temporal-spatial coordinated movement varies with the partner's psychosocial characteristics. The study broadens the perspective of exploring the effect of additional psychosocial factors on social motor coordination.

  2. Simulating Interactive Learning Scenarios with Intelligent Pedagogical Agents in a Virtual World through BDI-Based Agents

    Directory of Open Access Journals (Sweden)

    Mohamed Soliman

    2013-04-01

    Full Text Available Intelligent Pedagogical Agents (IPAs are designed for pedagogical purposes to support learning in 3D virtual learning environments. Several benefits of IPAs have been found adding to support learning effectiveness. Pedagogical agents can be thought of as a central point of interaction between the learner and the learning environment. And hence, the intelligent behavior and functional richness of pedagogical agents have the potential to reward back into increased engagement and learning effectiveness. However, the realization of those agents remains to be a challenge based on intelligent agents in virtual worlds. This paper reports the challenging reasons and most importantly an approach for simplification. A simulation based on BDI agents is introduced opening the road for several extensions and experimentation before implementation of IPAs in a virtual world can take place. The simulation provides a proof-of concept based on three intelligent agents to represent an IPA, a learner, and learning object implemented in JACK and Jadex intelligent agent platforms. To that end, the paper exhibits the difficulties, resolutions, and decisions made when designing and implementing the learning scenario in both domains of the virtual world and the agent-based simulation while comparing the two agent platforms.

  3. Intelligent buildings vs. bioclimatic design; Edificios inteligentes vs. diseno bioclimatico

    Energy Technology Data Exchange (ETDEWEB)

    Aguayo Gonzalez, Ricardo [Tecnologico de Monterrey (Mexico)

    2006-10-15

    Present the form of intelligent buildings designing is the article purpose. Those kinds of edifications take advantage of climatic conditions which allow the users comfort and the efficient electric power use, avoiding the polluting agents. It also shows the four next following stages to design an intelligent building to know: the dry weather and relative dampness schedule variations during a year in the building location; the predominant winds direction, intensity and schedule frequency; the cloudiness, rain, etc and how to use the Givoni diagram to obtain the natural air-conditioning strategies and reach the thermal comfort. [Spanish] El proposito de este articulo es presentar la forma de disenar edificios Inteligentes, los cuales aprovechan las condiciones climaticas que permiten el confort de los usuarios y el uso eficiente de la energia electrica, evitando asi la emision de agentes contaminantes. Tambien menciona los siguientes cuatro pasos para el diseno de un edificio inteligente: conocer las variaciones horarias de temperatura seca y humedad relativa durante un ano en el lugar donde estara el edificio, saber la direccion, intensidad y frecuencia horaria de los vientos dominantes, tener conocimiento de la nubosidad, lluvia, etc. y utilizar el diagrama de Givoni para obtener las estrategias de climatizacion natural para obtener el confort termico.

  4. Flocking in Multi-Agent Systems with Multiple Virtual Leaders Based Only on Position Measurements

    International Nuclear Information System (INIS)

    Most existing flocking algorithms assume one single virtual leader and rely on information on both relative positions and relative velocities among neighboring agents. In this paper, the problem of controlling a flock of mobile autonomous agents to follow multiple virtual leaders is investigated by using only position information in the sense that agents with the same virtual leader asymptotically attain the same velocity and track the corresponding virtual leader based on only position measurements. A flocking algorithm is proposed under which every agent asymptotically attains its desired velocity, collision between agents can be avoided, and the final tight formation minimizes all agents' global potentials. A simulation example is presented to verify and illustrate the theoretical results. (general)

  5. Supply Chain Management System Model of Virtual Enterprises Based on Multi-Agent

    Institute of Scientific and Technical Information of China (English)

    LI Zhen; ZHANG Pei-pei

    2008-01-01

    Based on the analysis of a virtual enterprise and the development of supply chain management, their integration is proposed. Then, the difference between multi-agent system modeling method and the traditional modeling method is analyzed, and a method based on Java agent framework for multi-agent systems(JAFMAS) is proposed. By using this method the virtual enterprise's supply chain management system model is established.

  6. The use of agents and objects to integrate virtual enterprises

    Energy Technology Data Exchange (ETDEWEB)

    Pancerella, C.M.

    1998-01-01

    The manufacturing complex for the Department of Energy (DOE) is distributed: design laboratories, manufacturing facilities, and industrial partners. Designers must have a concurrent engineering environment to support all aspects of the cradle-to-grave product realization process across the distributed sites. Engineers must be able to analyze and simulate processes, retrieve and process heterogeneous information, both archived and current, and access multiple databases. Manufacturers must be able to coordinate activities of various manufacturing centers, which may involve a negotiation process. Furthermore, Sandia must be able to export manufacturing capabilities, such as on-machine acceptance, to outside suppliers. A key element to making this a reality is a flexible information architecture. The DOE information architecture must support a wide-area virtual enterprise, with distributed intelligent software components. The architecture must provide for asynchronous communication; multiple programming languages and operating systems; incorporation of geographically distributed manufacturing services; various hardware platforms; and heterogeneous workstations, PC`s, machine tool controllers, and special-purpose compute engines. Further, it is critical that manufacturing facilities are not isolated from design, planning, and other business activities and that information flows easily and bidirectionally between these activities. To accomplish this seamlessly, heterogeneous knowledge must be exchanged across both domain and organizational boundaries. Distributed object and software agent technologies are two methods for connecting such engineering and manufacturing systems. The two technologies have overlapping goals - interoperability and architectural support for integrating software components - though to date little or no integration of the two technologies has been made.

  7. Internet del futuro y ciudades inteligentes

    OpenAIRE

    Sosa, Eduardo Omar; Godoy, Diego Alberto; Neis, Raúl; Motta, Gabriel; Luft, Raúl; Sosa, Darío; Bareiro, Hernán; Quiñones, Paola

    2013-01-01

    En este documento se presentan los avances de una serie de trabajos en proceso en el marco de proyectos de investigación desarrollados tanto en la Universidad Nacional de Misiones como en la Universidad Gastón Dachary relacionados con la Internet del Futuro y Ambientes Inteligentes. Los trabajos presentados son: Simulación de Redes de Sensores Remotos mediante interfaz basada en la Web, Contribución a la Gestión de Residuos Domiciliarios como una Aplicación en Ciudades Inteligentes y una Plat...

  8. Flocking in Multi-Agent Systems with Multiple Virtual Leaders Based Only on Position Measurements

    Institute of Scientific and Technical Information of China (English)

    苏厚胜

    2012-01-01

    Most existing flocking algorithms assume one single virtual leader and rely on information on both relative positions and relative velocities among neighboring agents.In this paper,the problem of controlling a flock of mobile autonomous agents to follow multiple virtual leaders is investigated by using only position information in the sense that agents with the same virtual leader asymptotically attain the same velocity and track the corresponding virtual leader based on only position measurements.A flocking algorithm is proposed under which every agent asymptotically attains its desired velocity,collision between agents can be avoided,and the final tight formation minimizes all agents' global potentials.A simulation example is presented to verify and illustrate the theoretical results.

  9. Integrando redes sociales y agentes de software en entornos educativos

    OpenAIRE

    Kuz, Antonieta; Giandini, Roxana Silvia; Nahuel, Leopoldo

    2013-01-01

    El objetivo de esta propuesta es realizar actividades de investigación y desarrollo en temas relacionados con Análisis de Redes Sociales (ARS) en conjunción con Agentes de Software inteligentes, aplicados a Entornos Educativos virtuales. Específicamente se pretende proveer una metodología con soporte tecnológico (basada en ARS y Agentes de Software) que ayude al profesor a evaluar cualitativamente los distintos lazos internos del alumnado y tomar decisiones pedagógicas más precisas, a trav...

  10. Wi-Fi inteligente vs Interferencia RF

    OpenAIRE

    Sancho Vallejo Andrea Paulina

    2011-01-01

    La interferencia es el principal problema en los sistemas inalámbricos. Se han implementado soluciones que de una u otra forma alivian el problema, sin embargo no son 100% eficaces. Es por ello que la tendencia son los sistemas inteligentes, que sin la intervención humana sean capaces de solucionar este problema.

  11. Virtual customer service agents: using social presence and personalization to shape online service encounters

    NARCIS (Netherlands)

    T. Verhagen; J van Nes; F Feldberg; W. van Dolen

    2014-01-01

    By performing tasks traditionally fulfilled by service personnel and having a humanlike appearance, virtual customer service agents bring classical service elements to the web, which may positively influence customer satisfaction through eliciting social responses and feelings of personalization. Th

  12. Better Models for Agile Virtual Enterprises - the Enterprise and its Constituents as Hybrid Agents

    DEFF Research Database (Denmark)

    Bernus, Peter; Baltrusch, Rob; Tølle, Martin;

    2003-01-01

    The article proposes a way to improve reference models for the management of virtual enterprises. The pattern of management roles is based on enveloping each decision centre into an agent wrapper, using the same tools and algorithms. Using this approach enterprises (organization, networks, virtual...

  13. Multi-agent swarm control in virtual worlds

    OpenAIRE

    Rydell, Andreas

    2014-01-01

    Flocking birds in a virtual world through adaption of Craig Reynolds, Boids algorithm. In this paper I will demonstrate how I adapted the Boids algorithm to an already existing code to create a flocking behaviour and discuss options to the solutions. I have been given a virtual world with existing birds that is moving around based on random elements that in a way mimics flying.

  14. Educational Interface Agents as Social Models in Virtual Learning Environments

    OpenAIRE

    YILMAZ, Ramazan; Ebru KILIÇ ÇAKMAK

    2011-01-01

    The increase in the number of students and the amount of information, the complexity of the content, lifelong learning‟s and individual education‟s becoming more of an issue, learners‟ desire to receive education without limitation of time and place led virtual learning environments to become widespread. In spite of the fact that virtual learning environments have a lot of advantages, there are also some disadvantages. One of them is the limitations experienced in providing social interaction...

  15. Desenvolvimento de uma arquitetura embarcada reativa para agentes autônomos inteligentes, aplicada ao futebol de robôs = Development of an onboard reactive architecture for intelligent autonomous agents, applied to robot soccer

    Directory of Open Access Journals (Sweden)

    Claudio Jose Biazus

    2009-01-01

    Full Text Available Dentre as principais dificuldades encontradas para a construção de sistemas multiagentes em que existe a disponibilidade de um sistema de visão local, como é o caso de algumas categorias de futebol de robôs, destacam-se: necessidade de resposta em tempo realpara identificação dos objetos em cena, conhecimento do ambiente, distribuição das competências de controle entre os comportamentos reativos a cargo de cada agente. O presente artigo descreve a implementação de uma arquitetura embarcada reativa paracontrole de Sistemas Multiagentes equipados com sistema de visão local e dotados de sensores, e sua aplicação em ambientes de futebol de robôs. Neste trabalho, foram descritas as técnicas de processamento digital de imagens e a arquitetura proposta para satisfazer às restrições relacionadas ao problema.There are a lot of difficulties that must be faced during the development of multi-agent systems equipped with local vision, as is the case of some robotic soccer leagues, such as: the real-time constraints for recognition of scene objects, acquisition of environment knowledge, and the distribution and allocation ofcontrol competencies among reactive behaviors under the responsibility of each agent. This article describes the implementation of an onboard reactive control architecture for a multiagent system, equipped with local vision camera and local sensors. This multiple agent system is applied in robot soccer environments. The work describes the digital image processing techniques as well as the proposed control architecture that satisfy the constraints related with this kind of application.

  16. Information Security Approach in Open Distributed Multi-Agent Virtual Learning Environment

    Directory of Open Access Journals (Sweden)

    Dr. Zahi A.M. Abu Sarhan

    2014-02-01

    Full Text Available This paper presented the main information, security problems and threats in open multi-agent distributed e-learning information systems and Proposed various approaches to solve information security attacks in virtual learning environment using service oriented architecture which based on multi-agent information systems architecture, the solution on the multi-agent learning information system implementation based on the implementation of two types of systems the first system with the centralized mobile agent information security management and the second system with decentralized mobile agents security management, and proposed the migration behavior simulation for their active software components (software agents .

  17. Desenvolvimento de uma arquitetura embarcada reativa para agentes autônomos inteligentes, aplicada ao futebol de robôs = Development of an onboard reactive architecture for intelligent autonomous agents, applied to robot soccer

    OpenAIRE

    Claudio Jose Biazus; Mauro Roisenberg

    2009-01-01

    Dentre as principais dificuldades encontradas para a construção de sistemas multiagentes em que existe a disponibilidade de um sistema de visão local, como é o caso de algumas categorias de futebol de robôs, destacam-se: necessidade de resposta em tempo realpara identificação dos objetos em cena, conhecimento do ambiente, distribuição das competências de controle entre os comportamentos reativos a cargo de cada agente. O presente artigo descreve a implementação de uma arquitetura embarcada re...

  18. Information Security Approach in Open Distributed Multi-Agent Virtual Learning Environment

    OpenAIRE

    Dr. Zahi A.M. Abu Sarhan; As'ad Mahmoud As'ad Alnaser

    2014-01-01

    This paper presented the main information, security problems and threats in open multi-agent distributed e-learning information systems and Proposed various approaches to solve information security attacks in virtual learning environment using service oriented architecture which based on multi-agent information systems architecture, the solution on the multi-agent learning information system implementation based on the implementation of two types of systems the first system with t...

  19. Social robotics: reality and virtuality in agent-based robotics

    OpenAIRE

    Duffy, Brian R.; Collier, Rem; O'Hare, G. M. P.; Rooney, Colm, (Thesis); O'Donoghue, Ruadhan

    1999-01-01

    This paper advocates the application of multi-agent techniques in the realisation of social robotic behaviour. We present the Social Robot Architecture, which integrates the key elements of agenthood and robotics in a coherent and systematic manner. This architecture seamlessly integrates real world robots, multi-agent development tools, and VRML visualisation tools into a coherent whole. peer-reviewed

  20. Flocking of Multi-agent Systems Following Virtual Leader with Time-Varying Velocity

    Institute of Scientific and Technical Information of China (English)

    YANG Ji-Chen; LU Qi-Shao

    2009-01-01

    We consider the collective dynamics for a multi-agent system with a virtual leader. The velocity of the leader is time-varying and the interconnection topology of position network is switching based on the distances between agents. To track the leader in flocking, a neighbour-based local piecewise smooth controller is proposed for each agent. Using the control method, all agent velocities asymptotically approach the desired velocity while collisions can be avoided between agents. Some simulation results are provided to demonstrate the theoretical results.

  1. MINERVA: Modelo Integral para Entornos de Realidad Virtual y Agentes

    OpenAIRE

    López García, Gabriel

    2014-01-01

    Uno de los problemas más importantes en los sistemas de realidad virtual es la diversidad de los dispositivos visuales y de interacción que existen en la actualidad. Junto a esto, la heterogeneidad de los motores gráficos, los motores físicos y los motores de inteligencia artificial, propicia que no exista un modelo que aúne todos estos aspectos de una forma integral y coherente. Con el objetivo de unificar toda esta diversidad, presentamos un modelo formal que afronta de forma integral el pr...

  2. Virtual organization support through electronic institutions and normative multi-agent systems

    OpenAIRE

    Henrique Lopes Cardoso; Ana Paula Rocha; Eugénio Oliveira

    2006-01-01

    The multi-agent system (MAS) paradigm has become a prominent approach in distributed artificial intelligence. Many real-world applications of MAS require ensuring cooperative outcomes in scenarios populated with self-interested agents. Following this concern, a strong research emphasis has been given recently to normative MAS. A major application area of MAS technology is e-business automation, including the establishment and operation of business relationships and the formation of virtual or...

  3. Mascaret: Pedagogical multi-agents system for virtual environment for training.

    OpenAIRE

    Buche, Cédric; Querrec, Ronan; De Loor, Pierre; Chevaillier, Pierre

    2004-01-01

    International audience; This study concerns virtual environments for training in operational conditions. The principal developed idea is that these environments are heterogeneous and open multi-agent systems. The MASCARET model is proposed to organize the interactions between agents and to provide them reactive, cognitive and social abilities to simulate the physical and social environment. The physical environment represents, in a realistic way, the phenomena that learners and teachers have ...

  4. Modeling and simulation of virtual human's coordination based on multi-agent systems

    Science.gov (United States)

    Zhang, Mei; Wen, Jing-Hua; Zhang, Zu-Xuan; Zhang, Jian-Qing

    2006-10-01

    The difficulties and hotspots researched in current virtual geographic environment (VGE) are sharing space and multiusers operation, distributed coordination and group decision-making. The theories and technologies of MAS provide a brand-new environment for analysis, design and realization of distributed opening system. This paper takes cooperation among virtual human in VGE which multi-user participate in as main researched object. First we describe theory foundation truss of VGE, and present the formalization description of Multi-Agent System (MAS). Then we detailed analyze and research arithmetic of collectivity operating behavior learning of virtual human based on best held Genetic Algorithm(GA), and establish dynamics action model which Multi-Agents and object interact dynamically and colony movement strategy. Finally we design a example which shows how 3 evolutional Agents cooperate to complete the task of colony pushing column box, and design a virtual world prototype of virtual human pushing box collectively based on V-Realm Builder 2.0, moreover we make modeling and dynamic simulation with Simulink 6.

  5. TSI-Enhanced Pedagogical Agents to Engage Learners in Virtual Worlds

    Science.gov (United States)

    Leung, Steve; Virwaney, Sandeep; Lin, Fuhua; Armstrong, AJ; Dubbelboer, Adien

    2013-01-01

    Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction…

  6. Behavior believability in virtual worlds: agents acting when they need to.

    Science.gov (United States)

    Avradinis, Nikos; Panayiotopoulos, Themis; Anastassakis, George

    2013-12-01

    Believability has been a perennial goal for the intelligent virtual agent community. One important aspect of believability largely consists in demonstrating autonomous behavior, consistent with the agent's personality and motivational state, as well as the world conditions. Autonomy, on behalf of the agent, implies the existence of an internal structure and mechanism that allows the agent to have its own needs and interests, based on which the agent will dynamically select and generate goals that will in turn lead to self-determined behavior. Intrinsic motivation allows the agent to function and demonstrate behavior, even when no external stimulus is present, due to the constant change of its internal emotional and physiological state. The concept of motivation has already been investigated by research works on intelligent agents, trying to achieve autonomy. The current work presents an architecture and model to represent and manage internal driving factors in intelligent virtual agents, using the concept of motivations. Based on Maslow and Alderfer's bio-psychological needs theories, we present a motivational approach to represent human needs and produce emergent behavior through motivation synthesis. Particular attention is given to basic, physiological level needs, which are the basis of behavior and can produce tendency to action even when there is no other interaction with the environment. PMID:23853745

  7. With us or against us: simulated social touch by virtual agents in a cooperative or competitive setting

    NARCIS (Netherlands)

    Huisman, Gijs; Kolkmeier, Jan; Heylen, Dirk; Bickmore, Timothy; Marsella, Stacy; Sidner, Candance

    2014-01-01

    In this paper we examine how simulated social touch by a virtual agent in a cooperative or competitive augmented reality game influences the perceived trustworthiness, warmth and politeness of the agent. Before and after the game, participants interact with two agents whereby one agent touches the p

  8. Emotional recognition from the speech signal for a virtual education agent

    Science.gov (United States)

    Tickle, A.; Raghu, S.; Elshaw, M.

    2013-06-01

    This paper explores the extraction of features from the speech wave to perform intelligent emotion recognition. A feature extract tool (openSmile) was used to obtain a baseline set of 998 acoustic features from a set of emotional speech recordings from a microphone. The initial features were reduced to the most important ones so recognition of emotions using a supervised neural network could be performed. Given that the future use of virtual education agents lies with making the agents more interactive, developing agents with the capability to recognise and adapt to the emotional state of humans is an important step.

  9. Desarrollo de sistemas inteligentes aplicados a redes eléctricas industriales

    OpenAIRE

    Krapf, Andrés; Casali, Ana

    2007-01-01

    Este trabajo sintetiza el desarrollo de un Sistema Inteligente de Control (SIC) para la Automatización de Sistemas Eléctricos de Potencia (SEPs) del tipo industrial. Las tareas automatizadas son detección y aislación de fallas, y automatización de métodos de back-up que soporten posibles pérdidas de integridad en los componentes involucrados. Para este sistema se propone una arquitectura multiagente altamente escalable y flexible, y se describen los agentes necesarios para realizar las distin...

  10. Aplicaciones de agentes pedagógicos en entornos virtuales para la enseñanza

    OpenAIRE

    Troncoso Pantoja, Brunny

    2005-01-01

    Un Agente Pedagógico (AP) es una aplicación de agentes de software en entornos de aprendizaje de algún dominio de conocimientos específico. Esencialmente, un AP actúa como la personificación de un tutor en un entorno virtual de aprendizaje, entorno que puede ser textual, bidimensional o tridimensional (de escritorio o de inmersión). La personificación de este tutor puede o no ser humana, pero resulta vital que posea características antropomorfas que permitan la comunicación verbal y no-verbal...

  11. A multi-agent system model to integrate Virtual Learning Environments and Intelligent Tutoring Systems

    OpenAIRE

    Giuffra P.; Cecilia E.; Silveira Ricardo A.

    2013-01-01

    Virtual learning environments (VLEs) are used in distance learning and classroom teaching as teachers and students support tools in the teaching–learning process, where teachers can provide material, activities and assessments for students. However, this process is done in the same way for all the students, regardless of their differences in performance and behavior in the environment. The purpose of this work is to develop an agent-based intelligent learning environment model inspired by int...

  12. Use of virtual simulator for agent training in radiation protection actions in major events

    Energy Technology Data Exchange (ETDEWEB)

    Passos, Claudio Azevedo, E-mail: cpassos.cp2@gmail.com [Universidade Federal do Rio de Janeiro (CCMN/NCE/UFRJ), Rio de Janeiro, RJ (Brazil); Mol, Antonio Carlos A.; Carvalho, Paulo V.R., E-mail: mol@ien.gov.br, E-mail: paulov@ien.gov.br [nstituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Lima, Fabio Almeida; Rocha, Tiago Lima, E-mail: profantoniocarlosmol@gmail.com, E-mail: falmeida@unicarioca.edu.br, E-mail: tlrtiago@gmail.com [Centro Universitario Carioca (Unicarioca), Rio de Janeiro, RJ (Brazil)

    2015-07-01

    With the proximity of the events of the Olympic Games, Brazil can become a great place of visibility for running dirty bombs or any other radiation mode proliferation by terrorists. Aware of these problems, the government and the organizations created managements of emergencies to ensure that these events elapse in an orderly and safe manner. The management of emergency situations at an event is a complex problem, which involves dynamic, unforeseen and unintended situations, emphasizing the potential complexity of the contexts in which organizations operate and, as a consequence, the people involved in the execution of multiple tasks from activities that require intense cognitive effort, are often challenged to adapt dynamically to maintain the productivity of the organization at satisfactory levels of performance usually impedes these people reflect on the results of their actions and learn from them. Therefore, it is extremely important to create tools that address the methods and techniques of Cognitive Task Analysis (CTA) to assist in the previous training of the security agents, for example, detection and approaches of people who carry radioactive elements. One of the possible ways to accomplish this training is through the use of virtual reality. Virtual environments bring some advantages like reducing costs and risks. The aim of this paper is to present a virtual simulator to evaluate the use in training agents in major events. As a case study, the Maracana and the agents of the National Nuclear Energy Commission (CNEN) was chosen. (author)

  13. Use of virtual simulator for agent training in radiation protection actions in major events

    International Nuclear Information System (INIS)

    With the proximity of the events of the Olympic Games, Brazil can become a great place of visibility for running dirty bombs or any other radiation mode proliferation by terrorists. Aware of these problems, the government and the organizations created managements of emergencies to ensure that these events elapse in an orderly and safe manner. The management of emergency situations at an event is a complex problem, which involves dynamic, unforeseen and unintended situations, emphasizing the potential complexity of the contexts in which organizations operate and, as a consequence, the people involved in the execution of multiple tasks from activities that require intense cognitive effort, are often challenged to adapt dynamically to maintain the productivity of the organization at satisfactory levels of performance usually impedes these people reflect on the results of their actions and learn from them. Therefore, it is extremely important to create tools that address the methods and techniques of Cognitive Task Analysis (CTA) to assist in the previous training of the security agents, for example, detection and approaches of people who carry radioactive elements. One of the possible ways to accomplish this training is through the use of virtual reality. Virtual environments bring some advantages like reducing costs and risks. The aim of this paper is to present a virtual simulator to evaluate the use in training agents in major events. As a case study, the Maracana and the agents of the National Nuclear Energy Commission (CNEN) was chosen. (author)

  14. Tele-Immersive Interaction with Intelligent Virtual Agents Based on Real-Time 3D Modeling

    Directory of Open Access Journals (Sweden)

    Shujun Zhang

    2012-02-01

    Full Text Available To enable intelligent agents interacting smoothly with human users, researchers have been deploying novel interaction modalities (e.g. non-verbal cue, vision and touch in addition to agents’ conversational skills. Models of multi-modality interaction can enhance agents’ real-time perception, cognition and reaction towards the user. In this paper we report a novel tele-immersive interaction system developed using real-time 3D modelling techniques. In such system user’s full body is reconstructed using multi-view cameras and CUDA based visual hull reconstruction algorithm. User’s mesh model is then loaded into a virtual environment for interacting with an autonomous agent. Technical details and initial results of the system are illustrated in this paper. Following that a novel interaction scenario is proposed which links the virtual agent with a remote physical robot who takes the role of mediating interactions between two geographically separated users. Finally we discuss in depth the implications of such human-agent interaction and possible future improvements and directions.

  15. Reactive Planning Simulation in Dynamic Environments with VirtualRobot: Reactive agents and Simulation

    Directory of Open Access Journals (Sweden)

    Arefeh Esalat Nejad

    2014-05-01

    Full Text Available In real-world environments such in air combat missions the agents continuously receive perceptual inputs from the environment that is highly dynamic (unpredictable and uncertain. The aircraft often have to reorganise themselves and to make decisions under time constraints. Two modes of control are thus necessary: planning and reaction. By planning we mean both building a course of action before execution, and reaction as dynamic replanning which interleaves planning and execution. Furthermore, in air combat simulation the plans adopted by the agents in response to external events are known in advance and are not generated by the agents as in other domains. To be reactive, the agents have to choose dynamically the appropriate plans and to coordinate their actions. We present how we take into account new events thanks to dynamic allocation of tasks by model of tasks and goals by integrating time notions in the selection of action plans and coordinate mechanisms. Operations on plans under time constraints are also examined in order to enable the simultaneous management of several events. The whole system is integrated into VirtualRobot, a graphical software application, which provides a flexible and open platform to work on robotics. Through VirtualRobot we can incorporate important features into the system as simulation of sensing actions or a monitoring mechanism. Additionally, the planning algorithm is able to work in timelimited situations and use numeric variables. All these features make our planningsystem be a nice toolkit to deal with reactive robot planning

  16. Open multi-agent control architecture to support virtual-reality-based man-machine interfaces

    Science.gov (United States)

    Freund, Eckhard; Rossmann, Juergen; Brasch, Marcel

    2001-10-01

    Projective Virtual Reality is a new and promising approach to intuitively operable man machine interfaces for the commanding and supervision of complex automation systems. The user interface part of Projective Virtual Reality heavily builds on latest Virtual Reality techniques, a task deduction component and automatic action planning capabilities. In order to realize man machine interfaces for complex applications, not only the Virtual Reality part has to be considered but also the capabilities of the underlying robot and automation controller are of great importance. This paper presents a control architecture that has proved to be an ideal basis for the realization of complex robotic and automation systems that are controlled by Virtual Reality based man machine interfaces. The architecture does not just provide a well suited framework for the real-time control of a multi robot system but also supports Virtual Reality metaphors and augmentations which facilitate the user's job to command and supervise a complex system. The developed control architecture has already been used for a number of applications. Its capability to integrate sensor information from sensors of different levels of abstraction in real-time helps to make the realized automation system very responsive to real world changes. In this paper, the architecture will be described comprehensively, its main building blocks will be discussed and one realization that is built based on an open source real-time operating system will be presented. The software design and the features of the architecture which make it generally applicable to the distributed control of automation agents in real world applications will be explained. Furthermore its application to the commanding and control of experiments in the Columbus space laboratory, the European contribution to the International Space Station (ISS), is only one example which will be described.

  17. CIUDADES INTELIGENTES Y AMBIENTES DE COMUNICACIÓN DIGITAL

    OpenAIRE

    María de la Luz Casas Pérez

    2014-01-01

    El concepto de ciudades inteligentes no es nuevo: viene trabajándose desde hace ya un par de décadas, pero únicamente desde el punto de vista te cnológico. Se considera ciudad inteligente a aquella ciudad que utiliza tecnologías de información y comunicación, no solamente para la transmisión de información que resulta consustancia l para el funcionamiento de la ciudad y la convivencia armónica, sino también para el aprovech amiento de los recursos, físicos, materiales, humanos que permitan su...

  18. How the human brain goes virtual: distinct cortical regions of the person-processing network are involved in self-identification with virtual agents.

    Science.gov (United States)

    Ganesh, Shanti; van Schie, Hein T; de Lange, Floris P; Thompson, Evan; Wigboldus, Daniël H J

    2012-07-01

    Millions of people worldwide engage in online role-playing with their avatar, a virtual agent that represents the self. Previous behavioral studies have indicated that many gamers identify more strongly with their avatar than with their biological self. Through their avatar, gamers develop social networks and learn new social-cognitive skills. The cognitive neurosciences have yet to identify the neural processes that underlie self-identification with these virtual agents. We applied functional neuroimaging to 22 long-term online gamers and 21 nongaming controls, while they rated personality traits of self, avatar, and familiar others. Strikingly, neuroimaging data revealed greater avatar-referential cortical activity in the left inferior parietal lobe, a region associated with self-identification from a third-person perspective. The magnitude of this brain activity correlated positively with the propensity to incorporate external body enhancements into one's bodily identity. Avatar-referencing furthermore recruited greater activity in the rostral anterior cingulate gyrus, suggesting relatively greater emotional self-involvement with one's avatar. Post-scanning behavioral data revealed superior recognition memory for avatar relative to others. Interestingly, memory for avatar positively covaried with play duration. These findings significantly advance our knowledge about the brain's plasticity to self-identify with virtual agents and the human cognitive-affective potential to live and learn in virtual worlds.

  19. Nuevas técnicas para la animación del comportamiento de agentes virtuales autónomos

    OpenAIRE

    Luengo González, Franciso Alberto

    2006-01-01

    RESUMEN: En el ámbito de la Vida Artificial, el termino de agentes virtuales autónomos (AVA) es utilizado para definir personajes que habitan en un mundo virtual 3D, y cuya apariencia y comportamiento intentan imitar las de seres vivientes reales, con la intención de crear la ilusión de que ellos también lo son. Pero para que un personaje virtual resulte convincente, no solo debe parecer real, sino también comportarse de manera real. El presente trabajo hace un aporte al desarrollo de sistema...

  20. A multi-agent system model to integrate Virtual Learning Environments and Intelligent Tutoring Systems

    Directory of Open Access Journals (Sweden)

    Giuffra P.

    2013-03-01

    Full Text Available Virtual learning environments (VLEs are used in distance learning and classroom teaching as teachers and students support tools in the teaching–learning process, where teachers can provide material, activities and assessments for students. However, this process is done in the same way for all the students, regardless of their differences in performance and behavior in the environment. The purpose of this work is to develop an agent-based intelligent learning environment model inspired by intelligent tutoring to provide adaptability to distributed VLEs, using Moodle as a case study and taking into account students’ performance on tasks and activities proposed by the teacher, as well as monitoring his/her study material access.

  1. Multi-agent evolutionary systems for the generation of complex virtual worlds

    Directory of Open Access Journals (Sweden)

    J. Kruse

    2016-01-01

    Full Text Available Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer’s intent through interaction, and encourages playful discovery.

  2. Goal-based communication using BDI agents as virtual humans in training: An ontology driven dialogue system

    NARCIS (Netherlands)

    Oijen, J. van; Doesburg, W. van; Dignum, F.

    2011-01-01

    Simulations for training can greatly benefit from BDI agents as virtual humans playing the role of key players. Learning to communicate effectively is a key aspect of training to command a team that is managing a crisis. In this paper, we present a goal-based dialogue system which has been applied t

  3. ORASELE INTELIGENTE: PERSPECTIVA DE ANSAMBLU SI IMPLICATII POLITICE

    OpenAIRE

    Mihaela PACESILA; Sofia Elena COLESCA

    2007-01-01

    Termenul de oras inteligent se refera la abilitatea administratiei orasului de a colabora cu stakeholderii din mediul urban in scopul obtinerii unor beneficii reciproce. Aparitia oraselor inteligente necesita o colaborare intensa intre municipalitate si sectorul public, dar si intre aceasta si cel privat cu scopul de a facilita adoptarea deciziilor si de a face progrese in modul de initiere a politicilor publice la nivel local, precum si pentru imbunatatirea relatiei cu cetatenii, mediul de a...

  4. El mercadeo social como herramienta gerencial en las organizaciones inteligentes

    Directory of Open Access Journals (Sweden)

    Lucía Urdaneta

    2014-01-01

    Full Text Available El propósito fundamental de este artículo fue analizar el mercadeo social como herramienta gerencial en las organizaciones inteligentes basándose en los criterios de Senge (2006, Benavides (2001, Siliceo (2001, Pérez (2004 entre otros. Se realizó un estudio descriptivo documental, orientado a estudiar la importancia de transformar las prácticas gerenciales actuales inmersas en un entorno competitivo lo cual ha conllevado a asumir innovadoras herramientas mercadológicas para aumentar su participación, posicionamiento, entre otros en el mercado y lograr el cumplimiento de todas las actividades necesarias en el logro de los objetivos de toda organización inteligente en apoyo a la consolidación del proyecto de vida empresarial.Palabras Clave: Mercadeo Social; Gerencia; Organizaciones Inteligentes. The social marketing like managerial tool in the inteligents organizationsAbstractThe fundamental purpose of this article is to analyze Social Marketing as a managerial tool in intelligent organizations, based on criteria developed by Senge (2006, Benavides (2001, Siliceo (2001, Perez (2004, among others. A descriptive study of documentary evidence was carried out to study the importance of transforming the current managerial practices in a competitive environment. This has brought about the creation of innovative marketing tools in order to increase market share and positioning, and therefore perform all the necessary activities that an intelligent organization requires to consolidate its entrepreneurial project.Keywords: Social Marketing; Management; Intelligent Organizations.

  5. COLLISION AVOIDANCE DECISION- MAKING MODEL OF MULTI-AGENTS IN VIRTUAL DRIVING ENVIRONMENT WITH ANALYTIC HIERARCHY PROCESS

    Institute of Scientific and Technical Information of China (English)

    LU Hong; YI Guodong; TAN Jianrong; LIU Zhenyu

    2008-01-01

    Collision avoidance decision-making models of multiple agents in virtual driving environ- ment are studied. Based on the behavioral characteristics and hierarchical structure of the collision avoidance decision-making in real life driving, delphi approach and mathematical statistics method are introduced to construct pair-wise comparison judgment matrix of collision avoidance decision choices to each collision situation. Analytic hierarchy process (AHP) is adopted to establish the agents' collision avoidance decision-making model. To simulate drivers' characteristics, driver factors are added to categorize driving modes into impatient mode, normal mode, and the cautious mode. The results show that this model can simulate human's thinking process, and the agents in the virtual environment can deal with collision situations and make decisions to avoid collisions without intervention. The model can also reflect diversity and uncertainty of real life driving behaviors, and solves the multi-objective, multi-choice ranking priority problem in multi-vehicle collision scenarios. This collision avoidance model of multi-agents model is feasible and effective, and can provide richer and closer-to-life virtual scene for driving simulator, reflecting real-life traffic environment more truly, this model can also promote the practicality of driving simulator.

  6. Using a cVEP-Based Brain-Computer Interface to Control a Virtual Agent.

    Science.gov (United States)

    Riechmann, Hannes; Finke, Andrea; Ritter, Helge

    2016-06-01

    Brain-computer interfaces provide a means for controlling a device by brain activity alone. One major drawback of noninvasive BCIs is their low information transfer rate, obstructing a wider deployment outside the lab. BCIs based on codebook visually evoked potentials (cVEP) outperform all other state-of-the-art systems in that regard. Previous work investigated cVEPs for spelling applications. We present the first cVEP-based BCI for use in real-world settings to accomplish everyday tasks such as navigation or action selection. To this end, we developed and evaluated a cVEP-based on-line BCI that controls a virtual agent in a simulated, but realistic, 3-D kitchen scenario. We show that cVEPs can be reliably triggered with stimuli in less restricted presentation schemes, such as on dynamic, changing backgrounds. We introduce a novel, dynamic repetition algorithm that allows for optimizing the balance between accuracy and speed individually for each user. Using these novel mechanisms in a 12-command cVEP-BCI in the 3-D simulation results in ITRs of 50 bits/min on average and 68 bits/min maximum. Thus, this work supports the notion of cVEP-BCIs as a particular fast and robust approach suitable for real-world use. PMID:26469340

  7. SCAFFOLDING TUTORING STRATEGY ON VIRTUAL ENVIRONMENTS FOR TRAINING SCAFFOLDING COMO ESTRATEGIA DE TUTORIA EN ENTORNOS VIRTUALES DE ENTRENAMIENTO

    Directory of Open Access Journals (Sweden)

    Angélica de Antonio Jiménez

    2008-06-01

    un paradigma instruccional y cada se utiliza más en aplicaciones educativas soportadas por computadores. Por supuesto, la aplicación de scaffolding en entornos virtuales de entrenamiento es muy diferente de su concepción original y de su aplicación en la sala de clases. Las características de los entornos virtuales, la personificación del agente pedagógico y sus posibilidades de interacción virtual con el alumno hacen posible la utilización de esta estrategia caracterizada, entre otras cosas, por su adaptación al rendimiento del aprendiz y su utilización dinámica de las herramientas disponibles. Este artículo presenta las ventajas de utilizar scaffolding en entornos virtuales de entrenamiento como estrategia de tutoría para agentes pedagógicos, centrándose en las características claves de scaffolding y en como éstas pueden ser aplicadas en las actividades del agente pedagógico. Para modelar la estrategia, se utiliza la Teoría de la Actividad, así como los roles y objetos de aprendizaje reutilizables diseñados por contrato. Finalmente, se presenta una propuesta para aplicar scaffolding como estrategia de tutoría para agentes pedagógicos en entornos virtuales de entrenamiento utilizando el denominado "Modelo para la Aplicación de Entornos Virtuales Inteligentes a la Formación".

  8. Distributed event-triggered consensus tracking of second-order multi-agent systems with a virtual leader

    Science.gov (United States)

    Jie, Cao; Zhi-Hai, Wu; Li, Peng

    2016-05-01

    This paper investigates the consensus tracking problems of second-order multi-agent systems with a virtual leader via event-triggered control. A novel distributed event-triggered transmission scheme is proposed, which is intermittently examined at constant sampling instants. Only partial neighbor information and local measurements are required for event detection. Then the corresponding event-triggered consensus tracking protocol is presented to guarantee second-order multi-agent systems to achieve consensus tracking. Numerical simulations are given to illustrate the effectiveness of the proposed strategy. Project supported by the National Natural Science Foundation of China (Grant Nos. 61203147, 61374047, and 61403168).

