WorldWideScience

Sample records for grid-based collaborative virtual

  1. Grid Based Integration Technologies of Virtual Measurement System

    International Nuclear Information System (INIS)

    Zhang, D P; He, L S; Yang, H

    2006-01-01

    This paper presents a novel integrated architecture of measurement system for the new requirements of measurement collaboration, measurement resource interconnection and transparent access etc in the wide-area and across organization in the context of a grid. The complexity of integration on a grid arises from the scale, dynamism, autonomy, and distribution of the measurement resources. The main argument of this paper is that these complexities should be made transparent to the collaborative measurement, via flexible reconfigurable mechanisms and dynamic virtualization services. The paper is started by discussing the integration-oriented measurement architecture which provides collaborative measurement services to distributed measurement resources and then the measurement mechanisms are discussed which implements the transparent access and collaboration of measurement resources by providing protocols, measurement schedule and global data driven model

  2. Grid-based virtual clinic for medical diagnosis tutoring | Yatchou ...

    African Journals Online (AJOL)

    La réalisation visée est un outil collaboratif d\\'enseignement pour les médecins du terrain et les étudiants en médecine au sein d\\'une organisation virtuelle. The emerging grid-based technologies are increasingly adopted to enhance education and provide better learning services. This is characterized all over the world, ...

  3. A methodology toward manufacturing grid-based virtual enterprise operation platform

    Science.gov (United States)

    Tan, Wenan; Xu, Yicheng; Xu, Wei; Xu, Lida; Zhao, Xianhua; Wang, Li; Fu, Liuliu

    2010-08-01

    Virtual enterprises (VEs) have become one of main types of organisations in the manufacturing sector through which the consortium companies organise their manufacturing activities. To be competitive, a VE relies on the complementary core competences among members through resource sharing and agile manufacturing capacity. Manufacturing grid (M-Grid) is a platform in which the production resources can be shared. In this article, an M-Grid-based VE operation platform (MGVEOP) is presented as it enables the sharing of production resources among geographically distributed enterprises. The performance management system of the MGVEOP is based on the balanced scorecard and has the capacity of self-learning. The study shows that a MGVEOP can make a semi-automated process possible for a VE, and the proposed MGVEOP is efficient and agile.

  4. Toward Virtual Campuses: Collaborative Virtual Labs & Personalized Learning Services in a Real-Life Context

    OpenAIRE

    Tsekeridou, Sofia; Tiropanis, Thanassis; Christou, Ioannis; Vakilzadeh, Haleh

    2008-01-01

    Virtual campuses are gradually becoming a reality with the advances in e-learning and Web technologies, distributed systems and broadband communication, as well as the emerging needs of remote Universities for collaboration on offering common programs. The advances in grid-based distributed infrastructures have further significantly contributed to this fact providing optimized and real-time system performance and support for virtual communities even under synchronous distributed multi-user us...

  5. Rocinante, a virtual collaborative visualizer

    International Nuclear Information System (INIS)

    McDonald, M.J.

    1996-01-01

    With the goal of improving the ability of people around the world to share the development and use of intelligent systems, Sandia National Laboratories' Intelligent Systems and Robotics Center is developing new Virtual Collaborative Engineering (VCE) and Virtual Collaborative Control (VCC) technologies. A key area of VCE and VCC research is in shared visualization of virtual environments. This paper describes a Virtual Collaborative Visualizer (VCV), named Rocinante, that Sandia developed for VCE and VCC applications. Rocinante allows multiple participants to simultaneously view dynamic geometrically-defined environments. Each viewer can exclude extraneous detail or include additional information in the scene as desired. Shared information can be saved and later replayed in a stand-alone mode. Rocinante automatically scales visualization requirements with computer system capabilities. Models with 30,000 polygons and 4 Megabytes of texture display at 12 to 15 frames per second (fps) on an SGI Onyx and at 3 to 8 fps (without texture) on Indigo 2 Extreme computers. In its networked mode, Rocinante synchronizes its local geometric model with remote simulators and sensory systems by monitoring data transmitted through UDP packets. Rocinante's scalability and performance make it an ideal VCC tool. Users throughout the country can monitor robot motions and the thinking behind their motion planners and simulators

  6. Rocinante, a virtual collaborative visualizer

    Energy Technology Data Exchange (ETDEWEB)

    McDonald, M.J. [Sandia National Labs., Albuquerque, NM (United States). Intelligent Systems and Robotics Center; Ice, L.G. [Univ. of New Mexico, Albuquerque, NM (United States)

    1996-12-31

    With the goal of improving the ability of people around the world to share the development and use of intelligent systems, Sandia National Laboratories` Intelligent Systems and Robotics Center is developing new Virtual Collaborative Engineering (VCE) and Virtual Collaborative Control (VCC) technologies. A key area of VCE and VCC research is in shared visualization of virtual environments. This paper describes a Virtual Collaborative Visualizer (VCV), named Rocinante, that Sandia developed for VCE and VCC applications. Rocinante allows multiple participants to simultaneously view dynamic geometrically-defined environments. Each viewer can exclude extraneous detail or include additional information in the scene as desired. Shared information can be saved and later replayed in a stand-alone mode. Rocinante automatically scales visualization requirements with computer system capabilities. Models with 30,000 polygons and 4 Megabytes of texture display at 12 to 15 frames per second (fps) on an SGI Onyx and at 3 to 8 fps (without texture) on Indigo 2 Extreme computers. In its networked mode, Rocinante synchronizes its local geometric model with remote simulators and sensory systems by monitoring data transmitted through UDP packets. Rocinante`s scalability and performance make it an ideal VCC tool. Users throughout the country can monitor robot motions and the thinking behind their motion planners and simulators.

  7. Collaborative design in virtual environments

    CERN Document Server

    Wang, Xiangyu

    2011-01-01

    Collaborative virtual environments (CVEs) are multi-user virtual realities which actively support communication and co-operation. This book offers a comprehensive reference volume to the state-of-the-art in the area of design studies in CVEs. It is an excellent mix of contributions from over 25 leading researcher/experts in multiple disciplines from academia and industry, providing up-to-date insight into the current research topics in this field as well as the latest technological advancements and the best working examples. Many of these results and ideas are also applicable to other areas su

  8. COLLABORATION SYSTEM IN VIRTUAL ORGANIZATION

    Directory of Open Access Journals (Sweden)

    ADINA CRETAN

    2011-04-01

    Full Text Available The purpose of this work is to provide a collaboration support for small and medium enterprises which cannot or do not want to fulfill a major contract alone. In that case, in order to better meet a higher external demand, the managers are willing to subcontract parts of their contracts even to competitors. This approach is illustrated by a business-to-business interaction, being proposed a sample scenario where partners are autonomous gas stations grouped in a virtual organization.

  9. Collaborative virtual environments art exhibition

    Science.gov (United States)

    Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria

    2005-03-01

    This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.

  10. Virtual Business Collaboration Conceptual Knowledge Model (VBCKM)

    OpenAIRE

    Morcous Massoud Yassa; Fatama A Omara; Hesham A Hassan

    2012-01-01

    Within the context of virtual business collaboration modeling, many pervious works have been accepted to consider some essential virtual business collaborative models. A practical dynamic virtual organization may be a combination of those models and some other elemental features with some modifications to meet the business opportunity requirements. Therefore, some guidelines and rules are needed to help in constructing a practical collaboration model. This work aims to determine the essential...

  11. Collaborative Virtual Gaming Worlds in Higher Education

    Science.gov (United States)

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…

  12. Collaborative virtual gaming worlds in higher education

    OpenAIRE

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multiplayer online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to h...

  13. A Virtual Collaboration Testbed for C2

    National Research Council Canada - National Science Library

    Gardner, Sheldon

    2000-01-01

    .... To be effective in future Network Centric Warfare (NCW), mission planners will need to operate in a virtual environment with seamless sharing and collaboration among participants and the resources they use to do work...

  14. Collaborative Educational Systems in the Virtual Environment

    OpenAIRE

    Cristian CIUREA; Paul POCATILU

    2012-01-01

    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...

  15. 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.

  16. Elearn: A Collaborative Educational Virtual Environment.

    Science.gov (United States)

    Michailidou, Anna; Economides, Anastasios A.

    Virtual Learning Environments (VLEs) that support collaboration are one of the new technologies that have attracted great interest. VLEs are learning management software systems composed of computer-mediated communication software and online methods of delivering course material. This paper presents ELearn, a collaborative VLE for teaching…

  17. Green Virtualization for Multiple Collaborative Cellular Operators

    KAUST Repository

    Farooq, Muhammad Junaid

    2017-06-05

    This paper proposes and investigates a green virtualization framework for infrastructure sharing among multiple cellular operators whose networks are powered by a combination of conventional and renewable sources of energy. Under the proposed framework, the virtual network formed by unifying radio access infrastructures of all operators is optimized for minimum energy consumption by deactivating base stations (BSs) with low traffic loads. The users initially associated to those BSs are off-loaded to neighboring active ones. A fairness criterion for collaboration based on roaming prices is introduced to cover the additional energy costs incurred by host operators. The framework also ensures that any collaborating operator is not negatively affected by its participation in the proposed virtualization. A multi-objective linear programming problem is formulated to achieve energy and cost efficiency of the networks\\' operation by identifying the set of inter-operator roaming prices. For the case when collaboration among all operators is infeasible due to profitability, capacity, or power constraints, an iterative algorithm is proposed to determine the groups of operators that can viably collaborate. Results show significant energy savings using the proposed virtualization as compared to the standalone case. Moreover, collaborative operators exploiting locally generated renewable energy are rewarded more than traditional ones.

  18. Collaboration and dialogue in Virtual reality

    DEFF Research Database (Denmark)

    Gyldendahl Jensen, Camilla

    2017-01-01

    Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each...... other. Combined with “Building Information Models” (BIM), “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based...... on predefined tutorials are tested for their ability to facilitate collaborative processes. This study addresses the problem from a new angle by the virtual universe created through the students' own iterative design of a building. The “Virtual reality” system's narrative tale arises spontaneously through...

  19. COLLABORATION AND DIALOGUE IN VIRTUAL REALITY

    Directory of Open Access Journals (Sweden)

    Camilla Gyldendahl Jensen

    2017-01-01

    Full Text Available “Virtual reality” adds a new dimension to constructivist problem-based learning (PBL environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with “Building Information Models” (BIM, “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based on predefined tutorials are tested for their ability to facilitate collaborative processes. This study addresses the problem from a new angle by the virtual universe created through the students' own iterative design of a building. The “Virtual reality” system's narrative tale arises spontaneously through the dialogue. The result of this study shows that “Virtual Reality”, as a tool, creates some changes in the dialogue conditions which affect the learning process. The use of “Virtual Reality” requires a very precise framing about the system's ability to facilitate a collaborative learning process. The analysis identifies several clear opportunities about incorporating gamification mechanisms known from e.g. video games software.

  20. Collaborative virtual gaming worlds in higher education

    Directory of Open Access Journals (Sweden)

    Nicola Whitton

    2008-12-01

    Full Text Available There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs and massively multiplayer online role-playing games (MMORPGs for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context.

  1. Collaborative Oceanography and Virtual Experiments

    Science.gov (United States)

    2013-09-30

    Observing Laboratory ( EOL ), but also contains an internal architecture which will allow it to evolve into a collaborative communication tool...an additional 50,988 "common" products were generated (241 plot types), along with 47,600 overlays (101 plot types). From 52 non- EOL sources...24,471 products were collected, and from 1486 EOL data collections, 643,263 "federated" products were indexed and made available through itop.org

  2. Synchronous collaboration of virtual and remote laboratories

    OpenAIRE

    Jara, Carlos A.; Candelas-Herías, Francisco A.; Torres, Fernando; Dormido Bencomo, Sebastián; Esquembre Martínez, Francisco

    2009-01-01

    Virtual and remote laboratories(VRLs) are e-learning resources which enhance the accessibility of experimental setups providing a distance teaching framework which meets the student's hands-on learning needs. In addition, online collaborative communication represents a practical and a constructivist method to transmit the knowledge and experience from the teacher to students, overcoming physical distance and isolation. Thus, the integration of learning environments in the form of VRLs inside ...

  3. Collaborative Virtual Organizations in Knowledge-based Economy

    OpenAIRE

    Ion IVAN; Cristian CIUREA; Mihai DOINEA

    2012-01-01

    The paper establishes the content of the virtual organizations concept, insisting on their collaborative nature. Types of virtual organizations architectures are developed and there are analyzed their characteristics compared to classical organizations existing in the pre-informational economy. There are presented virtual organizations for education, production and banking, focusing on their collaborative side. Metrics are built to evaluate the performance of collaborative virtual organizations.