  9. Semantic Web,Agent and Network-Virtual Society%Semantic Web、Agent和网络虚拟社会

    Institute of Scientific and Technical Information of China (English)

    戴欣; 申瑞民; 张同珍

    2003-01-01

    This paper tries to discuss one realizable mode of SW(Semantic Web). It is called NVS(Network-Virtual Society). SW is regarded as the next-generation Web. By adding semantics into Web,SW provides interoperability between applications and facilities to enable automated processing of Web resources. Agent will be the executer in the automated process. After analyzing relational theories and technologies, we put forward the concept and mode of NVS,and gives our reason.

  10. How and why affective and reactive virtual agents will bring new insights on social cognitive disorders in schizophrenia? An illustration with a virtual card game paradigm

    Directory of Open Access Journals (Sweden)

    Ali eOker

    2015-03-01

    Full Text Available In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real life functioning, and also for using it as an innovative media for cognitive remediation.

  11. On Weighted Regions and Social Crowds : Autonomous-agent Navigation in Virtual Worlds

    NARCIS (Netherlands)

    Jaklin, N.S.

    2016-01-01

    Virtual environments have gained in importance in many aspects of the world we live in today. Immersive virtual worlds are ubiquitous in modern movies, video games, and online communities. They are also important in non-entertainment applications such as training and education software, simulations

  12. SISTEMAS TUTORES INTELIGENTES COMO APOYO EN EL PROCESO DE APRENDIZAJE

    Directory of Open Access Journals (Sweden)

    Edwin Eduardo Millan Rojas

    2015-09-01

    Full Text Available El objetivo principal de este artículo es la identificación de las principales características de los tutores inteligentes, su origen y evolución los cuales pueden ofrecer elementos para la formulación de nuevos proyectos de investigación relacionados con la educación y el uso de los tutores. El método utilizado es el descriptivo y sistémico, los cuales permiten recopilar los datos necesarios, la información presentada ha sido adquirida de bases de datos especializadas como IEEE, Redalyc, ACM y Science Direct, además de artículos de revistas de universidades internacionales y de proyectos de investigación descargados de Google Académico. Los Sistemas Tutores Inteligentes surgieron al combinar técnicas de inteligencia artificial (IA con los métodos clásicos de enseñanza. Estos son sistemas de software que generan un ambiente idóneo para la interacción y satisfacción de las necesidades del estudiante, adaptable a los conocimientos previos y a la capacidad de evolución de cada alumno respecto a un área del conocimiento. El funcionamiento de los STI se basa en la relación entre tres principales módulos (tutor, estudiante y dominio, para presentar al usuario la información de manera estructurada. La investigación llevada a cabo permitió reunir los aspectos más relevantes de los Sistemas Tutores Inteligentes (STI y presentarlos como una herramienta óptima para llevar a cabo un proceso de aprendizaje.

  13. Sistema de enseñanza/aprendizaje inteligente para grafos

    OpenAIRE

    Martínez, Natalia; Ferreira, Gheisa; García, Zoila Zenaida

    2007-01-01

    La teoría de grafos es un tema de estudio de la Matemática Discreta que por su importancia está presente en asignaturas de la carrera Ciencia de la Computación. Dificultades presentadas con respecto a su aprendizaje, han conducido al diseño e implementación de un Sistema de Enseñanza/Aprendizaje Inteligente (SEAI) que aborde esta temática. Los SEAI se caracterizan por aplicar técnicas de Inteligencia Artificial (IA) al desarrollo de sistemas de enseñanza asistida por computadoras, donde el té...

  14. Sistema Inteligente para el álgebra lineal

    OpenAIRE

    Casas, Laura; Pérez, Olga; Docampo, Lisandra; Mota, Yailé; Coello, Lenniet; González, Isabel; Martín, Ángela

    2013-01-01

    El trabajo describe la concepción del Sistema Inteligente para el Algebra Lineal (SIAL), el cual fue creado por los autores de la investigación. Sus fundamentos teóricos están relacionados con las técnicas de Inteligencia Artificial para clasificar, utilizando el clasificador k-vecinos más cercanos K-NN (Caballero, 2010), así como los cinco problemas tipos del Álgebra Lineal (Yordi, 2004). El SIAL se creó con el objetivo de apoyar al estudiante durante su estudio independiente para brindarle ...

  15. Mercado electrónico inteligente de residuos reciclables

    OpenAIRE

    Hernández Chiva, Emilio; Rocabayera, Álvaro; Soler, José Manuel

    2004-01-01

    Este proyecto tiene por objeto crear un mercado electrónico inteligente de residuos reciclables en el que por un lado aparecen los ofertantes, generadores de residuos y por el otro, los demandantes, aquellos que comprarían el producto, de tal manera que el sistema gestione de forma automática la relación entre ellos. Consiste en un proyecto de demostración tecnológica en donde los residuos ofertados serían de un tipo determinado, purines, y los demandantes serían los agricul...

  16. Modelo de sostenibilidad para Centros Comunitarios Inteligentes de Costa Rica

    Directory of Open Access Journals (Sweden)

    Susan Chen Mok

    2015-11-01

    Full Text Available Este artículo presenta un modelo de trabajo que permitirá dar sostenibilidad a los Centros Comunitarios Inteligentes (CECI, con el fin de continuar con los procesos de apropiación de la tecnología por parte de las comunidades en donde se ubican, y por lo tanto disminuir la brecha digital. Antes de presentar el modelo, se ofrecen los antecedentes conceptuales que fundamentan el proyecto de CECI. Para la creación del modelo, en el 2014 se realizó un diagnóstico del funcionamiento y administración de algunos CECI existentes en el Cantón Central de Puntarenas, que se encuentran en un radio máximo de 12 km de la Sede de Pacífico de la Universidad de Costa Rica, y se indagó sobre los actores locales que podrían intervenir. Se considera que el modelo es replicable para todos los Centros Comunitarios Inteligentes existentes en todo el país, con la diferencia de las necesidades propias de cada comunidad en donde estos se encuentran.

  17. Sistema para el control inteligente de un robot manipulador

    Directory of Open Access Journals (Sweden)

    Sergio O. Boudy González

    2011-01-01

    Full Text Available El presente trabajo muestra el desarrollo de una aplicación para el control inteligente de un robot manipulador de seis grados de libertad, a partir de técnicas de visión artificial, para la identificación inteligente de objetos mediante reconocimiento de patrones utilizando redes neuronales artificiales. Se implementó el método de segmentación de imágenes basado en el crecimiento de regiones por agrupación de pixeles, para la detección de los objetos. Para resolver el problema cinemático inverso del robot, fue desarrollado un modelo matemático apropiado basado en un método trigonométrico alternativo. El sistema fue probado de forma satisfactoria, identificando diferentes tipos de objetos con un alto porcentaje de certeza y determinando su ubicación en el área de trabajo del robot.

  18. Norm regulation in collaborative virtual environments by normative multi-agent systems

    NARCIS (Netherlands)

    Stam, Sven

    2011-01-01

    Different types of research have been done on multi-agent systems regarding normative systems. This research addresses the enforcement of norms by a multi-agent system. More specifically this thesis investigates the question whether or not it is possible for a normative multi-agent system to regulat

  19. Intelligent users and semantic web Usuarios inteligentes y la web semántica

    Directory of Open Access Journals (Sweden)

    Yudit Ponce Toste

    2012-05-01

    Full Text Available In the vast majority of applications developed in institutions where intelligent users (who have knowledge of the contents of the information they manage, interact with web applications based on semantic information to process your data is not exploited at 100% users as intelligent agents, or, they do not highlight their cognitive abilities when interacting with the application, on the contrary, what is usually inter-related data from the user gives you everything the computer system be able to infer. The present investigation describes some scenarios that can be implemented in a semantic web application where the user's knowledge has the lead role, ensuring to concretize the information retrieved. It also features a functional requirement that characterizes the semantic web: the user provide proactive recommendations, thus ensuring greater efficiency and reduced search time in the retrieval process. En la inmensa mayoría de las aplicaciones desarrolladas en institucionesdonde usuarios inteligentes(que poseen conocimiento del contenido de la información que van agestionar,interactúan con aplicaciones web basadas en la semántica de su información para procesar los datos, no se aprovecha al 100% a los usuarios como agentes inteligentes, o sea, no resaltan sus capacidades cognitivas a la hora de interactuar con la aplicación; por el contrario, lo que se hace generalmente es a partir de datos interrelacionados se le brinda al usuario todo lo que el sistema informático sea capaz de inferir.La presente investigación describe algunos de los escenarios que se pueden implementar en una aplicación web semántica donde el conocimiento del usuario tiene el papel protagónico, garantizando así concretizar la información recuperada. Se presenta además un requerimiento funcional que caracteriza la web semántica: brindarle al usuario recomendaciones proactivas, garantizando de esta forma mayor eficacia y disminución del tiempo de búsqueda en los

  20. Ethological evaluation of Human-Robot Interaction: are children more efficient and motivated with computer, virtual agent or robots?

    OpenAIRE

    Jost, Céline; André, Vanessa; Le Pévédic, Brigitte; Lemasson, Alban; Hausberger, Martine; Duhaut, Dominique

    2012-01-01

    Nowadays, robots and virtual agents become companions for humans. They seem to have distinct roles in the Human-Machine Interaction. Thus, when developing a new application, it is judicious to wonder which the better is. In the Robadom project, a homecare robot has to assist elderly at home. The robot provides cognitive stimulation game. We developed StimCards, a cognitive card-based game. The principle question is: is the robot the best interlocutor in this context? This paper presents an ev...

  1. Laugh-aware virtual agent and its impact on user amusement

    OpenAIRE

    Niewiadomski, Radosław; Hofmann, Jennifer; Urbain, Jérôme; Platt, Tracey; Wagner, Johannes; Bilal, Piot

    2013-01-01

    In this paper we present a complete interactive system en- abled to detect human laughs and respond appropriately, by integrating the information of the human behavior and the context. Furthermore, the impact of our autonomous laughter-aware agent on the humor experience of the user and interaction between user and agent is evaluated by sub- jective and objective means. Preliminary results show that the laughter-aware agent increases the humor experience (i.e., felt amusement of the user and ...

  2. Virtual Screening and Pharmacophore Design for a Novel Theoretical Inhibitor of Macrophage Stimulating Factor as a Metastatic Agent

    Directory of Open Access Journals (Sweden)

    Ibrahim Torktaz

    2013-09-01

    Full Text Available Introduction: Metastasis is a crucial aspect of cancer. Macrophage stimulating protein (MSP is a single chain protein and can be cleaved by serum proteases. MSP has several roles in metastasis. In this in silico study, MSP as a metastatic agent was considered as a drug target. Methods: Crystallographic structure of MSP was retrieved from protein data bank. To find a chemical inhibitor of MSP, a library of KEGG compounds was screened and 1000 shape complemented ligands were retrieved with FindSite algorithm. Molegro Virtual Docker (MVD software was used for docking simulation of shape complemented ligands against MSP. Moldock score was used as scoring function for virtual screening and potential inhibitors with more negative binding energy were obtained. PLANS scoring function was used for revaluation of virtual screening data. Results: The top found chemical had binding affinity of -183.55 based on MolDock score and equal to -66.733 PLANTs score to MSP structure. Conclusion: Based on pharmacophore model of potential inhibitor, this study suggests that the chemical which was found in this research and its derivate can be used for subsequent laboratory studies.

  3. Virtual Learning Environments as Sociomaterial Agents in the Network of Teaching Practice

    Science.gov (United States)

    Johannesen, Monica; Erstad, Ola; Habib, Laurence

    2012-01-01

    This article presents findings related to the sociomaterial agency of educators and their practice in Norwegian education. Using actor-network theory, we ask how Virtual Learning Environments (VLEs) negotiate the agency of educators and how they shape their teaching practice. Since the same kinds of VLE tools have been widely implemented…

  4. Towards a Transcription System of Sign Language for 3D Virtual Agents

    Science.gov (United States)

    Do Amaral, Wanessa Machado; de Martino, José Mario

    Accessibility is a growing concern in computer science. Since virtual information is mostly presented visually, it may seem that access for deaf people is not an issue. However, for prelingually deaf individuals, those who were deaf since before acquiring and formally learn a language, written information is often of limited accessibility than if presented in signing. Further, for this community, signing is their language of choice, and reading text in a spoken language is akin to using a foreign language. Sign language uses gestures and facial expressions and is widely used by deaf communities. To enabling efficient production of signed content on virtual environment, it is necessary to make written records of signs. Transcription systems have been developed to describe sign languages in written form, but these systems have limitations. Since they were not originally designed with computer animation in mind, in general, the recognition and reproduction of signs in these systems is an easy task only to those who deeply know the system. The aim of this work is to develop a transcription system to provide signed content in virtual environment. To animate a virtual avatar, a transcription system requires explicit enough information, such as movement speed, signs concatenation, sequence of each hold-and-movement and facial expressions, trying to articulate close to reality. Although many important studies in sign languages have been published, the transcription problem remains a challenge. Thus, a notation to describe, store and play signed content in virtual environments offers a multidisciplinary study and research tool, which may help linguistic studies to understand the sign languages structure and grammar.

  5. Multi-Agent Modelling of Earth's Dynamics: Towards a Virtual Laboratory of Plate Tectonics

    OpenAIRE

    Combes, Manuel; Grigné, C.; Tisseau, Chantal; Le Yaouanq, Sébastien; Parenthoën, Marc; Tisseau, Jacques

    2012-01-01

    Symposium GEOCEAN en hommage à Jean Francheteau MACMA (Multi-Agent Convective MAntle) is a new tool developed to simulate plate tectonics and mantle convection in a 2-D cylindrical geometry (Combes et al., 2012).

  6. The usage of Inteliligent Agents in Applications of E-commerce: Virtual Assistants

    OpenAIRE

    Karolina Kuligowska

    2007-01-01

    Intelligent agents-a large family of computer applications-allow to automatize a certain amount of tasks carried out starting from an easy macro in Excel or Word and as far as complex systems of artificial intelligence capable of learning while being used, detecting problems and formulating appropriate solutions for them. Electronic agents are software performing specific tasks and possessing necessary knowledge to perform them, they can also cooperate with their surroundings as well as commu...

  7. A second chance to make a first impression? How appearance and nonverbal behavior affect perceived warmth and competence of virtual agents over time

    OpenAIRE

    Bergmann, Kirsten; Eyssel, Friederike Anne; Kopp, Stefan; Walker, Marilyn; Neff, Michael; Paiva, Ana; Nakano, Yukiko

    2012-01-01

    First impressions of others are fundamental for the further develop- ment of a relationship and are thus of major importance for the design of vir- tual agents, too. We addressed the question whether there is a second chance for first impressions with regard to the major dimensions of social cognition–warmth and competence. We employed a novel experimental set-up that combined agent appearance (robot-like vs. human-like) and agent behavior (gestures present vs. absent) of virtual agents as be...

  8. The Virtual Anatomy Lab: an eDemonstrator pedagogical agent can simulate student-faculty interaction and promote student engagement

    Directory of Open Access Journals (Sweden)

    Jonathan Weber

    2012-07-01

    Full Text Available As medical curricula evolve, many universities have adopted a clinical case-centered medical curriculum with a strong focus on small group learning and reduction of traditional lectures such that anatomy has become a self-taught subject supported by e-learning modules. One caveat of this approach is decreased student-faculty interaction and reduced student engagement. Thus use of e-learning must be balanced with the need for continued student-faculty interaction to promote healthy student engagement. To both support self-directed learning of anatomy and to simulate student-faculty interaction, we created the Virtual Anatomy Lab (VAL that features a human pedagogical agent, called the eDemonstrator, who guides student navigation through the available learning resources. The VAL was evaluated using a mixed methods approach (usage statistics and focus groups by two medical student populations at the University of Ottawa: first year medical students in a revised curriculum where anatomy lectures were abolished and laboratory sessions were self-taught, and second year medical students in the former curriculum in which anatomy lectures were given in advance of each laboratory session. We conclude that online modules such as the VAL, well designed with a human pedagogical agent, can be used within the curriculum without negatively impacting student engagement. Ethical Approval for this study was obtained from the Ottawa Hospital Research Ethics Board (protocol number #2009055-01H.

  9. Diseño de un sistema tutorial inteligente

    Directory of Open Access Journals (Sweden)

    Rosa María Rodríguez Aguilar

    2013-04-01

    Full Text Available Los problemas de aprendizaje en la matemática a nivel licenciatura se reflejan en el bajo rendimiento escolar o, en el peor de los casos, en el truncamiento de una carrera, por no acreditar asignaturas relacionadas con ésta. Un alto porcentaje de alumnos no cumplen con los requerimientos mínimos en su aprendizaje y, conforme aumentan su complejidad, ocurre su rezago e incremento del índice de reprobación, lo que ocasiona en el alumnado angustia y frustración. La investigación se desarrolla en la Unidad Académica Profesional Nezahualcóyotl (UAP-Nezahualcóyotl de la Universidad Autónoma del Estado de México (UAEM, con el objetivo de identificar los problemas en el aprendizaje de la matemática en los alumnos de nivel licenciatura y obtener, así, el modelo del sistema tutorial inteligente en matemáticas con la implementación de los diferentes estilos de aprendizaje.

  10. Tutor Inteligente para Propuestas de Investigación

    Directory of Open Access Journals (Sweden)

    Jesús Miguel García Gorrostieta

    2014-01-01

    Full Text Available Estudiantes de Nivel Licenciatura llevan a cabo proyec tos de final de curso en los cuales se solicita la estructuración de un trabajo de investigación. Con el fin de mejorar la calidad de dicha tarea y guiar en el desarrollo de este tipo de trabajo, se implementó un Sistema Tutor para ayudar a los estudiantes. En este artículo se presenta un Tutor Inteligente basado en la web para proporcionar asesoramiento a los estudiantes en la estructuración de borradores de proyectos de investigación. Proponemos un modelo del estudiante basado en una red para seguir el progreso de cada estudiante en el desarrollo del proyecto, así como una retroalimentación personalizada en cada evaluación. El tutor incluye un módulo para evaluar la riqueza léxica, que se realiza en términos de densidad léxica, diversidad léxica y sofisticación. Se presentan los resultados de un estudio piloto con estudiantes que usaron el sistema, además de un análisis del cuestionario con el cual se realizó la evaluación empírica, en la cual se muestra que los estudiantes encontraban a la herramienta útil para mejorar sus escri tos.

  11. Intelligent use of the energy; Uso inteligente de la energia

    Energy Technology Data Exchange (ETDEWEB)

    Dominguez Ahedo, Carlos [Director General de la Comision Nacional para el Ahorro de Energia (CONAE), Mexico D. F. (Mexico)

    2005-07-01

    Comision Nacional para el Ahorro de Energia (CONAE) is an administrative agency independent of the Secretaria de Energia that serves as a technical agency for consultancy in matters of efficient use of energy and advantageous use of renewable energies. This document searches to inform the population how to satisfy the necessity of energy in an intelligent way. For this purpose some useful actions to be performed were detected: the making of a balance between the supply and the energy demand, the consultancy on how the saving of energy is performed in order to reduce its waste, to count on equipment and efficient systems, to use domestic renewable energies and to use the solar energy and the biomass. [Spanish] La Comision Nacional para el Ahorro de Energia (CONAE) es el organo administrativo desconcentrado de la Secretaria de Energia que funge como organismo tecnico de consulta en materia de ahorro y uso eficiente de energia y aprovechamiento de energias renovables. Este documento busca informar a la poblacion acerca de como satisfacer la necesidad de energia a cambio de su utilizacion de manera inteligente, para ello se detectaron areas de oportunidad como: un balance entre la oferta y la demanda energetica, informar a la gente sobre como se efectua el ahorro de energia para con ello reducir el desperdicio de esta, contar con equipos y sistemas eficientes, usar energias renovables domesticas y utilizar la energia solar y la biomasa.

  12. Organizaciones inteligentes : Sustentabilidad de la Gestión Informática del Conocimiento

    OpenAIRE

    Tripodi, Gustavo; Illescas, Gustavo; Xodo, Daniel

    2008-01-01

    Para cambiar el rumbo de una organización y orientarla en el camino de una Organización Inteligente, que aprenda y trabaje sobre la mejora continua es imprescindible tener un plan de acción basado en transformar la cultura y revisar el estado en que se encuentra. Podemos definir tres estados posibles y consecutivos de la Organización con respecto al paradigma de Organización Inteligente: implantación, consolidación y sustentación. En este trabajo se abordará la implantación con propuestas ...

  13. Sistema de soporte a decisiones grupales para organizaciones no gubernamentales inteligentes

    OpenAIRE

    Álvarez, María Silvina; Herrera, Susana I.; Figueroa, Liliana Maria

    2005-01-01

    En este artículo se presenta el resultado de un proyecto de investigación y desarrollo referido a los Sistemas de Soporte a la Decisión Grupal (SSDG). El mismo aborda el rol estratégico de este tipo de sistemas en el proceso de transformación de una Organización No Gubernamental (ONG) tradicional en una ONG Inteligente . Para ello se estudia la relación existente entre las variables: comunicación -una de las bases que sustentan el concepto de Organización Inteligente- y los SSDG -tecnologí...

  14. Introducción de aspectos de geolocalización en una vivienda inteligente

    OpenAIRE

    Calabuig Monerris, Lorena

    2015-01-01

    [ES] En este trabajo se van a introducir aspectos de geolocalización de los habitantes de una vivienda inteligente para mejorar el comportamiento de ésta y fomentar el ahorro energético. Para tal fin se va a desarrollar una aplicación móvil en Android que enviará la posición de cada habitante al servidor de la vivienda inteligente mediante peticiones REST y así pueda activar o desactivar los distintos dispositivos de la casa, como puede ser la climatización; además, avisará al ...

  15. Polímeros Inteligentes y Aplicaciones. Informe de vigilancia tecnológica

    OpenAIRE

    Cano Serrano, Encarnación; Urbina Fraile, Marina

    2009-01-01

    El campo de los materiales inteligentes es amplio y variado, no sólo respecto a la terminología empleada, sino también en referencia a sus aspectos técnicos y aplicaciones. A través de este informe de vigilancia tecnológica se pretende dar una visión general de los polímeros inteligentes y explicar qué son, cómo funcionan, cómo clasificarlos y sus aplicaciones en distintos sectores de actividad, teniendo siempre en cuenta que debido a la complejidad del tema, se han seleccionado determinadas ...

  16. MODALIDAD DE LA RETROALIMENTACIÓN Y COMPORTAMIENTO INTELIGENTE EN ESTUDIANTES UNIVERSITARIOS

    Directory of Open Access Journals (Sweden)

    Mauricio Ortega

    2014-01-01

    Full Text Available El comportamiento inteligente se caracteriza por ser una conducta efectiva que se ajusta a las situaciones novedosas. La retroalimentación, un factor de actualización del comportamiento inteligente, puede asumir diferentes modalidades sensoriales. El presente trabajo evaluó los efectos de proporcionar diferentes modalidades de retroalimentación en el desarrollo de comportamiento inteligente de universitarios en tareas de igualación de la muestra sobre el porcentaje de respuestas correctas. Participaron 43 estu diantes de Psicología. Se definieron cuatro grupos en función del tipo de retroalimentación (visual, auditiva, táctil o autónoma proporcionada a las respuestas correctas e incorrectas durante las sesiones de entrenamiento. Se programaron ensayos con relaciones de identidad, semejanza y diferencia. En la prueba de transferencia se agregaron ens a yos con relaciones y no se proporcionó retroalimentación. El grupo con retroaliment ación visual y autónoma alcanz ó los porcentajes de aciertos más altos en el entrenamiento. Los resultados sugieren que la modalidad sensorial de retroalimentación afecta diferencialmente el comportamiento inteligente.

  17. ARTIFICIAL INTELLIGENCE PLANNING TECHNIQUES FOR ADAPTIVE VIRTUAL COURSE CONSTRUCTION

    Directory of Open Access Journals (Sweden)

    NÉSTOR DARÍO DUQUE

    2011-01-01

    Full Text Available El artículo tiene como objetivo proponer un modelo de planificación para la adaptación de cursos virtuales, basado en técnicas de inteligencia artificial, en particular usando el enfoque de sistema multi-agente (SMA y métodos de planificación en inteligencia artificial. El diseño y la implementación por medio de un SMA pedagógico y la definición de un framework para especificar la estrategia de adaptación permiten incorporar diversos enfoques pedagógicos y tecnológicos, de acuerdo a los puntos de vista del equipo de trabajo, lo cual resulta en una implementación e instalación concreta. Se incorpora un novedoso pre-planificador que permite la transparencia y la neutralidad en el modelo propuesto y también ofrece soporte para traducir los elementos del curso a las especificaciones de un problema de planificación. La última sección muestra la plataforma experimental SICAD + (Sistema Inteligente de Cursos ADaptativos, a través de un enfoque multiagente, que valida el modelo propuesto.

  18. Animated pedagogical agents: How the presence and nonverbal communication of a virtual instructor affect perceptions and learning outcomes in a computer-based environment about basic physics concepts

    Science.gov (United States)

    Frechette, M. Casey

    One important but under-researched area of instructional technology concerns the effects of animated pedagogical agents (APAs), or lifelike characters designed to enhance learning in computer-based environments. This research sought to broaden what is currently known about APAs' instructional value by investigating the effects of agents' visual presence and nonverbal communication. A theoretical framework based on APA literature published in the past decade guided the design of the study. This framework sets forth that APAs impact learning through their presence and communication. The communication displayed by an APA involves two distinct kinds of nonverbal cues: cognitive (hand and arm gestures) and affective (facial expressions). It was predicted that the presence of an agent would enhance learning and that nonverbal communication would amplify these effects. The research utilized a between-subjects experimental design. Participants were randomly assigned to treatment conditions in a controlled lab setting, and group means were compared with a MANCOVA. Participants received (1) a non-animated agent, (2) an agent with hand and arm gestures, (3) an agent with facial expressions, or (4) a fully animated agent. The agent appeared in a virtual learning environment focused on Kepler's laws of planetary motion. A control group did not receive the visual presence of an agent. Two effects were studied: participants' perceptions and their learning outcomes. Perceptions were measured with an attitudinal survey with five subscales. Learning outcomes were measured with an open-ended recall test, a multiple choice comprehension test, and an open-ended transfer test. Learners presented with an agent with affective nonverbal communication comprehended less than learners exposed to a non-animated agent. No significant differences were observed when a group exposed to a fully animated agent was compared to a group with a non-animated agent. Adding both nonverbal communication

  19. Investigación en Progreso: Estudio y Evaluación de Tecnologías de la Información y la Comunicación para el Desarrollo de Ciudades Inteligentes

    Directory of Open Access Journals (Sweden)

    Hector Luis Vivas

    2013-08-01

    Full Text Available Los avances tecnológicos, la globalización, la demanda social para poder disponer de diversos servicios, la evolución en las comunicaciones, y el impulso político, han provocado que nos encontremos frente a una sociedad en la cual se generan cambios significativos en la forma de trabajar, de aprender, de pensar, de comunicarse y de vivir afectando a los ciudadanos a todos los niveles. Por esto, la forma en la que concebimos a las ciudades tradicionales se encuentra cambiando a lo que se conoce como ciudades inteligentes; las ciudades ahora comienzan a ser vistas como medios innovadores que ayudan al desarrollo y al progreso de las regiones e inclusive del país del que forman parte, logrando así una integración de las diversas áreas urbanas hacia la Sociedad de la Información. En nuestra región (Provincia de Rio Negro – Argentina se ha podido identificar la necesidad de contar con desarrollos innovadores de tecnología para transformar dichas áreas urbanas en ciudades inteligentes. Esta evolución se verá apalancada por el aprovechamiento de las siguientes tecnologías: Televisión Digital Terrestre (TDT, Soluciones móviles, Internet de las Cosas (M2M, Plataformas Educativas Virtuales (PEV. El desafío de este proyecto es construir capacidades y herramientas de software para ciudades inteligentes, maximizando los beneficios en la aplicación correcta y eficiente de las citadas tecnologías. Como, así también, la aplicación de marcos referenciales de planificación y calidad durante el proceso de desarrollo y apropiación de dichos recursos.

  20. LA CULTURA ORGANIZACIONAL EN EL DESARROLLO DE EMPRESAS INTELIGENTES. FUNDAMENTOS: VALORES, COMUNICACIÓN Y LIDERAZGO

    Directory of Open Access Journals (Sweden)

    Patricia Gillezeau

    1999-07-01

    Full Text Available El propósito del estudio es establecer la presencia de valores compartidos, una comunicación humanizada, un liderazgo transformacional y el grado de satisfacción de clientes externos y proveedores en la cultura de empresas inteligentes. Para ellos, se utilizó la metodología cualitativo - interpretativo, método de medición cuando se involucra al ser humano. Del análisis realizado se concluyó que la cultura enraizada en valores, regula los factores expresivos, afectivos y de comportamiento en las organizaciones. Su comprensión y aplicación dependerá de una red comunicación humanizada, un liderazgo transformacional y un alto grado de satisfacción e involucramiento de clientes y proveedores. Elementos inteligentes.

  1. Arquitectura de Software de Referencia para Objetos Inteligentes en Internet de las Cosas

    Directory of Open Access Journals (Sweden)

    Ariel Alejandro Segura

    2016-06-01

    Full Text Available La evolución de los sistemas embebidos, que tuvo lugar junto al bajo costo y ubicuidad de internet, ha tenido como resultado el paradigma Internet de las Cosas. El objetivo de este paradigma es convertir los objetos que nos rodean en objetos inteligentes de forma tal que, comunicándose a través de Internet, puedan percibir lo que sucede en su entorno y poder reaccionar frente a ello. Se han llevado a cabo numerosos trabajos en materia de estandarización para este paradigma como, por ejemplo, protocolos de comunicación, topologías de red y arquitecturas software de alto nivel que consideran, por sobre todas las cosas, cómo integrar todas las piezas de una solución de Internet de las Cosas en un solo sistema. Sin embargo, no se han identificado arquitecturas de software para la construcción del software de un objeto inteligente que describa los componentes básicos que se deben incluir. En este trabajo se propone una arquitectura de referencia para la construcción de objetos inteligentes en Internet de las Cosas cuyo objetivo es que los ingenieros de software tengan una estructura en la cual basarse y poder reutilizar.

  2. Concepción lega de sabio, inteligente y listo en adolescentes

    Directory of Open Access Journals (Sweden)

    Pedro González-Leandro

    2008-01-01

    Full Text Available En este estudio ex post facto se estudian las semejanzas y diferencias semánticas y axiológicas que los adolescentes establecen entre las personas sabias, las inteligentes y las listas. Una muestra de 465 alumnos de Enseñanza Secundaria de Tenerife (Islas Canarias, España cumplimentó la Foundational Value Scale en tres ocasiones, una para cada término calificado. Se llevaron a cabo análisis factoriales de cada expresión y comparaciones entre las medias de cada ítem. Los resultados muestran cierto solapamiento entre los tres términos y diferencias, tanto en volumen de notas atribuidas de manera consistente, como en las calificaciones dadas a los mismos ítems. Así, los adolescentes consideran que la apertura, la autoestima positiva y el buen juicio son características comunes a los tres tipos de personas (sabia, inteligente y lista, y que las personas sabias (caracterizadas, además, por tener armonía, empatía, cuidado del medio ambiente y espiritualidad son más parecidos a las inteligentes (caracterizadas por la inteligencia y la genialidad que a las personas listas (caracterizadas por el sentido del humor y la animación. Los resultados factoriales, distintos a los alcanzados por Jason et al., indican la existencia de fuertes componentes culturales en la manera de entender y valorar la sabiduría.

  3. Virtual fetal pig dissection as an agent of knowledge acquisition and attitudinal change in female high school biology students

    Science.gov (United States)

    Maloney, Rebecca Scudari

    One way to determine if all students can learn through the use of computers is to introduce a lesson taught completely via computers and compare the results with those gained when the same lesson is taught in a traditional manner. This study attempted to determine if a virtual fetal pig dissection can be used as a viable alternative for an actual dissection for females enrolled in high school biology classes by comparing the knowledge acquisition and attitudinal change between the experimental (virtual dissection) and control (actual dissection) groups. Two hundred and twenty-four students enrolled in biology classes in a suburban all-girl parochial high school participated in this study. Female students in an all-girl high school were chosen because research shows differences in science competency and computer usage between the genders that may mask the performance of females on computer-based tasks in a science laboratory exercise. Students who completed the virtual dissection scored significantly higher on practical test and objective tests that were used to measure knowledge acquisition. Attitudinal change was measured by examining the students' attitudes toward dissections, computer usage in the classroom, and toward biology both before and after the dissections using pre and post surveys. Significant results in positive gain scores were found in the virtual dissection group's attitude toward dissections, and their negative gain score toward virtual dissections. Attitudinal changes toward computers and biology were not significant. A purposefully selected sample of the students were interviewed, in addition to gathering a sample of the students' daily dissection journals, as data highlighting their thoughts and feelings about their dissection experience. Further research is suggested to determine if a virtual laboratory experience can be a substitute for actual dissections, or may serve as an enhancement to an actual dissection.

  4. Agent, autonomous

    OpenAIRE

    Luciani, Annie

    2007-01-01

    The expression autonomous agents, widely used in virtual reality, computer graphics, artificial intelligence and artificial life, corresponds to the simulation of autonomous creatures, virtual (i.e. totally computed by a program), or embodied in a physical envelope, as done in autonomous robots.

  5. Modelo de toma de decisiones en Agentes Inteligentes, mejorando el esquema BDI

    OpenAIRE

    Medellín Moncada, Daniel Eduardo

    2015-01-01

    El presente Trabajo Final de Maestría parte de la relación que existe entre dos teorías: el modelo de Belief, Desires, Intentions (BDI) propuesto por Michael Bratman, y la Teoría Clásica de Racionalidad y sus debilidades caracterizadas por Jhon Searle. Estas proposiciones analizan el pensamiento humano y buscan caracterizar los orígenes de la racionalidad y la toma de decisiones desde una perspectiva filosófica y psicológica. El Modelo BDI ha sido llevado ampliamente a la implementación de si...

  6. Agentes móviles inteligentes para la web semántica

    OpenAIRE

    Mateos, Cristian M.

    2003-01-01

    La Web de hoy ha sido diseñada principalmente para uso e interpretación por parte del humano [1]. Sin embargo, existe la necesidad de automatizar la interoperabilidad de los servicios que ofrece la Web, especialmente en aplicaciones Business to Business y de comercio electrónico. Generalmente, esta interoperabilidad se realiza a través de programas específicos que localizan y extraen información Web e invocan servicios accesibles vía Web. Esta alternativa resulta poco útil ya que depende d...

  7. HERRAMIENTA PARA LA CLASIFICACIÓN DE PROBLEMAS EN SISTEMAS TUTORIALES INTELIGENTES

    Directory of Open Access Journals (Sweden)

    Marcelo Sandi Pinheiro

    2002-05-01

    Full Text Available

    El trabajo tiene como objetivo diseñar un conjunto de enunciados que asociados a un sistema tutorial inteligente, permita satisfacer las necesidades intelectuales de los estudiantes y estimule paso a paso su deseo de investigar. Por otra parte, el trabajo contribuye al desarrollo de una metodología de resolución de problemas que posibilite transitar, desde los problemas más simples a los problemas más complejos. Para alcanzar ese objetivo se precisa clasificar los problemas de forma adecuada en diferentes niveles de complejidad de forma tal, que el alumno pueda, con la ayuda y guía del sistema tutorial inteligente, incrementar sus habilidades y conocimientos en la resolución de problemas. Sin duda, el proceso de diseño de sistemas tutoriales inteligentes multimedia, de ahora en adelante denominado STIM, posee una estrecha relación con el problema general de clasificación de objetos y problemas de enunciado a partir de los parámetros fundamentales definidos para cada uno de ellos. Sin embargo, esa clasificación es una actividad compleja, laboriosa y no está exenta de evaluaciones subjetivas. Por todo lo anterior, los autores proponen un método de cálculo y una herramienta de cómputo para la clasificación automática de problemas de enunciado en el proceso de enseñanza y aprendizaje utilizando la computadora.

  8. Enabling virtual screening of potent and safer antimicrobial agents against noma: mtk-QSBER model for simultaneous prediction of antibacterial activities and ADMET properties.

    Science.gov (United States)

    Speck-Planche, Alejandro; Cordeiro, M N D S

    2015-01-01

    Neglected diseases are infections that thrive mainly among underdeveloped countries, particularly those belonging to regions found in Asia, Africa, and America. One of the most complex diseases is noma, a dangerous health condition characterized by a polymicrobial and opportunistic nature. The search for potent and safer antibacterial agents against this disease is therefore a goal of particular interest. Chemoinformatics can be used to rationalize the discovery of drug candidates, diminishing time and financial resources. However, in the case of noma, there is no in silico model available for its use in the discovery of efficacious antibacterial agents. This work is devoted to report the first mtk-QSBER model, which integrates dissimilar kinds of chemical and biological data. The model was generated with the aim of simultaneously predicting activity against bacteria present in noma, and ADMET (absorption, distribution, metabolism, elimination, toxicity) parameters. The mtk-QSBER model was constructed by employing a large and heterogeneous dataset of chemicals and displayed accuracies higher than 90% in both training and prediction sets. We confirmed the practical applicability of the model by predicting multiple profiles of the investigational antibacterial drug delafloxacin, and the predictions converged with the experimental reports. To date, this is the first model focused on the virtual search for desirable anti-noma agents. PMID:25769968

  9. Enabling virtual screening of potent and safer antimicrobial agents against noma: mtk-QSBER model for simultaneous prediction of antibacterial activities and ADMET properties.

    Science.gov (United States)

    Speck-Planche, Alejandro; Cordeiro, M N D S

    2015-01-01

    Neglected diseases are infections that thrive mainly among underdeveloped countries, particularly those belonging to regions found in Asia, Africa, and America. One of the most complex diseases is noma, a dangerous health condition characterized by a polymicrobial and opportunistic nature. The search for potent and safer antibacterial agents against this disease is therefore a goal of particular interest. Chemoinformatics can be used to rationalize the discovery of drug candidates, diminishing time and financial resources. However, in the case of noma, there is no in silico model available for its use in the discovery of efficacious antibacterial agents. This work is devoted to report the first mtk-QSBER model, which integrates dissimilar kinds of chemical and biological data. The model was generated with the aim of simultaneously predicting activity against bacteria present in noma, and ADMET (absorption, distribution, metabolism, elimination, toxicity) parameters. The mtk-QSBER model was constructed by employing a large and heterogeneous dataset of chemicals and displayed accuracies higher than 90% in both training and prediction sets. We confirmed the practical applicability of the model by predicting multiple profiles of the investigational antibacterial drug delafloxacin, and the predictions converged with the experimental reports. To date, this is the first model focused on the virtual search for desirable anti-noma agents.

  10. Hacia una propuesta de EaD en ambientes colaborativos inteligentes

    OpenAIRE

    Chiarani, Marcela Cristina; Lucero, María Margarita

    2001-01-01

    Mediante el presente se comunican los resultados obtenidos de la aplicación de la Modalidad Semipresencial del Profesorado en Ciencias de la Computación, como una de las etapas consideradas fundamentales para avanzar hacia la organización de ofertas de estudios a distancia, en el diseño de plataformas como así también en la creación de ambientes colaborativos inteligentes (Proyecto de Ciencia y Técnica), que coadyuven a la optimización de las TIC en su aplicación educativa. Se realiza adem...

  11. Algoritmos evolutivos aplicados al diseño inteligente de parques eólicos

    OpenAIRE

    Bilbao, Martín; Alba, Enrique

    2011-01-01

    En este documento se muestran dos tipos de algoritmos metaheurísticos aplicados al diseño inteligente de un parque eólico, la idea básica es utilizar CHC y algoritmos genéticos para obtener una buena configuración de molinos dentro del parque de tal manera que maximicen la energía total producida y minimicen la cantidad de molinos utilizados. En este trabajo analizaremos dos casos de estudios con una distribución real de vientos de la patagonia argentina, un terreno irregular con restriccione...

  12. Aplicación de la web de las cosas a una vivienda inteligente

    OpenAIRE

    ESTEVE FERRER, RAMON

    2015-01-01

    [ES] En este proyecto se diseñará una solución basada en la Internet de las Cosas (IoT) para construir una capa de accesibilidad e interoperabilidad a los dispositivos (luces, persianas, sensores de luz, de movimiento, de lluvia, etc.) de una vivienda inteligente. En concreto, se seguirá un enfoque basado en la Web de las Cosas (WoT) para hacer accesibles de manera universal estos recursos, implementados usando servicios web REST. El objetivo del proyecto será pues construir esta capa de ...

  13. Smart microgrids in refineries, Mexico case; Microrredes inteligentes en refinerias, caso Mexico

    Energy Technology Data Exchange (ETDEWEB)

    Estrada Garcia, Javier Alejandro; Linan Garcia, Roberto; Picasso Blanquel, Cuitlahuac; Silva Farias, Jose Luis [Instituto de Investigaciones Electricas, Cuernavaca, Morelos (Mexico)

    2013-03-01

    In this paper we present the technological trends on smart microgrids for refineries, case Mexico. Distributed generation on refineries is a model of microgrid with great challenges to solve, considering renewable energy. Also it discusses the scenario in bidirectional connection from refineries to the utility supergrid Comision Federal de Electricidad (CFE by its acronym in Spanish) and how to reach the development of a smart microgrid. We look different scenarios in power systems refineries, and the feasibility to achieve and develop the technology concepts in smart grid, such as: demand response in real time, exchange of energy between microgrid with supergrid-CFE and viceversa, energy efficiency, microgrid automation, selfhealing/real time autorecovery fault in power systems, storage energy and its application on power systems blackout in refineries. Finally we discussed the concepts that represent the greatest challenges to be solved on the smart microgrids and consider obtaining alternatives solution in medium or long term. [Spanish] En este documento se presentan las tendencias tecnologicas en micro redes inteligentes para refinerias, en el caso de Mexico. La generacion distribuida en refinerias es un modelo de micro red con grandes desafios por resolver, considerando la energia renovable. Se analiza tambien el escenario en conexion bidireccional de refinerias a la super red de la Comision Federal de Electricidad (CFE), la empresa electrica mexicana, y como lograr el desarrollo de una micro red inteligente. Se consideran diferentes escenarios en refinerias de sistemas de potencia, y la factibilidad de alcanzar y desarrollar los conceptos de tecnologia en una red inteligente, tales como: respuesta de demanda en tiempo real, intercambio de energia entre la micro red con la super red de la CFE y viceversa, eficiencia de energia, automatizacion de micro redes, autorrecuperacion de fallas en autoarreglo/tiempo real. En sistemas de potencia, almacenamiento de

  14. CRITERIOS TECNOLÓGICOSPARA EL DISEÑO DE EDIFICIOS INTELIGENTES

    Directory of Open Access Journals (Sweden)

    Luz Marina Arciniegas Peña

    2005-07-01

    Full Text Available La introducción de nuevas tecnologías de información ha traído como consecuencia la necesidad de adaptar el hábitat del hombre, a objeto de brindarle mayores niveles de seguridad, confort y economía, así como facilitarle el proceso de integración comunicacional con el entorno. Con el propósito de establecer los criterios tecnológicos necesarios para el diseño de las edificaciones inteligentes se determinó la problemática actual de los edificios, se estudiaron las características de los edificios inteligentes así como sus aplicaciones y los grados de inteligencia que pueden alcanzar. Esta determinación a nivel de la ciudad de Maracaibo, se llevó a cabo utilizando cuestionarios aplicados a un censo poblacional de 18 expertos en el área de las telecomunicaciones y de la arquitectura, así como acudiendo a revisión bibliográfica. El tipo de investigación es descriptiva de campo, y el diseño de la misma es no experimental de tipo transeccional descriptivo. Los resultados obtenidos indican que la seguridad es el problema prioritario a resolver y que a su vez constituye la característica primordial sobre la cual se diseñan edificios inteligentes, seguido de la economía, el confort y las comunicaciones. A su vez se determinó que prácticamente todos los espacios habitables son susceptibles de aplicaciones domóticas, sin embargo el uso comercial-administrativo, residencial y salud ocuparon los primeros puestos en la preferencia de los expertos. Por último se determinó la necesidad de hacer una subdivisión adicional de grados de inteligencia para acercar a la ciudad a las posibilidades de desarrollo de los edificios, transformando la escala de tres grados a cuatro grados de inteligencia. Por tanto se llega al hecho de que el diseño de edificios inteligentes es una alternativa a la problemática del hábitat contemporáneo valorando las posibilidades que esta tecnología brinda al mejoramiento de la calidad de vida de los

  15. Plataforma autónoma inteligente para fútbol robot

    Directory of Open Access Journals (Sweden)

    Cesar Hernán Rodríguez Garavito

    2010-04-01

    Full Text Available This article presents the design, implementation, virtual simulation and test results for a hardware-software platform for robot soccer. The platform consists of a soccer field, a software-controlled mobile agent (AMC, a user-controlled mobile agent (MCU, a golf ball, an image sensor system and a path-planning controller. The problem for agent AMC is to sense the environment and move to a kicking position to score while avoiding opponents in its way. The soccer field is a bounded area of 1.5m x 2m in which mobile agents move following differential robot kinematics at 25.7cm/s speed; each robot has a kicking system which can speed up a golf ball at 1.43m/s velocity. A position sensor was implemented and optimised in three stages: capturing the soccer field image, converting to HSI format and applying digital filters and calculating the Cartesian components from colour patterns for identifying the mobile robots and the golf ball. Image sensor system processing speed is 30 frames per second. Robot path planning is controlled by a hybrid strategy based on two linearly combined fuzzy logic controllers; one takes agent AMC to the goal position and the other avoids obstacles while it moves to the goal position.

  16. SECCIÓN TEMÁTICA - 6. PARTICIPACIÓN CIUDADANA ONLINE Y MULTITUDES INTELIGENTES // ONLINE CIVIC PARTICIPATION AND SMART MOBS

    Directory of Open Access Journals (Sweden)

    María Cristina Menéndez

    2012-06-01

    Full Text Available El artículo analiza los efectos de la convergencia entre Internet y la telefonía móvil sobre la visión vertical de la política a partir del surgimiento de multitudes inteligentes conectadas en el ciberespacio a través de comunidades virtuales y redes sociales.Como antecedentes presenta casos internacionales de participación ciudadana online en situaciones de conflicto, y desarrolla el estudio de casos argentinos en contextos críticos y de cooperación.Se trata de una investigación cualitativa basada en el estudio de casos argentinos.Como conclusión valida la conexión entre participación online y la aparición de nuevos canales para la presentación de demandas en situaciones políticas críticas pero no se observa una directa vinculación entre participación ciudadana online y política en situaciones de cooperación.

  17. 基于多智体多库协同的一种虚拟现实仿真界面构建技术%Multi-Agent and Multi-Base-Cooperation based Virtual Reality Simulation Interface Generating Technology

    Institute of Scientific and Technical Information of China (English)

    彭力; 李稳; 娄国焕

    2002-01-01

    An automatic generating method about a kind of virtual reality simulation interface is deeply investigated in his paper. The problem on distributed database cooperation with multi agent system is discussed. A virtral reality system based on these intelligent bases is set up at last. Then a simulation interface by using this system above is got and good result is achieved.

  18. De Instituciones a Organizaciones Educativas Inteligentes. A Propósito del Libro Calidad de la Educación y Organizaciones Escolares Inteligentes

    Directory of Open Access Journals (Sweden)

    Francisco Javier Vásquez De la Hoz

    2015-10-01

    Full Text Available En el libro reseñado aquí, Rodolfo Posada Álvarez plantea una serie de ideas de crucial importancia para el sistema educativo de nuestra región Caribe colombiana. Aborda, así, las condiciones de la calidad educativa tomando como referentes las estadísticas proporcionadas por algunas entidades nacionales e internacionales, pero también fundamentándose en los resultados de sus propias investigaciones, en las que indagó sobre las percepciones que tienen las comunidades educativas de distintas partes de la Región sobre la calidad de la educación, diseñando y aplicando luego una compleja matriz de autoevaluación que denominó Sistema de Indicadores de Calidad para Organizaciones Escolares Inteligentes (SICOEI, como una posible alternativa de solución a las precarias condiciones de calidad educativa que hoy por hoy la caracterizan.

  19. Integration of design and manufacturing in a virtual enterprise using enterprise rules, intelligent agents, STEP, and work flow

    Science.gov (United States)

    Gilman, Charles R.; Aparicio, Manuel; Barry, J.; Durniak, Timothy; Lam, Herman; Ramnath, Rajiv

    1997-12-01

    An enterprise's ability to deliver new products quickly and efficiently to market is critical for competitive success. While manufactureres recognize the need for speed and flexibility to compete in this market place, companies do not have the time or capital to move to new automation technologies. The National Industrial Information Infrastructure Protocols Consortium's Solutions for MES Adaptable Replicable Technology (NIIIP SMART) subgroup is developing an information infrastructure to enable the integration and interoperation among Manufacturing Execution Systems (MES) and Enterprise Information Systems within an enterprise or among enterprises. The goal of these developments is an adaptable, affordable, reconfigurable, integratable manufacturing system. Key innovative aspects of NIIIP SMART are: (1) Design of an industry standard object model that represents the diverse aspects of MES. (2) Design of a distributed object network to support real-time information sharing. (3) Product data exchange based on STEP and EXPRESS (ISO 10303). (4) Application of workflow and knowledge management technologies to enact manufacturing and business procedures and policy. (5) Application of intelligent agents to support emergent factories. This paper illustrates how these technologies have been incorporated into the NIIIP SMART system architecture to enable the integration and interoperation of existing tools and future MES applications in a 'plug and play' environment.

  20. UN-SEEGSI: un sistema inteligente de informacion gerencial con aprendizaje dual: hombre-maquina

    Directory of Open Access Journals (Sweden)

    Alfonso Pérez Gama

    2011-01-01

    Full Text Available Ha llegado a su madurez la V Generación y con ello sus expresiones: la inteligencia artificial (1-2, los sistemas con el apoyo de conocimientos (3 y la ingeniería de software (4. En Colombia poca acogida parece tener. Es que los conocimientos constituyen un salto paradigmático hacia un nuevo orden mundial: el paso de la Sociedad de la Información a la Sociedad del Conocimiento. No es difícil de colegir la implicación de nuevas generaciones de sistemas de información y aunque la inmensa mayoría de gerentes no quieren saber de nuevos lenguajes ni reprogramaciones, aquí describiremos cómo es posible desarrollar e implementar un sistema inteligente de información gerencia. El concepto de "inteligente" se refiere a la viabilidad de tener un determinado grado de autonomía decisional, un evidente mejor desempeño, una capacidad real de adaptarse a las condiciones particulares de un usuario, el reconocer y generar un plan de trabajo al ejecutivo y en especial por el soporte a las decisiones, lo cual no significa la posibilidad de "reemplazar" al ejecutivo en esta labor, sino por el contrario constituirse en un sistema asistente del ejecutivo. Una innovación en esta arquitectura la constituye la tutoría experta en línea, que constituye un espacio para posibilitar el "entrenamiento gerencial" in situ y además la incorporación de técnicas de aprendizaje maquinal que funcionen en la práctica. Lo anterior significa que UN-SEEGSI pretende ser un ambiente de aprendizaje dual: donde se debe dar un aprendizaje vivencial por parte del usuario y donde debe aprender la máquina en forma subrepticia.

  1. High throughput virtual screening and in silico ADMET analysis for rapid and efficient identification of potential PAP248-286 aggregation inhibitors as anti-HIV agents

    Science.gov (United States)

    Malik, Ruchi; Bunkar, Devendra; Choudhary, Bhanwar Singh; Srivastava, Shubham; Mehta, Pakhuri; Sharma, Manish

    2016-10-01

    Human semen is principal vehicle for transmission of HIV-1 and other enveloped viruses. Several endogenous peptides present in semen, including a 39-amino acid fragments of prostatic acid phosphatase (PAP248-286) assemble into amyloid fibrils named as semen-derived enhancer of viral infection (SEVI) that promote virion attachment to target cells which dramatically enhance HIV virus infection by up to 105-fold. Epigallocatechin-3-gallate (EGCG), a polyphenolic compound, is the major catechin found in green tea which disaggregates existing SEVI fibers, and inhibits the formation of SEVI fibers. The aim of this study was to screen a number of relevant polyphenols to develop a rational approach for designing PAP248-286 aggregation inhibitors as potential anti-HIV agents. The molecular docking based virtual screening results showed that polyphenolic compounds 2-6 possessed good docking score and interacted well with the active site residues of PAP248-286. Amino acid residues of binding site namely; Lys255, Ser256, Leu258 and Asn265 are involved in binding of these compounds. In silico ADMET prediction studies on these hits were also found to be promising. Polyphenolic compounds 2-6 identified as hits may act as novel leads for inhibiting aggregation of PAP248-286 into SEVI.

  2. LA GESTIÓN EMPRESARIAL BAJO EL ENFOQUE DE LAS ORGANIZACIONES INTELIGENTES EN LA SOCIEDAD DE LA INFORMACIÓN

    Directory of Open Access Journals (Sweden)

    Jaime José Gil Domínguez

    2007-04-01

    Full Text Available El presente artículo se centra en develar a través de una investigación documental, los fundamentos teóricos en los que se sustenta el enfoque de las Organizaciones Inteligentes. Se inicia con una descripción del entorno en el que están inmersas las organizaciones hoy en día, en la llamada era de la sociedad de la información. Luego, se presentan los principios y estructuras conceptuales que sirven de base a este enfoque. Finalmente, destaca su confluencia sobre otras filosofías y modelos de gestión empresarial, buscando una aproximación en como ésta puede concebirse en el modelo de una Organización Inteligente. La construcción de este marco teórico, pretende propiciar discusiones que gener

  3. Los ambientes web en educación : Una aproximación a los ambientes colaborativos inteligentes

    OpenAIRE

    Lucero, María Margarita; Chiarani, Marcela Cristina; Manzur, Lilian; Pianucci, Irma Guadalupe

    2002-01-01

    Mediante el presente se comunican los avances en la aplicación de la Modalidad Semipresencial del Profesorado en Ciencias de la Computación, como una de las etapas consideradas fundamentales, dentro del Proyecto “Ambientes Colaborativos Inteligentes (Proyecto de Ciencia y Técnica), como insumo para con los objetivos del mismo. Se consideran fundamentalmente los aportes para el avance y mejora del Sistema.

  4. Enseñanza de la Ingeniería con Sistemas Tutoriales Inteligentes Engineering Instruction with Intelligent Tutorial Systems

    Directory of Open Access Journals (Sweden)

    C.R. Huapaya

    2005-01-01

    Full Text Available El artículo presenta un nuevo enfoque en la enseñanza de la Ingeniería. Se propone el uso de los Sistemas Tutoriales Inteligentes a fin de mejorar la interacción del estilo de enseñanza del profesor y las preferencias de aprendizaje de los estudiantes. El enfoque de los Sistemas Tutoriales Inteligentes es utilizarlos como complemento de la actividad educativa. Estos sistemas computacionales se caracterizan por poseer el material instruccional separado de la especificación de cómo y cuando puede ser usado y re-usado de manera múltiple. El sistema consta de tres modelos para representar y manipular el dominio, el comportamiento del estudiante y el conocimiento pedagógico. La interacción de estos tres modelos crea el comportamiento inteligente del sistema. Un Sistema Tutorial Inteligente para resolver problemas de ingeniería usando métodos numéricos se encuentra actualmente en pleno desarrollo.This article presents a new approach to the teaching of engineering. It is proposed here the use of Intelligent Tutorial Systems in order to improve interactions between the teacher’s style and the students’ preferences. The focus with the Intelligent Tutorial Systems is to use them as a complement to educational activity. These computational systems are characterized by having the instructional material separate from the specification of how and when it can be used and re-used in a multiple manner. The system is composed of three models in order to represent and manipulate the domain, the behavior of the student and the pedagogical knowledge. The interaction among these three models creates the system’s intelligent behavior. An Intelligent Tutorial System is currently being developed for use in numerical analysis for engineering problem solving.

  5. Interacting with a Virtual Conductor

    NARCIS (Netherlands)

    Bos, P.; Reidsma, D.; Ruttkay, Z.M.; Nijholt, A.; Harper, R.; Rauterberg, M.; Combetto, M.

    2006-01-01

    This paper presents a virtual embodied agent that can conduct musicians in a live performance. The virtual conductor conducts music specified by a MIDI file and uses input from a microphone to react to the tempo of the musicians. The current implementation of the virtual conductor can interact with

  6. El framework jWebSocket y su interfaz de aplicaciones para el trabajo con Tarjetas Inteligentes

    Directory of Open Access Journals (Sweden)

    Ander Sánchez Jardines

    2013-09-01

    Full Text Available El jWebSocket es un marco de trabajo y a la vez un servidor de aplicaciones para la plataforma Java orientado al desarrollo de soluciones basadas en WebSockets, que gocen de altos niveles de velocidad, escalabilidad y seguridad. Sus grandes potencialidades en cuanto al soporte concurrente y su licencia de software libre hacen que sea adoptado por una gran comunidad de desarrolladores. El API[1] de tarjetas inteligentes es una extensión para el marco de trabajo jWebSocket, que le permite a este último soportar los requerimientos necesarios para desarrollar software empresarial y realizar disímiles operaciones con las  tarjetas inteligentes, obteniendo resultados favorables para el uso de cualquier navegador y brindando flexibilidad y tiempo real, características que distinguen a la web. El presente artículo expone un conjunto de ventajas y características del marco de trabajo jWebSocket y de su API para el intercambio con las tarjetas inteligentes, explicando conceptos relacionados con el tema, revelando las soluciones más destacadas en el mundo.[1] Interfaz de programación de aplicaciones (IPA o API (Application Programming Interface es el conjunto de funciones y procedimientos (o métodos, en la programación orientada a objetos que ofrece cierta biblioteca para ser utilizado por otro software como una capa de abstracción.

  7. Sistema Inteligente de Detección y Orientación de usuarios en Bibliotecas

    Directory of Open Access Journals (Sweden)

    Castaño, Bonifacio

    2013-03-01

    Full Text Available Since the late nineties, Radio Frequency IDentification (RFID manages library catalogs, loans, returns and security. RFID, with a moderate investment, improve the capabilities of both, librarian and user. This paper presents a new use for RFID to determine where a book is located and the shortest route to it in libraries with multiple levels and rooms. An application named SIGUEME (Sistema Inteligente de GUiado para Entornos Multiusuario Extensos; Intelligent System to Guide for Multiuser Extensive Environments was implemented experimentally in the Meco’s public library (Madrid. The system allows people detection and customized guiding in the building thanks to different screen placed in strategic points. We have developed a wireless communications system based on Zigbee technology that eliminates the need of wires.

    Los dispositivos de identificación por radiofrecuencia (Radio Frequency IDentification, en adelante RFID son usados desde finales de los años noventa en el entorno de bibliotecas para la gestión del inventario, control de catálogos, seguridad, préstamo y devolución. Durante este tiempo han demostrado ser un componente que, con una inversión moderada, mejora multitud de capacidades tanto para el bibliotecario como para el usuario. En este artículo se expone una nueva funcionalidad con RFID para bibliotecas que ha sido implantada de forma experimental en la Biblioteca Municipal de Meco (Madrid. Su objetivo es abordar un problema común que sufren los usuarios en bibliotecas con diferentes alturas y múltiples espacios: la correcta localización de los libros y la orientación por el edificio. Para solventar este problema se ha desarrollado una aplicación bautizada como SIGUEME (Sistema Inteligente de GUiado para Entornos Multiusuario Extensos. El sistema permite la detección de las personas por el edificio y el guiado personalizado por el mismo gracias a la visualización de la información en pantallas. Para evitar

  8. Organizaciones Virtuales Organizaciones Virtuales

    Directory of Open Access Journals (Sweden)

    Gladis Cecilia Villegas Arias

    2003-06-01

    Full Text Available Virtual Organizations are new organizational forms originated from both the replacementof face to face communications by remote communications supported by electronic means,and from the accesibility of real time information about the operation of the company, forall employees.This article pursues the following goals: 1 To define virtual organization, review its sociotechnical antecedents and propose a preliminary classification into inter-organizationaland intra-organizational forms.  2 To discuss the characteristics of virtual organizationsand their impact on organizational design, and 3 To compare virtual organizations toother organizational forms.Las organizaciones virtuales son formas organizativas nuevas, que resultan de: primero, reemplazar las interacciones cara a cara con interacciones remotas, soportadas por comunicaciones electrónicas y segundo,  proveer acceso en tiempo real a toda la información de la empresa para todos los trabajadores.En este artículo se busca: 1 Definir organización virtual, revisar sus antecedentes y proponeruna clasificación básica preliminar de las mismas  2 Discutir las características de las organizaciones virtuales y sus implicaciones para el diseño organizativo 3 Comparar estaforma organizativa a las formas organizativas no virtuales.

  9. ADAPTATION AND DISABILITY ASPECTS IN A VIRTUAL LEARNING ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    DIANA LANCHEROS CUESTA

    2012-01-01

    Full Text Available Este artículo presenta los principales aspectos que se deben tener en cuenta en el diseño de ambientes virtuales de aprendizaje como por ejemplo, los tutores inteligentes. La mayoría de estos sistemas virtuales de aprendizaje se concentran en la actividad del tutor y se utilizan técnicas de inteligencia artificial. Los sistemas que se relacionan a continuación permitieron la generación de un modelo que, dadas las preferencias y estilos de aprendizaje de un estudiante, realiza un proceso de recuperación de información con el fin de adaptar el despliegue y la manera en la que se muestra el contenido a un estudiante dadas las características particulares del mismo (estilos de aprendizaje, comportamiento y desempeño en el sistema y si tiene una discapacidad.

  10. Investigación en Progreso: Sistemas Inteligentes en Arquitecturas de Motores para Videojuegos

    Directory of Open Access Journals (Sweden)

    Hernan Merlino

    2013-02-01

    Full Text Available La industria de productos lúdicos informatizados (más conocidos como videojuegos es una de las actividades económicas de mayor crecimiento en los últimos años. Durante el 2006, en los Estados Unidos los ingresos por videojuegos excedieron por primera vez en la historia a los del cine. Sin embargo, a pesar del auge en este mercado, todavía existen más ofertas de empleo que personas preparadas para ocuparlos. Para lograr el desarrollo de un videojuego se requiere de diversos conocimientos, como ser, diseño multimedial, manejo de lenguajes de programación especifica, uso de plataformas de actividades lúdicas, entre otros; sumado a estas actividades es necesario dotar al videojuego con un grado de inteligencia que lo haga no determinista; logrando que los jugadores mantengan durante una mayor cantidad de tiempo el interés por el mismo, pues de no ser así, los jugadores solo lo utilizarían hasta llegar hasta comprender la lógica de funcionamiento y perderian el interés por el videojuego. Es por esto que es de interés para la industria del video juego el desarrollo de motores basados en sistemas inteligentes tomando la experiencia adquirida en otros dominios, como ser, robótica, minería de datos y control de procesos, haciendo las adaptaciones necesarias al dominio en cuestión..

  11. La profecía de la Administración inteligente

    Directory of Open Access Journals (Sweden)

    Óscar del Álamo

    2008-02-01

    Full Text Available Las nuevas tecnologías de la información, en especial Internet, han tenido durante los últimos años un papel fundamental en la reformulación de la actividad de la Administración pública así como de su relación con los ciudadanos. En un futuro próximo se abren nuevos caminos para que ambos aspectos mejoren bajo lo que ha empezado a denominarse "Administración inteligente". Entendiendo ésta como el paso siguiente a la actual Administración electrónica, el texto analiza las posibilidades de la i-Administración en España sugiriendo los parámetros básicos sobre los que debe desarrollarse, presentando las iniciativas actuales más relevantes dentro del territorio español y descifrando cómo los pasos desarrollados desde el mundo empresarial privado pueden ser válidos para un sector público en plena transformación. Asimismo, se ofrece una reflexión sobre las posibilidades de éxito de estos cambios ante la complejidad que supone conjugar el modelo empresarial privado con el público y ante la progresiva adaptación de la Administración tanto al nuevo entorno tecnológico como a las nuevas exigencias y necesidades procedentes de la sociedad civil.

  12. EFECTO DE DIFERENTES MODALIDADES DE RETROALIMENTACIÓN EN EL COMPORTAMIENTO INTELIGENTE EN ESTUDIANTES DE PRIMARIA

    Directory of Open Access Journals (Sweden)

    Mauricio Ortega

    2012-01-01

    Full Text Available La retroalimentación es un factor que posibilita el desarrollo del comportamiento inteligente. El presente trabajo evaluó los efectos de proporcionar distintas modalidades de retroalimentación (visual, auditiva, táctil y autónoma sobre el porcentaje de respuestas correctas en tareas de igualación de la muestra de segundo orden. Participaron 54 estudiantes de primaria, los que, dependiendo del tipo de retroalimentación proporcionada en el entrenamiento, fueron asignados a uno de cuatro grupos: visual, auditivo, táctil y autónomo. Las relaciones programadas fueron de identidad, semejanza y diferencia. En la transferencia se agregaron relaciones de inclusión, exclusión y mayor que. Los estudiantes del grupo visual obtuvieron los porcentajes de aciertos más altos en entrenamiento y pruebas. Se discute y comparan los resultados con el desempeño alcanzado por universitarios en tareas similares.

  13. El debate sobre los territorios inteligentes: el caso del área metropolitana de Sevilla

    Directory of Open Access Journals (Sweden)

    INMACULADA CARAVACA BARROSO

    2009-08-01

    Full Text Available Los cambios profundos y rápidos que están experimentando las sociedades, las economías y las lógicas territoriales durante las últimas décadas, demandan nuevas lecturas e interpretaciones por parte de los investigadores y nuevas respuestas de los responsables públicos para poder hacer frente a los problemas y retos que ahora se perfilan. En este contexto general de referencia, el objetivo de este artículo es participar en el debate sobre el concepto de territorio inteligente, aunando la perspectiva economicista con aquella otra más ligada a la idea de desarrollo territorial integrado. Ello, a través del análisis de la evolución experimentada por el área metropolitana de Sevilla, realizado con esta doble mirada.The fast and deep transformations experienced by the societies, the economies and the spatial patterns during the last decades, demands that researchers make new interpretations and public managers come up with new answers to face the current problems and challenges. In this general context, the purpose of this article is to participate of the debate about the concept of intelligent territory, combining economicist approaches with others ones related to the idea of integrated territorial development. In order to achieve this aim the evolution experienced by the metropolitan area of Sevilla will be analyzed, using this double approach.

  14. Smart transmission grids - benefits and risks; Redes de transmision inteligente. Beneficios y riesgos

    Energy Technology Data Exchange (ETDEWEB)

    Velasco-Ramirez, E.; Angeles-Camacho, C. [Universidad Nacional Autonoma de Mexico, Mexico, D.F. (Mexico)]. E-mails: TVelascoR@iingen.unam.mx; CAngelesC@ii.unam.mx; Garcia-Martinez, M. [Instituto Tecnologico de Toluca, Estado de Mexico (Mexico)]. E-mail: mgarciam@ittoluca.edu.mx

    2013-01-15

    Nowadays the Power Systems are working near their stability limits, for this reason it is necessary and essential a transition to new transmission systems that ensure efficient delivery of electrical energy, with the objective to prevent blackouts that cause significant losses in the economy of any country in the world. This paper analyzes important elements to consider having a healthy and efficient transition from a power grid vertically integrated into a smart transmission grid. A comparative analysis in the model, development, benefits and risks of the implementation of these systems, between two of the main marc of references of smart grids, the EU and the USA is presented. [Spanish] Actualmente los sistemas electricos operan cada vez mas cercanos a sus limites de estabilidad, es por ello que se hace necesaria y primordial la transicion hacia nuevos sistemas de transmision que garanticen la eficiente entrega de la energia electrica, evitando con ello cortes de energia que generan importantes perdidas en la economia de cualquier pais del mundo. En este documento se realiza un analisis de los elementos necesarios para una sana y eficiente transicion de una red de transmision electrica verticalmente, integrada hacia una red de transmision inteligente. Se presenta un analisis comparativo entre dos de los marcos de referencia mas importantes, el de la UE y el de EUA, en el modelo, desarrollo, beneficios y riesgos en la implementacion de estos sistemas.

  15. Computation lithography: Virtual reality and virtual virtuality

    OpenAIRE

    Lam, EY; Wong, AKK

    2009-01-01

    Computation lithography is enabled by a combination of physical understanding, mathematical abstraction, and implementation simplification. An application in the virtual world of computation lithography can be a virtual reality or a virtual virtuality depending on its engineering sensible-ness and technical feasibility. Examples under consideration include design-for- manufacturability and inverse lithography. © 2009 Optical Society of America.

  16. Las tarjetas inteligentes como herramienta innovadora en las ciudades: estudio benchmarking sobre su implantación en España

    OpenAIRE

    MELCHOR PÉREZ, ANNA

    2012-01-01

    En este trabajo se analizará en detalle las características de la tecnología de tarjeta sin contacto o tarjeta inteligente, la utilización de éstas en los servicios municipales de la ciudad de Valencia y en otras ciudades españolas, para deducir si Valencia ha aprovechado todas las ventajas que ofrece esta tecnología. Así mismo, se revisarán los mejores ejemplos a nivel internacional. Melchor Pérez, A. (2012). Las tarjetas inteligentes como herramienta innovadora en las ciudades...

  17. Las redes inteligentes de energía y su implementación en ciudades sostenibles: RG-T2058

    OpenAIRE

    Yuri Lee; Juan Roberto Paredes; Soo Hyun Lee

    2012-01-01

    La División de Energía del Departamento de Infraestructura y Medio Ambiente (INE/ENE) del Banco Interamericano de Desarrollo (BID) ha puesto en marcha un proyecto de cooperación técnica (CT) denominado "Las redes inteligentes de energía y su implementación en ciudades sostenibles" (TC #RG-T2058) ) para ayudar a los países de la región de América Latina y el Caribe (ALC). Esta nota técnica describe algunos elementos del sistema de redes inteligentes, indica sus costos y beneficios, analiza la ...

  18. LA GESTIÓN EMPRESARIAL BAJO EL ENFOQUE DE LAS ORGANIZACIONES INTELIGENTES EN LA SOCIEDAD DE LA INFORMACIÓN

    OpenAIRE

    Jaime José Gil Domínguez

    2007-01-01

    El presente artículo se centra en develar a través de una investigación documental, los fundamentos teóricos en los que se sustenta el enfoque de las Organizaciones Inteligentes. Se inicia con una descripción del entorno en el que están inmersas las organizaciones hoy en día, en la llamada era de la sociedad de la información. Luego, se presentan los principios y estructuras conceptuales que sirven de base a este enfoque. Finalmente, destaca su confluencia sobre otras filosofías y modelos de ...

  19. La enseñanza de la resolución algebraica de problemas verbales mediante un sistema tutorial inteligente

    OpenAIRE

    González-Calero Somoza, José Antonio

    2014-01-01

    La tecnología se ha considerado habitualmente (quizá con frecuencia, sin una base teórica sólida) un instrumento facilitador del aprendizaje en prácticamente cualquier ámbito educativo. En este sentido, los sistemas tutoriales inteligentes (en adelante, STI) destacan por las grandes expectativas que generaron en su nacimiento, basadas en las posibilidades didácticas que ofrecen la situaciones de enseñanza uno a uno (un profesor para un estudiante). El campo de la enseñanza de la resolución al...

  20. Generación automática de entornos de simulación con interfaces inteligentes

    OpenAIRE

    Alfonseca, Manuel; García, Federico; Lara, Juan; Moriyón, Roberto

    1998-01-01

    Este artículo describe cómo generar automáticamente entornos de simulación con interfaces de usuario inteligente, a partir de la descripción del modelo de simulación. Para ello hemos utilizado nuestro propio lenguaje de simulación continua orientado a objetos, OOCSMP, un compilador realizado para este lenguaje, capaz de generar código en C++ para las simulaciones y la interfaz, y un gestor de tareas de usuario, ATOMS, también construido por nosotros, capaz de ofrecer facilidade...

  1. El framework jWebSocket y su interfaz de aplicaciones para el trabajo con Tarjetas Inteligentes

    OpenAIRE

    Ander Sánchez Jardines; Alexander López Pupo; Marta Rodríguez Freire

    2013-01-01

    El jWebSocket es un marco de trabajo y a la vez un servidor de aplicaciones para la plataforma Java orientado al desarrollo de soluciones basadas en WebSockets, que gocen de altos niveles de velocidad, escalabilidad y seguridad. Sus grandes potencialidades en cuanto al soporte concurrente y su licencia de software libre hacen que sea adoptado por una gran comunidad de desarrolladores. El API[1] de tarjetas inteligentes es una extensión para el marco de trabajo jWebSocket, que le permite a est...

  2. Creating Real-Time Embodied Autonomous Agents

    Institute of Scientific and Technical Information of China (English)

    2000-01-01

    @@ A challenging research area for computer graphics and virtual environments (VE) is training interpersonal interactions. In such a system, at least one person is the VE participant, while several more virtual human agents (represented by human-like, embodied models) are engaged in activities in the same virtual space. The participants, whether live or virtual, should interact as if all were real. This means that the virtual agents must have several characteristics afforded to real people, including the following:

  3. 基于协同信息的多Agent虚拟团队优选模型%An Optimal Model of Multi-Agent Virtual Teams Based on Cooperative Information

    Institute of Scientific and Technical Information of China (English)

    蒋勋; 高翔; 冷艳萍

    2012-01-01

    针对基于协同信息的虚拟团队中多Agent选择问题,提出了一种决策分析模型。首先研究了Agent的结构,由此给出了Agent的个体能力模型。然后通过一种释放权重信息为核心的Agent个体选择模型挖掘出Agent的个体潜能。最后给出了多Agent间协同关系及基于协同信息的Agent选择问题的描述,进一步在个体绩效与协同绩效的背景下,提出了决策模型。%This paper proposes a model of decision analysis concerning the selection of multi-agents in a virtual team based on cooperative information.It first proposes the individual capability model of agent after studying the agent structure,then describes the cooperative relation among multi-agents and agent selection based on cooperative information,and finally puts forward the decision model under the background of individual performance and cooperative performance.

  4. REVISIÓN DE SOLUCIONES DE TECNOLÓGICAS INTELIGENTES EN BIOLOGÍA

    Directory of Open Access Journals (Sweden)

    Mariño, Sonia

    2014-01-01

    Full Text Available En este trabajo de tipo documental se analizaron los contenidos teóricos, metodológicos y prácticos de los resúmenes de 43 artículos en revistas científicas publicados en la Web y presentados en el periodo 1975-2012 con la finalidad de valorar la aplicación de tecnologías inteligentes artificiales en el área de las ciencias biológicas. Se evaluaron los títulos y resúmenes, para posteriormente realizar un análisis exhaustivo de cada uno de ellos. El trabajo está estructurado mediante la distribución en cuatro secciones. En la primera sección se hacen las generalidades y se introduce al tema de estudio. En la segunda se presenta la metodología empleada para el desarrollo del mismo y finalmente en la tercera sección se exponen los resultados obtenidos del estudio. Finalmente, se presentan derivadas del estudio realizado. La determinación de utilizar las tecnologías de información y comunicación en el campo de la botánica permitió identificar las bases de la investigación científica, a los efectos de facilitar futuros desarrollos conceptuales y tecnológicos para apoyar con las TIC esta área del conocimiento. Los resultados indicarían la necesidad de difundir el uso de las tecnologías de la inteligencia artificial en la comunidad científica, académica y profesional, tanto de la biología como de la botánica, atendiendo a la multiplicidad de aplicaciones y trabajos interdisciplinarios que podrían derivarse y nuevas formas de presentar el tratamiento de los datos.

  5. Interacting with virtual worlds

    Science.gov (United States)

    Zeltzer, David

    1991-01-01

    What tools should we provide the user for defining and interacting with objects and agents in virtual environments at varying levels of complexity? Understanding the appropriate simplifications to make is critical for modeling nontrivial environments and agents with varying levels of autonomy. I describe a set of abstraction mechanisms appropriate for constructing and interacting with virtual worlds, and I discuss how programming, and direct manipulation of guiding techniques, can be used to afford users interactive access to graphical simulations at appropriate levels of abstraction.

  6. The effect of virtual sales agent (VSA) gender – product gender congruence on product advice credibility, trust in VSA and online vendor, and purchase intention

    NARCIS (Netherlands)

    Beldad, Ardion; Hegner, Sabrina; Hoppen, Jip

    2016-01-01

    Online vendors are increasingly using virtual sales assistants (VSA), either in the form of an animated picture or a photograph of a real person, to help customers with their product-related information needs. Currently, what is known is that the use of a VSA in an online web shop results in positiv

  7. Virtual Worlds

    OpenAIRE

    Novák, František

    2009-01-01

    The bachelor's thesis is focused on highlighting the development of virtual worlds. The paper summarizes the evolution of virtual reality. Current virtual worlds are compared in fundamental aspects, such as sociology, economics and education. Social sphere describes the interaction in virtual reality and its specialities. Economical sphere is focused on comparison of real and virtual economies, including their economic indicators. Educational sphere describes the sciences, which are best usea...

  8. Towards a Reactive Virtual Trainer

    NARCIS (Netherlands)

    Ruttkay, Zsófia; Zwiers, Job; Welbergen, van Herwin; Reidsma, Dennis; Gratch, J.; Young, M.; Aylett, R.; Ballin, D.; Olivier, P.

    2006-01-01

    A Reactive Virtual Trainer (RVT) is an Intelligent Virtual Agent (IVA) capable of presenting physical exercises that are to be performed by a human, monitoring the user and providing feedback at different levels. Depending on the motivation and the application context, the exercises may be general o

  9. Estudios sobre sistemas adaptativos con aplicaciones en la robótica autónoma y los agentes inteligentes

    OpenAIRE

    Martín Hernández, José Antonio

    2009-01-01

    Resumen Inteligencia, Racionalidad, Aprendizaje, Anticipación y Adaptación son términos que han estado y permanecen aún en el foco principal de las ciencias de la computación. Estos términos delimitan áreas de estudio, pero están tan interrelacionados que estudiarlos por separado es una aventura que parece poco factible. Cada término busca delimitar un determinado fenómeno, sin embargo las complicadas interrelaciones no lineales entre estos procesos hace que sus fronteras sean difusas y en oc...

  10. Casas, Carros e Cidades Inteligentes: um estudo do enquadramento midiático da internet das coisas

    Directory of Open Access Journals (Sweden)

    Talyta Singer

    2013-12-01

    Full Text Available Desde a segunda metade dos anos 2000, notícias sobre sensores, etiquetas inteligentes e grandes redes de troca de informação entre objetos passaram a ser pauta da imprensa. Conhecida como Internet das Coisas, esse tipo de tecnologia envolve coleta e transmissão de informação com ou sem participação humana. Nosso estudo procura pelo enquadramento midiático do termo na imprensa nacional e estrangeira e se preocupa em avaliar quais os tipos de aplicações noticiadas, fontes consultadas e recursos visuais utilizados. Os resultados apontam para uma visão caricata e futurista da tecnologia.