  4. Collaborative Virtual Organizations in Knowledge-based Economy

    Directory of Open Access Journals (Sweden)

    Ion IVAN

    2012-01-01

    Full Text Available The paper establishes the content of the virtual organizations concept, insisting on their collaborative nature. Types of virtual organizations architectures are developed and there are analyzed their characteristics compared to classical organizations existing in the pre-informational economy. There are presented virtual organizations for education, production and banking, focusing on their collaborative side. Metrics are built to evaluate the performance of collaborative virtual organizations.

  5. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    Science.gov (United States)

    Cho, Young Hoan; Lim, Kenneth Y. T.

    2017-01-01

    Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…

  6. Improving Virtual Collaborative Learning through Canonical Action Research

    Science.gov (United States)

    Weber, Peter; Lehr, Christian; Gersch, Martin

    2014-01-01

    Virtual collaboration continues to gain in significance and is attracting attention also as virtual collaborative learning (VCL) in education. This paper addresses aspects of VCL that we identified as critical in a series of courses named "Net Economy": (1) technical infrastructure, (2) motivation and collaboration, and (3) assessment…

  7. Virtual collaboration in the online educational setting: a concept analysis.

    Science.gov (United States)

    Breen, Henny

    2013-01-01

    This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers' method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning, and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support, and web-based technology is required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others. A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogical tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice. © 2013 Wiley Periodicals, Inc.

  8. CASES ON COLLABORATION IN VIRTUAL LEARNIONG ENVIRONMENTS: Processes and Interactions

    Directory of Open Access Journals (Sweden)

    Reviewed by Yasin OZARSLAN

    2010-01-01

    Full Text Available Collaboration in Virtual Learning Environment brings meaningful learning interactions between learners in virtual environments. This book collects case studies of collaborative virtual learning environments focusing on the nature of human interactions in virtual spaces and defining the types and qualities of learning processes in these spaces from the perspectives of learners, teachers, designers, and professional and academic developers in various disciplines, learning communities and universities from around the world. This book addresses the research cases on experiences, implementations, and applications of virtual learning environments.The book's broader audience is anyone who is interested in areas such as collaborative virtual learning environments, interactive technologies and virtual communities, social interaction and social competence, distance education and collaborative learning. The book is edited by Donna Russell who is an Assistant Professor at the University of Missouri-Kansas City and co-owner of Arete‘ Consulting, LLC. It is consisted of 358 pages covering 19 articles and provides information about context for characteristics and implications of the varied virtual learning environments. Topics covered in this book are argumentative interactions and learning, collaborative learning and work in digital libraries, collaborative virtual learning environments , digital communities to enhance retention, distance education ,interactive technologies and virtual communities, massively multi-user virtual environments, online graduate community, online training programs, social interaction and social competence and virtual story-worlds.

  9. Enhanced virtual microscopy for collaborative education

    Directory of Open Access Journals (Sweden)

    Holloway William J

    2011-01-01

    Full Text Available Abstract Background Curricular reform efforts and a desire to use novel educational strategies that foster student collaboration are challenging the traditional microscope-based teaching of histology. Computer-based histology teaching tools and Virtual Microscopes (VM, computer-based digital slide viewers, have been shown to be effective and efficient educational strategies. We developed an open-source VM system based on the Google Maps engine to transform our histology education and introduce new teaching methods. This VM allows students and faculty to collaboratively create content, annotate slides with markers, and it is enhanced with social networking features to give the community of learners more control over the system. Results We currently have 1,037 slides in our VM system comprised of 39,386,941 individual JPEG files that take up 349 gigabytes of server storage space. Of those slides 682 are for general teaching and available to our students and the public; the remaining 355 slides are used for practical exams and have restricted access. The system has seen extensive use with 289,352 unique slide views to date. Students viewed an average of 56.3 slides per month during the histology course and accessed the system at all hours of the day. Of the 621 annotations added to 126 slides 26.2% were added by faculty and 73.8% by students. The use of the VM system reduced the amount of time faculty spent administering the course by 210 hours, but did not reduce the number of laboratory sessions or the number of required faculty. Laboratory sessions were reduced from three hours to two hours each due to the efficiencies in the workflow of the VM system. Conclusions Our virtual microscope system has been an effective solution to the challenges facing traditional histopathology laboratories and the novel needs of our revised curriculum. The web-based system allowed us to empower learners to have greater control over their content, as well as the

  10. Virtual Teaming and Collaboration Technology: A Study of Influences on Virtual Project Outcomes

    Science.gov (United States)

    Broils, Gary C.

    2014-01-01

    The purpose of this quantitative correlational study was to explore the relationships between the independent variables, contextual factors for virtual teams and collaboration technology, and the dependent variable, virtual project outcomes. The problem leading to the need for the study is a lower success rate for virtual projects compared to…

  11. Using virtual worlds as collaborative environments for innovation and design

    DEFF Research Database (Denmark)

    Ehsani, Ehsan; Chase, Scott Curland

    2009-01-01

    In this paper we discuss observations and lessons learned in conducting architectural design projects in virtual worlds. By integrating a community of users in virtual worlds into a collaborative architectural design process, organisations can tap the community's creativity and intelligence throu....... Here we propose four modes of collaboration, based on the choices for degree of openness and governance structure, which are illustrated by four case studies....

  12. Online Teacher Development: Collaborating in a Virtual Learning Environment

    Science.gov (United States)

    Ernest, Pauline; Guitert Catasús, Montse; Hampel, Regine; Heiser, Sarah; Hopkins, Joseph; Murphy, Linda; Stickler, Ursula

    2013-01-01

    Over recent years, educational institutions have been making increasing use of virtual environments to set up collaborative activities for learners. While it is recognized that teachers play an important role in facilitating learner collaboration online, they may not have the necessary skills to do so successfully. Thus, a small-scale professional…

  13. A study on haptic collaborative game in shared virtual environment

    Science.gov (United States)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

    A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.

  14. Green Virtualization for Multiple Collaborative Cellular Operators

    KAUST Repository

    Farooq, Muhammad Junaid; Ghazzai, Hakim; Yaacoub, Elias; Kadri, Abdullah; Alouini, Mohamed-Slim

    2017-01-01

    This paper proposes and investigates a green virtualization framework for infrastructure sharing among multiple cellular operators whose networks are powered by a combination of conventional and renewable sources of energy. Under the proposed

  15. Supporting collaboration with trust virtual organization

    NARCIS (Netherlands)

    Lin, A.; Vullings, E.; Dalziel, J.

    2008-01-01

    This chapter introduces the trust virtual organization as a means of facilitating authentication and authorization for sharing distributed and protected contents and services. It indicates that sharing institutional protected services and deliverables has proven a hurdle since user accounts are

  16. COLLABORATION AND DIALOGUE IN VIRTUAL REALITY

    OpenAIRE

    Camilla Gyldendahl Jensen

    2017-01-01

    Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with “Building Information Models” (BIM), “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which cr...

  17. Infrastructures for collaboration in virtual organisations

    NARCIS (Netherlands)

    Wognum, P.M.; Faber, Edward Christianus Cornelis

    2002-01-01

    Many organisations are currently forced to collaborate with others in renewing their products and processes to stay competitive, to enter new or to retain their current markets, or to get easy access to new knowledge. Management of collaboration between two or more organisations is, however, still

  18. Virtual Collaboration for a Distributed Enterprise

    Science.gov (United States)

    2013-01-01

    aircraft SIGINT signals intelligence UAV unmanned aerial vehicle VoIP voice over Internet protocol 1 1. The Need for Effective Virtual...Z., and Robert H. Anderson, Toward an Ethics and Etiquette for Electronic Mail, Santa Monica, Calif.: RAND Corporation, R-3283-NSF/RC, 1985. As of

  19. Collaboration and Dialogue in Virtual Reality

    Science.gov (United States)

    Jensen, Camilla Gyldendahl

    2017-01-01

    "Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…

  20. Enhancing Student Collaboration in Global Virtual Teams

    Science.gov (United States)

    Kohut, Gary F.

    2012-01-01

    With the growth in the global economy and the rapid development of communication and information technologies, global virtual teams are quickly becoming the norm in the workplace. Research indicates, however, that many students have little or no experience working in such teams. Students who learn through these experiences benefit from higher task…

  1. Multimodality and Design of Interactive Virtual Environments for Creative Collaboration

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    . The three-dimensional representation of space and the resources for non-verbal communication enable the users to interact with the digital content in more complex yet engaging ways. However, understanding the communicative resources in virtual spaces with the theoretical tools that are conventionally used...... perspective particularly emphasizes the role of audio-visual resources in co-creating representations for effective collaboration, and the socio-cultural factors in construction of meaningful virtual environments....

  2. Virtual Collaborative Simulation Environment for Integrated Product and Process Development

    Science.gov (United States)

    Gulli, Michael A.

    1997-01-01

    Deneb Robotics is a leader in the development of commercially available, leading edge three- dimensional simulation software tools for virtual prototyping,, simulation-based design, manufacturing process simulation, and factory floor simulation and training applications. Deneb has developed and commercially released a preliminary Virtual Collaborative Engineering (VCE) capability for Integrated Product and Process Development (IPPD). This capability allows distributed, real-time visualization and evaluation of design concepts, manufacturing processes, and total factory and enterprises in one seamless simulation environment.

  3. Astronomical Virtual Observatories Through International Collaboration

    Directory of Open Access Journals (Sweden)

    Masatoshi Ohishi

    2010-03-01

    Full Text Available Astronomical Virtual Observatories (VOs are emerging research environment for astronomy, and 16 countries and a region have funded to develop their VOs based on international standard protocols for interoperability. The 16 funded VO projects have established the International Virtual Observatory Alliance (http://www.ivoa.net/ to develop the standard interoperable interfaces such as registry (meta data, data access, query languages, output format (VOTable, data model, application interface, and so on. The IVOA members have constructed each VO environment through the IVOA interfaces. National Astronomical Observatory of Japan (NAOJ started its VO project (Japanese Virtual Observatory - JVO in 2002, and developed its VO system. We have succeeded to interoperate the latest JVO system with other VOs in the USA and Europe since December 2004. Observed data by the Subaru telescope, satellite data taken by the JAXA/ISAS, etc. are connected to the JVO system. Successful interoperation of the JVO system with other VOs means that astronomers in the world will be able to utilize top-level data obtained by these telescopes from anywhere in the world at anytime. System design of the JVO system, experiences during our development including problems of current standard protocols defined in the IVOA, and proposals to resolve these problems in the near future are described.

  4. Reaching across Continents: Engaging Students through Virtual Collaborations

    Science.gov (United States)

    Wilmot, Natalie Victoria; Rushton, Diane; Zandona Hofmann, Anelise Seleme

    2016-01-01

    Business schools have the responsibility of preparing students for work in multicultural organisations and global markets. This paper examines a situated learning experience for undergraduates through a virtual collaboration between a UK university and a Brazilian university. This facilitated remote communication using social media and smart…

  5. Virtual Communities of Collaborative Learning for Higher Education

    Science.gov (United States)

    Sotomayor, Gilda E.

    2014-01-01

    This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have appeared under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and…

  6. A Collaborative VirtualWorkspace for Factory Configuration and Evaluation

    Directory of Open Access Journals (Sweden)

    Ingo Zinnikus

    2014-05-01

    Full Text Available The convergence of information technologies (IT has enabled the Digital Enterprise in which engineering, production planning, manufacturing and sales processes are supported by IT-based collaboration, simulation and enactment. As a result, borders between reality and its virtual representations become increasingly blurred. Advanced tools need to support flexibility, specialization and collaborative evolution of the design where the exchange of knowledge between domain experts helps to improve informed decision making. In this paper, we present a collaborative, synchronized web-based framework to create 3D scenarios for product design, simulation and training assisted by animated avatars.

  7. Task distribution mechanism for effective collaboration in virtual environments

    International Nuclear Information System (INIS)

    Khalid, S.; Ullah, S.; Alam, A.

    2016-01-01

    Collaborative Virtual Environments (CVEs) are computer generated worlds where two or more users can simultaneously interact with synthetic objects to perform a task. User performance is one of the main issues caused by either loose coordination, less awareness or communication among collaborating users. In this paper, a new model for task distribution is proposed, in which task distribution strategy among multiple users in CVEs is defined. The model assigns the task to collaborating users in CVEs either on static or dynamic basis. In static distribution there exists loose dependency and requires less communication during task realization whereas in dynamic distribution users are more dependent on each other and thus require more communication. In order to study the effect of static and dynamic task distribution strategies on user's performance in CVEs, a collaborative virtual environment is developed where twenty four (24) teams (each consists of two users) perform a task in collaboration under both strategies (static and dynamic). Results reveal that static distribution is more effective and increases users performance in CVEs. The outcome of this work will help the development of effective CVEs in the field of virtual assembly, repair, education and entertainment. (author)

  8. The Impact of Virtual Collaboration and Collaboration Technologies on Knowledge Transfer and Team Performance in Distributed Organizations

    Science.gov (United States)

    Ngoma, Ngoma Sylvestre

    2013-01-01

    Virtual teams are increasingly viewed as a powerful determinant of competitive advantage in geographically distributed organizations. This study was designed to provide insights into the interdependencies between virtual collaboration, collaboration technologies, knowledge transfer, and virtual team performance in an effort to understand whether…

  9. A virtual environment for medical radiation collaborative learning.

    Science.gov (United States)

    Bridge, Pete; Trapp, Jamie V; Kastanis, Lazaros; Pack, Darren; Parker, Jacqui C

    2015-06-01

    A software-based environment was developed to provide practical training in medical radiation principles and safety. The Virtual Radiation Laboratory application allowed students to conduct virtual experiments using simulated diagnostic and radiotherapy X-ray generators. The experiments were designed to teach students about the inverse square law, half value layer and radiation protection measures and utilised genuine clinical and experimental data. Evaluation of the application was conducted in order to ascertain the impact of the software on students' understanding, satisfaction and collaborative learning skills and also to determine potential further improvements to the software and guidelines for its continued use. Feedback was gathered via an anonymous online survey consisting of a mixture of Likert-style questions and short answer open questions. Student feedback was highly positive with 80 % of students reporting increased understanding of radiation protection principles. Furthermore 72 % enjoyed using the software and 87 % of students felt that the project facilitated collaboration within small groups. The main themes arising in the qualitative feedback comments related to efficiency and effectiveness of teaching, safety of environment, collaboration and realism. Staff and students both report gains in efficiency and effectiveness associated with the virtual experiments. In addition students particularly value the visualisation of "invisible" physical principles and increased opportunity for experimentation and collaborative problem-based learning. Similar ventures will benefit from adopting an approach that allows for individual experimentation while visualizing challenging concepts.

  10. Incorporating Virtually Immersive Environments as a Collaborative Medium for Virtual Teaming

    Directory of Open Access Journals (Sweden)

    Charles J. Lesko, Jr.

    2012-08-01

    Full Text Available Virtually immersive environments incorporate the use of various computer modelling and simulation techniques enabling geographically dispersed virtual project teams to interact within an artificially projected three-dimensional space online. This study focused on adoption of virtually immersive technologies as a collaborative media to support virtual teaming of both graduate and undergraduate-level project management students. The data and information from this study has implications for educators using virtually immersive environments in the classroom. In this study, we specifically evaluated two key components in this paper: 1 students’ level of trust and; 2 students’ willingness to use the technology, along with their belief about the virtual environment’s ability to extend and improve knowledge sharing in their team work environment. We learned that while students did find the environment a positive add on for working collaboratively, there were students who were neither more nor less likely to use the technology for future collaborative ventures. Most of the students who were not very positive about the environment were “fence sitters” likely indicating needs related to additional training to improve communication skills. Finally, based on the full study results we have provided basic recommendations designed to support team trust building in the system along with interpersonal trust building to facilitate knowledge transfer and better strategic us of the technology.

  11. Virtual Communities of Collaborative Learning for Higher Education

    Directory of Open Access Journals (Sweden)

    Gilda E. Sotomayor

    2014-11-01

    Full Text Available This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have come under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and related concepts taking place in these communities and serving as a basis for sorting them into three types in particular: communities of educational work of professional practice and scientific knowledge. Virtual communities where the activities undertaken and skills acquired are set as important parts of our personal learning development, wich are necessary to build the Knowledge Society.

  12. A study on development of virtual panel and virtual collaboration system

    International Nuclear Information System (INIS)

    Yoo, H. J.; Park, S. Y.; Lee, M. S.; Hong, J. H.

    2001-01-01

    The Nuclear I and C group of KEPRI has been peforming research and development on the VRCATS, Virtual Reality based Computer Assisted Training System. For the past two years, we have developed the first VRCATS for Youngkwang 1 nuclear power plant. Currently, we are developing an advanced VRCATS for Uljin 3 nuclear power plant. In this paepr, we will describe virtual panel system and VR based collaborate training system (VRCATS) of the Uljin VRCATS. Since Virtual Panel provides the same environment as the real MCR, trainees can expect the same training effect with Virtual Panel as they do with full scope simulator. i.e., trainees can check key variables and operate the plants and get responses with Virtual Panel. VRCTS provides another realistic training environment for trainees. In VRCATS, for example, operators in a group can work together t handle LOCA (Loss of Coolant Accident) according to emergency operation procedures

  13. Virtual Laboratory Enabling Collaborative Research in Applied Vehicle Technologies

    Science.gov (United States)

    Lamar, John E.; Cronin, Catherine K.; Scott, Laura E.

    2005-01-01

    The virtual laboratory is a new technology, based on the internet, that has had wide usage in a variety of technical fields because of its inherent ability to allow many users to participate simultaneously in instruction (education) or in the collaborative study of a common problem (real-world application). The leadership in the Applied Vehicle Technology panel has encouraged the utilization of this technology in its task groups for some time and its parent organization, the Research and Technology Agency, has done the same for its own administrative use. This paper outlines the application of the virtual laboratory to those fields important to applied vehicle technologies, gives the status of the effort, and identifies the benefit it can have on collaborative research. The latter is done, in part, through a specific example, i.e. the experience of one task group.

  14. Collaborative virtual reality environments for computational science and design

    International Nuclear Information System (INIS)

    Papka, M. E.

    1998-01-01

    The authors are developing a networked, multi-user, virtual-reality-based collaborative environment coupled to one or more petaFLOPs computers, enabling the interactive simulation of 10 9 atom systems. The purpose of this work is to explore the requirements for this coupling. Through the design, development, and testing of such systems, they hope to gain knowledge that allows computational scientists to discover and analyze their results more quickly and in a more intuitive manner

  15. Collaboration and Virtualization in Large Information Systems Projects

    Directory of Open Access Journals (Sweden)

    Stefan Ioan NITCHI

    2009-01-01

    Full Text Available A project is evolving through different phases from idea and conception until the experiments, implementation and maintenance. The globalization, the Internet, the Web and the mobile computing changed many human activities, and in this respect, the realization of the Information System (IS projects. The projects are growing, the teams are geographically distributed, and the users are heterogeneous. In this respect, the realization of the large Information Technology (IT projects needs to use collaborative technologies. The distribution of the team, the users' heterogeneity and the project complexity determines the virtualization. This paper is an overview of these aspects for large IT projects. It shortly present a general framework developed by the authors for collaborative systems in general and adapted to collaborative project management. The general considerations are illustrated on the case of a large IT project in which the authors were involved.

  16. Research on Collaborative Technology in Distributed Virtual Reality System

    Science.gov (United States)

    Lei, ZhenJiang; Huang, JiJie; Li, Zhao; Wang, Lei; Cui, JiSheng; Tang, Zhi

    2018-01-01

    Distributed virtual reality technology applied to the joint training simulation needs the CSCW (Computer Supported Cooperative Work) terminal multicast technology to display and the HLA (high-level architecture) technology to ensure the temporal and spatial consistency of the simulation, in order to achieve collaborative display and collaborative computing. In this paper, the CSCW’s terminal multicast technology has been used to modify and expand the implementation framework of HLA. During the simulation initialization period, this paper has used the HLA statement and object management service interface to establish and manage the CSCW network topology, and used the HLA data filtering mechanism for each federal member to establish the corresponding Mesh tree. During the simulation running period, this paper has added a new thread for the RTI and the CSCW real-time multicast interactive technology into the RTI, so that the RTI can also use the window message mechanism to notify the application update the display screen. Through many applications of submerged simulation training in substation under the operation of large power grid, it is shown that this paper has achieved satisfactory training effect on the collaborative technology used in distributed virtual reality simulation.

  17. Building Virtual Collaborative Research Community Using Knowledge Management Approach

    Directory of Open Access Journals (Sweden)

    Ju-Ling Shih

    2010-09-01

    Full Text Available Many online communities nowadays are emphasized more on peer interactions and information sharing among members; very few online communities are built with knowledge management in nature supported by knowledge management system (KMS. This study aims to present a community of practice on how to effectively adopt a knowledge management system (KMS to neutralize a cyber collaborative learning community for a research lab in a higher education setting. A longitudinal case for 7 years was used to analyze the retention and extension of participants‟ community of practice experiences. Interviews were conducted for the comparison between experiences and theories. It was found that the transformations of tacit and explicit knowledge are in accordance with the framework of Nonaka‟s model of knowledge management from which we elicit the strategies and suggestions to the adoption and implementation of virtual collaborative research community supported by KMS.

  18. Toward a New Understanding of Virtual Research Collaborations

    Directory of Open Access Journals (Sweden)

    Arsev Umur Aydinoglu

    2013-10-01

    Full Text Available Virtual research collaborations (VRCs have become an important method of conducting scientific activity; however, they are often regarded and treated as traditional scientific collaborations. Their success is measured by scholarly productivity and adherence to budget by funding agencies, participating scientists, and scholars. VRCs operate in complex environments interacting with other complex systems. A holistic (or organicist approach is needed to make sense of this complexity. For that purpose, this study proposes using a new perspective, namely, the complex adaptive systems theory that can provide a better understanding of a VRC’s potential creativity, adaptability, resilience, and probable success. The key concepts of complex systems (diversity, interaction, interdependency, feedback, emergence, and adaptation utilized in organization studies are used to discuss the behaviors of VRCs, illustrated with real-life examples.

  19. Study of cognitive and technological prerequisites for virtual laboratories and collaborative virtual environments for radiopharmacy

    International Nuclear Information System (INIS)

    Melo, Roberto Correia de

    2009-01-01

    This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)

  20. Virtual laboratories: Collaborative environments and facilities-on-line

    Energy Technology Data Exchange (ETDEWEB)

    Thomas, C.E. Jr. [Oak Ridge National Lab., TN (United States). I and C Div.; Cavallini, J.S.; Seweryniak, G.R.; Kitchens, T.A.; Hitchcock, D.A.; Scott, M.A.; Welch, L.C. [Dept. of Energy, Germantown, MD (United States). Mathematical Information, and Computational Sciences Div.; Aiken, R.J. [Dept. of Energy, Germantown, MD (United States). Mathematical Information, and Computational Sciences Div.]|[Lawrence Livermore National Lab., CA (United States); Stevens, R.L. [Argonne National Lab., IL (United States). Mathematics and Computer Sciences Div.

    1995-07-01

    The Department of Energy (DOE) has major research laboratories in a number of locations in the US, typically co-located with large research instruments or research facilities valued at tens of millions to even billions of dollars. Present budget exigencies facing the entire nation are felt very deeply at DOE, just as elsewhere. Advances over the last few years in networking and computing technologies make virtual collaborative environments and conduct of experiments over the internetwork structure a possibility. The authors believe that development of these collaborative environments and facilities-on-line could lead to a ``virtual laboratory`` with tremendous potential for decreasing the costs of research and increasing the productivity of their capital investment in research facilities. The majority of these cost savings would be due to increased productivity of their research efforts, better utilization of resources and facilities, and avoiding duplication of expensive facilities. A vision of how this might all fit together and a discussion of the infrastructure necessary to enable these developments is presented.

  1. Cognitive Aspects of Collaboration in 3d Virtual Environments

    Science.gov (United States)

    Juřík, V.; Herman, L.; Kubíček, P.; Stachoň, Z.; Šašinka, Č.

    2016-06-01

    Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators' actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators' responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators' strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  2. COGNITIVE ASPECTS OF COLLABORATION IN 3D VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    V. Juřík

    2016-06-01

    Full Text Available Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators’ actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators’ responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators’ strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  3. Challenges in Virtual Collaboration. Videoconferencing, Audioconferencing, and Computer-Mediated Communications

    National Research Council Canada - National Science Library

    Wainfan, Lynne

    2004-01-01

    ...) on group processes and outcomes. Virtual collaborations are collaborations in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated...