  11. Tres competencias esenciales de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir

    Directory of Open Access Journals (Sweden)

    Gabriela García Licea

    2013-06-01

    Full Text Available El presente artículo describe los resultados de la aplicación de una metodología para la Gestión personal y profesional de tres competencias de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir en una muestra de ejecutivos de mandos medios de diferentes organizaciones y sectores productivos, que participaron en diplomados y/o cursos formales de Administración y Alta dirección, realizados en el periodo de agosto de 2011 a agosto de 2012, en la Región Lagunera del Estado de Coahuila, México. La metodología permitió indagar sistemáticamente la presencia y nivel de una o más habilidades que definen una gama de funciones de gestión y liderazgo, utilizando instrumentos de auto-diagnóstico de Competencias Gerenciales, Estilos de Liderazgo y Competencias de la Empleabilidad, cuyos datos alimentaron las matrices de significados y habilidades que, a su vez, permitieron identificar las habilidades y oportunidades de formación de profesionales inteligentes relacionadas con el conocimiento y la comprensión necesaria. Esto, con el fin de llevar a cabo eficazmente la gestión de diversas funciones de liderazgo de los grupos estudiados: la Autogestión y habilidades personales, a las que le siguen el Logro de Resultados y el Uso de Recursos, destacando las fortalezas de planeación y la comunicación.

  12. Tres competencias esenciales de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir

    Directory of Open Access Journals (Sweden)

    Gabriela García Licea

    2013-07-01

    Full Text Available El presente artículo describe los resultados de la aplicación de una metodología para la Gestión personal y profesional de tres competencias de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir en una muestra de ejecutivos de mandos medios de diferentes organizaciones y sectores productivos, que participaron en diplomados y/o cursos formales de Administración y Alta dirección, realizados en el periodo de agosto de 2011 a agosto de 2012, en la Región Lagunera del Estado de Coahuila, México. La metodología permitió indagar sistemáticamente la presencia y nivel de una o más habilidades que definen una gama de funciones de gestión y liderazgo, utilizando instrumentos de auto-diagnóstico de Competencias Gerenciales, Estilos de Liderazgo y Competencias de la Empleabilidad, cuyos datos alimentaron las matrices de significados y habilidades que, a su vez, permitieron identificar las habilidades y oportunidades de formación de profesionales inteligentes relacionadas con el conocimiento y la comprensión necesaria. Esto, con el fin de llevar a cabo eficazmente la gestión de diversas funciones de liderazgo de los grupos estudiados: la Autogestión y habilidades personales, a las que le siguen el Logro de Resultados y el Uso de Recursos, destacando las fortalezas de planeación y la comunicación.

  13. Virtual coaches for healthy lifestyle

    NARCIS (Netherlands)

    Akker, op den H.J.A.; Klaassen, R.; Nijholt, A.; Esposito, Anna; Jain, Lakhmi C.

    2016-01-01

    Since the introduction of the idea of the software interface agent the question recurs whether these agents should be personified and graphically visualized in the interface. In this chapter we look at the use of virtual humans in the interface of healthy lifestyle coaching systems. Based on theory

  14. Study on Human-Computer Interaction in Immersive Virtual Environment

    Institute of Scientific and Technical Information of China (English)

    段红; 黄柯棣

    2002-01-01

    Human-computer interaction is one of the most important issues in research of Virtual Environments. This paper introduces interaction software developed for a virtual operating environment for space experiments. Core components of the interaction software are: an object-oriented database for behavior management of virtual objects, a software agent called virtual eye for viewpoint control, and a software agent called virtual hand for object manipulation. Based on the above components, some instance programs for object manipulation have been developed. The user can observe the virtual environment through head-mounted display system, control viewpoint by head tracker and/or keyboard, and select and manipulate virtual objects by 3D mouse.

  15. Wireless virtualization

    CERN Document Server

    Wen, Heming; Le-Ngoc, Tho

    2013-01-01

    This SpringerBriefs is an overview of the emerging field of wireless access and mobile network virtualization. It provides a clear and relevant picture of the current virtualization trends in wireless technologies by summarizing and comparing different architectures, techniques and technologies applicable to a future virtualized wireless network infrastructure. The readers are exposed to a short walkthrough of the future Internet initiative and network virtualization technologies in order to understand the potential role of wireless virtualization in the broader context of next-generation ubiq

  16. Virtual marketing in virtual enterprises

    OpenAIRE

    Ale Ebrahim, Nader; Fattahi, Hamaid Ali; Golnam, Arash

    2008-01-01

    Virtualization caused tremendous evolution in the economics of marketing channels, patterns of physical distribution and the structure of distributors and developed a new concept that is known as virtual marketing (VM). VM combines the powerful technologies of interactive marketing and virtual reality. Virtual enterprise (VE) refers to an organization not having a clear physical locus. In other words, VE is an organization distributed geographically and whose work is coordinated through e...

  17. REDES DE COMUNICACIÓN Y AUTOMATIZACIÓN DE SISTEMAS DE POTENCIA - UN PASO HACIA LA TECNOLOGÍA DE LAS REDES INTELIGENTES SMART GRIDS

    Directory of Open Access Journals (Sweden)

    Hernán Arturo Santana

    2013-01-01

    Full Text Available Con la continua aceptación en el sector eléctrico del estándar para las redes de comunicación y automatización de sistemas de potencia IEC 61850, es importante contar con un conocimiento básico, de porque es catalogado con el eslabón apropiado para la estandarización de la comunicación en los sistemas de potencia eléctrica, revisándolo desde su objetivos de creación, hasta los beneficios que aporta para poder contar en un futuro con redes inteligentes “Smart Grid”, igualmente describiendo cuales son los requerimientos funcionales con que debe contar una subestación eléctrica en el área de las telecomunicaciones para que pueda aportar a una red inteligente.

  18. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    -systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued...... in an ongoing empirical research project ‘Actors and Avatars Communicating in Virtual Worlds’ [1]. This paper presents some of the preliminary findings that exemplify this ongoing empirical research and the methodological approach is briefly introduced, that is...

  19. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

    Virtual projects are common with global competition, market development, and not least the financial crisis forcing organizations to reduce their costs drastically. Organizations therefore have to place high importance on ways to carry out virtual projects and consider appropriate practices...... that the best practice knowledge has not permeated sufficiently to the practice. Furthermore, the appropriate application of information and communication technology (ICT) remains a big challenge, and finally project managers are not sufficiently trained in organizing and conducting virtual projects...

  20. Virtual Laboratories and Virtual Worlds

    Science.gov (United States)

    Hut, Piet

    2008-05-01

    Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it possible for astrophysicists to enter their virtual labs themselves, in virtual form as avatars. This has several advantages, from new possibilities to explore the results of the simulations to a shared presence in a virtual lab with remote collaborators on different continents. I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see http://www.qwaq.com).

  1. Virtual Laboratories and Virtual Worlds

    CERN Document Server

    Hut, Piet

    2007-01-01

    Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it possible for astrophysicists to enter their virtual labs themselves, in virtual form as avatars. This has several advantages, from new possibilities to explore the results of the simulations to a shared presence in a virtual lab with remote collaborators on different continents. I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see http://www.qwaq.com)

  2. Per-residue energy decomposition pharmacophore model to enhance virtual screening in drug discovery: a study for identification of reverse transcriptase inhibitors as potential anti-HIV agents

    Directory of Open Access Journals (Sweden)

    Cele FN

    2016-04-01

    Full Text Available Favourite N Cele, Muthusamy Ramesh, Mahmoud ES Soliman Molecular Modelling and Drug Design Research Group, School of Health Sciences, University of KwaZulu-Natal, Durban, South Africa Abstract: A novel virtual screening approach is implemented herein, which is a further improvement of our previously published “target-bound pharmacophore modeling approach”. The generated pharmacophore library is based only on highly contributing amino acid residues, instead of arbitrary pharmacophores, which are most commonly used in the conventional approaches in literature. Highly contributing amino acid residues were distinguished based on free binding energy contributions obtained from calculation from molecular dynamic (MD simulations. To the best of our knowledge; this is the first attempt in the literature using such an approach; previous approaches have relied on the docking score to generate energy-based pharmacophore models. However, docking scores are reportedly unreliable. Thus, we present a model for a per-residue energy decomposition, constructed from MD simulation ensembles generating a more trustworthy pharmacophore model, which can be applied in drug discovery workflow. This work is aimed at introducing a more rational approach to the field of drug design, rather than comparing the validity of this approach against those previously reported. We recommend additional computational and experimental work to further validate this approach. This approach was used to screen for potential reverse transcriptase inhibitors using the pharmacophoric features of compound GSK952. The complex was subjected to docking, thereafter, MD simulation confirmed the stability of the system. Experimentally determined inhibitors with known HIV-reverse transcriptase inhibitory activity were used to validate the protocol. Two potential hits (ZINC46849657 and ZINC54359621 showed a significant potential with regard to free binding energy. Reported results obtained from

  3. Per-residue energy decomposition pharmacophore model to enhance virtual screening in drug discovery: a study for identification of reverse transcriptase inhibitors as potential anti-HIV agents.

    Science.gov (United States)

    Cele, Favourite N; Ramesh, Muthusamy; Soliman, Mahmoud Es

    2016-01-01

    A novel virtual screening approach is implemented herein, which is a further improvement of our previously published "target-bound pharmacophore modeling approach". The generated pharmacophore library is based only on highly contributing amino acid residues, instead of arbitrary pharmacophores, which are most commonly used in the conventional approaches in literature. Highly contributing amino acid residues were distinguished based on free binding energy contributions obtained from calculation from molecular dynamic (MD) simulations. To the best of our knowledge; this is the first attempt in the literature using such an approach; previous approaches have relied on the docking score to generate energy-based pharmacophore models. However, docking scores are reportedly unreliable. Thus, we present a model for a per-residue energy decomposition, constructed from MD simulation ensembles generating a more trustworthy pharmacophore model, which can be applied in drug discovery workflow. This work is aimed at introducing a more rational approach to the field of drug design, rather than comparing the validity of this approach against those previously reported. We recommend additional computational and experimental work to further validate this approach. This approach was used to screen for potential reverse transcriptase inhibitors using the pharmacophoric features of compound GSK952. The complex was subjected to docking, thereafter, MD simulation confirmed the stability of the system. Experimentally determined inhibitors with known HIV-reverse transcriptase inhibitory activity were used to validate the protocol. Two potential hits (ZINC46849657 and ZINC54359621) showed a significant potential with regard to free binding energy. Reported results obtained from this work confirm that this new approach is favorable in the future of the drug design industry. PMID:27114700

  4. Virtual Labs and Virtual Worlds

    Science.gov (United States)

    Boehler, Ted

    2006-12-01

    Virtual Labs and Virtual Worlds Coastline Community College has under development several virtual lab simulations and activities that range from biology, to language labs, to virtual discussion environments. Imagine a virtual world that students enter online, by logging onto their computer from home or anywhere they have web access. Upon entering this world they select a personalized identity represented by a digitized character (avatar) that can freely move about, interact with the environment, and communicate with other characters. In these virtual worlds, buildings, gathering places, conference rooms, labs, science rooms, and a variety of other “real world” elements are evident. When characters move about and encounter other people (players) they may freely communicate. They can examine things, manipulate objects, read signs, watch video clips, hear sounds, and jump to other locations. Goals of critical thinking, social interaction, peer collaboration, group support, and enhanced learning can be achieved in surprising new ways with this innovative approach to peer-to-peer communication in a virtual discussion world. In this presentation, short demos will be given of several online learning environments including a virtual biology lab, a marine science module, a Spanish lab, and a virtual discussion world. Coastline College has been a leader in the development of distance learning and media-based education for nearly 30 years and currently offers courses through PDA, Internet, DVD, CD-ROM, TV, and Videoconferencing technologies. Its distance learning program serves over 20,000 students every year. sponsor Jerry Meisner

  5. Relational agents: A critical review

    DEFF Research Database (Denmark)

    Campbell, Robert H.; Grimshaw, Mark Nicholas; Green, Gill

    2009-01-01

    Relationships between people who meet in virtual worlds are common and these relationships can be long term, in some cases lasting a life-time. Although relationships formed in virtual worlds have invited a lot of recent interest, surprisingly little work has been done on developing computer agents...

  6. Algunas lógicas modales asociadas al razonamiento de agentes inteligentes Some modal logics associated to the reasoning of intelligent agents

    Directory of Open Access Journals (Sweden)

    Gloria Rúa M.

    2008-06-01

    Full Text Available Se presentan las jerarquías de sistemas SCR–nT4, SCR–nT5 y SCR–nD45 con n > 3, en las cuales se formaliza la noción de creencia en el sentido de creencia justificada, de conocimiento y de convicción respectivamente, dando como resultado sistemas de lógicas doxásticas y epistémicas en los cuales el problema de la omnisciencia lógica puede ser parcialmente controlado. Los sistemas son caracterizados con sem´anticas al estilo Kripke, en las cuales, la longitud de las cadenas de mundos posibles se encuentra restringida en función del tipo de razonador. Así, la profundidad de un modelo corresponde a la longitud máxima de las cadenas de mundos posibles que figuren en el modelo, resultando que los modelos de profundidad n se encuentran asociados a los sistemas deductivos SCR–nT4, SCR–nT5 y SCR–nD45.The hierarchies of systems SCR–nT4, SCR–nT5 and SCR–nD45 with n > 3 are presented. In these systems the belief notion is formalized in the sense of justified belief, of knowledge and of conviction respectively, giving systems of doxastic and epistemic logics as a result where the problem of the logical omniscience can be partially controlled. The systems are characterized with Kripke-style semantics. In these semantics, the length of the possible world chains is restricted in function of reasoner’s type. Moreover, the depth of a model corresponds to the maxim length of the possible world chains that they figure in the model, being that the models of depth n are associated to the deductive systems SCR-nT4, SCR-nT5 and SCR-nD45.

  7. A Virtual Laboratory for Digital Signal Processing

    Science.gov (United States)

    Dow, Chyi-Ren; Li, Yi-Hsung; Bai, Jin-Yu

    2006-01-01

    This work designs and implements a virtual digital signal processing laboratory, VDSPL. VDSPL consists of four parts: mobile agent execution environments, mobile agents, DSP development software, and DSP experimental platforms. The network capability of VDSPL is created by using mobile agent and wrapper techniques without modifying the source code…

  8. Virtual Anyqway?

    OpenAIRE

    Welsch, Wolfgang

    2002-01-01

    Much fuss is being made these days (and has been made for years) about the electronic virtual. Prophets say that we have entered the new millennium ahead of time and that it will be electronic heaven. To quote Pierre Lévy, one of the most prominenet harbingers of such a perspective: "Virtual worlds will be instruments of self-knowledge and self-definition for humanity [...] They are home to the `angelic bodies' (or virtual images) of the members of collective intellects."(1) - Many questions...

  9. Nuevo enfoque para desarrollar sistemas de enseñanza-aprendizaje inteligentes usando mapas conceptuales y razonamiento basado en casos

    Directory of Open Access Journals (Sweden)

    Zenaida García Valdivia

    2011-10-01

    Full Text Available El uso de métodos pedagógicos con tecnologías de la información y las comunicaciones produce una cualidad nueva que favorece la tarea de generar, transmitir y compartir el conocimiento. Tal es el caso de la fortaleza pedagógica del empleo de los Mapas Conceptuales, que constituyen una herramienta para la gestión del conocimiento, por la posibilidad que estos ofrecen de personalizar el aprendizaje, compartir conocimiento, y para aprender a aprender. En este trabajo se expone un nuevo enfoque para elaborar Sistemas de Enseñanza-Aprendizaje Inteligentes, donde se combinan las técnicas de diagramas conceptuales e Inteligencia Artificial, usando el Razonamiento Basado en Casos como marco teórico para el modelado del alumno. El modelo propuesto se ha implementado en el sistema computacional HESEI, el cual ha sido aplicado exitosamente en la toma de decisiones en tareas de enseñanza-aprendizaje, por personas no expertas en el campo informático.

  10. Modeling agents with a theory of mind

    NARCIS (Netherlands)

    Harbers, M.; Bosch, K. van den; Meyer, J.J.C.

    2009-01-01

    Training systems with intelligent virtual agents provide an effective means to train people for complex, dynamic tasks like crisis management or firefighting. Virtual agents provide more adequate behavior and explanations if they not only take their own goals and beliefs into account, but also the a

  11. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Dan L. Lacrãmã

    2007-01-01

    Full Text Available This paper is focused on the presentation of Virtual Reality principles together with the main implementation methods and techniques. An overview of the main development directions is included.

  12. Virtual Savannah

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    It is a daunting task to visualize square kilometers of African savannah and currently in zoos it is impossible to present true African ecology to visitors. Virtual Savannah is a dynamic virtual world that introduces school children to a 3D representation of the wildlife sanctuaries Serengeti...... and the navigation. The test depicted how they managed to search the virtual world for answers in patterns related to restrictions in the system and using graphical points of interest as reference points. Collecting information about the complete interaction provides teachers with a tool to assess the individual...... and Masai Mara. The objective is to substitute supplementary textual information currently used in schools and provide the teacher with information about each pupil. The Virtual Savannah was tested in situ on 19 pupils age 10-11 with the purpose of logging all interaction with animals, GUI...

  13. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

    experiences for the learning design of MVU courses. The workshop intented to give the participants the possibility to draw their own experiences with issues on computer supported collaboration, group work in a virtual environment, synchronous and asynchronous communication media, and different perspectives......In relation to the Tutor course in the Mediterranean Virtual University (MVU) project, a virtual workshop “Getting experiences with different synchronous communication media, collaboration, and group work” was held with all partner institutions in January 2006. More than 25 key-tutors within MVU...... participated from different institutions in the workshop. The result of the workshop was experiences with different communication tools and media. Facing the difficulties and possibilities in collaborateting virtually concerned around group work and development of a shared presentation. All based on getting...

  14. Virtual Colonoscopy

    Science.gov (United States)

    ... Node Mapping for Breast Cancer Staging Image-Guided Brain Surgery Imaging Clinical Trials Basics Patient Information Virtual Colonoscopy Print ... Colonoscopy fact sheet from the National Institute of Diabetes and Digestive and Kidney Diseases (NIDDK). Advantages of ...

  15. Virtual polytopes

    Science.gov (United States)

    Panina, G. Yu; Streinu, I.

    2015-12-01

    Originating in diverse branches of mathematics, from polytope algebra and toric varieties to the theory of stressed graphs, virtual polytopes represent a natural algebraic generalization of convex polytopes. Introduced as elements of the Grothendieck group associated to the semigroup of convex polytopes, they admit a variety of geometrizations. The present survey connects the theory of virtual polytopes with other geometrical subjects, describes a series of geometrizations together with relations between them, and gives a selection of applications. Bibliography: 50 titles.

  16. Virtual Reality in Psychology

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2009-01-01

    Full Text Available The benefits of using virtual environments (VEs in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include interface flexibility, the reproducibility of virtual experience, and the opportunity for on-line monitoring of performance. Applications of VEs are many and varied, but are especially beneficial where experience can be tailored via augmentation, and where dangerous training situations can be avoided. The use of programmable agents has great future potential in relation to training and interpersonal skill development, also perhaps in clinical diagnosis and therapy. Progress in VE usage in psychological education is limited by cost and availability, though VEs are being used increasingly in classroom and laboratory teaching exercises. Virtual Reality was said to be “an answer waiting for a question”, but questions are being recognized, so that applications of VEs within the behavioural sciences are likely to multiply.

  17. Investigación en Progreso: Desarrollo de Modelos y Algoritmos del Campo de la Robótica Basado en un Enfoque de Tecnologías Inteligentes

    Directory of Open Access Journals (Sweden)

    Alejandro Hossian

    2014-12-01

    Full Text Available La propuesta del presente proyecto es el desarrollo de distintas arquitecturas de software ejecutándose en diversas plataformas de hardware que permitan definir los comportamientos de robots autónomos y manipuladores en base a un enfoque cognitivo. Se pretende que el robot posea un comportamiento deseado en función a las prestaciones requeridas al mismo. Este comportamiento deseado podrá evaluarse a través de distintos indicadores que reflejarán la aptitud del agente robótico para llevar a cabo las tareas y conductas que le son requeridas, en particular cuando interactúa en entornos dinámicos y cambiantes. Con el objeto de lograr este propósito de relacionar adecuadamente arquitecturas software y plataformas de hardware con distintos ambientes y comportamientos deseados en función de las prestaciones requeridas, se explorará el uso de diferentes recursos tecnológicos para el diseño de la estructura cognitiva del robot. Entre los soluciones tecnológicas a emplear en el diseño del cerebro del robot se encuentran Redes Neuronales Artificiales, Lógica Difusa, Sistemas Expertos, Aprendizaje Automático, algoritmos genéticos. Asimismo, el proyecto explorará el diseño de arquitecturas cognitivas híbridas que combinen e integren adecuadamante las tecnologías previamente enunciadas, procurando brindar recomendaciones para la construcción de un módulo inteligente de robot que optimice su comportamiento global en términos de las prestaciones requeridas, para determinadas plataformas de hardware y para distintas configuraciones de entornos de navegación robótica tanto estáticos como dinámicos.

  18. Desarrollo de aplicación web para gestionar módulos inteligentes para la construcción de jardines

    OpenAIRE

    GIL RODRÍGUEZ, CARLOS

    2016-01-01

    [EN] En la actualidad, y cada vez más frecuentemente, se está expandiendo la necesidad de disponer de aplicaciones o servicios web enfocados a un ámbito específico. En este caso, el de los jardines inteligentes. Se va a llevar a cabo todo el proceso de creación de un servicio web Java mediante el framework Google Web Toolkit (GWT) cuyo objetivo será el poder llevar el control de este tipo de sistemas y gestionar la información que le rodea, como la proporcionada por sensores acopl...

  19. Usos de la realidad aumentada en conjunción con objetos inteligentes y wearables en las tecnologías de asistencia a la vida cotidiana

    OpenAIRE

    Lanza López, Borja Javier

    2015-01-01

    Este trabajo se centra en analizar las ventajas de la realidad aumentada en conjunción con objetos inteligentes y wearables para facilitar la interacción dentro de un sistema dotado de inteligencia ambiental y la visualización de alertas por parte de usuarios con discapacidades sensoriales en el campo de las tecnologías de la asistencia a la vida cotidiana. Aquest treball es centra en analitzar els avantatges de la realitat augmentada en conjunció amb objectes intel·ligents i wearables per...

  20. Ambientes Inteligentes: middleware de soporte para la captura, almacenamiento y publicación de datos de una red de sensores inalámbricos

    OpenAIRE

    Godoy, Diego Alberto; Sosa, Eduardo Omar; Neis, Raúl; Díaz Redondo, Rebeca

    2014-01-01

    En este trabajo se presenta un middleware para la captura, almacenamiento y publicación de datos obtenidos de redes de sensores inalámbricos para su utilización en aplicaciones de Ambientes Inteligentes e Internet de las Cosas. Se ha desarrollado un framework para abstraer las tareas de captura, almacenamiento y Publicación. Se han llevado a cabo pruebas de la utilización del framework en cuanto a su funcionalidad y versatilidad de consultas de los distintos datos generados por la red de sens...

  1. Introducción de aspectos de seguridad en la Internet de las cosas en el ámbito de las viviendas inteligentes

    OpenAIRE

    BALLESTIN PEREZ, ALBERTO

    2016-01-01

    [ES] Introducción: En la era de la información en que nos encontramos, existen múltiples problemas de seguridad en el ámbito del IoT. Nosotros abordamos una solución centrada en un dominio concreto de las viviendas inteligentes. Desarrollo: Realizando un diseño e implementación para asignar permisos con los que controlar objetos ofrecidos por la IoT. Desarrollando un framework de seguridad con mecanismos para autenticar a los usuarios y autorizarlos para utilizar los servicios ...

  2. Modelo y diseño de interacción basado en confianza para espacios inteligentes orientados a la eSalud

    OpenAIRE

    Vega Barbas, Mario; Valero Duboy, Miguel Ángel

    2013-01-01

    La computación ubicua se ha convertido en un paradigma de referencia para el diseño de espacios inteligentes y los desarrollos actuales en el campo de la inteligencia ambiental están cada vez más relacionados con el concepto de Internet de las Cosas y la Internet del Futuro. A pesar de que este paradigma ofrece soluciones verdaderamente rentables en los ámbitos de la Teleasistencia, la sanidad y Ambient Assisted Living, no proporciona al usuario final un rol claramente defi?nido en el desarro...

  3. ESTRATEGIAS PARA FORTALECER EL DOMINIO PERSONAL BASADO EN EL ENFOQUE DE LAS ORGANIZACIONES INTELIGENTES, EN LAS CORPORACIONES LOCALES, DE LA COSTA ORIENTAL DEL LAGO DE MARACAIBO

    Directory of Open Access Journals (Sweden)

    Niria Quintero

    2009-11-01

    Full Text Available El propósito del estudio es diseñar estrategias gerenciales basadas en el enfoque de las organizaciones inteligentes para la eficiencia y eficacia de la gerencia pública en la administración del talento humano, a través del fortalecimiento de la disciplina, dominio personal en las corporaciones locales de la Costa Oriental del Lago. La investigación es descriptiva, campo no experimental, n=110, con un cuestionario de 28 ítemes tipo Likert. Se  concluye que este estudio contribuye con el diseño de innovadoras formas de administrar el personal.

  4. ESTRATEGIAS PARA FORTALECER EL DOMINIO PERSONAL BASADO EN EL ENFOQUE DE LAS ORGANIZACIONES INTELIGENTES, EN LAS CORPORACIONES LOCALES, DE LA COSTA ORIENTAL DEL LAGO DE MARACAIBO

    OpenAIRE

    Niria Quintero; Cesar Valecillos; Gladis Hernández

    2009-01-01

    El propósito del estudio es diseñar estrategias gerenciales basadas en el enfoque de las organizaciones inteligentes para la eficiencia y eficacia de la gerencia pública en la administración del talento humano, a través del fortalecimiento de la disciplina, dominio personal en las corporaciones locales de la Costa Oriental del Lago. La investigación es descriptiva, campo no experimental, n=110, con un cuestionario de 28 ítemes tipo Likert. Se  concluye que este estudio contribuye con el diseñ...

  5. Users, Bystanders and Agents

    DEFF Research Database (Denmark)

    Krummheuer, Antonia Lina

    2015-01-01

    Human-agent interaction (HAI), especially in the field of embodied conversational agents (ECA), is mainly construed as dyadic communication between a human user and a virtual agent. This is despite the fact that many application scenarios for future ECAs involve the presence of others. This paper...... the construction of the agent’s identity, and (3) how HAI, as a mediated interaction, is framed by an asymmetric participation framework. The paper concludes by suggesting various participation roles, which may inform development of ECAs....

  6. Virtual materiality

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    There are two questions that feed the curiosity of this paper: a theoretical question connected to the conceptualization of materiality across the real/virtual divide and an empirical question connected to the understanding of virtual experiences in children’s lives when studied in relation...... as their recounts of them and 3. the consumption of other media products like movies, reality shows, YouTube videos etc. How do we theorize ‘matter’ in such dimensions? Is it possible to theorize virtual matter as ‘materiality’ in line with any real life materiality? What conceptualization will help us understand...... the character and effects of the skeleton army, which came across the sea to drown the boys in Phillip’s school class: a central scene in one of the dreams he recounted? Are the boat and the water in that dream materialities? Discourse? Part of some kind of enacted subjectivity? How will our decision of which...

  7. Virtual Violence.

    Science.gov (United States)

    2016-08-01

    In the United States, exposure to media violence is becoming an inescapable component of children's lives. With the rise in new technologies, such as tablets and new gaming platforms, children and adolescents increasingly are exposed to what is known as "virtual violence." This form of violence is not experienced physically; rather, it is experienced in realistic ways via new technology and ever more intense and realistic games. The American Academy of Pediatrics continues to be concerned about children's exposure to virtual violence and the effect it has on their overall health and well-being. This policy statement aims to summarize the current state of scientific knowledge regarding the effects of virtual violence on children's attitudes and behaviors and to make specific recommendations for pediatricians, parents, industry, and policy makers. PMID:27432848

  8. Virtual Tower

    Energy Technology Data Exchange (ETDEWEB)

    Wayne, R.A. [Sandia National Labs., Albuquerque, NM (United States). Security Engineering Dept.

    1997-08-01

    The primary responsibility of an intrusion detection system (IDS) operator is to monitor the system, assess alarms, and summon and coordinate the response team when a threat is acknowledged. The tools currently provided to the operator are somewhat limited: monitors must be switched, keystrokes must be entered to call up intrusion sensor data, and communication with the response force must be maintained. The Virtual tower is an operator interface assembled from low-cost commercial-off-the-shelf hardware and software; it enables large amounts of data to be displayed in a virtual manner that provides instant recognition for the operator and increases assessment accuracy in alarm annunciator and control systems. This is accomplished by correlating and fusing the data into a 360-degree visual representation that employs color, auxiliary attributes, video, and directional audio to prompt the operator. The Virtual Tower would be a valuable low-cost enhancement to existing systems.

  9. Virtual box

    DEFF Research Database (Denmark)

    Stougaard, Malthe Kirkhoff

    2007-01-01

    Mediated intimacy is the phenomenon where humans use technologies to express, share, or communicate intimate feelings with each other. Typically, technologies supporting mediated intimacy encompass different characteristics than technologies designed to solve specific work-oriented tasks. This pa......Mediated intimacy is the phenomenon where humans use technologies to express, share, or communicate intimate feelings with each other. Typically, technologies supporting mediated intimacy encompass different characteristics than technologies designed to solve specific work-oriented tasks....... This paper reports on the design, implementation and initial evaluation of Virtual Box. Virtual Box attempts to create a physical and engaging context in order to support reciprocal interactions with expressive content. An implemented version of Virtual Box is evaluated in a location-aware environment...

  10. Redes de organizaciones inteligentes: capacidades dinámicas para la generación de conocimiento.

    Directory of Open Access Journals (Sweden)

    Diego Fernando Cardona Madariaga

    2013-04-01

    Full Text Available Las redes conformadas por organizaciones, desarrollan intuitivamente nuevos modelos de interacción que generan pequeños mundos, autorganizados con un conjunto de reglas, costumbres, acuerdos, formas de negociación, intercambios de información y de recursos, precios, costos y trueques, entre otros, potenciando la capacidad de la Red hacia la satisfacción de necesidades de los grupos de interés, y procreando entornos mucho más sanos; esto facilita la reacción, el funcionamiento, la flexibilidad y la cooperación en la Red, frente a la inestabilidad que hoy en día prevalece en el contexto mundial. El objetivo de este trabajo, es describir la razón de lo que posiblemente ocurre, concentrándose en la capacidad de transferencia que tienen las Organizaciones para desplegar su conocimiento a la formulación y ejecución de la estrategia organizacional en la Red, evolucionando a esta última a un organismo dinámico e inteligente, que ayuda a potenciar dicho proceso de despliegue de información, energía y recursos en el ecosistema (entorno & contexto, así como a potenciar los ciclos de retroalimentación requeridos por las Organizaciones, para que realicen un repliegue hacia su interior, con la suficiente carga de conocimiento del ecosistema, y de esta forma, permitirle que inicie los ajustes y el fortalecimiento de procesos y bucles, que fomentan la innovación y el desarrollo de cada Organizaciones, de la red y su estrategia.

  11. Observatorio en turismo: organismo inteligente para la toma de decisiones en el destino

    OpenAIRE

    Blasco Franch, Daniel; Cuevas Contreras, Tomás Jesús

    2013-01-01

    Un observatorio turístico es una herramienta de inteligencia turística estable, encargada de observar la realidad, analizar la dinámica, y proveer los resultados a todos los agentes de un destino. La aparente necesidad de organismos de inteligencia contrasta con la escasez de estas herramientas en los destinos turísticos contemporáneos. El presente artículo tiene por objeto analizar uno de los principales retos a los que se enfrentan los destinos turísticos en la actualidad: la incorporación ...

  12. Autonomous virtual instruments: A foray into musical metacreation

    OpenAIRE

    Overstall, Simon

    2015-01-01

    Autonomous Virtual Instruments is a musical metacreation project which models music making as a social activity in a multi-agent system. The agents control simple instruments in visually rendered virtual space with two integrated physics simulations: one for classical motion (a physics engine) and one for sound synthesis (physical modelling synthesis). The work is presented as an audio-visual installation.

  13. Architecture design of a virtualized embedded system

    Directory of Open Access Journals (Sweden)

    A.Sbaa

    2013-01-01

    Full Text Available Nowadays, embedded systems have become a major driver of technological developments particularly in the industrial sector. In an embedded system, the hardware and software components are so intertwined that evolution is often a big issue. Thanks to the contributions of virtualization it is possible to design more flexible and scalable embedded systems. In fact, virtualization adds an abstraction layer between the hardware and the software to make it less intimately dependent. In this paper we propose system architecture based on embedded virtualization that will be modeled by the multi-agent systems. In the first part, we will discuss the state of the art with respect to embedded systems, multi-agent systems and the concept of virtualization. In the second part, we explain theissues related to traditional embedded systems and the constraints associated with their architecture. Subsequently, we propose a virtualization based architecture for embedded systems. In the last part we will showcase this architecture through a prototype.

  14. Intelligent agent supported training in virtual simulations

    NARCIS (Netherlands)

    Heuvelink, A.; Bosch, K. van den; Doesburg, W.A. van; Harbers, M.

    2009-01-01

    Simulation-based training in military decision making often requires ample personnel for playing various roles (e.g. team mates, adversaries). Usually humans are used to play these roles to ensure varied behavior required for the training of such tasks. However, there is growing conviction and evide

  15. Virtual Labs.

    Science.gov (United States)

    Russo, Ruth

    1997-01-01

    Discusses the potential of computers in teaching laboratories to spare the lives of animals; however, it is felt that in areas of physiology education, virtual labs are not as desirable a learning experience for advanced students as live animal labs. (Author/AIM)

  16. Virtual Expo

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    The online version of the 2010 Shanghai Expo shows the future glory The 2010 Shanghai Expo is now open and letting visitors explore almost all its pavilions and exhib-its-virtually. The website for the World Expo launched on November 12,

  17. Virtual Savannah

    DEFF Research Database (Denmark)

    Rodil, Kasper; Eskildsen, Søren; Rehm, Matthias

    2012-01-01

    Virtual Savannah is constructed to visualize parts of a curriculum, which the educational service at Aalborg Zoo has difficulties in teaching children visiting the zoo. It contains rich media like audio, text, video and picture galleries about African ecology, but some of this episodic informatio...

  18. Virtual patrolling

    NARCIS (Netherlands)

    Vlist, van der M.; Wismans, L.J.J.; Beek, van P.; Suijs, L.C.W.

    2016-01-01

    Approximately 25 per cent of all congestion on motorways is caused by incidents. By virtual patrolling, incidents e.g. queues, accidents and car breakdowns on a road network, can be predicted or detected in an early stage. This early detection and prediction of an incident likely to happen, offers t

  19. Virtually There.

    Science.gov (United States)

    Lanier, Jaron

    2001-01-01

    Describes tele-immersion, a new medium for human interaction enabled by digital technologies. It combines the display and interaction techniques of virtual reality with new vision technologies that transcend the traditional limitations of a camera. Tele-immersion stations observe people as moving sculptures without favoring a single point of view.…

  20. Intelligent Motion and Interaction Within Virtual Environments

    Science.gov (United States)

    Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)

    2007-01-01

    What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

  1. Agent—oriented Virtual Environment Modeling

    Institute of Scientific and Technical Information of China (English)

    HEYulin; ZHENGTaixion

    2002-01-01

    Virtual environment has been widely applied in scientific research and considered as an important tool of exploring science.But constructing a real virtual environment is rather difficult.The difficulty cannot be compared with developing general software,It has a high demand for sofware technology,Obviously traditional methods are not competent for the job.Fortunately with the development of agent-oriented technologies ,all problems seem to be solved.By classifying a virtual environment into four layers corresponding with real world and considering it as a collection of agents,the virtual objects can be mapped into agents and an agent model can be designed.Based on the idea that the state change of a system is caused by that of in dividuals and the mutual effect among them,a theory of agent behavior driven by event and belief is put for ward.Such agent-oriented modeling method can cope with the demand for handling multi-dimension information.It is an effective technique for constructing a large and complex virtual environment.

  2. Virtual teams

    OpenAIRE

    Sanders, David

    2010-01-01

    This paper describes some early results from observing and interviewing groups working to achieve intellectually complex tasks that required the use of computers, WWW and other research resources. Three groups were virtual (they were working at a distance and rarely meeting face to face) and two groups were simple control groups They were real groups (working in relatively close proximity so that face to face contact was possible most of the time). All five teams completed their tasks but a s...

  3. Virtual anthropology.

    Science.gov (United States)

    Weber, Gerhard W

    2015-02-01

    Comparative morphology, dealing with the diversity of form and shape, and functional morphology, the study of the relationship between the structure and the function of an organism's parts, are both important subdisciplines in biological research. Virtual anthropology (VA) contributes to comparative morphology by taking advantage of technological innovations, and it also offers new opportunities for functional analyses. It exploits digital technologies and pools experts from different domains such as anthropology, primatology, medicine, paleontology, mathematics, statistics, computer science, and engineering. VA as a technical term was coined in the late 1990s from the perspective of anthropologists with the intent of being mostly applied to biological questions concerning recent and fossil hominoids. More generally, however, there are advanced methods to study shape and size or to manipulate data digitally suitable for application to all kinds of primates, mammals, other vertebrates, and invertebrates or to issues regarding plants, tools, or other objects. In this sense, we could also call the field "virtual morphology." The approach yields permanently available virtual copies of specimens and data that comprehensively quantify geometry, including previously neglected anatomical regions. It applies advanced statistical methods, supports the reconstruction of specimens based on reproducible manipulations, and promotes the acquisition of larger samples by data sharing via electronic archives. Finally, it can help identify new, hidden traits, which is particularly important in paleoanthropology, where the scarcity of material demands extracting information from fragmentary remains. This contribution presents a current view of the six main work steps of VA: digitize, expose, compare, reconstruct, materialize, and share. The VA machinery has also been successfully used in biomechanical studies which simulate the stress and strains appearing in structures. Although

  4. Virtual teams

    OpenAIRE

    Sichrovský, Jan

    2013-01-01

    Virtual environment is part of the newly forming area, which is becoming more and more attractive for businesses to use its own potential. Even though it is a very dynamic issue, the goals of this work is providing a detailed description of the aspects of team work in these unusual conditions. The result is a material that not only summarizes the current knowledge, but try to move forward, including many practical views and experiences. The first part focuses on the general definition of ...

  5. Virtual Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

    Nijholt, A.; Cappellini, V.; Hemsley, J.

    2005-01-01

    We discuss having virtual presenters in virtual environments that present information to visitors of these environments. Some current research is surveyed and we will look in particular to our research in the context of a virtual meeting room where a virtual presenter uses speech, gestures, pointing

  6. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

    Garbaya, S.; Miraoui, C.; Wendrich, R.E.; Lim, T.; Stanescu, I.A.; Hauge, J.B.

    2014-01-01

    Virtual reality and virtualization are currently used to design complex systems and demonstrate that they represent the functionalities of real systems. However, the design refinement of the virtual environment (VE) and distributed virtual environment (DVE) are still time consuming and costly, as it

  7. Virtual Goods Recommendations in Virtual Worlds

    OpenAIRE

    Kuan-Yu Chen; Hsiu-Yu Liao; Jyun-Hung Chen; Duen-Ren Liu

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable v...