  4. Feasibility study on use of virtual collaborator for remote NPP control

    International Nuclear Information System (INIS)

    Kim, Jong Hyun; Lee, Seung Jun; Seong, Poong Hyun

    2001-01-01

    In this paper, we study the feasibility of Virtual Collaborator for Remote NPP Control as long-term research theme. And we present similar and related researches that are fulfilled at I and C laboratory in nuclear department of KAIST. Yoshikawa's laboratory, Kyoto University in Japan, is developing 'virtual collaborator', agent robot, which realized in virtual reality. Virtual Collaborator is a new type of human-machine interface which works as 'intelligent interface agent' to help machine operators manipulating large scale machine system such as power plant. The Virtual Collaborator is a sort of 'virtual robot' which behaves as if an intelligent agent robot in virtual space, who can communicate naturally with human like humans do with each other

  5. Grid-based Simulation of Industrial Thin Film Production

    NARCIS (Netherlands)

    Krzhizhanovskaya, V.V.; Sloot, P.M.A.; Gorbachev, Y.E.

    2005-01-01

    In this article, the authors introduce a Grid-based virtual reactor, a High Level Architecture (HLA)-supported problem-solving environment that allows for detailed numerical study of industrial thin-film production in plasma-enhanced chemical vapor deposition (PECVD) reactors. They briefly describe

  6. Virtual Teams and E-Collaboration Technology: A Case Study Investigating the Dynamics of Virtual Team Communication

    Science.gov (United States)

    Mattison, Theresa

    2011-01-01

    The purpose of this study was to determine to what extent the use of e-collaboration tools when used as a primary channel of communication affected virtual team members' trust and motivation, in a spatially dispersed environment. Structured interviews were conducted with 18 project managers, who were responsible for leading virtual projects…

  7. Virtual communities as educational potential of collaborative learning through ICT

    Directory of Open Access Journals (Sweden)

    M.ª Ángeles REBOLLO CATALÁN

    2013-01-01

    Full Text Available This paper presents some results of an educational innovation based on the use of ICT as a learning environment. The main aim of this study is to describe an experience based collaborative learning in virtual communities of learning and reciprocal teaching and assessing students’ knowledge. For that, we design an educational proposal with three didactic units, which includes a kit of tasks and resources for learning. This study adopts a quantitative and qualitative methodology, applying attitudes scales, interviews and analysis of messages from online discussion forums. The study involved 56 students in first year of Pedagogy. We apply a Likert scale and a semantic differential about the learning experience and the methodology used. Also we conducted semi-structured group interviews to understand the perceptions and students’ evaluations about the methodology. The results show a very positive assessment about the learning experience and the methodology used. Peer interaction is focused on resolving technical queries, although there are also other forms of collaboration focused on joint interpretation and understanding of learning activities and assessment of the learning process. The results show that the intervention centers on teacher feedback and monitoring of learning tasks, reinforcing positive actions of the students and guiding the learning process. Finally, as to the benefits received by students, the results show that not only is development of social and communication skills, but also conceptual and emotional changes related to the subject.

  8. Design and evaluation of virtual environments mechanisms to support remote collaboration on complex process diagrams

    NARCIS (Netherlands)

    Poppe, E.; Brown, R.; Recker, J.; Johnson, D.; Vanderfeesten, I.T.P.

    2017-01-01

    Many organizational analysis tasks are solved by collaborating teams. In technology-mediated collaborations, enabling relevant visual cues is a core issue with existing technology. We explore whether avatars can provide relevant cues in collaborative virtual environments. To do so, we develop a

  9. Improved ant Colony Optimization for Virtual Teams Building in Collaborative Process Planning

    Directory of Open Access Journals (Sweden)

    Yingying Su

    2014-02-01

    Full Text Available Virtual teams have been adopted by organizations to gain competitive advantages in this global economy. Virtual teams are a ubiquitous part of getting work done in almost every organization. For the purpose of building virtual teams in collaborative process planning, the method based on improved ant colony algorithm (IMACO was proposed. The concept of virtual team was illustrated and the necessity of building virtual teams in collaborative process planning was analyzed. The sub tasks with certain timing relationship were described and the model of building virtual teams in collaborative process planning was established, which was solved by improved ant colony algorithm. In this paper applications of the IMACO and ACO are compared and demonstrate that the use of the IMACO algorithm performs better. An example was studied to illustrate the effectiveness of the strategy.

  10. Intelligent Open Data 3D Maps in a Collaborative Virtual World

    Directory of Open Access Journals (Sweden)

    Juho-Pekka Virtanen

    2015-05-01

    Full Text Available Three-dimensional (3D maps have many potential applications, such as navigation and urban planning. In this article, we present the use of a 3D virtual world platform Meshmoon to create intelligent open data 3D maps. A processing method is developed to enable the generation of 3D virtual environments from the open data of the National Land Survey of Finland. The article combines the elements needed in contemporary smart city concepts, such as the connection between attribute information and 3D objects, and the creation of collaborative virtual worlds from open data. By using our 3D virtual world platform, it is possible to create up-to-date, collaborative 3D virtual models, which are automatically updated on all viewers. In the scenes, all users are able to interact with the model, and with each other. With the developed processing methods, the creation of virtual world scenes was partially automated for collaboration activities.

  11. Merging the virtual and the real: A collaborative cross-reality game

    OpenAIRE

    Bergs, Jessica; Livingstone, Daniel; Loranger, Brian

    2016-01-01

    In this paper, we present a collaborative cross-reality game for two players, Lab2, which blends tangible board game and immersive virtual reality playing spaces in a gameplay that aims to promote and train collaborative behaviour. As collaborative learning has been stressed as an effective teaching method for many years, Lab2 could assist learners in exploring and further developing their collaborative skills in a playful manner. One player controls a physical game board showing a moveable m...

  12. The Ulwazi Concept: Virtual interactive and collaborative classrooms of the Future

    CSIR Research Space (South Africa)

    Beyers, R

    2006-08-01

    Full Text Available The Ulwazi concept is based on the digital inclusion of geographically separated classrooms being linked by broadband radio connections to enable virtual interactive and collaborative lessons using SMART technologies. What started out as a simple...

  13. Virtual Collaboration: Advantages and Disadvantages in the Planning and Execution of Operations in the Information Age

    National Research Council Canada - National Science Library

    Fox, Gregory

    2004-01-01

    .... In analyzing the specific advantages and disadvantages of one of the systems, virtual collaboration, it becomes clear that commanders and staff at all levels of war are understanding the potential...

  14. Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments

    Directory of Open Access Journals (Sweden)

    Bettina Scheucher

    2009-08-01

    Full Text Available Abstract—Immersive 3D worlds have increasingly raised the interest of researchers and practitioners for various learning and training settings over the last decade. These virtual worlds can provide multiple communication channels between users and improve presence and awareness in the learning process. Consequently virtual 3D environments facilitate collaborative learning and training scenarios. In this paper we focus on the integration of internet-accessible physics experiments (iLabs combined with the TEALsim 3D simulation toolkit in Project Wonderland, Sun's toolkit for creating collaborative 3D virtual worlds. Within such a collaborative environment these tools provide the opportunity for teachers and students to work together as avatars as they control actual equipment, visualize physical phenomenon generated by the experiment, and discuss the results. In particular we will outline the steps of integration, future goals, as well as the value of a collaboration space in Wonderland's virtual world.

  15. How does feedback and peer feedback affect collaborative writing in a virtual learning environment?

    NARCIS (Netherlands)

    Guasch, Teresa; Espasa, Anna; Alvarez, Ibis; Kirschner, Paul A.

    2011-01-01

    Guasch, T., Espasa, A., Alvarez, I., & Kirschner, P. A. (2011, 31 May). How does feedback and peer feedback affect collaborative writing in a virtual learning environment? Presentation at a Learning & Cognition meeting, Open Universiteit in the Netherlands, Heerlen, The Netherlands.

  16. Study on Collaborative Object Manipulation in Virtual Environment

    Science.gov (United States)

    Mayangsari, Maria Niken; Yong-Moo, Kwon

    This paper presents comparative study on network collaboration performance in different immersion. Especially, the relationship between user collaboration performance and degree of immersion provided by the system is addressed and compared based on several experiments. The user tests on our system include several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments.

  17. Networking support for collaborative virtual reality projects in national, european and international context

    OpenAIRE

    Hommes, F.; Pless, E.

    2004-01-01

    The report describes experiences from networking support for two three years virtual reality projects. Networking requirements depending on the virtual reality environment and the planned distributed scenarios are specified and verified in the real network. Networking problems especially due to the collaborative, distributed character of interaction via the Internet are presented.

  18. Does Gender Matter? Collaborative Learning in a Virtual Corporate Community of Practice

    Science.gov (United States)

    Tomcsik, Rachel E.

    2010-01-01

    The purpose of this study was to investigate how gender identity construction in virtuality and actuality affect collaborative learning in a corporate community of practice. As part of a virtual ethnographic design, participants were employees from a major American corporation who were interested specifically in social networking applications. The…

  19. Scientific Visualization for Atmospheric Data Analysis in Collaborative Virtual Environments

    Science.gov (United States)

    Engelke, Wito; Flatken, Markus; Garcia, Arturo S.; Bar, Christian; Gerndt, Andreas

    2016-04-01

    1 INTRODUCTION The three year European research project CROSS DRIVE (Collaborative Rover Operations and Planetary Science Analysis System based on Distributed Remote and Interactive Virtual Environments) started in January 2014. The research and development within this project is motivated by three use case studies: landing site characterization, atmospheric science and rover target selection [1]. Currently the implementation for the second use case is in its final phase [2]. Here, the requirements were generated based on the domain experts input and lead to development and integration of appropriate methods for visualization and analysis of atmospheric data. The methods range from volume rendering, interactive slicing, iso-surface techniques to interactive probing. All visualization methods are integrated in DLR's Terrain Rendering application. With this, the high resolution surface data visualization can be enriched with additional methods appropriate for atmospheric data sets. This results in an integrated virtual environment where the scientist has the possibility to interactively explore his data sets directly within the correct context. The data sets include volumetric data of the martian atmosphere, precomputed two dimensional maps and vertical profiles. In most cases the surface data as well as the atmospheric data has global coverage and is of time dependent nature. Furthermore, all interaction is synchronized between different connected application instances, allowing for collaborative sessions between distant experts. 2 VISUALIZATION TECHNIQUES Also the application is currently used for visualization of data sets related to Mars the techniques can be used for other data sets as well. Currently the prototype is capable of handling 2 and 2.5D surface data as well as 4D atmospheric data. Specifically, the surface data is presented using an LoD approach which is based on the HEALPix tessellation of a sphere [3, 4, 5] and can handle data sets in the order of

  20. Interaction Forms in Successful Collaborative Learning in Virtual Learning Environments

    Science.gov (United States)

    Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna

    2016-01-01

    Despite the numerous studies on social interaction in collaborative learning, little is known about interaction forms in successful computer-supported collaborative learning situations. The purpose of this study was to explore and understand student interaction in successful collaborative learning during a university course which was mediated by…

  1. Proactive behaviour may lead to failure in virtual project-based collaborative learning

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Hertzum, Morten

    2005-01-01

    This paper argues that proactive behaviour, caused by high engagement and motivation of the learners, may lead to failure of collaborative learning. By examining empirical data from real-world text-only virtual negotiations between dispersed participants engaged in project-based collaborative...

  2. The Proposed Model of Collaborative Virtual Learning Environment for Introductory Programming Course

    Science.gov (United States)

    Othman, Mahfudzah; Othman, Muhaini

    2012-01-01

    This paper discusses the proposed model of the collaborative virtual learning system for the introductory computer programming course which uses one of the collaborative learning techniques known as the "Think-Pair-Share". The main objective of this study is to design a model for an online learning system that facilitates the…

  3. Collaboratively Analysing Open Research Data in Virtual Research Environments–New Visionary Use Cases

    NARCIS (Netherlands)

    Zuiderwijk-van Eijk, AMG; Matheus, R.

    Virtual Research Environments (VREs) offer new opportunities for collaboratively analysing open research data. This workshop builds on a workshop that we gave at CeDEM16 and aims to refine and discuss requirements for collaboratively analysing Open Government Data (OGD) and open research data

  4. The Internet and medical collaboration using virtual reality.

    Science.gov (United States)

    Liang, Wen Yau; O'Grady, Peter

    2003-01-01

    Computed Tomography (CT) provides a large amount of data but the presentation of the data to a physician can be less than satisfactory. Ideally, the image data should be available to physicians in interactive 3D to allow for improved visualization, planning and diagnosis. A virtual reality representation that not only allows for the manipulation of the image but also allows for the user to, in effect, move inside the image remotely would be ideal. In this paper the research associated with virtual reality is discussed. A formalism is then presented to create, from the CT data, the virtual reality world in the Virtual Reality Modeling Language. An implementation is described of this formalism that uses the Internet to allow for users in remote locations to view and manipulate the virtual worlds.

  5. Merging assistance function with task distribution model to enhance user performance in collaborative virtual environment

    International Nuclear Information System (INIS)

    Khalid, S.; Alam, A.

    2016-01-01

    Collaborative Virtual Environments (CVEs) falls under Virtual Reality (VR) where two or more users manipulate objects collaboratively. In this paper we have made some experiments to make assembly from constituents parts scattered in Virtual Environment (VE) based on task distribution model using assistance functions for checking and enhancing user performance. The CVEs subjects setting on distinct connected machines via local area network. In this perspective, we consider the effects of assistance function with oral communication on collaboration, co-presence and users performance. Twenty subjects performed collaboratively an assembly task on static and dynamic based task distribution. We examine the degree of influence of assistance function with oral communications on user's performance based on task distribution model. The results show that assistance functions with oral communication based on task distribution model not only increase user performance but also enhance the sense of copresence and awareness. (author)

  6. User Satisfaction with Referrals at a Collaborative Virtual Reference Service

    Science.gov (United States)

    Kwon, Nahyun

    2006-01-01

    Introduction: This study investigated unmonitored referrals in a nationwide, collaborative chat reference service. Specifically, it examined the extent to which questions are referred, the types of questions that are more likely to be referred than others, and the level of user satisfaction with the referrals in the collaborative chat reference…

  7. Deployed Virtual Consulting: The Fusion of Wearable Computing, Collaborative Technology, Augmented Reality and Intelligent Agents to Support Fleet Aviation Maintenance

    National Research Council Canada - National Science Library

    Nasman, James

    2004-01-01

    .... By implementing wireless technology in combination with advanced software allowing the virtual collaboration of parties widely separated by geographical distance the Navy can establish a "virUal...

  8. An investigation of the efficacy of collaborative virtual reality systems for moderated remote usability testing.

    Science.gov (United States)

    Chalil Madathil, Kapil; Greenstein, Joel S

    2017-11-01

    Collaborative virtual reality-based systems have integrated high fidelity voice-based communication, immersive audio and screen-sharing tools into virtual environments. Such three-dimensional collaborative virtual environments can mirror the collaboration among usability test participants and facilitators when they are physically collocated, potentially enabling moderated usability tests to be conducted effectively when the facilitator and participant are located in different places. We developed a virtual collaborative three-dimensional remote moderated usability testing laboratory and employed it in a controlled study to evaluate the effectiveness of moderated usability testing in a collaborative virtual reality-based environment with two other moderated usability testing methods: the traditional lab approach and Cisco WebEx, a web-based conferencing and screen sharing approach. Using a mixed methods experimental design, 36 test participants and 12 test facilitators were asked to complete representative tasks on a simulated online shopping website. The dependent variables included the time taken to complete the tasks; the usability defects identified and their severity; and the subjective ratings on the workload index, presence and satisfaction questionnaires. Remote moderated usability testing methodology using a collaborative virtual reality system performed similarly in terms of the total number of defects identified, the number of high severity defects identified and the time taken to complete the tasks with the other two methodologies. The overall workload experienced by the test participants and facilitators was the least with the traditional lab condition. No significant differences were identified for the workload experienced with the virtual reality and the WebEx conditions. However, test participants experienced greater involvement and a more immersive experience in the virtual environment than in the WebEx condition. The ratings for the virtual

  9. The Affordance of Online Multiuser Virtual Environments for Creative Collaboration

    OpenAIRE

    HONG, SEUNG WAN

    2013-01-01

    Creativity is an important criterion for evaluating conceptual and design abilities of architects and their praxis. However, in recent years, the world has grown more complex. New problems have emerged that are often outside the architect's capacity. Given this challenge, architects collaborate with colleagues from architecture and other related disciplines, bringing more creative minds to participate in the process of producing creative solutions. In many cases collaboration can enhance cre...

  10. The Link Class Project: Collaborative virtual teams between Peru and The Netherlands

    OpenAIRE

    Mariella Olivos Rossini; Sandra Rincón; Anne-Francoise Rutkowski

    2015-01-01

    The Link Class Project presented in this article provides an example of established collaborative group activities to negotiate and build a report together in virtual teams composed of students at Universidad ESAN, Lima (Peru) and Tilburg University, Tilburg (Netherlands). It further analyzes the effects of a campus based internationalization strategy supported by the use of technology. Based on previous experiences with virtual classrooms, the authors adhere to the ancient Chinese philosophe...

  11. Perfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment

    Science.gov (United States)

    Jabro, A.; Jabro, J.

    2012-04-01

    PPerfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-located research partners and diverse funding sources, dynamic economic and political environments, and a changing workforce. Today's scientists must be prepared to not only perform work in the virtual team environment, but to work effectively and efficiently despite physical and cultural barriers. Research supports that students who have been exposed to virtual team experiences are desirable in the professional and academic arenas. Research supports establishing and maintaining established protocols for communication behavior prior to task discussion provides for successful team outcomes. Research conducted on graduate and undergraduate virtual teams' behaviors led to the development of successful pedagogic practices and assessment strategies.

  12. Celebrating international collaboration: reflections on the first Virtual International Practice Development Conference

    Directory of Open Access Journals (Sweden)

    Moira Stephens

    2016-11-01

    Full Text Available This article reports on the first Virtual International Practice Development Conference, held in May 2015 to celebrate International Nurses Day. The article describes key aspects of its planning, offers a flavour of the event itself and sets out an evaluation, including learning points and recommendations to assist with planning similar events in the future. Central to our learning are: The need for practice developers to grasp skills in technology associated with virtual space The need to embrace virtual space itself as another means by which creative and communicative spaces can be established for active learning and practice development activities The potential advantages that international virtual engagement has over face-to-face national or international engagement The delivery of this virtual event made a significant international contribution to global practice development activity within the International Practice Development Collaborative and to enabling practice developers to connect and celebrate on a more global basis. Implications for practice: Virtual space technology skills can assist with sharing and translating practice development research, innovations and critical commentary Virtual space can provide an adjunct to creative and communicative learning spaces Global networking opportunities can be developed and enhanced through the use of virtual space technology Practice developers need to role model the use of virtual technologies

  13. Virtual Team Communication and Collaboration in Army and Corporate Applications

    Science.gov (United States)

    2009-06-12

    including e-mail, instant messaging, net meetings, audio conferences, and a virtual team work space (Lipnack and Stamps 2007, 1). This case study...Figure 15. Digital Avatar Filing System Example Source: Joe Fernandez, IBM Uses 3D Imaging to Visualise Patient Records...Use of multiple modes of media to transmit data. Examples include audio , video videoconference, and e-mail Structured Problem or Task Clearly

  14. Communication, Collaboration, and Enhancing the Learning Experience: Developing a Collaborative Virtual Enquiry Service in University Libraries in the North of England

    Science.gov (United States)

    Jolly, Liz; White, Sue

    2016-01-01

    This article uses the case study of developing a collaborative "out-of-hours" virtual enquiry service by members of the Northern Collaboration Group of academic libraries in the north of England to explore the importance of communication and collaboration between academic library services in enhancing student learning. Set within the…

  15. Multi-User Virtual Environments Fostering Collaboration in Formal Education

    Science.gov (United States)

    Di Blas, Nicoletta; Paolini, Paolo

    2014-01-01

    This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…

  16. THE PROPOSED MODEL OF COLLABORATIVE VIRTUAL LEARNING ENVIRONMENT FOR INTRODUCTORY PROGRAMMING COURSE

    Directory of Open Access Journals (Sweden)

    Mahfudzah OTHMAN

    2012-01-01

    Full Text Available This paper discusses the proposed model of the collaborative virtual learning system for the introductory computer programming course which uses one of the collaborative learning techniques known as the “Think-Pair-Share”. The main objective of this study is to design a model for an online learning system that facilitates the collaborative learning activities in a virtual environment such as online communications and pair or small group discussions. In order to model the virtual learning environment, the RUP methodology has been used where it involves the data collection phase and the analysis and design phase. Fifty respondents have been randomly selected to participate in the data collection phase to investigate the students’ interest and learning styles as well as their learning preferences. The results have shown the needs for the development of online small group discussions that can be used as an alternative learning style for programming courses. The proposed design of the virtual learning system named as the Online Collaborative Learning System or OCLS is being depicted using the object-oriented models which are the use-case model and class diagram in order to show the concise processes of virtual “Think-Pair-Share” collaborative activities. The “Think-Pair-Share” collaborative learning technique that is being used in this model has been chosen because of its simplicity and relatively low-risk. This paper also presents the proposed model of the system’s architecture that will become the guidelines for the physical development of OCLS using the web-based applications.

  17. Development of collaborative-creative learning model using virtual laboratory media for instrumental analytical chemistry lectures

    Science.gov (United States)

    Zurweni, Wibawa, Basuki; Erwin, Tuti Nurian

    2017-08-01

    The framework for teaching and learning in the 21st century was prepared with 4Cs criteria. Learning providing opportunity for the development of students' optimal creative skills is by implementing collaborative learning. Learners are challenged to be able to compete, work independently to bring either individual or group excellence and master the learning material. Virtual laboratory is used for the media of Instrumental Analytical Chemistry (Vis, UV-Vis-AAS etc) lectures through simulations computer application and used as a substitution for the laboratory if the equipment and instruments are not available. This research aims to design and develop collaborative-creative learning model using virtual laboratory media for Instrumental Analytical Chemistry lectures, to know the effectiveness of this design model adapting the Dick & Carey's model and Hannafin & Peck's model. The development steps of this model are: needs analyze, design collaborative-creative learning, virtual laboratory media using macromedia flash, formative evaluation and test of learning model effectiveness. While, the development stages of collaborative-creative learning model are: apperception, exploration, collaboration, creation, evaluation, feedback. Development of collaborative-creative learning model using virtual laboratory media can be used to improve the quality learning in the classroom, overcome the limitation of lab instruments for the real instrumental analysis. Formative test results show that the Collaborative-Creative Learning Model developed meets the requirements. The effectiveness test of students' pretest and posttest proves significant at 95% confidence level, t-test higher than t-table. It can be concluded that this learning model is effective to use for Instrumental Analytical Chemistry lectures.

  18. Exploring the Notion of Space in Virtual Collaborations : Finding Prerequisites for Success in Virtual Teams

    OpenAIRE

    Hamrin, Per; Persson, Martin

    2010-01-01

    Virtual Teams are becoming an increasingly common work form. The ability to connect people with required sets of skills, regardless of their location in the world has been enabled by advances in information technology over the past 20 years. However, as researchers and practitioners have discovered, this new kind of team brings with it number of challenges. This thesis aims to examine the challenges and the opportunities that technology brings to the environment of the Virtual Team and to giv...

  19. Collaboration Modality, Cognitive Load, and Science Inquiry Learning in Virtual Inquiry Environments

    Science.gov (United States)

    Erlandson, Benjamin E.; Nelson, Brian C.; Savenye, Wilhelmina C.