  8. Virtual machines for virtual worlds

    OpenAIRE

    Sanatinia, Amirali; Oliver, Iain Angus; Miller, Alan Henry David; Allison, Colin

    2012-01-01

    Multi User Virtual Worlds provide a simulated immersive 3D environment that is similar to the real world. Popular examples include Second Life and OpenSim. The multi-user nature of these simulations means that there are significant computational demands on the processes that render the different avatar-centric views of the world for each participant, which change with every movement or interaction each participant makes. Maintaining quality of experience can be difficult when the density of a...

  9. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Bhavana Gupta

    2012-10-01

    Full Text Available An artificial environment created with co mputer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user does special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user's actions

  10. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Bhavna Gupta

    2012-11-01

    Full Text Available An artificial environment created with co mputer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user does special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user's actions.

  11. Mando a distancia virtual usable para la interacción con la televisión ubicua

    Directory of Open Access Journals (Sweden)

    Francisco Javier Burón Fernández

    2013-09-01

    Full Text Available La televisión interactiva es ya una realidad, por lo que sea hace necesario crear nuevas formas de interacción más intuitivas y transparentes al usuario final. En el presente trabajo se propone un nuevo modelo de interacción para mandos a distancia virtuales utilizando teléfonos inteligentes (smartphones y tabletas. El modelo sigue un diseño centrado en el usuario, intuitivo y que permite una comunicación transparente entre el usuario y la televisión en un entorno de doble pantalla. Para medir el grado de usabilidad de los prototipos desarrollados, se realizaron pruebas reales con usuarios en un contexto de tiempo relajado. Estas sesiones fueron grabadas para generar indicadores cualitativos mediante observaciones empíricas, encuesta y entrevistas.

  12. Virtual World Security Inspection

    OpenAIRE

    Nicholas Charles Patterson; Michael Hobbs

    2012-01-01

    Virtual property theft is a serious problem that exists in virtual worlds. Legitimate users of these worlds invest considerable amounts of time, effort and real-world money into obtaining virtual property, but unfortunately, are becoming victims of theft in high numbers. It is reported that there are over 1 billion registered users of virtual worlds containing virtual property items worth an estimated US$50 billion dollars. The problem of virtual property theft is complex, involving many lega...

  13. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

    We collect diverse philosophical analyses of the issues and problems clustering around trust online with specific attention to establishing trust in virtual environments. The book moves forward important discussions of how virtual worlds and virtuality are to be defined and understood; the role...... by virtuality, such as virtual child pornography. The introduction further develops a philosophical anthropology, rooted in Kantian ethics, phenomenology, virtue ethics, and feminist perspectives, that grounds a specific approach to ethical issues in virtual environments....

  14. Locating Agents in RFID Architectures

    OpenAIRE

    Abdel-Naby, Sameh; Giorgini, Paolo

    2006-01-01

    The use of software agents can create an “intelligent” interface between users’ preferences and the back‐end systems. Agents are now able to interact and communicate with each other, forming a virtual community and feeding back the user with suggestions. Innovative systems related to Asset Tracking, Inventory and Shelving architectures are more often involving advanced communication techniques (e.g., RFID); these systems are responsible for user authentication and objects verification. RFID s...

  15. Intelligent Virtual Patients for Training Clinical Skills

    Directory of Open Access Journals (Sweden)

    Thomas D. Parsons

    2011-09-01

    Full Text Available The article presents the design process of intelligent virtual human patients that are used for the enhancement of clinical skills. The description covers the development from conceptualization and character creation to technical components and the application in clinical research and training. The aim is to create believable social interactions with virtual agents that help the clinician to develop skills in symptom and ability assessment, diagnosis, interview techniques and interpersonal communication. The virtual patient fulfills the requirements of a standardized patient producing consistent, reliable and valid interactions in portraying symptoms and behaviour related to a specific clinical condition.

  16. Collaborative Educational Systems in the Virtual Environment

    Directory of Open Access Journals (Sweden)

    Cristian CIUREA

    2012-01-01

    Full Text Available The work leads to an original approach to the construction of collaborative systems metrics. The approach is based both on research already conducted by the author, on the experimental results obtained, and the foundation taken from the specific literature. The collaborative systems in knowledge-based economy are formalized and their characteristics are identified. The virtual campus structure is described and a comparison with the classical university is achieved. The architecture of virtual is designed and the categories of agents in virtual campus are analyzed.

  17. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

    1. Fenomenología de partida: Real / Simbólico / Imaginario 2. Realidad 3. Virtual 3.1. Virtual / real / posible / probable 3.2. Los contextos de la realidad virtual A) REALIDAD VIRTUAL INMERSIVA B) REALIDAD VIRTUAL NO INMERSIVA C) REALIDAD VIRTUAL Y DIGITALIZACIÓN 3.3. Cruce virtual / real 3.4. Cuestiones filosóficas 4. Materialidad 5. Materialidad y descentramiento 5.1. Ejemplos de descentramiento en los contextos de Realidad Virtual A’) DUALISMO CARTESIANO, CUERPO Y «CIBORG » B’) EL ESPÍRIT...

  18. Virtual Laboratories

    CERN Document Server

    Hut, P

    2006-01-01

    At the frontier of most areas in science, computer simulations play a central role. The traditional division of natural science into experimental and theoretical investigations is now completely outdated. Instead, theory, simulation, and experimentation form three equally essential aspects, each with its own unique flavor and challenges. Yet, education in computational science is still lagging far behind, and the number of text books in this area is minuscule compared to the many text books on theoretical and experimental science. As a result, many researchers still carry out simulations in a haphazard way, without properly setting up the computational equivalent of a well equipped laboratory. The art of creating such a virtual laboratory, while providing proper extensibility and documentation, is still in its infancy. A new approach is described here, Open Knowledge, as an extension of the notion of Open Source software. Besides open source code, manuals, and primers, an open knowledge project provides simul...

  19. Developing Enculturated Agents

    DEFF Research Database (Denmark)

    Rehm, Matthias

    2010-01-01

    on our cultural profiles that provide us with heuristics of behavior and interpretation. Thus, integrating cultural aspects of communicative behaviors in virtual agents and thus enculturating such systems seems to be inevitable. But culture is a multi-defined domain and thus a number of pitfalls arise......Embodied Conversational Agents (ECAs) are complex multimodal systems with rich verbal and nonverbal repertoires. There human-like appearance raises severe expectations regarding natural communicative behaviors on the side of the user. But what is regarded as “natural” is to a large degree dependent...... that have to be avoided in the endeavor. This chapter presents some of the pitfalls for enculturating interactive systems and presents strategies on how to avoid these pitfalls in relation to the standard development process of Embodied Conversational Agents....

  20. Microsoft Virtualization Master Microsoft Server, Desktop, Application, and Presentation Virtualization

    CERN Document Server

    Olzak, Thomas; Boomer, Jason; Keefer, Robert M

    2010-01-01

    Microsoft Virtualization helps you understand and implement the latest virtualization strategies available with Microsoft products. This book focuses on: Server Virtualization, Desktop Virtualization, Application Virtualization, and Presentation Virtualization. Whether you are managing Hyper-V, implementing desktop virtualization, or even migrating virtual machines, this book is packed with coverage on all aspects of these processes. Written by a talented team of Microsoft MVPs, Microsoft Virtualization is the leading resource for a full installation, migration, or integration of virtual syste

  1. Intelligent investment; Inversion inteligente

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2007-06-15

    In this presentation the company called Energia Renovable De Mexico SA de CV (ERDM), shows not only its obtained objectives but also its wanted objectives. This company is manufacturer and consultant of photovoltaic modules. In the first part, it is given a description of the following issues: the beginnings the company, the implemented marketing strategy, the signed agreement between ERDM and Q-CELLS AG in German, the construction of the San Andres Tuxtla's office as well as the PV module, the reasons why this company is considered a leader not only in Mexico but also in Latin America. Then, It is briefly explained the company's mission, which is mainly focused on the network-connected system that are currently allowed according to the Mexican laws. Besides, there are mentioned the key pieces that have made possible the success of this company. At the same time, there are briefly explained the plans for Mexico, in which there are found the use of both photovoltaic systems and wind turbines in order to feed the electric network. Such plans have as targets to reduce the energy cost in Mexico and to open the profitable market to potential investors. Finally, there are mentioned the future plans that are going to help the company's expansion and to improve some issues related to the energy. [Spanish] En esta presentacion la compania Energia Renovable De Mexico S.A. de C.V. (ERDM), describe tanto los objetivos alcanzados como los que desean alcanzar en el futuro, fungiendo no solo como fabricantes sino tambien como consultores de modulos fotovoltaicos. En la primera parte, se da una descripcion de: los inicios de la compania, las estrategias mercadologicas utilizadas, el acuerdo con Q-CELLS, Alemania; la construccion de la oficina de San Andres Tuxtla y del modulo PV, las causas que la han llevado a ser una empresa lider. Enseguida, se explica escuetamente la mision de la compania; ademas, se mencionan las piezas clave que la han llevado al exito. Asimismo, se explica brevemente los planes que se tienen para Mexico, entre los que se encuentran: el uso de alimentacion a la red con sistemas fotovoltaicos y turbinas de viento. Esto es con el fin de reducir el costo de la energia en esta region y de abrir el rentable mercado a inversionistas potenciales. Finalmente, se mencionan los planes a futuro que ayudaran a la expansion de la empresa y a la mejora de ciertas cuestiones relacionadas con la energia.

  2. Las computadoras inteligentes

    OpenAIRE

    Lara-Rojo, Fernando

    1991-01-01

    Se habla de la inteligencia artificial como un campo de la ciencia de computación que tiene por objetivo construir computadoras capaces de hacerse cargo de tareas para cuya realización se supone que es necesario contar con cierto grado de “inteligencia”. Se explora el panorama tecnológico y de investigación, y se plantean algunas de las dificultades a enfrentar. Incluye obra fotográfica de Durruty de alba, Rigo Moreno y Pablo Araiza, reproducida en blanco y negro.

  3. Odor Classification using Agent Technology

    Directory of Open Access Journals (Sweden)

    Sigeru OMATU

    2014-03-01

    Full Text Available In order to measure and classify odors, Quartz Crystal Microbalance (QCM can be used. In the present study, seven QCM sensors and three different odors are used. The system has been developed as a virtual organization of agents using an agent platform called PANGEA (Platform for Automatic coNstruction of orGanizations of intElligent Agents. This is a platform for developing open multi-agent systems, specifically those including organizational aspects. The main reason for the use of agents is the scalability of the platform, i.e. the way in which it models the services. The system models functionalities as services inside the agents, or as Service Oriented Approach (SOA architecture compliant services using Web Services. This way the adaptation of the odor classification systems with new algorithms, tools and classification techniques is allowed.

  4. Educating Avatars: On Virtual Worlds and Pedagogical Intent

    Science.gov (United States)

    Wang, Tsung Juang

    2011-01-01

    Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…

  5. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods. PMID:25834837

  6. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  7. Virtual Goods Recommendations in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Kuan-Yu Chen

    2015-01-01

    Full Text Available Virtual worlds (VWs are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies’ intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others’ homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users’ buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment’s data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  8. Intelligent tutorial system for selftraining in tuning of control systems; Sistema tutorial inteligente para el autoentrenamiento en sintonizacion de sistemas de control

    Energy Technology Data Exchange (ETDEWEB)

    Romero Jimenez, Guillermo; Perez Ocampo, Maria Concepcion [Instituto de Investigaciones Electricas, Temixco, Morelos (Mexico)

    1999-07-01

    In this paper the design, development and validation of an intelligent tutorial system oriented to the instruction of techniques of tuning of control systems is described. This system is based on systems previously developed in the Simulation Unit of the Instituto de Investigaciones Electricas (IIE). The designed system accounts with four modules: of knowledge, the student model, of tutor and of interface, basic characteristics that allows to locate this system in the context of the intelligent tutorial systems. In this system in particular, the knowledge module was only modified, because advantage is taken of the existing structure to incorporate a new dominion of application: the one of the techniques of tuning of control systems. The system maintains the characteristic that it can also be used as a consultation system. In addition to the design and validation of the tutorial system, when following the methodology of processing the degree of generality of the developed system, was evaluated, taking into account the evaluation and quantification of metrics that the engineering software proposes. [Spanish] En este trabajo se describen el diseno, el desarrollo y la validacion de un sistema tutorial inteligente orientado a la instruccion de tecnicas de sintonizacion de sistemas de control. Este sistema esta basado en sistemas desarrollados anteriormente en la Unidad de Simulacion del Instituto de Investigaciones Electricas (IIE). El sistema disenado cuenta con cuatro modulos: de conocimiento, del modelo del estudiante, de tutor y de interfaz, caracteristica principal que permite ubicar a este sistema en el contexto de los sistemas tutoriales inteligentes. En este sistema en particular solo se modifica el modulo de conocimiento, pues se aprovecha la estructura existente para incorporar un nuevo dominio de aplicacion: el de las tecnicas de sintonizacion de sistemas de control. El sistema mantiene la caracteristica de que tambien puede utilizarse como un sistema de

  9. Designing normative open virtual enterprises

    Science.gov (United States)

    Garcia, Emilia; Giret, Adriana; Botti, Vicente

    2016-03-01

    There is an increasing interest on developing virtual enterprises in order to deal with the globalisation of the economy, the rapid growth of information technologies and the increase of competitiveness. In this paper we deal with the development of normative open virtual enterprises (NOVEs). They are systems with a global objective that are composed of a set of heterogeneous entities and enterprises that exchange services following a specific normative context. In order to analyse and design systems of this kind the multi-agent paradigm seems suitable because it offers a specific solution for supporting the social and contractual relationships between enterprises and for formalising their business processes. This paper presents how the Regulated Open Multi-agent systems (ROMAS) methodology, an agent-oriented software methodology, can be used to analyse and design NOVEs. ROMAS offers a complete development process that allows identifying and formalising of the structure of NOVEs, their normative context and the interactions among their members. The use of ROMAS is exemplified by means of a case study that represents an automotive supply chain.

  10. Método de Evaluación Dinámica de Planes en Sistemas Inteligentes Autónomos

    Directory of Open Access Journals (Sweden)

    Ezequiel González

    2015-05-01

    Full Text Available La característica principal de los sistemas inteligentes autónomos es que son capaces de auto proponerse planes, de ejecutarlos y de retroalimentar su base de conocimiento a partir de la información que extraen del entorno. En este trabajo se presenta una revisión de los métodos de aprendizaje y planificación de dichos sistemas, para luego centrar la investigación sobre la arquitectura LOPE. Aunque publicaciones posteriores implementaron modificaciones y extensiones que lograron mejorar su rendimiento, se han identificado ciertos aspectos del modelo que aún no han sido abordados. Por tal motivo, se proponen mejoras para ser aplicadas dentro de los módulos de planificación y aprendizaje, como también refinamientos al proceso de control y ejecución. Además, se elabora un indicador que permite una evaluación integral de la arquitectura y una comparación objetiva de los resultados alcanzados con las distintas mejoras aplicadas, en relación al diseño original.

  11. Investigación en Progreso: Método de Evaluación Dinámica de Planes en Sistemas Inteligentes Autónomos

    Directory of Open Access Journals (Sweden)

    Ezequiel González

    2013-12-01

    Full Text Available El modelo LOPE es un sistema inteligente autónomo con aprendizaje basado en formación y ponderación de teorías. En los últimos años, se han elaborado varias modificaciones al modelo que han mejorado el rendimiento de su aprendizaje y de su planificación. Sin embargo, hay ciertos aspectos que aún no han sido abordados y cuyo diseño e implementación se cree incrementaría la convergencia de aprendizaje del modelo. Ellos son: (a el proceso de aprendizaje sólo se produce en la fase de observación, perdiendo la oportunidad de aprender a partir de la evaluación del resultado de los planes ejecutados, (b el índice utilizado para medir la calidad de los planes antes de ser ejecutados es un parámetro fijo, dejando abierta la posibilidad de que se ejecute una alta cantidad de planes condenados al fracaso. Este proyecto se propone desarrollar modificaciones o extensiones al modelo con el fin de mejorar estos aspectos e incrementar la curva de aprendizaje del sistema.

  12. First impressions: users’ judgments of virtual agents’ personality and interpersonal attitude in first encounters

    NARCIS (Netherlands)

    Cafaro, Angelo; Vilhjalmsson, Hannes Högni; Bickmore, Timothy; Heylen, Dirk; Johansdottir, Kamilla Run; Valgardsson, Gunnar Steinn; Nakano, Y.; Neff, M.; Paiva, A.; Walker, M.

    2012-01-01

    In first encounters people quickly form impressions of each other’s personality and interpersonal attitude. We conducted a study to investigate how this transfers to first encounters between humans and virtual agents. In the study, subjects’ avatars approached greeting agents in a virtual museum ren

  13. VMM - Virtual Machine Monitors

    OpenAIRE

    2006-01-01

    This research addresses the problem of implementing secure Virtual Machine Monitors (VMM) on the Intel Pentium architecture. A VMM allows multiple operating systems to run concurrently under virtual machines on a single workstation.

  14. Virtual reference services

    OpenAIRE

    Márdero Arellano, Miguel Ángel

    2001-01-01

    Analysis of virtual reference services, their standandars and new technologies that have changed the tradicional practice at the library’s reference desk. Major American virtual reference services initiatives and their characteristics are described.

  15. A Virtual Class Calculus

    DEFF Research Database (Denmark)

    Ernst, Erik; Ostermann, Klaus; Cook, William Randall

    2006-01-01

    , not as static components of a class. When used as types, virtual classes depend upon object identity - each object instance introduces a new family of virtual class types. Virtual classes support large scale program composition techniques, including higher-order hierarchies and family polymorphism. The original......Virtual classes are class-valued attributes of objects. Like virtual methods, virtual classes are defined in an object's class and may be redefined within subclasses. They resemble inner classes, which are also defined within a class, but virtual classes are accessed through object instances...... definition of virtual classes in BETA left open the question of static type safety, since some type errors were not caught until runtime. Later the languages Caesar and gbeta have used a more strict static analysis in order to ensure static type safety. However, the existence of a sound, statically typed...

  16. Network virtualization and programmability

    OpenAIRE

    Colle, Didier; Jooris, Bart; Gurzi, Pasquale; Pickavet, Mario; Demeester, Piet

    2010-01-01

    We present network virtualization (building virtual or logical networks over a physical infrastructure) and network programmability (allowing the network operator to at least control the network but more fundamentally to define its behavior) concepts.

  17. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

    It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer- generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first control...

  18. Security consideration for virtualization

    OpenAIRE

    Gebhardt, Carl

    2008-01-01

    Virtualization is not a new technology, but has recently experienced a resurgence of interest among industry and research. New products and technologies are emerging quickly, and are being deployed with little considerations to security concerns. It is vital to understand that virtualization does not improve security by default. Hence, any aspect of virtualization needs to undergo constant security analysis and audit. Virtualization is a changeable and very dynamic field wit...

  19. The Virtual Lab System

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    A virtual lab system is the simulation of real devices and experiments using computer and network tech-nology. It can make users do experiments easily, observe experiment phenomena and results through the remote termi-nal. Consequently, users can get final results to verify relative theory. The article analyses the features of virtual labsystems. A real virtual lab system named "Multimedia Virtual Lab for Digital Circuit Logic Design (MVLDCLD) "which has been developed by the authors and their group is also presented.

  20. Pivotal Technology Research of Grid Based on Mobile Agent

    Institute of Scientific and Technical Information of China (English)

    CHEN Hong-wei; WANG Ru-chuan

    2004-01-01

    Grid Based on Mobile Agent is a new grid scheme. The purpose of the paper is to solve the pivotal technology of Grid Based on Mobile Agent ( GBMA) combined with thought of Virtual Organization ( VO). In GBMA, virtual organization is viewed as the basic management unit of the grid, and mobile agent is regarded as an important interactive means. Grid architecture, grid resource management and grid task management are the core technology problem of GBMA. The simulation results show that Inter- VO pattern has the obvious advantage because it can make full use of resources from other virtual organizations in GBMA environment.

  1. Virtual Worlds? "Outlook Good"

    Science.gov (United States)

    Kelton, AJ

    2008-01-01

    Many people believed that virtual worlds would end up like the eight-track audiotape: a memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. The movement toward the virtual realm as a viable teaching…

  2. Comparison between virtual museums

    Directory of Open Access Journals (Sweden)

    Simona Caraceni

    2014-04-01

    Full Text Available Drawing a taxonomy of virtual museum, that can fit to represent all the known cases of virtual museum in the last years, I tried to try my meta-model of classification in two very different examples of virtual museums, to prove the validity of my taxonomical meta-model.

  3. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

    Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)

  4. The 15M Movement: construction of urban space by smart mob action Movimiento 15M: construcción del espacio urbano a través de la acción de Multitudes Inteligentes

    Directory of Open Access Journals (Sweden)

    Sergio Martínez Roldán

    2011-11-01

    Full Text Available Smart Mobs are groups of individuals that emerge when
    communication and computing technologies amplify human talents for cooperation. Although these mobs have been studied from their impact in social and political structures –with mobilizations like the one that toppled President of the Philippines Joseph Estrada in 2001–, their role in the production of urban space has not been deeply analyzed. From this spatial approach, this research aims to unravel practices and meanings that Smart Mobs attributes to urban space. From this point of view we have studied one of the most important Smart Mob’s mobilizations in recent history: the 15M Movement.Las Multitudes Inteligentes son grupos de individuos que desarrollan movilizaciones colectivas gracias a las potencialidades que ofrecen las nuevas tecnologías de la información.  Aunque la acción de estas multitudes ha sido objeto de estudio principalmente por su incidencia político-social -con movilizaciones como la que derrocó en 2001 al presidente filipino Joseph Estrada- no se ha analizado en profundidad su capacidad para influir en la construcción del espacio urbano en el que se movilizan. Desde un enfoque espacial, la presente investigación pretende desentrañar las lógicas, prácticas y significados que la acción colectiva de las Multitudes Inteligentes realiza y otorga en y al espacio urbano.

    Para ello hemos estudiado una de las movilizaciones de Multitudes Inteligentes más importantes de últimos años: el Movimiento 15.

  5. Virtualization A Manager's Guide

    CERN Document Server

    Kusnetzky, Dan

    2011-01-01

    What exactly is virtualization? As this concise book explains, virtualization is a smorgasbord of technologies that offer organizations many advantages, whether you're managing extremely large stores of rapidly changing data, scaling out an application, or harnessing huge amounts of computational power. With this guide, you get an overview of the five main types of virtualization technology, along with information on security, management, and modern use cases. Topics include: Access virtualization-Allows access to any application from any deviceApplication virtualization-Enables applications

  6. METRIC OF VIRTUAL WORLDS

    OpenAIRE

    Trunev A. P.

    2013-01-01

    We investigate the hypothesis of a plurality of parallel and virtual worlds. It is assumed that sentient beings in each virtual world reach a stage of development that can create a virtual world to simulate the history of their own development. In this case, the virtual worlds are nested within each other, which put a severe restriction on the possible geometry of space-time. Discussed the draft geometry virtual worlds consistently displayed from one world to another. It is shown that in this...

  7. Antibiotic Agents

    Science.gov (United States)

    ... either as public health or as non-public health antimicrobial agents. What is the difference between bacteriostats, sanitizers, disinfectants ... bacteria, however, there is considerable controversy surrounding their health benefits. The ... producing agents (Table of Antibacterials) have been used for many ...

  8. Estudio y mejora de la eficiencia energética de la casa de cultura de Peralta (Navarra) mediante la implantación de un sistema inteligente de control

    OpenAIRE

    Osés Moreno, Sofía

    2010-01-01

    El objetivo de este proyecto es estudiar los sistemas eléctricos y de climatización existentes en la casa de cultura de Peralta (Navarra) y realizar una mejora de la eficiencia energética mediante la implantación de un sistema de control inteligente. Además se buscará obtener ventajas adicionales mediante la implantación de nuevas funcionalidades como el control de accesos, alarmas técnicas, gestión centralizada, etc. Como fin último se estimará el ahorro tanto energético como económico...

  9. "Administración de Sistemas de Información sustentados en tarjetas inteligentes en el sector financiero, caso Caja de Ahorro Popular Santiaguito S.C. de R.L."

    OpenAIRE

    Ramos Ortiz, Bruno

    2011-01-01

    En el mundo globalizado, herramientas estratégicas como la administración del conocimiento y la toma de decisiones en tiempo real, han ofrecido las bases fundamentales para construir las empresas del nuevo milenio. Ante esta tendencia, las Tecnologías de Información, se han convertido en uno de los eslabones elementales para obtener la meta fijada. El presente trabajo de tesis aborda detalladamente dos de esas tecnologías - Sistemas de Información, Tarjetas Inteligentes - amalgándolas bajo un...

  10. Sistema de monitoreo inteligente como ayuda en niños con síndrome de down para la interpretación de caracteres numéricos y alfabéticos

    OpenAIRE

    Vega, Oscar Andrés; Correa, Nelson Becerra

    2011-01-01

    Este artículo abarca el concepto de sistema de monitoreo inteligente constituido por un conjunto de entidades que coordinan sus habilidades para la resolución de problemas individuales o globales generando diagnósticos y sus correspondientes terapias. Igualmente, se muestran todos los aspectos relacionados a cómo la informática puede ayudar a tratar a niños con síndrome de Down y dar la posibilidad de que ellos, mediante diferentes actividades con el uso de un computador, puedan llegar a inte...

  11. Foreign language learning in immersive virtual environments

    Science.gov (United States)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  12. Virtual World Security Inspection

    Directory of Open Access Journals (Sweden)

    Nicholas Charles Patterson

    2012-06-01

    Full Text Available Virtual property theft is a serious problem that exists in virtual worlds. Legitimate users of these worlds invest considerable amounts of time, effort and real-world money into obtaining virtual property, but unfortunately, are becoming victims of theft in high numbers. It is reported that there are over 1 billion registered users of virtual worlds containing virtual property items worth an estimated US$50 billion dollars. The problem of virtual property theft is complex, involving many legal, social and technological issues. The software used to access virtual worlds is of great importance as they form the primary interface to these worlds and as such the primary interface to conduct virtual property theft. The security vulnerabilities of virtual world applications have not, to date, been examined. This study aims to use the process of software inspection to discover security vulnerabilities that may exist within virtual world software – vulnerabilities that enable virtual property theft to occur. Analyzing three well know virtual world applications World of Warcraft, Guild Wars and Entropia Universe, this research utilized security analysis tools and scenario testing with focus on authentication, trading, intruder detection and virtual property recovery. It was discovered that all three examples were susceptible to keylogging, mail and direct trade methods were the most likely method for transferring stolen items, intrusion detection is of critical concern to all VWEs tested, stolen items were unable to be recovered in all cases and lastly occurrences of theft were undetectable in all cases. The results gained in this study present the key problem areas which need to be addressed to improve security and reduce the occurrence of virtual property theft.

  13. Sistemas inteligentes de embalagens utilizando filmes de quitosana como indicador colorimétrico de temperatura Alternative intelligent material for packaging using chitosan films as colorimetric temperature indicators

    Directory of Open Access Journals (Sweden)

    Vinícius B. V. Maciel

    2012-01-01

    Full Text Available Clorofila, um pigmento natural termossensível, foi incorporado à matriz de filmes de quitosana visando a obter sistemas inteligentes de indicação de variação de temperatura. A quitosana é um polímero biodegradável que forma filmes flexíveis com eficiente barreira ao oxigênio, podendo ser alternativa ao uso de polímeros sintéticos. Clorofila foi adicionada (0,25 g/100 g à suspensão de quitosana (2,00 g/100 g formando filmes inteligentes de quitosana (FIQ. Os efeitos da temperatura (10 °C a 50 °C e luminosidade (0 a 1000 lx foram estudados utilizando um planejamento experimental, avaliando os parâmetros de cor (L*, a*, b* e propriedades mecânicas. As suspensões de quitosana contendo clorofila foram aplicadas como revestimento em superfície de papel cartão formando o sistema de material flexível filme-papel cartão (S-FP, reduzindo significativamente o tempo de secagem. Os filmes caracterizaram-se pela homogeneidade, flexibilidade, coloração esverdeada e fácil manuseio. A variação de cor foi visualmente observada no sistema S-FP, alterando irreversivelmente de verde para amarelo quando submetido a temperaturas acima de 50 °C, independentemente da luminosidade. Desta forma, o sistema proposto tem potencial de aplicação como indicador colorimétrico de temperatura na faixa de 50 °C a 75 °C, com a vantagem de simples fabricação, biodegradabilidade e uso de materiais seguros para aplicação em contato direto com alimentos e fármacos, além do baixo custo.Chlorophyll was incorporated into chitosan films, forming intelligent systems able to detect variations in temperature. Chitosan is a biodegradable polymer that forms flexible, resistant films with an efficient oxygen barrier. Chlorophyll was added (0.25 g/100 g into chitosan suspension (2.00 g/100 g and intelligent films (FIQ were cast. The effects of temperature (10 °C to 50 °C and luminosity (0 to 1000 lx on the films were studied using an experimental design

  14. Intelligent support system online for the operation of fossil fuel units; Sistema inteligente de ayuda en linea para la operacion de unidades termoelectricas

    Energy Technology Data Exchange (ETDEWEB)

    Quintero R, Agustin; Suarez C, Dionisio A; Sanchez L, Jose Alfredo [Instituto de Investigaciones Electricas, Cuernavaca, Morelos (Mexico)

    2006-07-01

    The purpose of this publication is to present a support system online for the operation (SAO) of fossil fuel units, having as objective to support the operator of fossil fuel units when handling guidelines and essential information to carry out the starting and shutdown in a safe and efficient way, reducing the consumption of the useful life of the steam generator and the turbine, as well as the operational cost. Here are presented the intelligent systems for the support of the operation and are described the main characteristics in the dominion of application for the support system, its architecture and functionality, as well as the results obtained in the system assessment performed with the aid of total reach simulator of a fossil fuel unit and a pilot unit. [Spanish] Es motivo de esta publicacion, la presentacion de un sistema de ayuda en linea para la operacion (SAO) de unidades termoelectricas que tiene como objetivo asistir al operador de una unidad termoelectrica con guias de manejo e informacion esencial para llevar a cabo el arranque o paro en forma segura y eficiente, reducir el consumo de vida util del generador de vapor y la turbina, asi como el costo de operacion. Aqui se presentan los sistemas inteligentes de ayuda a la operacion y se describen las caracteristicas principales del dominio de aplicacion para el sistema de ayuda, su arquitectura y funcionalidad, asi como los resultados obtenidos de la evaluacion del sistema realizada con la ayuda de un simulador de alcance total de una unidad termoelectrica y una unidad piloto.

  15. Transforming Virtual Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    2005-01-01

    Investigating virtual team collaboration in industry using grounded theory this paper presents the in-dept analysis of empirical work conducted in a global organization of 100.000 employees where a global virtual team with participants from Sweden, United Kingdom, Canada, and North America were...... studied. The research question investigated is how collaboration is negotiated within virtual teams? This paper presents findings concerning how collaboration is negotiated within a virtual team and elaborate the difficulties due to invisible articulation work and managing multiple communities...... in transforming the virtual team into a community. It is argued that translucence in communication structures within the virtual team and between team and management is essential for engaging in a positive transformation process of trustworthiness supporting the team becoming a community, managing the immanent...

  16. Virtual reality for engineering

    CERN Document Server

    De Gennaro, Silvano; CERN. Geneva

    1996-01-01

    Virtual Reality for Engineers. Virtual Reality is a very powerful visualization technique for 3D data, which can bring enormous benefits to engineering design. CAD models can be exported to a VR application and used as "Virtual Prototypes". Virtual Prototypes are an ideal replacement for wooden models as they can be generated automatically from most CAD products. They are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, on a one-to-one scale and using a 3D-stereo vision. Navigation can be performed using a number of instinctive tools, such as joysticks, spaceballs, VR helmets and 3D mice. The lectures will cover today's Virtual Reality products and methods, and describe how to transform CAD models into Virtual Prototypes. A "hands on" VR experience featuring the LHC detectors models can be organized for people interested.

  17. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    A virtual camera represents the point-of-view of the player through which she perceives the game world and gets feedback on her actions. Thus, the virtual camera plays a vital role in 3D computer games and aects player experience and enjoyability in games. Interactive virtual cinematography....... The camera controller should dynamically and eciently translate these rules into camera positions and movements before (or while) the player plays the game. Automatically controlling the camera in virtual 3D dynamic environments is an open research problem and a challenging task. From an optimisation...... is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct...

  18. Survivable Virtual Network Embedding

    OpenAIRE

    Rahman, Muntasir Raihan; Aib, Issam; Boutaba, Raouf

    2010-01-01

    International audience Network virtualization can offer more flexibility and better manageability for the future Internet by allowing multiple heterogeneous virtual networks (VN) to coexist on a shared infrastructure provider (InP) network. A major challenge in this respect is the VN embedding problem that deals with the efficient mapping of virtual resources on InP network resources. Previous research focused on heuristic algorithms for the VN embedding problem assuming that the InP netwo...

  19. VEM: Virtual Enterprise Methodology

    DEFF Research Database (Denmark)

    Tølle, Martin; Vesterager, Johan

    2003-01-01

    This chapter presents a virtual enterprise methodology (VEM) that outlines activities to consider when setting up and managing virtual enterprises (VEs). As a methodology the VEM helps companies to ask the right questions when preparing for and setting up an enterprise network, which works...... as a breeding ground for setting up VEs. The VEM applies the Virtual Enterprise Reference Architecture (VERA) as an underlying structure. Both VEM and VERA are developed as a part of the GLOBEMEN project....

  20. Virtual Campus Hub technology

    DEFF Research Database (Denmark)

    Vercoulen, Frank; Badger, Merete; Monaco, Lucio;

    This deliverable briefly describes which technological components have been delivered for the Virtual Campus Hub and how they can be used. A detailed discussion of the technical details of the components, how they were realized and how they fit the VCH concept can be found in deliverables D5.......4. Virtual Campus Hub Technology Evaluation Report and D6.7 The Virtual Campus Hub Concept....

  1. Intelligent Organization in a Learning Environment: an Exploration of its General Aspects La organización inteligente en un ambiente de aprendizaje: una exploración de sus aspectos generales

    Directory of Open Access Journals (Sweden)

    Noé Chávez Hernández

    2012-12-01

    Full Text Available This article provides an overview of the important aspects to be considered within learning organizations focused on continuous learning at the individual, group and organizational level, in order to develop the necessary competences and face their environment in a competitive way. This article aims to present several topics covered, from its introduction and identification of knowledge attributes and learning, until what is an intelligent organization, the structural design to be adopted as well as the skills of management to be implemented. The intention of this paper is to contribute to the stock of current theoretical information that serves as a reference for the practical research of the academics.Este artículo es un estudio de los aspectos que deben ser considerados dentro de las organizaciones inteligentes cuyo enfoque se centra en el aprendizaje constante (tanto individual como organizacional como una estrategia para desarrollar las competencias que les permitan enfrentar el entorno de una manera competitiva. Al exponer dichas temáticas, desde la presentación e identificación de las características del conocimiento y el aprendizaje dentro de una organización inteligente, hasta el diseño estructural a adoptar y las habilidades de gestión gerencial a ejecutar, nuestra intención es contribuir a la aplicación del conocimiento dentro del ámbito de la gestión empresarial.

  2. Spacebody actual virtual

    DEFF Research Database (Denmark)

    Kjøbek, Jytte; Sørensen, Gert

    2005-01-01

    DVD som indeholder filmen 'spacebody actual virtual' . Videoen er værkdelen af forskningsprojektet Arkitektur og skikkelse, spacebody actual virtual. Foruden DVD'en indeholder projektet et reflekterende materiale på hjemmesiden www.spacebody.dk Fysisk medie: DVD......DVD som indeholder filmen 'spacebody actual virtual' . Videoen er værkdelen af forskningsprojektet Arkitektur og skikkelse, spacebody actual virtual. Foruden DVD'en indeholder projektet et reflekterende materiale på hjemmesiden www.spacebody.dk Fysisk medie: DVD...

  3. Virtual Machine Introspection

    Directory of Open Access Journals (Sweden)

    S C Rachana

    2015-11-01

    Full Text Available Cloud computing is an Internet-based computing solution which provides the resources in an effective manner. A very serious issue in cloud computing is security which is a major obstacle for the adoption of cloud. The most important threats of cloud computing are Multitenancy, Availability, Loss of control, Loss of Data, outside attacks, DOS attacks, malicious insiders, etc. Among many security issues in cloud, the Virtual Machine Security is one of the very serious issues. Thus, monitoring of virtual machine is essential. The paper proposes a Virtual Network Introspection [VMI] System to secure the Virtual machines from Distributed Denial of Service [DDOS] and Zombie attacks.

  4. Virtual Training Devices Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — The Virtual Training Devices (VTD) Laboratory at the Life Cycle Software Engineering Center, Picatinny Arsenal, provides a software testing and support environment...

  5. Oxford handbook of virtuality

    CERN Document Server

    Grimshaw, Mark

    2013-01-01

    As this comprehensive and multidisciplinary book makes clear, virtuality has a pedigree that pre-dates the computer age and modern virtual worlds, a pedigree that can be traced back to classical mythology and beyond. Equally, the concept of virtuality is not the province of one field of study alone but is the foundation and driving force of many, both theoretical and applied. Our conceptualizations and applications of virtuality are multiple, as contributors demonstrate across the nine sections of the book that move from philosophy to technologies and applications before returning to philosoph

  6. Virtual Machine Introspection

    Directory of Open Access Journals (Sweden)

    S C Rachana

    2014-06-01

    Full Text Available Cloud computing is an Internet-based computing solution which provides the resources in an effective manner. A very serious issue in cloud computing is security which is a major obstacle for the adoption of cloud. The most important threats of cloud computing are Multitenancy, Availability, Loss of control, Loss of Data, outside attacks, DOS attacks, malicious insiders, etc. Among many security issues in cloud, the Virtual Machine Security is one of the very serious issues. Thus, monitoring of virtual machine is essential. The paper proposes a Virtual Network Introspection [VMI] System to secure the Virtual machines from Distributed Denial of Service [DDOS] and Zombie attacks.

  7. Virtual Reality Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — FUNCTION: Performs basic and applied research in interactive 3D computer graphics, including visual analytics, virtual environments, and augmented reality (AR). The...

  8. VIRTUAL FUEL-PUMP DESIGN

    Institute of Scientific and Technical Information of China (English)

    2002-01-01

    Some concepts of virtual product are discussed. The key technologies of virtual fuel-pump development are in detail analysed, which include virtual fuel-pump product modeling, intelligent simulation, distributed design environment, and virtual assembly. The virtual fuel-pump development prototype system considers requirement analysis, concept design, injection preferment analysis, detailed design, and assembly analysis.

  9. Modeling agents with a theory of mind : Theory-theory versus simulation theory

    NARCIS (Netherlands)

    Harbers, M.; Bosch, K. van den; Meyer, J.J.C.

    2012-01-01

    Virtual training systems with intelligent agents provide an effective means to train people for complex, dynamic tasks like crisis management or firefighting. For successful training, intelligent virtual agents should be able to show believable behavior, adapt their behavior to the trainee’s perform

  10. Modelado del estudiante para ambientes virtuales de aprendizaje en Web

    OpenAIRE

    Rafael Morales Gamboa

    2007-01-01

    En este artículo se proporciona un análisis de la migración del proceso de modelado del estudiante desde los sistemas tutores inteligentes al contexto de la educación en la virtualidad (e-learning), de las implicaciones para las plataformas de educación en la virtualidad en términos de adaptaciones para apoyar el proceso de modelado del estudiante y de la funcionalidad esperada en una nueva generación de ambientes inteligentes de aprendizaje. Dicho análisis está basado en mi experiencia recie...