    2010-01-01

    Educational multi-user virtual environments (MUVEs) have been shown to be effective platforms for situated science inquiry curricula. While researchers find MUVEs to be supportive of collaborative scientific inquiry processes, the complex mix of multi-modal messages present in MUVEs can lead to cognitive overload, with learners unable to…

  20. Prospects for Digital Campus with Extensive Applications of Virtual Collaborative Space

    Science.gov (United States)

    Nishide, Ryo

    2011-01-01

    This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…

  1. A Social Network Analysis of Teaching and Research Collaboration in a Teachers' Virtual Learning Community

    Science.gov (United States)

    Lin, Xiaofan; Hu, Xiaoyong; Hu, Qintai; Liu, Zhichun

    2016-01-01

    Analysing the structure of a social network can help us understand the key factors influencing interaction and collaboration in a virtual learning community (VLC). Here, we describe the mechanisms used in social network analysis (SNA) to analyse the social network structure of a VLC for teachers and discuss the relationship between face-to-face…

  2. Cognitive Presence in Virtual Collaborative Learning: Assessing and Improving Critical Thinking in Online Discussion Forums

    Science.gov (United States)

    Beckmann, Jennifer; Weber, Peter

    2015-01-01

    The paper introduces a virtual collaborative learning setting called "Net Economy," which we established as part of an international learning network of currently seven universities. Using the Community of Inquiry framework as guidance and Canonical Action Research (CAR) as the chosen research design, the discussion forum of the online…

  3. The link class project : Collaborative virtual teams between Peru and The Netherlands

    NARCIS (Netherlands)

    Olivos Rossini, L.M.; Rincon, Sandra; Rutkowski, Anne-Francoise

    2015-01-01

    The Link Class Project presented in this article provides an example of established collaborative group activities to negotiate and build a report together in virtual teams composed of students at Universidad ESAN, Lima (Peru) and Tilburg University, Tilburg (Netherlands). It further analyzes the

  4. Impact of Collaborative Work on Technology Acceptance: A Case Study from Virtual Computing

    Science.gov (United States)

    Konak, Abdullah; Kulturel-Konak, Sadan; Nasereddin, Mahdi; Bartolacci, Michael R.

    2017-01-01

    Aim/Purpose: This paper utilizes the Technology Acceptance Model (TAM) to examine the extent to which acceptance of Remote Virtual Computer Laboratories (RVCLs) is affected by students' technological backgrounds and the role of collaborative work. Background: RVCLs are widely used in information technology and cyber security education to provide…

  5. Virtual Campus Hub: A single sign-on system for cross-border collaboration

    DEFF Research Database (Denmark)

    Badger, Merete; Vercoulen, F.; Monaco, L.

    2013-01-01

    laboratory exercises, examination tools, courses, collaboration tools, and tools to support the incubation of new small or medium size enterprises (SMEs). All of the applications serve as use cases for the demonstration of how the technology behind Virtual Campus Hub works. They can be accessed via...... in connection with joint educational programs and courses. These experiences are gained through a series of virtual events where users from the partners are invited to test each other’s applications. So far, testing of remote laboratory exercises, examination tools and an online course in wind energy has shown......Four technical universities in Europe work together in the EU-funded project Virtual Campus Hub (FP7 RI-283746, www.virtualcampushub.eu) to lower the technical barriers for cross-border collaboration. Universities have many connections to the outside world (e.g. to other universities, to joint...

  6. A framework using cluster-based hybrid network architecture for collaborative virtual surgery.

    Science.gov (United States)

    Qin, Jing; Choi, Kup-Sze; Poon, Wai-Sang; Heng, Pheng-Ann

    2009-12-01

    Research on collaborative virtual environments (CVEs) opens the opportunity for simulating the cooperative work in surgical operations. It is however a challenging task to implement a high performance collaborative surgical simulation system because of the difficulty in maintaining state consistency with minimum network latencies, especially when sophisticated deformable models and haptics are involved. In this paper, an integrated framework using cluster-based hybrid network architecture is proposed to support collaborative virtual surgery. Multicast transmission is employed to transmit updated information among participants in order to reduce network latencies, while system consistency is maintained by an administrative server. Reliable multicast is implemented using distributed message acknowledgment based on cluster cooperation and sliding window technique. The robustness of the framework is guaranteed by the failure detection chain which enables smooth transition when participants join and leave the collaboration, including normal and involuntary leaving. Communication overhead is further reduced by implementing a number of management approaches such as computational policies and collaborative mechanisms. The feasibility of the proposed framework is demonstrated by successfully extending an existing standalone orthopedic surgery trainer into a collaborative simulation system. A series of experiments have been conducted to evaluate the system performance. The results demonstrate that the proposed framework is capable of supporting collaborative surgical simulation.

  7. User satisfaction with referrals at a collaborative virtual reference service Virtual reference services, Reference services, Referrals, User satisfaction

    Directory of Open Access Journals (Sweden)

    Nahyun Kwon

    2006-01-01

    Full Text Available Introduction. This study investigated unmonitored referrals in a nationwide, collaborative chat reference service. Specifically, it examined the extent to which questions are referred, the types of questions that are more likely to be referred than others, and the level of user satisfaction with the referrals in the collaborative chat reference service. Method. The data analysed for this study were 420 chat reference transaction transcripts along with corresponding online survey questionnaires submitted by the service users. Both sets of data were collected from an electronic archive of a southeastern state public library system that has participated in 24/7 Reference of the Metropolitan Cooperative Library System (MCLS. Results. Referrals in the collaborative chat reference service comprised approximately 30% of the total transactions. Circulation-related questions were the most often referred among all question types, possibly because of the inability of 'outside' librarians to access patron accounts. Most importantly, user satisfaction with referrals was found to be significantly lower than that of completed answers. Conclusion. The findings of this study addressed the importance of distinguishing two types of referrals: the expert research referrals conducive to collaborative virtual reference services; and the re-directional local referrals that increase unnecessary question traffic, thereby being detrimental to effective use of collaborative reference. Continuing efforts to conceptualize referrals in multiple dimensions are anticipated to fully grasp complex phenomena underlying referrals.

  8. ICT Collaboration Tools for Virtual Teams in Terms of the SECI Model

    Directory of Open Access Journals (Sweden)

    Monika Davidekova

    2017-02-01

    Full Text Available Nowadays, the current state of development of information and communication technology (ICT connects individuals across time and space in one common environment, that is accessible for anyone, the virtual world. To collaborate with somebody or to participate in a team activity does not require a physical presence anymore. Virtual settings allow real-time communication and cooperation across any distance at any time with negligible delay. ICT allows formation of virtual teams where those accomplish various functions in work, education and private life. Compared to local teams of physically present individuals, the collaboration in virtual environments is more intensively influenced by significantly impacting factors and requires intensive motivation of the team members, extensive support by their team leader and appropriate technology. Among all the available ICT tools, not each ICT tool is equally suitable for each and every team activity. This paper aims to provide analysis of various ICT tools, to disclose their potential to contribute to team’s quality communication and to reduce drawbacks caused by impersonal environment. Our aim is to optimize the composition of the ICT supporting infrastructure in order to form successful and effective collaboration.

  9. Virtual patient simulator for distributed collaborative medical education.

    Science.gov (United States)

    Caudell, Thomas P; Summers, Kenneth L; Holten, Jim; Hakamata, Takeshi; Mowafi, Moad; Jacobs, Joshua; Lozanoff, Beth K; Lozanoff, Scott; Wilks, David; Keep, Marcus F; Saiki, Stanley; Alverson, Dale

    2003-01-01

    Project TOUCH (Telehealth Outreach for Unified Community Health; http://hsc.unm.edu/touch) investigates the feasibility of using advanced technologies to enhance education in an innovative problem-based learning format currently being used in medical school curricula, applying specific clinical case models, and deploying to remote sites/workstations. The University of New Mexico's School of Medicine and the John A. Burns School of Medicine at the University of Hawai'i face similar health care challenges in providing and delivering services and training to remote and rural areas. Recognizing that health care needs are local and require local solutions, both states are committed to improving health care delivery to their unique populations by sharing information and experiences through emerging telehealth technologies by using high-performance computing and communications resources. The purpose of this study is to describe the deployment of a problem-based learning case distributed over the National Computational Science Alliance's Access Grid. Emphasis is placed on the underlying technical components of the TOUCH project, including the virtual reality development tool Flatland, the artificial intelligence-based simulation engine, the Access Grid, high-performance computing platforms, and the software that connects them all. In addition, educational and technical challenges for Project TOUCH are identified. Copyright 2003 Wiley-Liss, Inc.

  10. Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments

    Science.gov (United States)

    Pretto, N.; Poiesi, F.

    2017-11-01

    We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.

  11. Facilitating learning through an international virtual collaborative practice: A case study.

    Science.gov (United States)

    Wihlborg, Monne; Friberg, Elizabeth E; Rose, Karen M; Eastham, Linda

    2018-02-01

    Internationalisation of higher education involving information and communication technology such as e-learning opens opportunities for innovative learning approaches across nations and cultures. Describe a case in practice of collaborative and transformative learning in relation to 'internationalisation on home grounds' with the broader learning objective of 'becoming aware and knowledgeable'. A mutually developed project established a virtual international collaborative exchange for faculty and students using a course management software (MOODLE) and open access technology (Adobe CONNECT). Two research universities in Sweden and the United States. Approximately 90 nursing students from each university per semester over several semesters. A collaborative process to develop a joint learning community to construct a virtual module and learning activity involving academics and nursing students in two countries using principles of meaning construction and negotiated learning. Developed possibilities for dealing with the challenges and finding strategies for a future higher education system that opens dialogues worldwide. Virtual international exchanges open innovative communication and learning contexts across nations and cultures. Internationalisation is so much more than students and teachers' mobility. 'Internationalisation on home grounds' (internationalisation for all) should receive more attention to support faculty and student collaboration, learning, and professional development. Copyright © 2017 Elsevier Ltd. All rights reserved.

  12. Collaborative Work in Virtual Learning Environments: Some Reflections and Prospects of Students

    Directory of Open Access Journals (Sweden)

    Francisco Mora-Vicariol

    2016-05-01

    Full Text Available The collaborative work in virtual learning environments becomes more relevant at a time when technology is used intensively. This paper shows the results of research conducted at the Universidad Estatal a Distancia (UNED in Costa Rica, about students’ perceptions around the concept and implications of collaborative work in two online courses provided by Dirección de Extensión Universitaria (Dirextu. The aim of this study is to establish the difference between collaborative work and group work as well as knowing the tools that can be used to promote this type of activity in virtual learning environments. The methodology used for this article applied a survey to two groups of students, each belonging to two different virtual courses of the Dirección de Extensión Universitaria (Dirextu. This study was based on quantitative research and applied an instrument with open and closed questions. The analysis process of the results was performed with the help of tables and figures (graphs. Finally, the study exposes a series of conclusions and recommendations among which we highlight the following: students do like collaborative activities because they diversify the teaching modes and improve the learning styles.

  13. NASA's Solar System Exploration Research Virtual Institute: Building Collaboration Through International Partnerships

    Science.gov (United States)

    Gibbs, K. E.; Schmidt, G. K.

    2017-01-01

    The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on re-search at the intersection of science and exploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdisciplinary, research-focused collaborations. This talk will describe the international partner re-search efforts and how we are engaging the international science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships.

  14. Implementing a collaborative virtual environment — specification for a usability metamodel

    Directory of Open Access Journals (Sweden)

    Maria L Villegas R

    2009-01-01

    Full Text Available This research presents the results of the first phase of a macro-project for constructing a collaborative virtual environment. It was aimed at selecting a graphical interface from five proposed for such environment, considering each one’s level of usability. Seve- ral standards of usability and user-centered design patterns were studied for specifying interface measurment criteria for speci- fying a usability metamodel; this defined the variables and rules to be taken into accout when measuring graphic user interface (GUI usability level for collaborative virtual environments. The use of metaphors when specifying graphic user interfaces is also briefly looked at as a source of new usability and satisfaction related to such interface use.

  15. The virtual library in action: Collaborative international control of high-energy physics pre-print

    International Nuclear Information System (INIS)

    Kreitz, P.A.; Addis, L.; Galic, H.; Johnson, T.

    1996-02-01

    This paper will discuss how control of the grey literature in high-energy physics pre-prints developed through a collaborative effort of librarians and physicists. It will highlight the critical steps in the development process and describe one model of a rapidly evolving virtual library for high-energy physics information. In conclusion, this paper will extend this physics model to other areas of grey literature management

  16. A collaborative virtual environment for training of security agents in nuclear emergencies

    International Nuclear Information System (INIS)

    Fernandes, Sara I.; Passos, Cláudio A.; Silva, Marcio H.; Carvalho, Paulo Victor R.; Legey, Ana Paula; Mol, Antonio Carlos; Machado, Daniel M.; Cotelli, André; Rocha, Tiago L.