  11. A posthuman liturgy? Virtual worlds, robotics, and human flourishing.

    Science.gov (United States)

    Shatzer, Jacob

    2013-01-01

    In order to inspire a vision of biotechnology that affirms human dignity and human flourishing, the author poses questions about virtual reality and the use of robotics in health care. Using the concept of 'liturgy' and an anthropology of humans as lovers, the author explores how virtual reality and robotics in health care shape human moral agents, and how such shaping could influence the way we do or do not pursue a 'posthuman' future. PMID:24707596

  12. A posthuman liturgy? Virtual worlds, robotics, and human flourishing.

    Science.gov (United States)

    Shatzer, Jacob

    2013-01-01

    In order to inspire a vision of biotechnology that affirms human dignity and human flourishing, the author poses questions about virtual reality and the use of robotics in health care. Using the concept of 'liturgy' and an anthropology of humans as lovers, the author explores how virtual reality and robotics in health care shape human moral agents, and how such shaping could influence the way we do or do not pursue a 'posthuman' future.

  13. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft; Gao, Yi; Petersson, Eva

    2015-01-01

    This paper presents the design and evaluation of a usability and user experience test of a virtual dressing room. First, we motivate and introduce our recent developed prototype of a virtual dressing room. Next, we present the research and test design grounded in related usability and user experi...

  14. Designing Virtual Learning Environments

    DEFF Research Database (Denmark)

    Veirum, Niels Einar

    2003-01-01

    The main objective of this working paper is to present a conceptual model for media integrated communication in virtual learning environments. The model for media integrated communication is very simple and identifies the necessary building blocks for virtual place making in a synthesis of methods...... from Cultural Media Science, Architecture and Digital Design...

  15. Virtual Seminar Room

    DEFF Research Database (Denmark)

    Forchhammer, Søren Otto; Fosgerau, Anders; Hansen, Peter Søren Kirk;

    1999-01-01

    The initial design considerations and research goals for an ATM network based virtual seminar room with 5 sites are presented.......The initial design considerations and research goals for an ATM network based virtual seminar room with 5 sites are presented....

  16. The virtual GULLIVER project

    NARCIS (Netherlands)

    Nijholt, A.; Stuk, M.; Zwiers, J.; Trappl, R.

    2002-01-01

    In this paper we discuss our virtual reality project Gulliver. This project is part of a more comprehensive project conceived by two artists, Matjaž Štuk and Alena Hudcovicová, called “Gulliver’s Museum of Living Art”. Our part of the project involves a virtual reality version of Swift’s Gulliver fi

  17. Virtual Company and Modelbank

    DEFF Research Database (Denmark)

    Thorsteinsson, Uffe

    1996-01-01

    Ansøgning til Socrates programmet vedr. Tematisk netværk inden for området Virtual Company and Modelbank......Ansøgning til Socrates programmet vedr. Tematisk netværk inden for området Virtual Company and Modelbank...

  18. Virtual School Counseling

    Science.gov (United States)

    Osborn, Debra S.; Peterson, Gary W.; Hale, Rebecca R.

    2015-01-01

    The advent of virtual schools opens doors to opportunity for delivery of student services via the Internet. Through the use of structured interviews with four practicing Florida virtual school counselors, and a follow-up survey, the authors examined the experiences and reflections of school counselors who are employed full time in a statewide…

  19. Taxation of virtual currency

    NARCIS (Netherlands)

    Bal, Aleksandra Marta

    2014-01-01

    The Information Age has created a new concept of money – virtual currencies existing solely in the cyberspace in the form of intangible computer code. The most prominent virtual currency scheme, Bitcoin, grabbed the public attention as its value skyrocketed at the beginning of 2012. Whereas Bitcoin

  20. OVERLAPPING VIRTUAL CADASTRAL DOCUMENTATION

    Directory of Open Access Journals (Sweden)

    Madalina - Cristina Marian

    2013-12-01

    Full Text Available Two cadastrale plans of buildings, can overlap virtual. Overlap is highlighted when digital reception. According to Law no. 7/1996 as amended and supplemented, to solve these problems is by updating the database graphs, the repositioning. This paper addresses the issue of overlapping virtual cadastre in the history of the period 1999-2012.

  1. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    Rotation of three-dimensional objects by a two-dimensional mouse is a typical task in computer-aided design, operation simulations, and desktop virtual reality. The most commonly used rotation technique is a virtual trackball surrounding the object and operated by the mouse pointer. This article...

  2. Virtual Schools. Literature Review

    Science.gov (United States)

    Blazer, Christie

    2009-01-01

    The majority of school districts in the U.S. are providing some form of online learning for their students. In the past, virtual schools primarily targeted advanced students who didn't have access to certain courses in their regular schools. Recently, however, many virtual schools have shifted their focus to credit recovery as a way to provide…

  3. Intelligent virtual teacher

    Science.gov (United States)

    Takács, Ondřej; Kostolányová, Kateřina

    2016-06-01

    This paper describes the Virtual Teacher that uses a set of rules to automatically adapt the way of teaching. These rules compose of two parts: conditions on various students' properties or learning situation; conclusions that specify different adaptation parameters. The rules can be used for general adaptation of each subject or they can be specific to some subject. The rule based system of Virtual Teacher is dedicated to be used in pedagogical experiments in adaptive e-learning and is therefore designed for users without education in computer science. The Virtual Teacher was used in dissertation theses of two students, who executed two pedagogical experiments. This paper also describes the phase of simulating and modeling of the theoretically prepared adaptive process in the modeling tool, which has all the required parameters and has been created especially for the occasion. The experiments are being conducted on groups of virtual students and by using a virtual study material.

  4. METRIC OF VIRTUAL WORLDS

    Directory of Open Access Journals (Sweden)

    Trunev A. P.

    2013-11-01

    Full Text Available We investigate the hypothesis of a plurality of parallel and virtual worlds. It is assumed that sentient beings in each virtual world reach a stage of development that can create a virtual world to simulate the history of their own development. In this case, the virtual worlds are nested within each other, which put a severe restriction on the possible geometry of space-time. Discussed the draft geometry virtual worlds consistently displayed from one world to another. It is shown that in this case, the metric should be universal, depending only on the fundamental constants. There are examples of universal metrics obtained in Einstein's theory of gravitation and Yang-Mills theory

  5. The issue of virtual teams

    OpenAIRE

    Fleiberková, Šárka

    2012-01-01

    The aim of this diploma thesis is the introduction of teamwork and virtual teams. The theoretical part of this work describes the birth of teamwork, its definition, properties, advantages and disadvantages. Next part of diploma thesis is dedicated to the virtual team. It describes the difference among virtual and traditional team, definition and characteristics of virtual team as well as tools that are used in virtual team. The second, practical, unit is focused on virtual teams at universiti...

  6. Design and evaluation of explainable BDI agents

    NARCIS (Netherlands)

    Harbers, M.; Bosch, K. van den; Meyer, J.J.C.

    2010-01-01

    It is widely acknowledged that providing explanations is an important capability of intelligent systems. Explanation capabilities are useful, for example, in scenario-based training systems with intelligent virtual agents. Trainees learn more from scenario-based training when they understand why the

  7. Realization of Reconfigurable Virtual Environments for Virtual Testing

    Institute of Scientific and Technical Information of China (English)

    Wen-Yan Wu; Zheng-Xu Zhao

    2005-01-01

    This paper presents the design and implementation of reconfigurable virtual environments (VEs) for virtual testing. It proposes a hybrid design approach that is derived from a so-called integration and composition of the reconfiguration strategy. The designing process has thus evolved from binding virtual objects using reconfiguration rules within the context of virtual testing scenarios. Therefore reconfigurable virtual environments are established with improved flexibility and scalability, tailored to a wide range of virtual testing applications. Those virtual environments integrate virtual testing scenarios, data acquisition, databases, rule mapping and application interfaces, which yield modular testing functions and an open-ended system architecture with a set of extensible interface tools to realize data exchange within reconfigurable VEs.This enables virtual testing scenarios to be reconfigured interactively based on real time data and communication between virtual environments and real environments. A virtual testing application has been implemented using reconfigurable VEs.

  8. Virtual Organizations: Beyond Network Organization

    Directory of Open Access Journals (Sweden)

    Liviu Gabriel CRETU

    2006-01-01

    Full Text Available One of the most used buzz-words in (e-business literature of the last decade is virtual organization. The term "virtual" can be identified in all sorts of combinations regarding the business world. From virtual products to virtual processes or virtual teams, everything that is “touched” by the computer’s processing power instantly becomes virtual. Moreover, most of the literature treats virtual and network organizations as being synonyms. This paper aims to draw a much more distinctive line between the two concepts. Providing a more coherent description of what virtual organization might be is also one of our intentions.

  9. Cousins Virtual Jane and Virtual Joe, extraordinary virtual helpers

    OpenAIRE

    Blignaut, Anita S; Lynette Nagel

    2009-01-01

    Higher education institutions deliver web-based learning with varied success. The success rate of distributed online courses remains low. Factors such as ineffective course facilitation and insufficient communication contribute to the unfulfilled promises of web-based learning. Students consequently feel unmotivated. Instructor control and in the course room further isolates students, whereas success rate increases when students unite in virtual communities. King (2002) increased student part...

  10. Virtual Worlds, Virtual Literacy: An Educational Exploration

    Science.gov (United States)

    Stoerger, Sharon

    2008-01-01

    Virtual worlds enable students to learn through seeing, knowing, and doing within visually rich and mentally engaging spaces. Rather than reading about events, students become part of the events through the adoption of a pre-set persona. Along with visual feedback that guides the players' activities and the development of visual skills, visual…

  11. Centros Educativos Inteligentes. Luces y sombras sobre las políticas de transferencia de tecnología y las prácticas docentes

    Directory of Open Access Journals (Sweden)

    Ángel San Martín Alonso

    2014-01-01

    Full Text Available El presente trabajo se inscribe en el marco de una investigación de ámbito nacional sobre el Programa Escuela 2.0. Centramos la atención en el análisis de la implementación, en la Comunidad Valenciana, del programa Centros Educativos Inteligentes (CEI. Es la alternativa a la Escuela 2.0 y la idea central es facilitar el acceso, desde cualquier lugar del centro, a las TIC como recurso de apoyo en el proceso de enseñanza y aprendizaje. En coherencia con el proyecto CEI, tomamos metodológicamente al centro escolar como unidad de análisis en el trabajo de campo. El cuestionario se pasó a los 18 centros implicados y en 4 de ellos realizamos el estudio de casos: dos de educación Infantil/Primaria y dos de Secundaria. La metodología utilizada en la recogida y tratamiento de datos combina técnicas cuantitativas y cualitativas para dar respuesta al objetivo principal de la investigación. Dicho objetivo se focaliza en analizar cómo a través de las políticas de transferencia de tecnologías al sistema escolar se transforma la organización en la que se desarrolla la práctica docente.Los resultados destacan aspectos relacionados con la contribución de las TIC a la modernización de la educación. El profesorado valora positivamente el programa CEI, porque con estas tecnologías pueden aproximarse más a lo que hoy demanda el alumnado así como a los sus diferentes ritmos de aprendizaje. Sin embargo, los encuestados muestran reticencias ante las políticas que sustentan el programa que se limita a la dotación de medios. De los casos analizados se desprende que las interacciones en el seno organizativo interfieren y determinan.

  12. Virtual CIM and Digital Manufacturing

    Institute of Scientific and Technical Information of China (English)

    Sev V.Nagalingam; Grier C.I.Lin

    2006-01-01

    Manufacturing enterprises play an important role in improving the economic environment of a country.Today, the capability to produce high quality products with shorter delivery time and the ability to produce according to the diverse customer requirements has become the characteristics of successful manufacturing industries. Application of intelligent manufacturing systems and Computer integrated manufacturing (CIM) are the most effective methods for overcoming the issues faced by present day manufactures while retaining the employment level and revenue of a country in today's highly competitive global market. With the developments taking place in CIM and its related technologies, the application of CIM in manufacturing enterprises has become a reality from the dream. This paper highlights the historical developments towards automation and the need for CIM systems. Furthermore, it analyses some new terms such as agile manufacturing, digital manufacturing, agent-based manufacturing and others, which have been emerging recently, and argues all these new technologies are the subsystems of CIM. In addition, this paper provides a new direction in CIM to fulfil the emerging challenges in today's global market and to satisfy the emerging need of virtual enterprises in the form of Virtual CIM.

  13. High availability using virtualization

    CERN Document Server

    Calzolari, Federico

    2009-01-01

    High availability has always been one of the main problems for a data center. Till now high availability was achieved by host per host redundancy, a highly expensive method in terms of hardware and human costs. A new approach to the problem can be offered by virtualization. Using virtualization, it is possible to achieve a redundancy system for all the services running on a data center. This new approach to high availability allows to share the running virtual machines over the servers up and running, by exploiting the features of the virtualization layer: start, stop and move virtual machines between physical hosts. The system (3RC) is based on a finite state machine with hysteresis, providing the possibility to restart each virtual machine over any physical host, or reinstall it from scratch. A complete infrastructure has been developed to install operating system and middleware in a few minutes. To virtualize the main servers of a data center, a new procedure has been developed to migrate physical to virtu...

  14. Virtual Law -- Will real and virtual identity converge or diverge?

    OpenAIRE

    Dave Birch

    2003-01-01

    Some of the differences (conflicts, even) between real and virtual identity are thrown into sharp relief in the world of online games, where vast virtual worlds are already inhabited by millions of virtual characters. While they might be ÒonlyÓ games, they may contain some real insights into the future relationship between real and virtual identities.

  15. Audiencias en revolución, usos y consumos de las aplicaciones de los medios de comunicación en tabletas y teléfonos inteligentes 

    Directory of Open Access Journals (Sweden)

    F Ortega

    2015-10-01

    Full Text Available Presentamos en este artículo los resultados de una investigación realizada en la Universidad de Salamanca desde el Observatorio de Contenidos Audiovisuales en el año 2014. El objetivo de este estudio es el de analizar los usos y consumos de aplicaciones de los medios de comunicación entre los estudiantes de la Universidad de Salamanca. La investigación realizó entrevistas cara a cara a alumnos de la Universidad de Salamanca seleccionados aleatoriamente mediante la utilización de un cuestionario C-TAPI, Computer or Tablet Assisted Personal Interview. Presentamos un contraste de las hipótesis de investigación, resultados y conclusiones que nos permiten describir los usos y consumos de los estudiantes de la Universidad de Salamanca en su interacción con las aplicaciones de los medios de comunicación. Analizamos la asignación del tiempo y espacios de consumo a la hora de utilizar tabletas y teléfonos inteligentes. Este trabajo nos permite identificar las tendencias más significativas que se consolidan entre los usuarios más jóvenes. Los medios de comunicación se están adaptando progresivamente a la migración que la audiencia está realizando hacia renovados modos y usos del dónde, cuándo y cómo desea consumir contenidos audiovisuales. Gracias a las nuevas pantallas inteligentes los usuarios pueden consumir televisión-vídeo desde cualquier dispositivo que tenga acceso a la red. Los grupos de comunicación están adaptando la tradicional cadena de valor del audiovisual, de la televisión, de la radio y de la prensa a las nuevas demandas de una audiencia joven multipantalla e hiper-conectada que se encuentra cada vez más vinculada en su ocio y consumo con dispositivos cada vez más interactivos e inteligentes.

  16. The virtual Haken conjecture

    CERN Document Server

    Agol, Ian; Manning, Jason

    2012-01-01

    We prove that cubulated hyperbolic groups are virtually special. The proof relies on results of Haglund and Wise which also imply that they are linear groups, and quasi-convex subgroups are separable. A consequence is that closed hyperbolic 3-manifolds have finite-sheeted Haken covers, which resolves the virtual Haken question of Waldhausen and Thurston's virtual fibering question. An appendix to this paper by Agol, Groves, and Manning proves a generalization of the main result of "Residual finiteness, QCERF and fillings of hyperbolic groups".

  17. Virtual Human Project

    International Nuclear Information System (INIS)

    This paper describes the development of a comprehensive human modeling environment, the Virtual Human, which will be used initially to model the human respiratory system for purposes of predicting pulmonary disease or injury using lung sounds. The details of the computational environment, including the development of a Virtual Human Thorax, a database for storing models, model parameters, and experimental data, and a Virtual Human web interface are outlined. Preliminary progress in developing this environment will be presented. A separate paper at the conference describes the modeling of sound generation using computational fluid dynamics and the modeling of sound propagation in the human respiratory system

  18. High availability using virtualization

    OpenAIRE

    Calzolari, Federico

    2009-01-01

    High availability has always been one of the main problems for a data center. Till now high availability was achieved by host per host redundancy, a highly expensive method in terms of hardware and human costs. A new approach to the problem can be offered by virtualization. Using virtualization, it is possible to achieve a redundancy system for all the services running on a data center. This new approach to high availability allows to share the running virtual machines over the servers up and...

  19. Working Group Reports and Presentations: Virtual Worlds and Virtual Exploration

    Science.gov (United States)

    LAmoreaux, Claudia

    2006-01-01

    Scientists and engineers are continually developing innovative methods to capitalize on recent developments in computational power. Virtual worlds and virtual exploration present a new toolset for project design, implementation, and resolution. Replication of the physical world in the virtual domain provides stimulating displays to augment current data analysis techniques and to encourage public participation. In addition, the virtual domain provides stakeholders with a low cost, low risk design and test environment. The following document defines a virtual world and virtual exploration, categorizes the chief motivations for virtual exploration, elaborates upon specific objectives, identifies roadblocks and enablers for realizing the benefits, and highlights the more immediate areas of implementation (i.e. the action items). While the document attempts a comprehensive evaluation of virtual worlds and virtual exploration, the innovative nature of the opportunities presented precludes completeness. The authors strongly encourage readers to derive additional means of utilizing the virtual exploration toolset.

  20. Generalized conventional and intelligent supervisory control system for combined cycle generation power plants; Sistema de control supervisorio generalizado convencional e inteligente para centrales de generacion de ciclo combinado

    Energy Technology Data Exchange (ETDEWEB)

    Martinez Morales, Miguel Angel

    2004-12-15

    (conventional or intelligent) is possible to get more power generation than if we use the automatic methods based on feedback MW control. Consequently, the financial benefit due to the MW generated along a period of 2 months, is equivalent to return the investment required if the CCPP would had been repowered. Test also showed that with the fuzzy based SGC is possible to get a 'little more' power generation than if we use the PID based SGC. The development and implementation of the SGC was made in three phases: First Phase: Upgrading of the simulation dynamic mathematical model and implementation in a new software platform based on LabWindows/CVI. Second Phase: Design, implementation and testing of the PID based SGC. Third Phase: Design and implementation and testing of the Intelligent SGC, based in fuzzy logic. [Spanish] El programa de obras de generacion de la Comision Federal de Electricidad (CFE) del ano 2004 al ano 2008 esta caracterizado por el dominio del proceso de ciclo combinado para la expansion de generacion de energia en Mexico [CFE, 2000]. De acuerdo con los datos presentados por esta fuente, el incremento estimado en la capacidad de generacion de potencia electrica es de 12876 MW, de los cuales las centrales de ciclo combinado aportaran 10655 MW, lo que representa el 82.75%. Bajo estas expectativas de expansion de generacion de energia en Mexico, en este trabajo de tesis se desarrollo un sistema de control supervisorio generalizado (CSG) convencional (PID) e inteligente (logica difusa) para una central de generacion de ciclo combinado, el cual permite lograr la operacion optima de la planta a traves del arranque automatico de las unidades generadoras y obtener la maxima cantidad posible de potencia electrica en forma automatica y segura. Para el desarrollo del CSG se implanto un lazo de control por temperatura para el sistema de turbina de gas (TG) y un lazo de control por presion estrangulada para la turbina de vapor (TV). El diseno de estos sistemas

  1. Virtual Museums as Educational Tool

    DEFF Research Database (Denmark)

    Illeris, Helene; Andreasen, Lars Birch

    2007-01-01

    Virtual Museums as Educational Tool On this web site you will find a collection of resources on virtual museums. The web site is meant to be a knowledge base for people with interest in museums, virtuality and education, and how virtual museums may contribute to adult education and lifelong...

  2. Virtual Factory Testbed

    Data.gov (United States)

    Federal Laboratory Consortium — The Virtual Factory Testbed (VFT) is comprised of three physical facilities linked by a standalone network (VFNet). The three facilities are the Smart and Wireless...

  3. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    changes in both the technology structures and the collaborative practice; and 2) that establishing the social context within virtual project teams comprises negotiations of shared meaning bridging discontinuities typically associated with geographical distribution such as culture, work practices...... in virtual project teams whose members are spread across various geographical locations. The aim is to understand the specific factors, conditions and challenges underpinning such situations. This thesis describes, analyses and discusses three in-depth empirical studies on the practices and use of groupware...... technology in six real-life virtual teams, two in industry and four in education, applying interpretative research and action research methods. Two main lines of investigation are pursued: the first involves an examination of the organisational issues related to groupware adaptation in virtual project teams...

  4. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

    The online social platforms known as virtual worlds present their users various affordances for avatar based co-presence, social interaction and provide tools for collaborative content creation, including objects, textures and animations. The users of these worlds navigate their avatars as personal...... mediators in 3D virtual space to collaborate and co-design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual...... world known as Second Life by the collaborative efforts of its so-called residents. The social semiotic perspective is used to develop a multimodal analytical framework and to analyze the co-creation of meaning potentials by various social actors who use the available semiotic resources as mediational...

  5. VIRTUALIZATION TECHNOLOGY FOR SMB

    Directory of Open Access Journals (Sweden)

    Adriana BARNOSCHI

    2009-10-01

    Full Text Available Data is growing at an alarming rate. Storage administrators are struggling to handle a spiraling volume of documents, images, audio and video files and large emails. Virtualization is a general term that could be applied to: storage systems, databases and networks. In this article, I present an overview of server virtualization architecture. I also specify the goals and benefits of virtualization for a SMB. The article points out some issues about server virtualization: definition, implementing problems and security features. In case of major calamity, you need a disaster recovery plan. The article lists a series of differences and similar parts of DR planning and business continuity plan. I give some ideas that guide you to protect yourself against disaster, what to back up and how backups should work.

  6. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    technology in six real-life virtual teams, two in industry and four in education, applying interpretative research and action research methods. Two main lines of investigation are pursued: the first involves an examination of the organisational issues related to groupware adaptation in virtual project teams...... methods used, the empirical cases conducted, the research field on virtual teams and, last, it relates the findings and results across cases and papers in respect to the two main lines of investigation: organisational issues of groupware adaptation and the challenges of establishing and developing the...... virtual project teams whose members are spread across various geographical locations. The aim is to understand the specific factors, conditions and challenges underpinning such situations. This thesis describes, analyses and discusses three in-depth empirical studies on the practices and use of groupware...

  7. Virtual Organizations: An Overview

    Science.gov (United States)

    Nami, Mohammad Reza

    The need to remain competitive in the open market forces companies to concentrate on their core competencies while searching for alliances when additional skills or resources are needed to fulfill business opportunities. The changing business situation of companies and customer needs have motivated researchers to introduce Virtual Organization (VO) idea. A Virtual Organization is always a form of partnership and managing partners and handling partnerships are crucial. Virtual organizations are defined as a temporary collection of enterprises that cooperate and share resources, knowledge, and competencies to better respond to business opportunities. This paper presents base concepts of virtual organizations including properties, management concepts, operational concepts, and main issues in collaboration such as security and authentication.

  8. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

    mediators in 3D virtual space to collaborate and co-design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual......The online social platforms known as virtual worlds present their users various affordances for avatar based co-presence, social interaction and provide tools for collaborative content creation, including objects, textures and animations. The users of these worlds navigate their avatars as personal...... world known as Second Life by the collaborative efforts of its so-called residents. The social semiotic perspective is used to develop a multimodal analytical framework and to analyze the co-creation of meaning potentials by various social actors who use the available semiotic resources as mediational...

  9. Development of Networked Virtual Experiment System Based on Virtual Campus

    Directory of Open Access Journals (Sweden)

    Tian-tai Guo

    2009-10-01

    Full Text Available China’s higher education has been going through a period of rapid expansion in undergraduate population,and this means a much heavier demand on teaching resources such as laboratories, experiments, teaching staff,etc., which cannot possibly be made available all of a sudden.To deal with this situation, we found virtual reality (VR technology very helpful. Virtual reality (VR has found many applications in education; and the resources of virtual education such as virtual campus, virtual laboratory etc. are used more and more widely, especially in the field of higher education. But so far virtual campus was mainly regarded as a means of image exhibition, and virtual laboratories were no more than 2D display of experimental processes and equipments. To make better use of these resources, this paper puts forward the concept of networked virtual experiment systems based on virtual campus by combining the virtual laboratory and virtual campus with the technique of LAN (Local area network, and establishes its theoretical model. Finally, a networked virtual experiment system based on virtual campus is developed using VRML and 3DSMAX. Networked virtual experiment system based on virtual campus has a promising future for various applications in higher education.

  10. Virtual facial expressions of emotions: An initial concomitant and construct validity study.

    OpenAIRE

    Christian eJoyal; Laurence eJacob; Marie-Hélène eCigna; Jean-Pierre eGuay; Patrice eRENAUD

    2014-01-01

    Abstract. Background. Facial expressions of emotions represent classic stimuli for the study of social cognition. Developing virtual dynamic facial expressions of emotions, however, would open-up possibilities, both for fundamental and clinical research. For instance, virtual faces allow real-time Human-Computer retroactions between physiological measures and the virtual agent. Objectives. The goal of this study was to initially assess concomitant and construct validity of a newly developed s...

  11. Virtual Fitting Rooms

    OpenAIRE

    Becerra Rodríguez, Carlos Alfredo

    2016-01-01

    In the last decade a considerable number of efforts have been devoted into developing Virtual Fitting Rooms (VFR) due to the great popularity of Virtual Reality (VR) and Augmented Reality (AR) in the fashion design industry. The existence of new technologies such as Kinect, powerful web cameras and smartphones permit us to examine new ways to try on clothes without doing it physically in a store center. This research is primarily dedicated to review some important aspects about...

  12. VIRTUALIZATION IN CLOUD COMPUTING

    OpenAIRE

    LAKSHAY MALHOTRA; DEVYANI AGARWAL; ARUNIMA JAISWAL

    2014-01-01

    Cloud computing technology is one of the biggest milestones in leading us to next generation technology and booming up business and IT field. It helps to overcome the problems of data loss, accessing data whenever needed and data security. This technology is mainly service oriented and focuses on cost reduction, hardware reduction and pay just for service concept. Virtualization in cloud computing is making a virtual image of the storage devices, servers or network resources so that they can ...

  13. Virtual Learning Environments

    OpenAIRE

    Dillenbourg, Pierre; Schneider, Daniel; Synteta, Paraskevi

    2002-01-01

    Is the concept of 'virtual learning environment' just a popular label to describe any educational software? No, the concept includes several interesting features that justify the use of a specific label. We review these features in the first part of our contribution. Do these features guarantee pedagogical effects? No, we review in the second some potential contributions of virtual learning environments.Turning potential effects into actual outcomes is the challenge of designers.

  14. Identification with virtual teams

    OpenAIRE

    Hakonen, Marko

    2010-01-01

    Virtual teams, that is groups of people striving toward a common goal, dispersed across many locations, and communicating with each other predominantly via information and communication technology have become increasingly common forms of organizing work. Globalization, the need to be near customers and the rapid development of technology have enabled and driven this development. The number of studies on virtual teams is increasing but many phenomena are still understudied, especially in real-...

  15. Interactive Embodied Agents for Cultural Heritage and Archaeological presentations

    Directory of Open Access Journals (Sweden)

    F. Seron

    2010-04-01

    Full Text Available In this paper, Maxine, a powerful engine to develop applications with embodied animated agents is presented. The engine, based on the use of open source libraries, enables multimodal real-time interaction with the user: via text, voice, images and gestures. Maxine virtual agents can establish emotional communication with the user through their facial expressions, the modulation of the voice and expressing the answers of the agents according to the information gathered by the system: noise level in the room, observer’s position, emotional state of the observer, etc. Moreover, the user’s emotions are considered and captured through images. For the moment, Maxine virtual agents have been used as virtual presenters for Cultural Heritage and Archaeological shows.

  16. Crowd simulation influenced by agent's socio-psychological state

    CERN Document Server

    Cherif, F

    2010-01-01

    The aim our work is to create virtual humans as intelligent entities, which includes approximate the maximum as possible the virtual agent animation to the natural human behavior. In order to accomplish this task, our agent must be capable to interact with the environment, interacting with objects and other agents. The virtual agent needs to act as real person, so he should be capable to extract semantic information from the geometric model of the world where he is inserted, based on his own perception, and he realizes his own decision. The movement of the individuals is representing by the combination of two approaches of movement which are, the social force model and the based-rule model. These movements are influenced by a set of socio-psychological rules to give a more realistic result.

  17. Virtualization Technologies for the Business

    OpenAIRE

    Sabina POPESCU

    2011-01-01

    There is a new trend of change in today's IT industry. It's called virtualization. In datacenter virtualization can occur on several levels, but the type of virtualization has created this trend change is the operating system offered or server virtualization. OS virtualization technologies come in two forms. First, there is a software component that is used to simulate a natural machine that has total control of an operating system operating on the host equipment. The second is a hypervisor, ...

  18. Availability model for virtualized platforms

    OpenAIRE

    Jiri Hlavacek; Robert Bestak

    2013-01-01

    Network virtualization is a method of providing virtual instances of physical networks. Virtualized networks are widely used with virtualized servers, forming a powerful dynamically reconfigurable platform. In this paper we discuss the impact of network virtualization on the overall system availability. We describe a system reflecting the network architecture usually deployed in today’s data centres. The proposed system is modelled using Markov chains and fault trees. We compare the availabil...

  19. Inhabited Virtual Learning Worlds and Impacts on Learning Behaviors in Young School Learners

    Science.gov (United States)

    Lin, Chi-Syan; Chou, C. Candace; Kuo, Ming-Shiou

    2007-01-01

    The paper outlines a new paradigm and its underlying rationales for implementing networked learning environments that is emerging from new technologies such as multi-user platform, virtual worlds, virtual learning community, and intelligent agents. The proposed paradigm of the networked learning environments is described as inhabited virtual…

  20. A Model Supported Interactive Virtual Environment for Natural Resource Sharing in Environmental Education

    Science.gov (United States)

    Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S.

    2013-01-01

    This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…

  1. Design and Implementation of an Intelligent Virtual Environment for Improving Speaking and Listening Skills

    Science.gov (United States)

    Hassani, Kaveh; Nahvi, Ali; Ahmadi, Ali

    2016-01-01

    In this paper, we present an intelligent architecture, called intelligent virtual environment for language learning, with embedded pedagogical agents for improving listening and speaking skills of non-native English language learners. The proposed architecture integrates virtual environments into the Intelligent Computer-Assisted Language…

  2. Trading Agents

    CERN Document Server

    Wellman, Michael

    2011-01-01

    Automated trading in electronic markets is one of the most common and consequential applications of autonomous software agents. Design of effective trading strategies requires thorough understanding of how market mechanisms operate, and appreciation of strategic issues that commonly manifest in trading scenarios. Drawing on research in auction theory and artificial intelligence, this book presents core principles of strategic reasoning that apply to market situations. The author illustrates trading strategy choices through examples of concrete market environments, such as eBay, as well as abst

  3. Aplicación de Tecnologías Inteligentes para el Estudio de Conductas de Robots Móviles en Ambientes de Trabajo con Obstáculos Fijos

    Directory of Open Access Journals (Sweden)

    Alejandro Hossian

    2015-11-01

    Full Text Available La Inteligencia Artificial (IA encuentra sus raíces en distintos mitos y leyendas a lo largo de la historia de la humanidad. De manera tal que con el transcurso del tiempo, la IA se ha ido nutriendo de un variopinto espectro de tecnologías; las cuales han sido y siguen siendo de suma utilidad en distintas áreas disciplinares. A tal efecto, y este es el caso del presente artículo, corresponde citar el área de estudio de la navegación de robots móviles, cuyos tópicos de investigación constituyen un aporte sustancial en distintos sectores del desarrollo (industriales, medicinales, seguridad, aeroespacial, entre otros. El presente trabajo centra su análisis en el comportamiento que registran los robots móviles en ambientes de navegación estructurados, en los cuales los obstáculos permanecen fijos mientras el robot realiza las acciones requeridas por el usuario. Los primeros experimentos tuvieron como soporte la aplicación de las Tecnologías Inteligentes de las Redes Neuronales Artificiales (RNA, los cuales se focalizaron en la implementación del algoritmo de aprendizaje supervisado de retropropagación del error (backpropagation. Actualmente, y con el propósito de mejorar la performance del vehículo robótico con la tecnología aplicada, se realizan experimentos mediante la aplicación de algoritmos inteligentes de carácter deliberativo, los cuales se orientan hacia la planificación de las tareas que el robot debe realizar dentro de su entorno de operación.

  4. Enfoque de las organizaciones inteligentes en la implementación de nuevas técnicas de dirección en las pequeñas y medianas empresas (PYMEs

    Directory of Open Access Journals (Sweden)

    César A. Valecillos

    2007-01-01

    Full Text Available Este artículo tiene como propósito destacar los aportes que ofrece el Enfoque de las Organizaciones Inteligentes en relación al cambio y al manejo de las resistencias involucrados en la implementación de técnicas de dirección en las PYMES. El método empleado se basó en el análisis de planteamientos de autores de literatura vinculada con el tema. Entre los factores encontrados que operan negativamente para invertir en nuevas herramientas de dirección, cabe destacar: el enfoque de gestión tradicional que prevalece en el sistema de creencias de los propietarios, la cultura organizacional y el desconocimiento de una metodología adecuada para el diagnóstico y administración de los cambios implícitos en la implementación de nuevas tecnologías. Se concluye que entre las respuestas que ofrece el enfoque de las organizaciones inteligentes, resaltan: facilitar procesos de aprendizaje organizacional en el dueño y líderes para involucrar y crear los compromisos necesarios para modelar e impulsar las nuevas tecnologías, intervenir en el sistema humano cultural de manera que el cambio no se perciba como una amenaza sino como una oportunidad para el crecimiento personal y el desarrollo organizacional y considerar la metodología de análisis de flujos para el diagnóstico, planificación y seguimiento de los cambios asociados en la implementación.

  5. Affective Interaction with a Virtual Character through an fNIRS Brain-Computer Interface

    OpenAIRE

    Aranyi, Gabor; Pecune, Florian; Charles, Fred; Pelachaud, Catherine; Cavazza, Marc

    2016-01-01

    Affective brain-computer interfaces (BCI) harness Neuroscience knowledge to develop affective interaction from first principles. In this article, we explore affective engagement with a virtual agent through Neurofeedback (NF). We report an experiment where subjects engage with a virtual agent by expressing positive attitudes towards her under a NF paradigm. We use for affective input the asymmetric activity in the dorsolateral prefrontal cortex (DL-PFC), which has been previously found to be ...

  6. 9th KES Conference on Agent and Multi-Agent Systems : Technologies and Applications

    CERN Document Server

    Howlett, Robert; Jain, Lakhmi

    2015-01-01

    Agents and multi-agent systems are related to a modern software paradigm which has long been recognized as a promising technology for constructing autonomous, complex and intelligent systems. The topics covered in this volume include agent-oriented software engineering, agent co-operation, co-ordination, negotiation, organization and communication, distributed problem solving, specification of agent communication languages, agent privacy, safety and security, formalization of ontologies and conversational agents. The volume highlights new trends and challenges in agent and multi-agent research and includes 38 papers classified in the following specific topics: learning paradigms, agent-based modeling and simulation, business model innovation and disruptive technologies, anthropic-oriented computing, serious games and business intelligence, design and implementation of intelligent agents and multi-agent systems, digital economy, and advances in networked virtual enterprises. Published p...

  7. Virtual Data in CMS Production

    CERN Document Server

    Arbree, A; Bourilkov, D; Cavanaugh, R J; Graham, G; Katageri, S; Rodríguez, J; Voeckler, J; Wilde, M

    2003-01-01

    Initial applications of the GriPhyN Chimera Virtual Data System have been performed within the context of CMS Production of Monte Carlo Simulated Data. The GriPhyN Chimera system consists of four primary components: 1) a Virtual Data Language, which is used to describe virtual data products, 2) a Virtual Data Catalog, which is used to store virtual data entries, 3) an Abstract Planner, which resolves all dependencies of a particular virtual data product and forms a location and existence independent plan, 4) a Concrete Planner, which maps an abstract, logical plan onto concrete, physical grid resources accounting for staging in/out files and publishing results to a replica location service. A CMS Workflow Planner, MCRunJob, is used to generate virtual data products using the Virtual Data Language. Subsequently, a prototype workflow manager, known as WorkRunner, is used to schedule the instantiation of virtual data products across a grid.

  8. Towards virtual communities on the Web: Actors and audience

    NARCIS (Netherlands)

    Nijholt, A.; Naghdy, F.; Kurfess, F.; Ogata, H.; Szczerbicki, E.; Bothe, H.; Tianfield, H.

    2000-01-01

    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. Our environment models a theatre in our hometown. We discuss a

  9. Radioprotective Agents

    Directory of Open Access Journals (Sweden)

    Ilker Kelle

    2008-01-01

    Full Text Available Since1949, a great deal of research has been carried out on the radioprotective activity of various chemical substances. Thiol compounds, compounds which contain –SH radical, different classes of pharmacological agents and other compounds such as vitamine C and WR-2721 have been shown to reduce mortality when administered prior to exposure to a lethal dose of radiation. Recently, honey bee venom as well as that of its components melittin and histamine have shown to be valuable in reduction of radiation-induced damage and also provide prophylactic alternative treatment for serious side effects related with radiotherapy. It has been suggested that the radioprotective activity of bee venom components is related with the stimulation of the hematopoetic system.

  10. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

    Full Text Available Abstract Introduction: Library is one of the essential elements of universities which provide some important educational needs of students. Virtual education can not be exempted and virtual libraries are important support for virtual training programs. The purpose of this study is to evaluate the viewpoint of administrators and students in virtual education centers about the virtual library, its role and resources. Methods: This study was a descriptive survey. The research instrument was a researcher made questionnaire that its validity and reliability was confirmed. The study population consisted of 19 virtual training centers in Tehran city. Out of 19 centers, simple randomized sampling was done in five Centers. The sample size was 360 students. Data collection was conducted online and descriptive statistics using SPSS 18 and Excel software were used. Results: The results showed that viewpoints of administrators and students about the mission and services of virtual libraries in some cases were similar and in some cases were different. One of the administrators’ reasons for setting up a virtual learning system was lifelong learning, and lack of knowledge about virtual libraries was the reason for inadequate use of virtual libraries. The best format of virtual library from the administrators’ and students’ viewpoint, was portal document format (PDF. Conclusion: One of the most important function of a virtual library, is lifelong learning and empowering users to provide information and educational needs. The main reason for not setting up a virtual library is t lack of knowledge about it.

  11. Multi-agent based simulator with high fidelity virtual sensors

    NARCIS (Netherlands)

    Papp, Z.; Thean, A.H.C.; Elk, M.G. van; Dorrepaal, M.