    2017-01-01

    In face the recently observed security menaces related to terrorist actions and natural disasters, there is a need for a major qualification and training of the agents responsible for avoid any problems regarding to abnormal conditions. In the conventional training procedures, however, field simulations are associated to logistical and operational constraints regarded to the execution of the tests which can expose the user to risk. On the other hand, the use of virtual simulations provides an alternative to such limitations besides of promote the qualifying of professionals with a great reliability. For this reason, this paper proposes the development of a collaborative virtual environment that will be used to prepare the security agents on identifying individuals suspected of carrying radioactive materials. The development of the virtual environment consisted on modeling using Autodesk 3ds Max, where the scene itself and the scene objects were modeled besides the terrain creation and basic features programming using the Game Engine Unity 3D. In the Engine Game were included radiation detectors and avatars. The security agents were able to communicate to each other by means of auxiliary external tools like a headset software that makes possible the communication, coordination and cooperation required for an effective collaboration. Experimental tests of the virtual simulations were performed with the participation of CNEN radiological protection agents and collaborators. The tests have shown that the proposed method can contribute to improve the training results of the basic collaborative skills required for a CNEN agent in an emergency situation without the need to expose him to any kind of risk. In face of that, we hope that it can contribute to minimize the demand for qualified security professionals. (author)

  17. A collaborative virtual environment for training of security agents in nuclear emergencies

    Energy Technology Data Exchange (ETDEWEB)

    Fernandes, Sara I.; Passos, Cláudio A.; Silva, Marcio H.; Carvalho, Paulo Victor R.; Legey, Ana Paula; Mol, Antonio Carlos; Machado, Daniel M.; Cotelli, André; Rocha, Tiago L., E-mail: mol@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil). Departamento de Realidade Virtual

    2017-07-01

    In face the recently observed security menaces related to terrorist actions and natural disasters, there is a need for a major qualification and training of the agents responsible for avoid any problems regarding to abnormal conditions. In the conventional training procedures, however, field simulations are associated to logistical and operational constraints regarded to the execution of the tests which can expose the user to risk. On the other hand, the use of virtual simulations provides an alternative to such limitations besides of promote the qualifying of professionals with a great reliability. For this reason, this paper proposes the development of a collaborative virtual environment that will be used to prepare the security agents on identifying individuals suspected of carrying radioactive materials. The development of the virtual environment consisted on modeling using Autodesk 3ds Max, where the scene itself and the scene objects were modeled besides the terrain creation and basic features programming using the Game Engine Unity 3D. In the Engine Game were included radiation detectors and avatars. The security agents were able to communicate to each other by means of auxiliary external tools like a headset software that makes possible the communication, coordination and cooperation required for an effective collaboration. Experimental tests of the virtual simulations were performed with the participation of CNEN radiological protection agents and collaborators. The tests have shown that the proposed method can contribute to improve the training results of the basic collaborative skills required for a CNEN agent in an emergency situation without the need to expose him to any kind of risk. In face of that, we hope that it can contribute to minimize the demand for qualified security professionals. (author)

  18. The Synergy of applying virtual collaboration tools and problem-based approach for development of knowledge sharing skills : empirical research

    OpenAIRE

    Schoop, Eric; Kriaučiūnienė, Roma; Brundzaitė, Rasa

    2004-01-01

    This article analyses the needs and possibilities to educate new type of virtual collaboration skills for the university students, who are currently studying in business and information systems area. We investigate the possibility to incorporate problem-based group learning and computer supported tools into university curricula. The empirical research results are presented, which summarize experiences of using the virtual collaborative learning (VCL) environment, provided by Business informat...

  19. Managing Distributed Innovation Processes in Virtual Organizations by Applying the Collaborative Network Relationship Analysis

    Science.gov (United States)

    Eschenbächer, Jens; Seifert, Marcus; Thoben, Klaus-Dieter

    Distributed innovation processes are considered as a new option to handle both the complexity and the speed in which new products and services need to be prepared. Indeed most research on innovation processes was focused on multinational companies with an intra-organisational perspective. The phenomena of innovation processes in networks - with an inter-organisational perspective - have been almost neglected. Collaborative networks present a perfect playground for such distributed innovation processes whereas the authors highlight in specific Virtual Organisation because of their dynamic behaviour. Research activities supporting distributed innovation processes in VO are rather new so that little knowledge about the management of such research is available. With the presentation of the collaborative network relationship analysis this gap will be addressed. It will be shown that a qualitative planning of collaboration intensities can support real business cases by proving knowledge and planning data.

  20. Secure environment for real-time tele-collaboration on virtual simulation of radiation treatment planning.

    Science.gov (United States)

    Ntasis, Efthymios; Maniatis, Theofanis A; Nikita, Konstantina S

    2003-01-01

    A secure framework is described for real-time tele-collaboration on Virtual Simulation procedure of Radiation Treatment Planning. An integrated approach is followed clustering the security issues faced by the system into organizational issues, security issues over the LAN and security issues over the LAN-to-LAN connection. The design and the implementation of the security services are performed according to the identified security requirements, along with the need for real time communication between the collaborating health care professionals. A detailed description of the implementation is given, presenting a solution, which can directly be tailored to other tele-collaboration services in the field of health care. The pilot study of the proposed security components proves the feasibility of the secure environment, and the consistency with the high performance demands of the application.

  1. Collaborative enterprise and virtual prototyping (CEVP): a product-centric approach to distributed simulation

    Science.gov (United States)

    Saunders, Vance M.

    1999-06-01

    The downsizing of the Department of Defense (DoD) and the associated reduction in budgets has re-emphasized the need for commonality, reuse, and standards with respect to the way DoD does business. DoD has implemented significant changes in how it buys weapon systems. The new emphasis is on concurrent engineering with Integrated Product and Process Development and collaboration with Integrated Product Teams. The new DoD vision includes Simulation Based Acquisition (SBA), a process supported by robust, collaborative use of simulation technology that is integrated across acquisition phases and programs. This paper discusses the Air Force Research Laboratory's efforts to use Modeling and Simulation (M&S) resources within a Collaborative Enterprise Environment to support SBA and other Collaborative Enterprise and Virtual Prototyping (CEVP) applications. The paper will discuss four technology areas: (1) a Processing Ontology that defines a hierarchically nested set of collaboration contexts needed to organize and support multi-disciplinary collaboration using M&S, (2) a partial taxonomy of intelligent agents needed to manage different M&S resource contributions to advancing the state of product development, (3) an agent- based process for interfacing disparate M&S resources into a CEVP framework, and (4) a Model-View-Control based approach to defining `a new way of doing business' for users of CEVP frameworks/systems.

  2. Working Collaboratively in Virtual Learning Environments: Using Second Life with Korean High School Students in History Class

    Science.gov (United States)

    Kim, Mi Hwa

    2013-01-01

    The purpose of this experimental study was to investigate the impact of the use of a virtual environment for learning Korean history on high school students' learning outcomes and attitudes toward virtual worlds (collaboration, engagement, general use of SL [Second Life], and immersion). In addition, this experiment examined the relationships…

  3. Study of Co-Located and Distant Collaboration with Symbolic Support via a Haptics-Enhanced Virtual Reality Task

    Science.gov (United States)

    Yeh, Shih-Ching; Hwang, Wu-Yuin; Wang, Jin-Liang; Zhan, Shi-Yi

    2013-01-01

    This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual reality context. Participants' perceptions and behaviors were also studied. A haptics-enhanced virtual reality task was developed to conduct…

  4. Collaborative virtual reality based advanced cardiac life support training simulator using virtual reality principles.

    Science.gov (United States)

    Khanal, Prabal; Vankipuram, Akshay; Ashby, Aaron; Vankipuram, Mithra; Gupta, Ashish; Drumm-Gurnee, Denise; Josey, Karen; Tinker, Linda; Smith, Marshall

    2014-10-01

    Advanced Cardiac Life Support (ACLS) is a series of team-based, sequential and time constrained interventions, requiring effective communication and coordination of activities that are performed by the care provider team on a patient undergoing cardiac arrest or respiratory failure. The state-of-the-art ACLS training is conducted in a face-to-face environment under expert supervision and suffers from several drawbacks including conflicting care provider schedules and high cost of training equipment. The major objective of the study is to describe, including the design, implementation, and evaluation of a novel approach of delivering ACLS training to care providers using the proposed virtual reality simulator that can overcome the challenges and drawbacks imposed by the traditional face-to-face training method. We compare the efficacy and performance outcomes associated with traditional ACLS training with the proposed novel approach of using a virtual reality (VR) based ACLS training simulator. One hundred and forty-eight (148) ACLS certified clinicians, translating into 26 care provider teams, were enrolled for this study. Each team was randomly assigned to one of the three treatment groups: control (traditional ACLS training), persuasive (VR ACLS training with comprehensive feedback components), or minimally persuasive (VR ACLS training with limited feedback components). The teams were tested across two different ACLS procedures that vary in the degree of task complexity: ventricular fibrillation or tachycardia (VFib/VTach) and pulseless electric activity (PEA). The difference in performance between control and persuasive groups was not statistically significant (P=.37 for PEA and P=.1 for VFib/VTach). However, the difference in performance between control and minimally persuasive groups was significant (P=.05 for PEA and P=.02 for VFib/VTach). The pre-post comparison of performances of the groups showed that control (P=.017 for PEA, P=.01 for VFib/VTach) and

  5. Distributed interactive virtual environments for collaborative experiential learning and training independent of distance over Internet2.

    Science.gov (United States)

    Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P

    2004-01-01

    Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully

  6. The development of a collaborative virtual environment for finite element simulation

    Science.gov (United States)

    Abdul-Jalil, Mohamad Kasim

    Communication between geographically distributed designers has been a major hurdle in traditional engineering design. Conventional methods of communication, such as video conferencing, telephone, and email, are less efficient especially when dealing with complex design models. Complex shapes, intricate features and hidden parts are often difficult to describe verbally or even using traditional 2-D or 3-D visual representations. Virtual Reality (VR) and Internet technologies have provided a substantial potential to bridge the present communication barrier. VR technology allows designers to immerse themselves in a virtual environment to view and manipulate this model just as in real-life. Fast Internet connectivity has enabled fast data transfer between remote locations. Although various collaborative virtual environment (CVE) systems have been developed in the past decade, they are limited to high-end technology that is not accessible to typical designers. The objective of this dissertation is to discover and develop a new approach to increase the efficiency of the design process, particularly for large-scale applications wherein participants are geographically distributed. A multi-platform and easily accessible collaborative virtual environment (CVRoom), is developed to accomplish the stated research objective. Geographically dispersed designers can meet in a single shared virtual environment to discuss issues pertaining to the engineering design process and to make trade-off decisions more quickly than before, thereby speeding the entire process. This 'faster' design process will be achieved through the development of capabilities to better enable the multidisciplinary and modeling the trade-off decisions that are so critical before launching into a formal detailed design. The features of the environment developed as a result of this research include the ability to view design models, use voice interaction, and to link engineering analysis modules (such as Finite

  7. Virtual team learning: The role of collaboration process and technology affordance in team decision making

    Directory of Open Access Journals (Sweden)

    Sean Cordes

    2016-12-01

    Full Text Available The study examines two dimensions that impact virtual team decision making. One is the influence of collaboration process structure: the sequences, patterns, and routines participants use to interact and solve problems. The other is technology affordance: the strengths and weaknesses of technologies in terms of the usefulness they offer to teams when performing tasks. Some teams used a structured collaboration process with monitoring, coordination, and backup functions during a decision-making discussion. Other teams had no discussion process instructions. In addition, some teams possessed stronger technology affordance including both chat and an editable document. Other teams used chat technology alone, which offered fewer collaboration possibilities. The collaboration process and technology affordance factors were tested in an experiment in which four-person online teams worked as a personnel hiring committee. Information about four job candidates was distributed to create a hidden profile in which some information was shared across all team members, while other information was visible only to specific members. Two hundred and eight students, comprising fifty-two teams completed the study. Teams using the structured collaboration process made more accurate and higher-quality decisions. In addition, scores were higher when technology affordance included both chat and editable document tools, but this influence was not significant.

  8. The effectiveness of integration of virtual patients in a collaborative learning activity.

    Science.gov (United States)

    Marei, Hesham F; Donkers, Jeroen; Van Merrienboer, Jeroen J G

    2018-05-07

    Virtual patients (VPs) have been recently integrated within different learning activities. To compare between the effect of using VPs in a collaborative learning activity and using VPs in an independent learning activity on students' knowledge acquisition, retention and transfer. For two different topics, respectively 82 and 76 dental students participated in teaching, learning and assessment sessions with VPs. Students from a female campus and from a male campus have been randomly assigned to condition (collaborative and independent), yielding four experimental groups. Each group received a lecture followed by a learning session using two VPs per topic. Students were administrated immediate and delayed written tests as well as transfer tests using two VPs to assess their knowledge in diagnosis and treatment. For the treatment items of the immediate and delayed written tests, females outperformed males in the collaborative VP group but not in the independent VP group. On the female campus, the use of VPs in a collaborative learning activity is more effective than its use as an independent learning activity in enhancing students' knowledge acquisition and retention. However, the collaborative use of VPs by itself is not enough to produce consistent results across different groups of students and attention should be given to all the factors that would affect students' interaction.