    2003-01-01

    Nowadays the distributed implementation of measurement/data processing/control systems is gaining importance. This process is driven by application domain needs. Wide variety of applications (e.g. mobile-robotic, intelligent vehicle, autonomous-guided-vehicle systems) can be modelled as a collection

  12. Evolutionary Intelligence and Communication in Societies of Virtually Embodied Agents

    Science.gov (United States)

    Nguyen, Binh; Skabar, Andrew

    In order to overcome the knowledge bottleneck problem, AI researchers have attempted to develop systems that are capable of automated knowledge acquisition. However, learning in these systems is hindered by context (i.e., symbol-grounding) problems, which are caused by the systems lacking the unifying structure of bodies, situations and needs that typify human learning. While the fields of Embodied Artificial Intelligence and Artificial Life have come a long way towards demonstrating how artificial systems can develop knowledge of the physical and social worlds, the focus in these areas has been on low level intelligence, and it is not clear how, such systems can be extended to deal with higher-level knowledge. In this paper, we argue that we can build towards a higher level intelligence by framing the problem as one of stimulating the development of culture and language. Specifically, we identify three important limitations that face the development of culture and language in AI systems, and propose how these limitations can be overcome. We will do this through borrowing ideas from the evolutionary sciences, which have explored how interactions between embodiment and environment have shaped the development of human intelligence and knowledge.

  13. ATLAS Virtual Visits

    CERN Document Server

    Goldfarb, Steven; The ATLAS collaboration

    2015-01-01

    ATLAS Virtual Visits is a project initiated in 2011 for the Education & Outreach program of the ATLAS Experiment at CERN. Its goal is to promote public appreciation of the LHC physics program and particle physics, in general, through direct dialogue between ATLAS physicists and remote audiences. A Virtual Visit is an IP-based videoconference, coupled with a public webcast and video recording, between ATLAS physicists and remote locations around the world, that typically include high school or university classrooms, Masterclasses, science fairs, or other special events, usually hosted by collaboration members. Over the past two years, more than 10,000 people, from all of the world’s continents, have actively participated in ATLAS Virtual Visits, with many more enjoying the experience from the publicly available webcasts and recordings. We present an overview of our experience and discuss potential development for the future.

  14. Virtual-World Naturalism

    Directory of Open Access Journals (Sweden)

    Daniel Reynolds

    2010-07-01

    Full Text Available Sometimes a player will stray from the path described by a game, moving into new spaces, developing new possible modes of interaction, and often discovering the rougher edges of the game world, where physics models break down, textures become incongruous, and the pieces don’t quite fit together. Gameplay that seeks out these spaces and these phenomena, that searches for such clues to the underlying construction of the virtual environment, is a kind of virtual-world naturalism, at once a return to an investigative urge that has been subsumed to the exhaustive mapping and description of the real world and a form of resistance to the very idea of pre-defined paths of action, of externally imposed limits, in virtual worlds as well as in our own.

  15. First Indico Virtual Event

    CERN Document Server

    CERN. Geneva

    2014-01-01

    The first Indico virtual event will take place on February 4th 15:00 and will focus on two main topics The release of Indico v1.2 The migration of the OO Indico backend database (ZODB) to a more standard DBMS It will be fully virtual using the CERN Vidyo service and will foster discussions between developers and administrators of Indico servers worldwide. Connections to the virtual room will be open, but attendees are encouraged to register to the event, in order to be informed of any changes in the organisation if any. If you would like to add a topic of discussion or propose yourself a contribution, please let us know at indico-team@cern.ch. Connection to Vidyo Vidyo connection details are available here CERN Vidyo service documentation can be found here First-time users are encouraged to try the service before connecting to the real event

  16. Botiga virtual Cosmeticlandia

    OpenAIRE

    Muñoz Sorolla, Xavier

    2012-01-01

    Projecte que desenvolupa en l'arquitectura J2EE una aplicació de comerç electrònic virtual basat en una botiga de cosmètics amb accés per usuaris, gestió administrativa i cistell de la compra. Proyecto que desarrolla en la arquitectura J2EE una aplicación de comercio electrónico virtual basado en una tienda de cosméticos con acceso para usuarios, gestión administrativa y cesta de la compra.

  17. Droni e turismo virtuale

    OpenAIRE

    Valeria Minucciani; Gabriele Garnero

    2015-01-01

    Virtual tourism has been through at least three generations.The first is a special form of e-commerce, and no doubt it has much changed the way you plan your travel. Second generation of virtual tourism has exploited georeference: the user can know the services offered nearby and, with appropriate apps and augmented reality, receive information about places.An important contribution has been made in this field by social media (see Flickr, as well as Tripadvisor). The third generation of virtu...

  18. Applied virtual reality

    International Nuclear Information System (INIS)

    To reduce plant down time during irradiated fuel cell dismantling at Torness Power Station, a new visualisation technique has been used for the manipulator. Complex computer graphics packages were used to provide a ''Virtual Reality'' environment which allowed the Irradiated Fuel Dismantling Cell to be simulated. Significant cost savings have been achieved due to reductions in lost output. The virtual reality environment is at present being extended to the design and deployment of a new manipulator for in-vessel inspection of the boiler. (UK)

  19. The Virtual Future

    CERN Document Server

    Bainbridge, William Sims

    2011-01-01

    The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online gameworlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs thro

  20. Oftalmologia e realidade virtual

    Directory of Open Access Journals (Sweden)

    Jânio Araruna Carvalho

    2012-02-01

    Full Text Available OBJETIVO: Identificar como os simuladores estão sendo usados para ensino, treinamento, terapia e exames na medicina, com destaque para oftalmologia. A realidade virtual surgiu como uma ferramenta auxiliar no ensino e treinamento médico. Na oftalmologia, o progresso dessa técnica tem sido publicado em algumas revistas de saúde. Baseado nessas fontes, investigamos como a Oftalmologia tem interagido com a Realidade Virtual, essa ferramenta que veio para auxiliar o ensino da Medicina. MÉTODOS: Revisão sistemática de artigos das principais revistas, além de livros sobre o assunto entre 1995 e 2010. Revisamos a literatura publicada dos últimos quinze anos baseados em referências mencionadas em várias revistas, como exemplo podemos citar a Medical Education, Journal of the American College of Surgeon, Computers & Graphics, New England Journal of Medicine, Proceedingof the IEEE no período de 1990 a 2010. RESULTADOS: Após a revisão de 200 artigos encontrados sobre o tema educação médica e realidade virtual publicados em revistas nacionais e internacionais entre os anos de 1995 e 2010, percebemos as diferenças entre as áreas da medicina, no que se refere ao uso da realidade virtual (RV. Apenas 10 artigos explicitam com algum aprofundamento os simuladores oftalmológicos. CONCLUSÃO: A oftalmologia é uma das áreas que menos interagem com a realidade virtual, devido a dificuldades de montagem de imagens para serem aplicadas no simulador. Mas é uma das áreas que mais precisa, devido à delicadeza da estrutura de trabalho, olho humano. Assim, a Realidade Virtual (RV tem aparecido na otoscopia virtual e na formação dos atlas virtuais. Na cirurgia, os simuladores ainda são poucos, mas provavelmente será a área mais promissora, devido as vantagens do treinamento virtual. Assim, a RV tem surgido junto aos serious games, ensino e treinamento de oftalmologia, além de terapia de fobias.

  1. Autopoiesis in Virtual Organizations

    OpenAIRE

    Malgorzata PAMKOWSKA

    2008-01-01

    Virtual organizations continuously gain popularity because of the benefits created by them. Generally, they are defined as temporal adhocracies, project oriented, knowledge-based network organizations. The goal of this paper is to present the hypothesis that knowledge system developed by virtual organization is an autopoietic system. The term “autopoiesis†was introduced by Maturana for self-productive systems. In this paper, Wikipedia is described as an example of an autopoietic sys...

  2. Agent Community based Peer-to-Peer Information Retrieval

    Science.gov (United States)

    Mine, Tsunenori; Matsuno, Daisuke; Amamiya, Makoto

    This paper proposes an agent community based information retrieval method, which uses agent communities to manage and look up information related to users. An agent works as a delegate of its user and searches for information that the user wants by communicating with other agents. The communication between agents is carried out in a peer-to-peer computing architecture. In order to retrieve information related to a user query, an agent uses two histories : a query/retrieved document history(Q/RDH) and a query/sender agent history(Q/SAH). The former is a list of pairs of a query and retrieved documents, where the queries were sent by the agent itself. The latter is a list of pairs of a query and sender agents and shows ``who sent what query to the agent''. This is useful to find a new information source. Making use of the Q/SAH is expected to cause a collaborative filtering effect, which gradually creates virtual agent communities, where agents with the same interests stay together. Our hypothesis is that a virtual agent community reduces communication loads to perform a search. As an agent receives more queries, then more links to new knowledge are achieved. From this behavior, a ``give and take''(or positive feedback) effect for agents seems to emerge. We implemented this method with Multi-Agents Kodama which has been developed in our laboratory, and conducted preliminary experiments to test the hypothesis. The empirical results showed that the method was much more efficient than a naive method employing 'broadcast' techniques only to look up a target agent.

  3. Bridging humans via agent networks

    International Nuclear Information System (INIS)

    Recent drastic advance in telecommunication networks enabled the human organization of new class, teleorganization, which differ from any existing organization in that the organization which is easy to create by using telecommunication networks is virtual and remote, that people can join multiple organizations simultaneously, and that the organization can involve people who may not know each other. In order to enjoy the recent advance in telecommunication, the agent networks to help people organize themselves are needed. In this paper, an architecture of agent networks, in which each agent learns the preference or the utility functioin of the owner, and acts on behalf of the owner in maintaining the organization, is proposed. When an agent networks supports a human organization, the conventional human interface is divided into personal and social interfaces. The functionalities of the social interface in teleconferencing and telelearning were investigated. In both cases, the existence of B-ISDN is assumed, and the extension to the business meeting scheduling using personal handy phone (PHS) networks with personal digital assistant (PDA) terminals is expected. These circumstances are described. Mutual selection protocols (MSP) and their dynamic properties are explained. (K.I.)

  4. An agent framework for dynamic agent retraining: Agent academy

    OpenAIRE

    Mitkas, P.; A. Symeonidis; Kechagias, D.; Athanasiadis, I.N.; Laleci, G.; KURT, G.; Kabak, Y.; Acar, A.; Dogac, A.

    2004-01-01

    Agent Academy (AA) aims to develop a multi-agent society that can train new agents for specific or general tasks, while constantly retraining existing agents in a recursive mode. The system is based on collecting information both from the environment and the behaviors of the acting agents and their related successes/failures to generate a body of data, stored in the Agent Use Repository, which is mined by the Data Miner module, in order to generate useful knowledge about the application domai...

  5. Robótica inteligente

    OpenAIRE

    Delgado, Alberto

    2010-01-01

    El artículo muestra cómo el comportamiento y estructura de los organismos biológicos están influyendo en el desarrollo de nuevos tipos de máquinas como: robots programables, robots BEAM y robots cibernéticos. En los robots programables se incorporan algoritmos que aprenden y resuelven problemas de cierta complejidad. Los robots BEAM toman los insectos como modelo de éxito evolutivo y los robots cibernéticos incorporan dispositivos electromecánicos en seres vivos.

  6. Virtual water: Virtuous impact? : the unsteady state of virtual water

    NARCIS (Netherlands)

    Roth, D.; Warner, J.F.

    2008-01-01

    Virtual water,” water needed for crop production, is now being mainstreamed in the water policy world. Relying on virtual water in the form of food imports is increasingly recommended as good policy for water-scarce areas. Virtual water globalizes discussions on water scarcity, ecological sustainab

  7. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    Realistic Virtual View Visualization is a new field of research which has received increasing attention in recent years. It is strictly related to the increased popularity of virtual reality and the spread of its applications, among which virtual photography and cinematography. The use of compute...

  8. DESIGN OF A SOFTWARE AGENT FOR BUSINESS GAMING SIMULATION

    Institute of Scientific and Technical Information of China (English)

    Yuji SHINODA; Mina RYOKE; Takao TERANO; Yoshiteru NAKAMORI

    2006-01-01

    This paper introduces a software agent as a virtual player of the business game called Bakery Game.The business game is a tool to understand business and management principles through experience in a virtual world. In order to construct software agents for the gaming simulation, which is able to participate in a game and become human players' worthy rival, we combine a simple model that considers the property of Bakery Game with a strategy adjustment model. The agent has so-called strategy parameters that are updated through the experience. The agent changes his strategy depending on particular situation. The agent participates in the game that is regenerated from log data in various situations.

  9. Virtual Crowds Methods, Simulation, and Control

    CERN Document Server

    Pelechano, Nuria; Allbeck, Jan

    2008-01-01

    There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline o

  10. Exploiting Reputation in Distributed Virtual Environments

    CERN Document Server

    Quattrociocchi, Walter

    2011-01-01

    The cognitive research on reputation has shown several interesting properties that can improve both the quality of services and the security in distributed electronic environments. In this paper, the impact of reputation on decision-making under scarcity of information will be shown. First, a cognitive theory of reputation will be presented, then a selection of simulation experimental results from different studies will be discussed. Such results concern the benefits of reputation when agents need to find out good sellers in a virtual market-place under uncertainty and informational cheating.

  11. Universidades virtuales: ¿aprendizaje real?

    OpenAIRE

    Valenzuela González, Jaime Ricardo

    2015-01-01

    1. Introducción; 2. Modalidades educativas; 3. Concepto y características de las universidades virtuales; 4. Un modelo de universidad virtual; 5. Universidades virtuales ¿aprendizaje real?; 6. Tensiones de las universidades virtuales; 7. Referencias

  12. Virtual worlds in computing education

    OpenAIRE

    Crellin, Jonathan; Duke-Williams, Emma; Chandler, Jane; Collinson, Timothy

    2009-01-01

    This paper reports on the use of a virtual world (Second Life) in computing education,and identifies the precursors of current virtual world systems. The paper reviews the potential for virtual worlds as tools in computing education. It describes three areas where Second Life has been used in computing education: as a development environment; as a collaboration tool, and to provide a environment for simulation. The benefits of virtual worlds for computing education (with a particular emphasis...

  13. Corporate Training in Virtual Worlds

    OpenAIRE

    Charles Nebolsky; Nicholas K. Yee; Valery A. Petrushin; Anatole V. Gershman

    2004-01-01

    This paper presents virtual training worlds that are relatively low-cost distributed collaborative learning environments suitable for corporate training. A virtual training world allows a facilitator, experts and trainees communicating and acting in the virtual environment for practicing skills during collaborative problem solving. Using these environments is beneficial to both trainees and corporations. Two system prototypes – the sales training and the leadership training virtual worl...

  14. Virtual Jupiter - Real Learning

    Science.gov (United States)

    Ruzhitskaya, Lanika; Speck, A.; Laffey, J.

    2010-01-01

    How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses’ requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a 3D virtual environment created especially for them to learn Kepler's and Newton's laws, eclipses, parallax, and other concepts in astronomy. The virtual world of Jupiter system is a unique 3D environment that allows students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The virtual learning environment let students to work individually or collaborate with their teammates. The 3D world is also a great opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of 3D environment is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3-dimensional environment.

  15. Virtual manufacturing in reality

    Science.gov (United States)

    Papstel, Jyri; Saks, Alo

    2000-10-01

    SMEs play an important role in manufacturing industry. But from time to time there is a shortage in resources to complete the particular order in time. Number of systems is introduced to produce digital information in order to support product and process development activities. Main problem is lack of opportunity for direct data transition within design system modules when needed temporary extension of design capacity (virtuality) or to implement integrated concurrent product development principles. The planning experience in the field is weakly used as well. The concept of virtual manufacturing is a supporting idea to solve this problem. At the same time a number of practical problems should be solved like information conformity, data transfer, unified technological concepts acceptation etc. In the present paper the proposed ways to solve the practical problems of virtual manufacturing are described. General objective is to introduce the knowledge-based CAPP system as missing module for Virtual Manufacturing in the selected product domain. Surface-centered planning concept based on STEP- based modeling principles, and knowledge-based process planning methodology will be used to gain the objectives. As a result the planning module supplied by design data with direct access, and supporting advising environment is expected. Mould producing SME would be as test basis.

  16. Experiments in Virtual Supervision.

    Science.gov (United States)

    Walker, Rob

    This paper examines the use of First Class conferencing software to create a virtual culture among research students and as a vehicle for supervision and advising. Topics discussed include: computer-mediated communication and research; entry to cyberculture, i.e., research students' induction into the research community; supervision and the…

  17. Laboratorio virtual visual

    OpenAIRE

    Torres Medina, Fernando

    2010-01-01

    Presentación del Laboratorio Virtual Visual destinado a la simulación de algoritmos de visión artificial y procesamiento de imágenes desarrollado en el Grupo de Automática, Robótica y Visión Artificial de la Universidad de Alicante.

  18. Virtual Inquiry Experiences

    Science.gov (United States)

    Harlow, Danielle; Nilsen, Katy

    2011-01-01

    Children in classrooms and scientists in laboratories engage in similar activities: they observe, ask questions, and try to explain phenomena. Video conferencing technology can remove the wall between the classroom and the laboratory, bringing children and scientists together. Virtual experiences and field trips can provide many of the benefits of…

  19. CMS Virtual Tour Greece

    CERN Document Server

    CERN. Geneva

    2014-01-01

    More than 500 high-school students from 7 locations in Greece visit virtually the CMS experiment. Read more about this record-breaking event here: http://home.web.cern.ch/students-educators/updates/2014/02/students-visit-heart-cms-detector

  20. War Games Go Virtual

    Science.gov (United States)

    Carlson, Scott

    2006-01-01

    This article describes how researchers work with military to create the next generation of training technology. This article also describes the features of Flatworld, a virtual military training technology. Flatworld is one of many projects under development at the Institute for Creative Technologies, a research group that is supported primarily…

  1. Virtual Compton Scattering

    Energy Technology Data Exchange (ETDEWEB)

    Helene Fonvieille

    2003-05-01

    Virtual Compton Scattering off the proton: {gamma}^+p --> {gamma}p is a new field of investigation of nucleon structure. Several dedicated experiments have been performed at low c.m. energy and various momentum transfers, yielding specific information on the proton. This talk reviews the concept of nucleon Generalized Polarizabilities and the present experimental status.

  2. Navigation in virtual environments

    Science.gov (United States)

    Arthur, Erik; Hancock, Peter A.; Telke, Susan

    1996-06-01

    Virtual environments show great promise in the area of training. ALthough such synthetic environments project homeomorphic physical representations of real- world layouts, it is not known how individuals develop models to match such environments. To evaluate this process, the present experiment examined the accuracy of triadic representations of objects having learned them previously under different conditions. The layout consisted of four different colored spheres arranged on a flat plane. These objects could be viewed in either a free navigation virtual environment condition (NAV) or a single body position virtual environment condition. The first condition allowed active exploration of the environment while the latter condition allowed the participant only a passive opportunity to observe form a single viewpoint. These viewing conditions were a between-subject variable with ten participants randomly assigned to each condition. Performance was assessed by the response latency to judge the accuracy of a layout of three objects over different rotations. Results showed linear increases in response latency as the rotation angle increased from the initial perspective in SBP condition. The NAV condition did not show a similar effect of rotation angle. These results suggest that the spatial knowledge acquisition from virtual environments through navigation is similar to actual navigation.

  3. Virtual Museum Learning

    Science.gov (United States)

    Prosser, Dominic; Eddisford, Susan

    2004-01-01

    This paper examines children's and adults' attitudes to virtual representations of museum objects. Drawing on empirical research data gained from two web-based digital learning environments. The paper explores the characteristics of on-line learning activities that move children from a sense of wonder into meaningful engagement with objects and…

  4. Virtual First Impressions

    Science.gov (United States)

    Bergren, Martha Dewey

    2005-01-01

    Frequently, a nurse's first and only contact with a graduate school, legislator, public health official, professional organization, or school nursing colleague is made through e-mail. The format, the content, and the appearance of the e-mail create a virtual first impression. Nurses can manage their image and the image of the profession by…

  5. Virtual Environments 2005

    DEFF Research Database (Denmark)

    This book contains the proceedings of the joint 9th International Immersive Projection Technologies Workshop and the 11th EUROGRAPHICS Virtual Environments Workshop (IPTEGVE). The event was held in Aalborg, Denmark the 6. and 7. October 2005. It was organized at the VR Media Lab, Aalborg University...

  6. Virtually enhanced sculpture

    OpenAIRE

    Meden, Blaž; Jeršan , Blaž; Rajar, Gorazd; Solina, Franc

    2015-01-01

    The article describes how a simulation environment for pro- jecting virtual water droplets trickling over slanted surfaces was imple- mented. The motivation for this work was to enrich a stone sculpture by introducing a dynamic dimension into the usual static environment. The 3D shape of the projection surface on the sculpture was captured by the Kinect range scanner.

  7. Virtual temporal bone

    Institute of Scientific and Technical Information of China (English)

    QIU Ming-guo; ZHANG Shao-xiang; LIU Zheng-jin; TAN Li-wen; WANG Yu-su; DENG Jun-hui; TANG Ze-sheng

    2002-01-01

    Objective:To provide the virtual model of the temporal bone for improving 3-dimension (3D) visualization of the inner ear. Methods: Plastination technique was used to make equidistant serial thin sections 1.0 mm in thickness. On SGI workstation, a Contours+Marching Cubes algorithm was selected to reconstruct the temporal bone and intratemporal structures in 3D, then to view the middle ear, inner ear, and intratemporal structures which imitate the scenes observed by the traditional endoscopy. Results: The virtual model of the temporal bone was successfully constructed, with all reconstructed structures being represented individually or jointly and being rotated continuously in any plane. Virtual endoscopy improved 3D visualization of the middle ear, inner ear, and intratemporal structures. Conclusion: The reconstructed model can be used for the medical students to rehearse or review the surgeries on this part and for the surgeons to develop a new approach for operation. Virtual otoscopy stands as a promising new visualization technique for elucidating the structure and relation of the middle ear, inner ear, and intratemporal structures.

  8. The Virtual Classroom.

    Science.gov (United States)

    Roach, Ronald

    1997-01-01

    Increasingly, college teachers and instructional designers are exploring use of the technology of virtual reality to enhance student learning in math, science, and the social sciences. It is found particularly useful for teaching psychomotor skills and may have potential to make scientific concepts and abstract subjects more accessible to…

  9. Leading Virtual Teams: Three Cases

    Science.gov (United States)

    Johnson, James R.; Jeris, Laurel

    2004-01-01

    This study investigated virtual team members' and leaders' perceptions of the role of the leader, and hindering and helping forces within virtual teams and their host organizations for developing leaders of such teams. It addresses the expressed need of virtual team leaders for the field of HRD to guide leadership development for this emerging…

  10. Virtual Worlds in Computing Education

    Science.gov (United States)

    Crellin, Jonathan; Duke-Williams, Emma; Chandler, Jane; Collinson, Timothy

    2009-01-01

    This article reports on the use of a virtual world ("Second Life") in computing education, and identifies the precursors of current virtual world systems. The article reviews the potential for virtual worlds as tools in computing education. It describes two areas where "Second Life" has been used in computing education: as a development…

  11. World Reaction to Virtual Space

    Science.gov (United States)

    1999-01-01

    DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.

  12. Ethnography in a Virtual World

    Science.gov (United States)

    Shumar, Wesley; Madison, Nora

    2013-01-01

    This article situates the discussion of virtual ethnography within the larger political/economic changes of twenty-first century consumer capitalism and suggests that increasingly our entire social world is a virtual world and that there were very particular utopian and dystopian framings of virtual community growing out of that history. The…

  13. Virtual Reality in the Classroom.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1993-01-01

    Considers the concept of virtual reality; reviews its history; describes general uses of virtual reality, including entertainment, medicine, and design applications; discusses classroom uses of virtual reality, including a software program called Virtus WalkThrough for use with a computer monitor; and suggests future possibilities. (34 references)…

  14. Team Development of Virtual Teams

    Science.gov (United States)

    Kim, Sooyoung

    2004-01-01

    Advanced technologies, globalization, the competitiveness of business, flexible working practices, and other rapid changes in the nature of work have all led to the booming of "virtual teams." This paper will provide an overview of virtual teams, including a description of their emergence, a definition and typology of the term "virtual team," an…

  15. 10th KES Conference on Agent and Multi-Agent Systems : Technologies and Applications

    CERN Document Server

    Chen-Burger, Yun-Heh; Howlett, Robert; Jain, Lakhmi

    2016-01-01

    The modern economy is driven by technologies and knowledge. Digital technologies can free, shift and multiply choices, often intruding on the space of other industries, by providing new ways of conducting business operations and creating values for customers and companies. The topics covered in this volume include software agents, multi-agent systems, agent modelling, mobile and cloud computing, big data analysis, business intelligence, artificial intelligence, social systems, computer embedded systems and nature inspired manufacturing, etc. that contribute to the modern Digital Economy. This volume highlights new trends and challenges in agent, new digital and knowledge economy research and includes 28 papers classified in the following specific topics: business process management, agent-based modeling and simulation, anthropic-oriented computing, learning paradigms, business informatics and gaming, digital economy, and advances in networked virtual enterprises. Published papers were selected for presentatio...

  16. A Review on Virtual Reality

    Directory of Open Access Journals (Sweden)

    Pallavi Halarnkar

    2012-11-01

    Full Text Available Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and with a learning perspective. In this review paper, we present our survey about virtual reality: the levels of virtual reality, the components used, the factors affecting the virtual environment, its origin, future and the challenges to overcome in order to obtain an impeccable virtual reality experience.

  17. The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments

    Science.gov (United States)

    Jones, Greg; Warren, Scott

    2009-01-01

    Using video games, virtual simulations, and other digital spaces for learning can be a time-consuming process; aside from technical issues that may absorb class time, students take longer to achieve gains in learning in virtual environments. Greg Jones and Scott Warren describe how intelligent agents, in-game characters that respond to the context…

  18. Virtual Class Support at the Virtual Machine Level

    DEFF Research Database (Denmark)

    Nielsen, Anders Bach; Ernst, Erik

    2009-01-01

    This paper describes how virtual classes can be supported in a virtual machine.  Main-stream virtual machines such as the Java Virtual Machine and the .NET platform dominate the world today, and many languages are being executed on these virtual machines even though their embodied design choices...... conflict with the design choices of the virtual machine.  For instance, there is a non-trivial mismatch between the main-stream virtual machines mentioned above and dynamically typed languages.  One language concept that creates an even greater mismatch is virtual classes, in particular because fully...... general support for virtual classes requires generation of new classes at run-time by mixin composition.  Languages like CaesarJ and ObjectTeams can express virtual classes restricted to the subset that does not require run-time generation of classes, because of the restrictions imposed by the Java...

  19. Virtual team collaboration

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Ngwenyama, Ojelanki

    2009-01-01

    as the foundation for building shared meaning at three levels. Also we investigate communication breakdowns that can be attributed to differences in lifeworld structures, organizational structures, and work process structures within a virtual team. We find that all communication breakdowns are manifested...... and experienced by the participants at the work process level; however, resolving breakdowns may require critical reflection at other levels. Where previous research argues that face-to-face interaction is an important variable for virtual team performance, our empirical observations reveal that communication......Managing international teams with geographically distributed participants is a complex task. The risk of communication breakdowns increases due to cultural and organizational differences grounded in the geographical distribution of the participants. Such breakdowns indicate general...

  20. Virtual images and billiards

    CERN Document Server

    Moore, J Christopher; Thompson, Cody V

    2011-01-01

    Students in introductory physics courses struggle to understand virtual image formation by a plane mirror and the proper construction of ray diagrams. This difficulty, if not sufficiently addressed, results in further problems throughout the study of geometric optics. Specifically, students fail to apply proper graphical representation of light rays during investigations of the formation of real images by converging lenses and concave mirrors. We present a guided-inquiry activity based on the research-verified Physics by Inquiry text that incorporates a small and inexpensive billiards table, with billiard balls acting as "light". In this way, we approach the abstract concept of virtual images by relation to the concrete concept of physical reflection.

  1. Material and Virtuality

    DEFF Research Database (Denmark)

    Kruse Aagaard, Anders

    2015-01-01

    world and a physical world can interchange. The paper suggest an approach where an overlapping of virtuality and the tangible material output from digital fabrication machines create a method of using materialisation tools as instruments to connect the reality of materials and to an exploring process....... In this paper investigations in sheet steel form a substance of concrete experiments. The experiments set up shuttling processes in between different domains. Through those processes connections and intermingling between information from digital drawing and materiality is created. The dialogues established...... through these experiments is both tangible and directly connected to real actions in digital drawing or material processing but also the base for theoretical contemplations of the relation between virtual and actual and control and uncertainty....

  2. Applied virtual reality

    International Nuclear Information System (INIS)

    An early experience in deploying a manipulator to the Irradiated Fuel Dismantling Cell at Torness Power Station, quickly highlighted that special visualisation techniques were required to achieve a successful deployment and reduce plant system down time. This visualisation was later realised through the IGRIP software pakcage operating on a Silicon Graphics computing engine, which provides a 'Non-Immersive' Virtual Reality environment. Within this environment, models of the Irradiated Fuel Dismantling cell were generated along with a model of the manipulator, allowing manipulator deployment to the Irradiated Fuel Dismantling Cell be modelled. It is estimated that the first use of this new environment provided a significant saving to Scottish Nuclear in potential lost output. The use of this virtual reality environment is currently being extended into the design and deployment of a new manipulator for Torness in vessel inspection, the Boiler Inspection Manipulator. (author)

  3. The virtual knife

    DEFF Research Database (Denmark)

    Hansen, Mads Fogtmann

    Since post World War II and until 2008 the Danish pig producing industry (DPPI) has been in a continuing state of growth. In spite of an ever fiercer competition DPPI has managed to protect its position as export leader by maintaining a focus on research and development. Today, DPPI is in a state...... and order books. The Danish Meat Research Institute (DMRI) is currently constructing a representative database of virtual representations of pigs using X-ray Computed Tomography (CT). The database will serve as the foundation for the diversity modeling of pigs and for extracting predictors of quality...... and optimal use. This thesis integrates well-known techniques from the medical image analysis into the development of tools for automated analysis of the morphology of pigs. E.g. elastic image matching has been applied to establish spatial correspondence between the virtual representations of pigs...

  4. Cuenca, realidad virtual

    Directory of Open Access Journals (Sweden)

    Concepción Rodríguez Ruza

    2012-11-01

    Full Text Available This project, Cuenca, realidad virtual, was created so that the key periods of the historical evolution of Cuenca could be explained, where the Islamic Cuenca, Christian Cuenca and Cuenca in the 18th Century are comprised. The reconstruction of these different ages is represented by different routes through a threedimensional environment by means of this application .In order to be put into practice, 3D geometries, 3D polygon models, texturin, 3D illumination and threedimensional geometries animation of all of these elements have been implemented. Virtual visits are introduced by some texts, hearings, plans, archive and current pictures. These routes allow the visitor to get to know the past of this town through a recreational and easy going method

  5. The Herbert Virtual Museum

    Directory of Open Access Journals (Sweden)

    Panagiotis Petridis

    2013-01-01

    Full Text Available In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.

  6. Virtual private network (VPN)

    International Nuclear Information System (INIS)

    A virtual private network (VPN) is the essential security feature that allows remote monitoring systems to take advantage of the low communications cost of the internet. This paper introduces the VPN concept and summarizes the networking and security principles. The mechanics of security, for example, types of encryption and protocols for exchange of keys between partners, are explained. Important issues for partners in different countries include the interoperability and mutual accreditations of systems. (author)

  7. Medical Virtual Public Services

    OpenAIRE

    Iulia SURUGIU; Manole VELICANU

    2008-01-01

    The healthcare enterprises are very disconnected. This paper intends to propose a solution that will provide citizens, businesses and medical enterprises with improved access to medical virtual public services. Referred medical services are based on existing national medical Web services and which support medically required services provided by physicians and supplementary health care practitioners, laboratory services and diagnostic procedures, clinics and hospitals’ services. Requireme...

  8. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

    Full Text Available Virtual tourism has been through at least three generations.The first is a special form of e-commerce, and no doubt it has much changed the way you plan your travel. Second generation of virtual tourism has exploited georeference: the user can know the services offered nearby and, with appropriate apps and augmented reality, receive information about places.An important contribution has been made in this field by social media (see Flickr, as well as Tripadvisor. The third generation of virtual tourism even replaces the travel experience: first proposing visits in virtual worlds, then in the real world. That allows tourism to social classes that are excluded.The goal is to send in the real place an "avatar", that can perform what tourist wants. Some experiments have been recently performed with robots, here a visit by drones is proposed. In particular, indoor visits are difficult because it is necessary to re-create a microgeodetic reference system in a closed and confined environment, to allow remote control and to ensure the protection of the cultural property. It has also to be considered the issue of the size of the drone, its autonomy and shooting video (which must be 360 degrees and high definition.The real experience is irreplaceable, but this form of tourism can find many interesting applications and strengthen real tourism.In conclusion, we believe that not only this performances are now within the reach of our technical capabilities, but  they also represent an effective response to certain social and cultural issues. 

  9. Analysis Bitcoin virtual currency

    OpenAIRE

    Potužník, Jan

    2014-01-01

    The goal of the submitted thesis “Analysis Bitcoin virtual currency” is to analyze the first decentralized digital currency called Bitcoin and become an active member of the mining process. The thesis is also supposed to analyze different decentralized digital currencies that were created based on Bitcoin and compare these currencies to Bitcoin. The practical part of this bachelor thesis is focused on the detailed description of how to become an active member of the mining process and if mini...

  10. Play and virtuality

    Directory of Open Access Journals (Sweden)

    Svein Sando

    2010-07-01

    Full Text Available The similarities between virtuality and play are obvious, beginning with, for instance, the ubiquitous character of both. This paper deals with how insights from research on play can be used to enlighten our understanding of the ethical dimensions of activities in cyberspace, and vice versa. In particular, a central claim that play is beyond vice and virtue is debated and contested.http://dx.doi.org/10.5324/eip.v4i2.1762

  11. Virtual Radio Engine

    OpenAIRE

    Hossain, Riyadh

    2008-01-01

    Software Defined Radio (SDR) hardware platforms use parallel architectures. Current concepts of developing applications (such as WLAN) for these platforms are complex, because developers describe an application with hardware-specifics that are relevant to parallelism such as mapping and scheduling. To reduce this complexity, we have developed a new programming approach for SDR applications, called Virtual Radio Engine (VRE). VRE defines a language for describing applications, and a tool chain...

  12. Virtual nuclear weapons

    Energy Technology Data Exchange (ETDEWEB)

    Pilat, J.F.

    1997-08-01

    The term virtual nuclear weapons proliferation and arsenals, as opposed to actual weapons and arsenals, has entered in recent years the American lexicon of nuclear strategy, arms control, and nonproliferation. While the term seems to have an intuitive appeal, largely due to its cyberspace imagery, its current use is still vague and loose. The author believes, however, that if the term is clearly delineated, it might offer a promising approach to conceptualizing certain current problems of proliferation. The first use is in a reference to an old problem that has resurfaced recently: the problem of growing availability of weapon-usable nuclear materials in civilian nuclear programs along with materials made `excess` to defense needs by current arms reduction and dismantlement. It is argued that the availability of these vast materials, either by declared nuclear-weapon states or by technologically advanced nonweapon states, makes it possible for those states to rapidly assemble and deploy nuclear weapons. The second use has quite a different set of connotations. It is derived conceptually from the imagery of computer-generated reality. In this use, one thinks of virtual proliferation and arsenals not in terms of the physical hardware required to make the bomb but rather in terms of the knowledge/experience required to design, assemble, and deploy the arsenal. Virtual weapons are a physics reality and cannot be ignored in a world where knowledge, experience, materials, and other requirements to make nuclear weapons are widespread, and where dramatic army reductions and, in some cases, disarmament are realities. These concepts are useful in defining a continuum of virtual capabilities, ranging from those at the low end that derive from general technology diffusion and the existence of nuclear energy programs to those at the high end that involve conscious decisions to develop or maintain militarily significant nuclear-weapon capabilities.

  13. Immersive Virtual Product Development

    Institute of Scientific and Technical Information of China (English)

    2002-01-01

    Immersive virtual product development is a new desi gn , developing and evaluation method of integrated product and processing tragedie s, which using VR, multi-discipline simulation and scientific visualization tec hnologies. Users may have the experiences of being part of a cyberspace environm ent with the ability to navigate and manipulate objects which have properties an d behaviors that correspond to those of the real world objects. We present a fra mework and prototype system of an immerse VPD (IVPD) ...

  14. Volumetric Virtual Environments

    Institute of Scientific and Technical Information of China (English)

    HE Taosong

    2000-01-01

    Driven by fast development of both virtual reality and volume visualization, we discuss some critical techniques towards building a volumetric VR system, specifically the modeling, rendering, and manipulations of a volumetric scene.Techniques such as voxel-based object simplification, accelerated volume rendering,fast stereo volume rendering, and volumetric "collision detection" are introduced and improved, with the idea of demonstrating the possibilities and potential benefits of incorporating volumetric models into VR systems.

  15. Virtualization possibilities and principles

    OpenAIRE

    Pezl, Kamil

    2011-01-01

    The aim of the thesis is to propose a solution for the virtualisation and consolidation of server environments in small to medium companies using freeware software for the virtualisation and transfer of physical servers into a virtual environment. The thesis includes a description of selected freeware software - from a point of view of positives and negatives and justification of the concrete software selected. It follows on with the characteristics of the necessary hardware with regard to si...

  16. Agentes de control de vehículos autónomos en entornos urbanos y autovías

    OpenAIRE

    Pérez Rastelli, Joshué Manuel

    2012-01-01

    Las investigaciones realizadas en los últimos años en el campo de los sistemas de transporte inteligente (ITS) en sistemas de asistencia a la conducción (ADAS), infraestructuras inteligentes y conducción autónoma de vehículos han impulsado de manera decisiva la implantación de sistemas inteligentes en el transporte por carretera. Gracias a las investigaciones realizadas por diversos grupos y proyectos a nivel mundial, así como al desarrollo tecnológico de los últimos años, es posible encontra...

  17. Medical Virtual Public Services

    Directory of Open Access Journals (Sweden)

    Iulia SURUGIU

    2008-01-01

    Full Text Available The healthcare enterprises are very disconnected. This paper intends to propose a solution that will provide citizens, businesses and medical enterprises with improved access to medical virtual public services. Referred medical services are based on existing national medical Web services and which support medically required services provided by physicians and supplementary health care practitioners, laboratory services and diagnostic procedures, clinics and hospitals’ services. Requirements and specific rules of these medical services are considered, and personalization of user preferences will to be supported. The architecture is based on adaptable process management technologies, allowing for virtual services which are dynamically combined from existing national medical services. In this way, a comprehensive workflow process is set up, allowing for service-level agreements, an audit trail and explanation of the process to the end user. The process engine operates on top of a virtual repository, providing a high-level semantic view of information retrieved from heterogeneous information sources, such as national sources of medical services. The system relies on a security framework to ensure all high-level security requirements are met. System’s architecture is business oriented: it focuses on Service Oriented Architecture - SOA concepts, asynchronously combining Web services, Business Process Management – BPM rules and BPEL standards.

  18. Telerobotic virtual control system

    Science.gov (United States)

    Zhai, Shumin; Milgram, Paul

    1992-03-01

    A project to develop a telerobotic `virtual control' capability, currently underway at the University of Toronto, is described. The project centers on a new mode of interactive telerobotic control based on the technology of combining computer generated stereographic images with remotely transmitted stereoscopic video images. A virtual measurement technique, in conjunction with a basic level of digital image processing, comprising zooming, parallax adjustment, edge enhancement, and edge detection has been developed to assist the human operator in visualization of the remote environment and in spatial reasoning. The aim is to maintain target recognition, tactical planning, and high-level control functions in the hands of the human operator with the computer performing low-level computation and control. Control commands initiated by the operator are implemented through manipulation of a virtual image of the robot system, merged with a live video image of the remote scene. This paper discusses the philosophy and objectives of the project, with emphasis on the underlying human factor considerations in the design, and reports the progress made to date in this effort.

  19. The virtual articulator.

    Science.gov (United States)

    Bisler, A; Bockholt, U; Kordass, B; Suchan, M; Voss, G

    2002-01-01

    The virtual articulator (VA) is intended for use as a tool for the analysis fo the complex static and dynamic occlusal relations. Its chief application is in individual diagnosis and the simulation of the mechanical articulator. As entry data, the VA requires digital, 3-dimensional representations of the jaws and patient-specific data on jaw movement. It then simulates jaw movement and provides a dynamic visualization of the occlusal contacts. If no patient-specific data are available, the modus operandi of the mechanical articulator can be simulated. Virtual reality (VR) techniques applied in computer-aided diagnosis are revolutionizing medical routine in many disciplines. Particularly in the field of dental engineering, VR combined with CAD/CAM technology has great potential in implant planning and design in terms of greater precision and shorter treatment duration. The geometry of teeth can be digitized, the implant models can be designed with specialized CAD systems, and the final implants can be manufactured with a CNC machine. In this context, the virtual articulator completes the digital manufacturing process.

  20. Virtual blood bank

    Directory of Open Access Journals (Sweden)

    Kit Fai Wong

    2011-01-01

    Full Text Available Virtual blood bank is the computer-controlled, electronically linked information management system that allows online ordering and real-time, remote delivery of blood for transfusion. It connects the site of testing to the point of care at a remote site in a real-time fashion with networked computers thus maintaining the integrity of immunohematology test results. It has taken the advantages of information and communication technologies to ensure the accuracy of patient, specimen and blood component identification and to enhance personnel traceability and system security. The built-in logics and process constraints in the design of the virtual blood bank can guide the selection of appropriate blood and minimize transfusion risk. The quality of blood inventory is ascertained and monitored, and an audit trail for critical procedures in the transfusion process is provided by the paperless system. Thus, the virtual blood bank can help ensure that the right patient receives the right amount of the right blood component at the right time.

  1. Interacting agents in finance

    NARCIS (Netherlands)

    C. Hommes

    2008-01-01

    Interacting agents in finance represent a behavioural, agent-based approach in which financial markets are viewed as complex adaptive systems consisting of many boundedly rational agents interacting through simple heterogeneous investment strategies, constantly adapting their behaviour in response t

  2. Developing a Virtual Book – Material for Virtual Learning Environments

    OpenAIRE

    Morten Fahlvik; Anne Karin Larsen; Grete Oline Hole

    2007-01-01

    This article describes the process of, and considerations taken when Virtual Learning Materials were developed for an international study in Comparative Social Work arranged by the VIRCLASS project. The steps taken and the elements included in the Virtual Book – A Guide to Social Work in Europe are presented in details to inform others who are planning to make virtual learning materials. Students from 11 countries in Europe participated, and their reception of this material and learning outco...

  3. THE USE OF VIRTUAL ETHNOGRAPHY THE USE OF VIRTUAL ETHNOGRAPHY

    OpenAIRE

    Kadriye UZUN; C. Hakan AYDIN

    2012-01-01

    3D virtual worlds can and have been used as a meeting place for distance education courses. Virtual worlds allow for group learning of the kind enjoyed by students gathered in a virtual classroom, where they know they are in a communal space, they are aware of the social process of learning and are affected by the presence and behaviour of their fellow students and tutor.Traditional ethnography has been adjusted to virtual environments and much research on this issue has been carried out unde...

  4. Virtual Reality and Special Needs

    Directory of Open Access Journals (Sweden)

    Tara L. Jeffs

    2009-01-01

    Full Text Available The use of virtual environments for special needs is as diverse as the field of Special Educationitself and the individuals it serves. Individuals with special needs often face challenges withattention, language, spatial abilities, memory, higher reasoning and knowledge acquisition.Research in the use of Virtual Learning Environments (VLE targets both cognition and behavior(Rizzo, et.al, 2001. Virtual environments encourage interactive learning and provide avariety of opportunities for the learner to have control over the learning process (Pantelidis,1993. Virtual reality technology is an exciting tool that involves a safe and supportive environmentto transfer knowledge between virtual and real worlds. Through such technology,individuals with special needs can look carefully at their own strengths, abilities, and learningpreferences in comparison to the required learning task and expected learning outcome. Thisarticle reviews relevant research that explores the use of virtual reality for individuals withspecial needs.

  5. Surgery applications of virtual reality

    Science.gov (United States)

    Rosen, Joseph

    1994-01-01

    Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.

  6. Virtual reality technology and applications

    CERN Document Server

    Mihelj, Matjaž; Beguš, Samo

    2014-01-01

    As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of diff...

  7. The ethnography of virtual reality

    Directory of Open Access Journals (Sweden)

    Gavrilović Ljiljana 1

    2004-01-01

    Full Text Available This paper discusses possible application of ethnographic research in the realm of virtual reality, especially in the relationship between cultures in virtual communities. This represents an entirely new area of ethnographic research and therefore many adjustments in the research design are needed for example, a development of a specific method of data gathering and tools for their verification. A virtual, cyber space is a version of social space more or less synchronous with it, but without the, "real", that is, physical presence of the people who create it. This virtual reality, defined and bounded by virtual space, is in fact real - and though we are not able to observe real, physical parameters of its existence, we can perceive its consequences. In sum, an innovative ethnographic research method is fully applicable for exploring the realm of virtual reality; in order to do so we need to expand, in addition to the new research design and methods, the field of science itself.

  8. Investigación en Progreso: Gestión de la Educación Superior en Contextos de Masividad Basada en Tecnologías Inteligentes de Transformación de Información

    Directory of Open Access Journals (Sweden)

    Laura Cecilia Diaz

    2014-08-01

    Full Text Available El propósito de esta investigación -tesis actualmente en desarrrollo para la Carrera de Doctorado en Administración y Política Públicas de la Universidad Nacional de Córdoba- es contribuir a facilitar la apropiación del conocimiento en Educación Superior en contextos de masividad. Se espera que esta contribución resulte novedosa, tanto en las interpretaciones sobre la información del estudiante que emerjan de las acciones previstas, como en la construcción de un diseño metodológico aplicable en las muy diversas prácticas de este escenario. La propuesta considera el uso de Tecnologías Inteligentes de Explotación de la Información y otras herramientas del campo de la Inteligencia Computacional para construir categorías y enriquecer teorías a la luz del Paradigma Interpretativo de investigación en las Ciencias Sociales. En particular, a partir de la experiencia piloto, se proporcionará un mejor conocimiento del estudiante de cursos masivos de esta Universidad en sus características socio-económicas y de rendimiento académico.

  9. Affective Interaction with a Virtual Character Through an fNIRS Brain-Computer Interface.

    Science.gov (United States)

    Aranyi, Gabor; Pecune, Florian; Charles, Fred; Pelachaud, Catherine; Cavazza, Marc

    2016-01-01

    Affective brain-computer interfaces (BCI) harness Neuroscience knowledge to develop affective interaction from first principles. In this article, we explore affective engagement with a virtual agent through Neurofeedback (NF). We report an experiment where subjects engage with a virtual agent by expressing positive attitudes towards her under a NF paradigm. We use for affective input the asymmetric activity in the dorsolateral prefrontal cortex (DL-PFC), which has been previously found to be related to the high-level affective-motivational dimension of approach/avoidance. The magnitude of left-asymmetric DL-PFC activity, measured using functional near infrared spectroscopy (fNIRS) and treated as a proxy for approach, is mapped onto a control mechanism for the virtual agent's facial expressions, in which action units (AUs) are activated through a neural network. We carried out an experiment with 18 subjects, which demonstrated that subjects are able to successfully engage with the virtual agent by controlling their mental disposition through NF, and that they perceived the agent's responses as realistic and consistent with their projected mental disposition. This interaction paradigm is particularly relevant in the case of affective BCI as it facilitates the volitional activation of specific areas normally not under conscious control. Overall, our contribution reconciles a model of affect derived from brain metabolic data with an ecologically valid, yet computationally controllable, virtual affective communication environment. PMID:27462216

  10. Diagnostic accuracy in virtual dermatopathology

    DEFF Research Database (Denmark)

    Mooney, E.; Kempf, W.; Jemec, G.B.E.;

    2012-01-01

    diagnostic accuracy of dermatopathologists and pathologists using photomicrographs vs. digitized images, through a self-assessment examination, and to elucidate assessment of virtual dermatopathology. Methods Forty-five dermatopathologists and pathologists received a randomized combination of 15 virtual...... slides and photomicrographs with corresponding clinical photographs and information in a self-assessment examination format. Descriptive data analysis and comparison of groups were performed using a chi-square test. Results Diagnostic accuracy in dermatopathology using virtual dermatopathology...

  11. Virtual Field Geologic Trip System

    Institute of Scientific and Technical Information of China (English)

    Jian Wang; Linfu Xue; Xiaojun Zhou

    2003-01-01

    Virtual Field Geologic Trip System (VFGTS) constructed by the technique of visualization can efficiently present geologic field information and widely used in the field of geologic education. This paper introduces the developing thinking of VFGTS and discusses the main implement processes. Building VFGTS mainly includes systemically gathering of field geological data, the building of virtual geological world, and displaying of virtual geologic world and human-computer interaction.

  12. Virtual learning: possibilities and realization

    OpenAIRE

    Nurassyl, Kerimbayev

    2013-01-01

    The virtual learning in University Education is the learning which is presented by set of integrated information and pedagogical technologies, in a process of interaction between subjects and objects as the virtual educational resources. This interaction characterize as the set of dialectically interconnected fields of human activity (intellectual, emotional and figurative, cultural, social). The virtual educational resources, possibility of their adaptation to student subjectivity, and reali...

  13. Virtual corporations, enterprise and organisation

    OpenAIRE

    Carmen RÃDUT

    2009-01-01

    Virtual organisation is a strategic paradigm that is centred on the use of information and ICT to create value. Virtual organisation is presented as a metamanagement strategy that has application in all value oriented organisations. Within the concept of Virtual organisation, the business model is an ICT based construct that bridges and integrates enterprise strategic and operational concerns. Firms try to ameliorate the impacts of risk and product complexity by forming alliances and partners...

  14. Virtual Reality and Special Needs

    OpenAIRE

    Tara L. Jeffs

    2009-01-01

    The use of virtual environments for special needs is as diverse as the field of Special Educationitself and the individuals it serves. Individuals with special needs often face challenges withattention, language, spatial abilities, memory, higher reasoning and knowledge acquisition.Research in the use of Virtual Learning Environments (VLE) targets both cognition and behavior(Rizzo, et.al, 2001). Virtual environments encourage interactive learning and provide avariety of opportunities for the ...

  15. Price Prediction in a Trading Agent Competition

    CERN Document Server

    Lochner, K M; Vorobeychik, Y; Wellman, M P; 10.1613/jair.1333

    2011-01-01

    The 2002 Trading Agent Competition (TAC) presented a challenging market game in the domain of travel shopping. One of the pivotal issues in this domain is uncertainty about hotel prices, which have a significant influence on the relative cost of alternative trip schedules. Thus, virtually all participants employ some method for predicting hotel prices. We survey approaches employed in the tournament, finding that agents apply an interesting diversity of techniques, taking into account differing sources of evidence bearing on prices. Based on data provided by entrants on their agents' actual predictions in the TAC-02 finals and semifinals, we analyze the relative efficacy of these approaches. The results show that taking into account game-specific information about flight prices is a major distinguishing factor. Machine learning methods effectively induce the relationship between flight and hotel prices from game data, and a purely analytical approach based on competitive equilibrium analysis achieves equal ac...

  16. Playful mediation and virtual sociality

    Directory of Open Access Journals (Sweden)

    Sihem NAJJAR

    2010-01-01

    Full Text Available As a space of sociability, virtual games, especially online role playing games, allow us to capture the interest of the playfulness in social life, but they are means by which users are able to experiment their relationship to others. The virtual games as a mediation device, constitute a "pretext" to forge friendships, develop love relationships, improve language skills, discover other cultures, etc. Based on a sociological survey of Tunisian Internet users (both sexes fans of virtual games we try to show how playful mediation is producing a multifaceted virtual sociality inherent in our contemporary societies.

  17. Constructing the Virtual Production Line

    Institute of Scientific and Technical Information of China (English)

    孙连胜; 宁汝新

    2003-01-01

    In order to study the constructing technology of virtual production line, the structure model of virtual production line was presented, and the object-oriented technique was used to establish its basic classes and relevant models, including solid model, behavior model and object-oriented Petri net based control model, and based on this, the constructing of virtual production line was realized. The application proved that the virtual production line had many good characteristics, such as visualization, interaction, multi-layer and reusability, and it's an efficient tool of analyzing and modeling for layout planning and rapidly reconfiguring of production line.

  18. Virtual corporations, enterprise and organisation

    Directory of Open Access Journals (Sweden)

    Carmen RÃDUT

    2009-06-01

    Full Text Available Virtual organisation is a strategic paradigm that is centred on the use of information and ICT to create value. Virtual organisation is presented as a metamanagement strategy that has application in all value oriented organisations. Within the concept of Virtual organisation, the business model is an ICT based construct that bridges and integrates enterprise strategic and operational concerns. Firms try to ameliorate the impacts of risk and product complexity by forming alliances and partnerships with others to spread the risk of new products and new ventures and to increase organisational competence. The result is a networked virtual organization.

  19. Botiga virtual "Som Moto"

    OpenAIRE

    Aguilera Ruiz, Francisco Javier

    2016-01-01

    En aquest treball de fi de carrera es porta a terme el desenvolupament de un projecte web, una botiga virtual dedicada a la comercialització de productes per motoristes: cascos, guants i jaquetes. Hi havia dos requisits principals que havia de complir el projecte, el primer era la usabilitat de la web, per a un client havia de ser molt fàcil fer qualsevol tipus d¿operació a la web, i el segon requisit era el de proporcionar al propietari de la web les eines necessàries per portar a terme un c...

  20. Analizar las interacciones virtuales

    Directory of Open Access Journals (Sweden)

    Luis Gómez Encinas

    2003-11-01

    Full Text Available El propósito de este artículo es abordar una serie de cuestiones relacionadas con las interacciones virtuales. En concreto, nos centraremos en el IRC, los comúnmente llamados chats, para a partir de una crítica a ciertos posicionamientos analíticos, expresar la necesidad de indagar en esa faceta del ciberespacio desde el punto de vista de las relaciones sociales. Nuevas relaciones sociales, que acontecen en un espacio nuevo, y que por tanto se desarrollan bajo reglas y motivaciones que desbordan los viejos esquemas de observación.

  1. Next Generation Virtual Observatories

    Science.gov (United States)

    Fox, P.; McGuinness, D. L.

    2008-12-01

    Virtual Observatories (VO) are now being established in a variety of geoscience disciplines beyond their origins in Astronomy and Solar Physics. Implementations range from hydrology and environmental sciences to solid earth sciences. Among the goals of VOs are to provide search/ query, access and use of distributed, heterogeneous data resources. With many of these goals being met and usage increasing, new demands and requirements are arising. In particular there are two of immediate and pressing interest. The first is use of VOs by non-specialists, especially for information products that go beyond the usual data, or data products that are sought for scientific research. The second area is citation and attribution of artifacts that are being generated by VOs. In some sense VOs are re-publishing (re-packaging, or generating new synthetic) data and information products. At present only a few VOs address this need and it is clear that a comprehensive solution that includes publishers is required. Our work in VOs and related semantic data framework and integration areas has lead to a view of the next generation of virtual observatories which the two above-mentioned needs as well as others that are emerging. Both of the needs highlight a semantic gap, i.e. that the meaning and use for a user or users beyond the original design intention is very often difficult or impossible to bridge. For example, VOs created for experts with complex, arcane or jargon vocabularies are not accessible to the non-specialist and further, information products the non-specialist may use are not created or considered for creation. In the second case, use of a (possibly virtual) data or information product (e.g. an image or map) as an intellectual artifact that can be accessed as part of the scientific publication and review procedure also introduces terminology gaps, as well as services that VOs may need to provide. Our supposition is that formalized methods in semantics and semantic web

  2. Mobile Virtual Private Networking

    Science.gov (United States)

    Pulkkis, Göran; Grahn, Kaj; Mårtens, Mathias; Mattsson, Jonny

    Mobile Virtual Private Networking (VPN) solutions based on the Internet Security Protocol (IPSec), Transport Layer Security/Secure Socket Layer (SSL/TLS), Secure Shell (SSH), 3G/GPRS cellular networks, Mobile IP, and the presently experimental Host Identity Protocol (HIP) are described, compared and evaluated. Mobile VPN solutions based on HIP are recommended for future networking because of superior processing efficiency and network capacity demand features. Mobile VPN implementation issues associated with the IP protocol versions IPv4 and IPv6 are also evaluated. Mobile VPN implementation experiences are presented and discussed.

  3. Curso virtual de epilepsia

    OpenAIRE

    García Orjuela, Jemmy Xiomara

    2011-01-01

    El curso virtual de epilepsia es una herramienta informática dirigida a los estudiantes de pregrado de medicina de la Universidad Nacional de Colombia de sexto y séptimo semestre, resultado de la experiencia de la Liga Central Contra la Epilepsia y el esfuerzo mancomunado de los docentes del Departamento de Medicina Interna con la Unidad de Neurología, sus residentes e internos, y su finalidad es facilitar el autoaprendizaje y complementar los conceptos en el área en mención. Siendo de acces...

  4. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft

    2013-01-01

    the standard sizes to fit a customized 2D or 3D mannequin before buying. (3) 3D camera and laser technologies which acquire 3D information of the costumer, enabling estimation of the body shape and measurements. Additionally, we conduct user studies to investigate the user behavior when buying clothes...... kinds: (1) virtual real-time 2D image/video techniques, where the consumer gets to superimpose the clothes on their real-time video to visualize themselves wearing the clothes. (2) 2D and 3D mannequins, where a web-application uses the body measurements provided by the customer, to superimpose...

  5. Intelligent skin: Real virtual

    OpenAIRE

    Bühlmann, Vera

    2006-01-01

    What will it feel like to live in a city, where houses court each other in springtime? The 'intelligent-skin' project investigates the potential of media-façades in terms of corporate communication: what does it mean to build houses out of bricks of mediality? What does it imply to say that communication literally takes place? The virtualization of housing through large sized media skins will introduce medial milieus into our urban spheres to come – they might seize to function as add-ons...

  6. Virtual Interactive Space (VIS)

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2015-01-01

    This paper shares code that enables the making of a Virtual Interactive Space (VIS) where the skin of the invisible active sensor area is dynamically responsive to the velocity of a limb e.g. hand. Used in proprioception training of movement the patch is at the core of the author’s Reafferentation...... concept, which takes advantage of human natural and unconscious capacity. The mapping of the patch to a sound (e.g. drum, thus realizing an ‘air-drum’) resulted in increased client engagement in physiotherapist-led movement training sessions. The paper also reflects on how a cable-less physical...

  7. The Virtual Monte Carlo

    CERN Document Server

    Hrivnacova, I; Berejnov, V V; Brun, R; Carminati, F; Fassò, A; Futo, E; Gheata, A; Caballero, I G; Morsch, Andreas

    2003-01-01

    The concept of Virtual Monte Carlo (VMC) has been developed by the ALICE Software Project to allow different Monte Carlo simulation programs to run without changing the user code, such as the geometry definition, the detector response simulation or input and output formats. Recently, the VMC classes have been integrated into the ROOT framework, and the other relevant packages have been separated from the AliRoot framework and can be used individually by any other HEP project. The general concept of the VMC and its set of base classes provided in ROOT will be presented. Existing implementations for Geant3, Geant4 and FLUKA and simple examples of usage will be described.

  8. Adapting Virtual Camera Behaviour

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2013-01-01

    In a three-dimensional virtual environment aspects such as narrative and interaction completely depend on the camera since the camera defines the player’s point of view. Most research works in automatic camera control aim to take the control of this aspect from the player to automatically gen......- erate cinematographic game experiences reducing, however, the player’s feeling of agency. We propose a methodology to integrate the player in the camera control loop that allows to design and generate personalised cinematographic expe- riences. Furthermore, we present an evaluation of the afore......- mentioned methodology showing that the generated camera movements are positively perceived by novice asnd intermediate players....

  9. Grids, Clouds and Virtualization

    CERN Document Server

    Cafaro, Massimo

    2011-01-01

    Research into grid computing has been driven by the need to solve large-scale, increasingly complex problems for scientific applications. Yet the applications of grid computing for business and casual users did not begin to emerge until the development of the concept of cloud computing, fueled by advances in virtualization techniques, coupled with the increased availability of ever-greater Internet bandwidth. The appeal of this new paradigm is mainly based on its simplicity, and the affordable price for seamless access to both computational and storage resources. This timely text/reference int

  10. Product Modeling Based on Knowledge Fusion in Virtual Environment

    Institute of Scientific and Technical Information of China (English)

    邹湘军; 孙健; 何汉武

    2004-01-01

    Following researches on the knowledge-based product design, product modeling based on knowledge fusion is studied in a virtual environment. Knowledge fusion is the energy sources of product innovation designs. Because a knowledge representation method is the main content of knowledge fusion, production rule way, semantic network, predicate, object-oriented and case-based representations are discussed. Using agents with object-oriented method, the knowledge can be represented as a set. The product knowledge set is divided into two subset: text knowledge and knowledge of engineering graphics that is a different form. Manipulation of the subset knowledge and fusion method is described. The paper also describes a six-tuple function in an agent data structure. A virtual environment computation model is proposed, and a practical example given.

  11. Agents, Believability and Embodiment in Advanced Learning Environments

    NARCIS (Netherlands)

    Nijholt, A.

    2001-01-01

    On the World Wide Web we see a growing number of general HCI interfaces, interfaces to educational or entertainment systems, interfaces to professional environments, etc., where an animated face, a cartoon character or a human-like virtual agent has the task to assist the user, to engage the user in

  12. Enhancing training by using agents with a theory of mind

    NARCIS (Netherlands)

    Harbers, M.; Bosch, K. van den; Meyer, J.J.C.

    2009-01-01

    Virtual training systems with intelligent agents are often used to prepare people who have to act in incidents or crisis situations. Literature tells that typical human mistakes in incidents and crises involve situations in which people make false assumptions about other people's knowledge or intent

  13. Implementation of lazy agents in the functional language EBG.

    OpenAIRE

    Clark, Tony

    1999-01-01

    EBG is a lazy functional programming language that compiles to the Java Virtual Machine Language. The aims of EBG are to provide the benefits of both FP and Java. This paper describes the design and implementation of agents in EBG that provides an interface to the underlying multi-processing facilities of Java.

  14. A virtual environment for simulation of radiological accidents

    International Nuclear Information System (INIS)

    A virtual environment is a computer environment, representative of a subset of the real world, and where models of the real world entities, process and events are included in a virtual (three-dimensional) space. Virtual environments are ideal tools for simulation of certain critical processes, such as radiological accidents, where human beings or properties can suffer irreversible or long term damages. Radiological accidents are characterized by the significant exposure to radiation of specialized workers and general public. The early detection of a radiological accident and the determination of its possible extension are essential factors for the planning of prompt answers and emergency actions. This paper proposes the integration of georeferenced representation of the three-dimensional space and agent-based models, with the objective to construct virtual environments that have the capacity to simulate radiological accidents. The three-dimensional georeferenced representations of space candidates are: 1) the spatial representation of traditional geographical information systems (GIS); 2) the representation adopted by Google Maps®. Adding agents to these spatial representations allow us to simulate radiological accidents, quantify the doses received by members of the public, obtain a possible spatial distribution of people contaminated, estimate the number of contaminated individuals, estimate the impact on the health-network, estimate environmental impacts, generate exclusion zones, build alternative scenarios and train staff to deal with radiological accidents. (author)

  15. Path branching in simulation of an intelligent object behavior in a virtual reality system

    Science.gov (United States)

    Mironov, Sergey F.

    2001-02-01

    Virtual reality systems gained a wide expansion nowadays. They appear as three-dimensional trainers and simulators, video games, various visualization systems, virtual www-spaces and so on. The area of applications for such systems is rapidly expanding that is supported first of all by a quick development of appropriate hardware and software tools. The main problem in the virtual reality systems is allowing a user to be effectively present in the space, navigate through it, and also to interact with the space, objects and characters (intelligent agents) embedded in the created synthetic space. One of the tasks raising on building the virtual reality system is creation of behavioral animation (or simply behavior) of intellectual agents. The behavior represents actions that are usually described with terms of natural speech, having social, psychological or physiological meanings that are not necessarily trivial in reducing to actual animation, i.e. to movement of effectors, skeleton etc.

  16. Integration of a Balanced Virtual Manikin in a Virtual Reality Platform aimed at Virtual Prototyping

    OpenAIRE

    Rennuit, Antoine; Micaelli, Alain; Merlhiot, Xavier; Andriot, Claude; Guillaume, François; Chevassus, Nicolas; Chablat, Damien; Chedmail, Patrick

    2005-01-01

    International audience The work presented here is aimed at introducing a virtual human controller in a virtual prototyping framework. After a brief introduction describing the problem solved in the paper, we describe the interest as for digital humans in the context of concurrent engineering. This leads us to draw a control architecture enabling to drive virtual humans in a real-time immersed way, and to interact with the product, through motion capture. Unfortunately, we show this control...

  17. Virtual Optical Comparator

    Energy Technology Data Exchange (ETDEWEB)

    Thompson, Greg

    2008-10-20

    The Virtual Optical Comparator, VOC, was conceived as a result of the limitations of conventional optical comparators and vision systems. Piece part designs for mechanisms have started to include precision features on the face of parts that must be viewed using a reflected image rather than a profile shadow. The VOC concept uses a computer generated overlay and a digital camera to measure features on a video screen. The advantage of this system is superior edge detection compared to traditional systems. No vinyl charts are procured or inspected. The part size and expensive fixtures are no longer a concern because of the range of the X-Y table of the Virtual Optical Comparator. Product redesigns require only changes to the CAD image overlays; new vinyl charts are not required. The inspection process is more ergonomic by allowing the operator to view the part sitting at a desk rather than standing over a 30 inch screen. The procurement cost for the VOC will be less than a traditional comparator with a much smaller footprint with less maintenance and energy requirements.

  18. Realidad Virtual: Potencial Educativo

    Directory of Open Access Journals (Sweden)

    Luz Santamaría Granados

    2013-08-01

    Full Text Available El grupo GIBRANT centró sus esfuerzos en la investigación de realidad virtual, al experimentar en el uso de herramientas del consorcio Web3D (VRML y X3D, para el diseño y modelamiento de mundos virtuales en 3D, así pudo evidenciar el trabajo de estudiantes y docentes en el proyecto USTA en 3D; como tambien en algunas prácticas de formación en colegios de educación media, que involucran el uso de TIC, en el desarrollo de competencias de ubicación espacial, trigonométrica y rotación de objetos; y la construcción de escenaios que afianzan el proceso de enseñanza - aprendizaje en cuanquier área del saber. Este articulo quiere hacer ver la facilidad y la potencialidad de las MTIC e invita a la comunidad de educacion básica y media a apropiarse de estas tecnologías para su propio beneficio.

  19. Curating Virtual Data Collections

    Science.gov (United States)

    Lynnes, C.; Ramapriyan, H.; Leon, A.; Tsontos, V. M.; Liu, Z.; Shie, C. L.

    2015-12-01

    NASA's Earth Observing System Data and Information System (EOSDIS) contains a rich set of datasets and related services throughout its many elements. As a result, locating all the EOSDIS data and related resources relevant to particular science theme can be daunting. This is largely because EOSDIS data's organizing principle is affected more by the way they are produced than around the expected end use.Virtual collections oriented around science themes can overcome this by presenting collections of data and related resources that are organized around the user's interest, not around the way the data were produced. Science themes can be: Specific applications (uses) of the data, e.g., landslide prediction Geophysical events (e.g., Hurricane Sandy) A specific science research problem Virtual collections consist of annotated web addresses (URLs) that point to data and related resource addresses, thus avoiding the need to copy all of the relevant data to a single place. These URL addresses can be consumed by a variety of clients, ranging from basic URL downloaders (wget, curl) and web browsers to sophisticated data analysis programs such as the Integrated Data Viewer. Eligible resources include anything accessible via URL: data files: data file URLs data subsets: OPeNDAP, webification or Web Coverage Service URLs data visualizations: Web Map Service data search results: OpenSearch Atom response custom analysis workflows: e.g., Giovanni analysis URL

  20. The Russian Virtual Observatory

    Science.gov (United States)

    Dluzhnevskaya, O. B.; Malkov, O. Yu.; Kilpio, A. A.; Kilpio, E. Yu.; Kovaleva, D. A.; Sat, L. A.

    The Russian Virtual Observatory (RVO) will be an integral component of the International Virtual Observatory (IVO). The RVO has the main goal of integrating resources of astronomical data accumulated in Russian observatories and institutions (databases, archives, digitized glass libraries, bibliographic data, a remote access system to information and technical resources of telescopes etc.), and providing transparent access for scientific and educational purposes to the distributed information and data services that comprise its content. Another goal of the RVO is to provide Russian astronomers with on-line access to the rich volumes of data and metadata that have been, and will continue to be, produced by astronomical survey projects. Centre for Astronomical Data (CAD), among other Russian institutions, has had the greatest experience in collecting and distributing astronomical data for more than 20 years. Some hundreds of catalogs and journal tables are currently available from the CAD repository. More recently, mirrors of main astronomical data resources (VizieR, ADS, etc) are now maintained in CAD. Besides, CAD accumulates and makes available for the astronomical community information on principal Russian astronomical resources.

  1. The virtual group identification process: a virtual educational community case.

    Science.gov (United States)

    Yu, Chia-Ping; Young, Mei-Lein

    2008-02-01

    Because the Internet provides an alternative forum for the social interaction of professional groups, understanding how these groups form as virtual communities (VCs) in cyberspace is crucial. In this study, we observe the social interactions of teachers belonging to the largest VC in Taiwan and analyze discourse on an important educational policy, using content analysis to ascertain how virtual group identity is established. Our primary findings show that among the seven identity categories characterizing professional virtual group identity, both alliance and kinship types of identities are the main forces behind the formation of a virtual group. In contrast, the affection, attachment, bonding, closeness, and nostalgia types of identities show minimal effect. Moreover, leadership of the virtual group plays a critical role in the group setting, and participants play a part in restoring a positive sense of self or in shaping the group identity as they encounter threats in this dynamic environment.

  2. PEGASE: A generic and adaptable intelligent system for virtual reality learning environments

    OpenAIRE

    BUCHE, Cédric; Bossard, Cyril; Querrec, Ronan; Chevaillier, Pierre

    2010-01-01

    International audience The context of this research is the creation of human learning environments using virtual reality. We propose the integration of a generic and adaptable intelligent tutoring system (Pegase) into a virtual environment. The aim of this environment is to instruct the learner, and to assist the instructor. The proposed system is created using a multi-agent system. This system emits a set of knowledge (actions carried out by the learner, knowledge about the field, etc.) w...

  3. Verification, Validation and Evaluation of the Virtual Human Markup Language (VHML)

    OpenAIRE

    Gustavsson, Camilla; Strindlund, Linda; Wiknertz, Emma

    2002-01-01

    Human communication is inherently multimodal. The information conveyed through body language, facial expression, gaze, intonation, speaking style etc. are all important components of everyday communication. An issue within computer science concerns how to provide multimodal agent based systems. Those are systems that interact with users through several channels. These systems can include Virtual Humans. A Virtual Human might for example be a complete creature, i.e. a creature with a whole bod...

  4. Virtual suspect William

    NARCIS (Netherlands)

    Bruijnes, Merijn; Akker, op den Rieks; Hartholt, Arno; Heylen, Dirk; Brinkman, Willem-Paul; Heylen, Dirk; Broekens, Joost

    2015-01-01

    We evaluate an algorithm which computes the responses of an agent that plays the role of a suspect in simulations of police interrogations. The algorithm is based on a cognitive model - the response model - that is centred around keeping track of interpersonal relations. The model is parametrized in

  5. Alice - The Virtual Secretary

    DEFF Research Database (Denmark)

    Hansen, Thomas K.

    2009-01-01

    of the primary ideas behind using animated agents is, quoting Wik and Granström (2007), to transform the well-known desktop metaphor of the PC, into a more human metaphor, thereby increasing the authenticity of our interaction with technology. At Knowledge Lab we have combined three different technologies...

  6. Virtual commissioning of automated micro-optical assembly

    Science.gov (United States)

    Schlette, Christian; Losch, Daniel; Haag, Sebastian; Zontar, Daniel; Roßmann, Jürgen; Brecher, Christian

    2015-02-01

    In this contribution, we present a novel approach to enable virtual commissioning for process developers in micro-optical assembly. Our approach aims at supporting micro-optics experts to effectively develop assisted or fully automated assembly solutions without detailed prior experience in programming while at the same time enabling them to easily implement their own libraries of expert schemes and algorithms for handling optical components. Virtual commissioning is enabled by a 3D simulation and visualization system in which the functionalities and properties of automated systems are modeled, simulated and controlled based on multi-agent systems. For process development, our approach supports event-, state- and time-based visual programming techniques for the agents and allows for their kinematic motion simulation in combination with looped-in simulation results for the optical components. First results have been achieved for simply switching the agents to command the real hardware setup after successful process implementation and validation in the virtual environment. We evaluated and adapted our system to meet the requirements set by industrial partners-- laser manufacturers as well as hardware suppliers of assembly platforms. The concept is applied to the automated assembly of optical components for optically pumped semiconductor lasers and positioning of optical components for beam-shaping

  7. Dynnikov coordinates on virtual braid groups

    CERN Document Server

    Bardakov, Valerij G; Wiest, Bert

    2011-01-01

    We define Dynnikov coordinates on virtual braid groups. We prove that they are faithful invariants of virtual 2-braids, and present evidence that they are also very powerful invariants for general virtual braids.

  8. Networked 3D Virtual Museum System

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    Virtual heritage has become increasingly important in the conservation, preservation, and interpretation of our cultural and natural history. Moreover, rapid advances in digital technologies in recent years offer virtual heritage new direction. This paper introduces our approach toward a networked 3D virtual museum system, especially, how to model, manage, present virtual heritages and furthermore how to use computer network for the share of virtual heritage in the networked virtual environment. This paper first addresses a 3D acquisition and processing technique for virtual heritage modeling and shows some illustrative examples. Then, this paper describes a management of virtual heritage assets that are composed by various rich media. This paper introduces our schemes to present the virtual heritages, which include 3D virtual heritage browser system, CAVE system, and immersive VR theater. Finally, this paper presents the new direction of networked 3D virtual museum of which main idea is remote guide of the virtual heritage using the mixed reality technique.

  9. Virtual Reality: The Promise of the Future.

    Science.gov (United States)

    Lanier, Jaron

    1992-01-01

    Defines virtual reality and describes the equipment or clothing necessary to achieve the illusion of being in a virtual world. Recent developments with this technology and current virtual reality applications are discussed, including experiential prototyping, telepresence, and educational applications. (MES)

  10. Virtual Realities and the Future of Text.

    Science.gov (United States)

    Marcus, Stephen

    1992-01-01

    Discusses issues surrounding virtual reality and "virtual books." Suggests that those who are exploring the territory of virtual realities are already helping to expand and enrich expectations and visions for integrating technology into reading and writing. (RS)

  11. Reconciling Virtual Classes with Genericity

    DEFF Research Database (Denmark)

    Ernst, Erik

    2006-01-01

    classes. As a result, a kind of type parameters have been introduced, but they are simple and only used where they excel. Conversely, final definitions of virtual classes have been re- moved from the language, thus making virtual classes more flexible. The result- ing language presents a clearer and more...

  12. The Power of Virtual Coaching

    Science.gov (United States)

    Rock, Marcia L.; Zigmond, Naomi P.; Gregg, Madeleine; Gable, Robert A.

    2011-01-01

    Amid budget cuts in U.S. public schools, the spotlight is on how to make less effective teachers more effective--fast. The authors describe virtual coaching--in which a coach interacts electronically with a teacher as a lesson unfolds--as a promising way to help teachers with weak teaching skills. Virtual coaching uses online and mobile technology…

  13. A Surgical Virtual Learning Environment

    NARCIS (Netherlands)

    Luursema, Jan-Maarten; Kommers, Piet

    2003-01-01

    A computer based Virtual Learning Environment is proposed for training and evaluating novice surgeons. Although this Virtual Learning Environments is thought to be useful in other learning situations as well, especially where knowledge of different complex procedures and the ability to correctly ass

  14. Telemedicine, virtual reality, and surgery

    Science.gov (United States)

    Mccormack, Percival D.; Charles, Steve

    1994-01-01

    Two types of synthetic experience are covered: virtual reality (VR) and surgery, and telemedicine. The topics are presented in viewgraph form and include the following: geometric models; physiological sensors; surgical applications; virtual cadaver; VR surgical simulation; telesurgery; VR Surgical Trainer; abdominal surgery pilot study; advanced abdominal simulator; examples of telemedicine; and telemedicine spacebridge.

  15. Enhancing Spiritualism in Virtual World

    Science.gov (United States)

    Dangwal, Kiran Lata; Singh, Shireesh Pal

    2012-01-01

    Spiritualism is one word which puts man on the highest plinth of life. Spirituality is the way we find meaning, hope, comfort and inner peace in life. Spirituality in the virtual World is generally known as Virtual Spirituality. A goldmine of wisdom from all kinds of religious and spiritual philosophies, traditions and practices can be found in…

  16. Virtuality and Reality in Science

    International Nuclear Information System (INIS)

    This book compiles eight contributions devoted to the topical question about the relation between virtuality and reality. In the theoretical frame of quantum and relativistic particle physics, the concept of virtuality is used according to its strict and precise meaning. In this context, particles are generally invented before their discovery. Some famous historical experiments which led to the postulation and then the discovery of new particles are mentioned. These examples are used to illustrate and to discuss the concept of virtuality as well as the physical reality of virtual processes. But, how can the concept of virtuality in other scientific fields be applied ? In order to answer this question, the concepts of virtuality and reality are discussed in other branches of physics as well as in other fields such as geophysics, cosmology and biology. Philosophical and sociological implications of virtual realities are also considered. Moreover, in relation to virtuality and reality, the connections between modeling, simulation and experimentation, their respective roles, the advantages and risks of their use are discussed (in relation to nuclear sciences and geophysical problems) (N.T.)

  17. The metaphors of virtual worlds

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    The analysis of recollections of experiencing two types of virtual worlds where the recollections were in the form of metaphors.......The analysis of recollections of experiencing two types of virtual worlds where the recollections were in the form of metaphors....

  18. Tactile displays in Virtual Environments

    NARCIS (Netherlands)

    Erp, J.B.F. van

    2001-01-01

    Virtual Reality (VR) technology allows the user to perceive and experience sensory contact with a nonphysical world. A complete Virtual Environment (VE) will provide this contact in all sensory modalities. However, even state-off-the-art VEs are often restricted to the visual modality only. The use

  19. The Virtual Intercultural Team Tool

    Science.gov (United States)

    Rus, Calin

    2010-01-01

    This article describes the Virtual Intercultural Team Tool (VITT) and discusses its processes and benefits. VIIT is a virtual platform designed with the aim of assisting European project teams to improve intercultural communication and build on their cultural diversity for effective implementation of their projects. It is a process-focused tool,…

  20. Geographical Information in Virtual Environments

    NARCIS (Netherlands)

    Loo, J. van; Lawick van Pabst, J. van

    1998-01-01

    We studied the combination of a Geographical Information System (GIS) and a Virtual Environment (VE). The goal was to establish a bi-directional link between a GIS and a virtual environment. The first step was to combine three types of data to build the 3D world and store it into the GIS: a digital