  9. Collaborative use of virtual patients after a lecture enhances learning with minimal investment of cognitive load.

    Science.gov (United States)

    Marei, Hesham F; Donkers, Jeroen; Al-Eraky, Mohamed M; Van Merrienboer, Jeroen J G

    2018-05-25

    The use of virtual patients (VPs), due to their high complexity and/or inappropriate sequencing with other instructional methods, might cause a high cognitive load, which hampers learning. To investigate the efficiency of instructional methods that involved three different applications of VPs combined with lectures. From two consecutive batches, 171 out of 183 students have participated in lecture and VPs sessions. One group received a lecture session followed by a collaborative VPs learning activity (collaborative deductive). The other two groups received a lecture session and an independent VP learning activity, which either followed the lecture session (independent deductive) or preceded it (independent inductive). All groups were administrated written knowledge acquisition and retention tests as well as transfer tests using two new VPs. All participants completed a cognitive load questionnaire, which measured intrinsic, extraneous and germane load. Mixed effect analysis of cognitive load and efficiency using the R statistical program was performed. The highest intrinsic and extraneous load was found in the independent inductive group, while the lowest intrinsic and extraneous load was seen in the collaborative deductive group. Furthermore, comparisons showed a significantly higher efficiency, that is, higher performance in combination with lower cognitive load, for the collaborative deductive group than for the other two groups. Collaborative use of VPs after a lecture is the most efficient instructional method, of those tested, as it leads to better learning and transfer combined with lower cognitive load, when compared with independent use of VPs, either before or after the lecture.

  10. Fusion virtual laboratory: The experiments' collaboration platform in Japan

    Energy Technology Data Exchange (ETDEWEB)

    Nakanishi, H., E-mail: nakanisi@nifs.ac.jp [National Institute for Fusion Science, Toki, Gifu 509-5292 (Japan); Kojima, M.; Takahashi, C.; Ohsuna, M.; Imazu, S.; Nonomura, M. [National Institute for Fusion Science, Toki, Gifu 509-5292 (Japan); Hasegawa, M. [RIAM, Kyushu University, Kasuga, Fukuoka 816-8560 (Japan); Yoshikawa, M. [PRC, University of Tsukuba, Tsukuba, Ibaraki 305-8577 (Japan); Nagayama, Y.; Kawahata, K. [National Institute for Fusion Science, Toki, Gifu 509-5292 (Japan)

    2012-12-15

    'Fusion virtual laboratory (FVL)' is the experiments' collaboration platform covering multiple fusion projects in Japan. Major Japanese fusion laboratories and universities are mutually connected through the dedicated virtual private network, named SNET, on SINET4. It has 3 different categories; (i) LHD remote participation, (ii) bilateral experiments' collaboration, and (iii) remote use of supercomputer. By extending the LABCOM data system developed at LHD, FVL supports (i) and (ii) so that it can deal with not only LHD data but also the data of two remote experiments: QUEST at Kyushu University and GAMMA10 at University of Tsukuba. FVL has applied the latest 'cloud' technology for both data acquisition and storage architecture. It can provide us high availability and performance scalability of the whole system. With a well optimized TCP data transferring method, the unified data access platform for both experimental data and numerical computation results could become realistic on FVL. The FVL project will continue demonstrating the ITER-era international collaboration schemes and the necessary technology.

  11. Collaborative and Competitive Strategies in Virtual Teams of e-Entrepreneurs: A pan-European Perspective

    Directory of Open Access Journals (Sweden)

    Harry Matlay

    2009-08-01

    Full Text Available Recent advances in Information and Communication Technologies (ICTs and the advent of the Internet have facilitated the emergence and growth of collaborative strategies amongst small e-Businesses (Matlay & Westhead, 2005. In addition, during the last decade or so, team-led entrepreneurship has been identified as a highly profitable alternative to single founder entrepreneurship. Recent research suggests that growth oriented, small e-Businesses operating in international e-Markets are more likely to be founded and managed by teams of e-Entrepreneurs (Matlay & Westhead, 2007. In increasingly globalised and hyper-competitive markets, "virtual teams" of e-Entrepreneurs search, discover and exploit new entrepreneurial opportunities. This type of entrepreneurial team consists of geographically dispersed entrepreneurs who are led by common entrepreneurial interests and interact electronically in order to promote interdependent strategies and fulfil entrepreneurial goals. In this article, an illustrative longitudinal case study of a pan-European virtual team of 24 e-Entrepreneur members is used to evaluate emergent collaborative and competitive strategies in small e-Businesses that are lead and managed by members. Collaborative and competitive strategies of e-Businesses are identified and related outcomes are analysed. Future research opportunities are suggested and pertinent policy recommendations are offered.

  12. Virtuality and efficiency - overcoming past antinomy in the remote collaboration experience

    International Nuclear Information System (INIS)

    Fernandes, Joao; Bjorkli, Knut; Clavo, David Martin; Baron, Thomas

    2010-01-01

    Several recent initiatives have been put in place by the CERN IT Department to improve the user experience in remote dispersed meetings and remote collaboration at large in the LHC communities worldwide. We will present an analysis of the factors which were historically limiting the efficiency of remote dispersed meetings and describe the consequent actions which were undertaken at CERN to overcome these limitations. After giving a status update of the different equipment available at CERN to enable the virtual sessions and the various collaborative tools which are currently proposed to users, we will focus on the evolution of this market: how can the new technological trends (among others, HD videoconferencing, Telepresence, Unified Communications, etc.) impact positively the user experience and how to attain the best usage of them. Finally, by projecting ourselves in the future, we will give some hints as to how to answer the difficult question of selecting the next generation of collaborative tools: which set of tools among the various offers (systems like Vidyo H264 SVC, next generation EVO, Groupware offers, standard H323 systems, etc.) is best suited for our environment and how to unify this set for the common user. This will finally allow us to definitively overcome the past antinomy between virtuality and efficiency.

  13. SEMINAR ABOUT SERIOUS GAMES AND VIRTUAL WORLDS: An Experience of International Collaboration And Reflection

    Directory of Open Access Journals (Sweden)

    Wolfram LAASER

    2011-08-01

    Full Text Available The educational possibilities of ICT, dizzying and exponentially growing every day, offer multiple alternatives of mediation for teaching, learning and communication.Thus, the inclusion of video games and virtual worlds into educational context represents a qualitative leap that claims to significantly boost ways of communication and knowledge representation of the scenarios involved. Aware of this reality, in the framework of the Master of Technology Enhanced Learning at the National University of Cordoba, Argentina, a virtual seminar was offered to students to address the issue on the basis of invited lectures of worldwide recognized experts. The format chosen for the seminar allowed the treatment of subjects not only through reading assignments and web quests to be discussed collaboratively but also included the state of the art experience of developers working in the field. The paper describes didactic design and technical solutions of the seminar format.

  14. VirtualECare : group support in collaborative networks organizations for digital homecare

    OpenAIRE

    Costa, Ricardo André Fernandes; Novais, Paulo; Lima, Luís; Cruz, José Bulas; Neves, José

    2009-01-01

    Collaborative Work plays an important role in today’s organizations, especially in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself complex, but is becoming recurrent in recent years. In this work we present the VirtualECare project, an intelligent multi-agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In last year’s there has been a substantially increas...

  15. Feasibility of a virtual learning collaborative to implement an obesity QI project in 29 pediatric practices.

    Science.gov (United States)

    John, Tamara; Morton, Michaela; Weissman, Mark; O'Brien, Ellen; Hamburger, Ellen; Hancock, Yolandra; Moon, Rachel Y

    2014-04-01

    Quality improvement (QI) activities are required to maintain board certification in pediatrics. However, because of lack of training and resources, pediatricians may feel overwhelmed by the need to implement QI activities. Pediatricians also face challenges when caring for overweight and obese children. To create a virtual (online) QI learning collaborative through which pediatric practices could easily develop and implement a continuous QI process. Prospective cohort. Pediatric practices that were part of the Children's National Health Network were invited to participate, with the option to receive continuing medical education and maintenance of certification credits. s) Practices conducted baseline and monthly chart audits, participated in educational webinars and selected monthly practice changes, using Plan-Do-Study-Act cycles. Practices reported activities monthly and periodic feedback was provided to practices about their performance. s) Improvement in (i) body mass index (BMI) percentile documentation, (ii) appropriate nutritional and activity counseling and (iii) follow-up management for high-risk patients. Twenty-nine practices (120 providers) participated, and 24 practices completed all program activities. Monthly chart audits demonstrated continuous improvement in documentation of BMI, abnormal weight diagnosis, nutrition and activity screening and counseling, weight-related health messages and follow-up management of overweight and obese patients. Impact of QI activities on visit duration and practice efficiency was minimal. A virtual learning collaborative was successful in providing a framework for pediatricians to implement a continuous QI process and achieve practice improvements. This format can be utilized to address multiple health issues.

  16. To Enhance Collaborative Learning and Practice Network Knowledge with a Virtualization Laboratory and Online Synchronous Discussion

    Directory of Open Access Journals (Sweden)

    Wu-Yuin Hwang

    2014-09-01

    Full Text Available Recently, various computer networking courses have included additional laboratory classes in order to enhance students’ learning achievement. However, these classes need to establish a suitable laboratory where each student can connect network devices to configure and test functions within different network topologies. In this case, the Linux operating system can be used to operate network devices and the virtualization technique can include multiple OSs for supporting a significant number of students. In previous research, the virtualization application was successfully applied in a laboratory, but focused only on individual assignments. The present study extends previous research by designing the Networking Virtualization-Based Laboratory (NVBLab, which requires collaborative learning among the experimental students. The students were divided into an experimental group and a control group for the experiment. The experimental group performed their laboratory assignments using NVBLab, whereas the control group completed them on virtual machines (VMs that were installed on their personal computers. Moreover, students using NVBLab were provided with an online synchronous discussion (OSD feature that enabled them to communicate with others. The laboratory assignments were divided into two parts: Basic Labs and Advanced Labs. The results show that the experimental group significantly outperformed the control group in two Advanced Labs and the post-test after Advanced Labs. Furthermore, the experimental group’s activities were better than those of the control group based on the total average of the command count per laboratory. Finally, the findings of the interviews and questionnaires with the experimental group reveal that NVBLab was helpful during and after laboratory class.

  17. Designing a Virtual Research Facility to motivate Professional-Citizen Collaboration

    Science.gov (United States)

    Gay, Pamela

    In order to handle the onslaught of data spilling from telescopes on the Earth and on orbit, CosmoQuest has created a virtual research facility that allows the public to collaborate with science teams on projects that would otherwise lack the necessary human resources. This second-generation citizen science site goes beyond asking people to click on images to also engaging them in taking classes, attending virtual seminars, and participating in virtual star parties. These features were introduced to try and expand the diversity of motivations that bring people to the project and to keep them engaged overtime - just as a research center seeks to bring a diversity of people together to work and learn over time. In creating the CosmoQuest Virtual Research Facility, we sought to answer the question, “What would happen if we provided the public with the same kinds of facilities scientists have, and invite them to be our collaborators?” It had already been observed that the public readily attends public science lectures, open houses at science facilities, and education programs such as star parties. It was hoped that by creating a central facility, we could build a community of people learning and doing science in a productive manner. In order to be successful, we needed to first create the facility, then test if people were coming both to learn and to do science, and finally to verify that people were doing legitimate science. During the past 18 months of operations, we have continued to work through each of these stages, as discussed talk. At this early date, progress is on-going, and much research remains to be done, but all indications show that we are on our way to building a community of people learning and doing science. During 2013-2014, a series of studies looked at the motivations of CosmoQuest users, as well as their forms of site interactions. During this talk, we will review these results, as well as the demographics of our user population.

  18. Social Media and Population Health Virtual Exchange for Senior Nursing Students: An International Collaboration.

    Science.gov (United States)

    Procter, Paula M; Brixey, Juliana J; Honey, Michelle L L; Todhunter, Fern

    2016-01-01

    The authors have all engaged in using social media with students as a means for collaboration across national and international boundaries for various educational purposes. Following the explosion of big data in health the authors are now moving this concept forward within undergraduate and postgraduate nursing curricula for the development of population health virtual exchanges. Nursing has a global presence and yet it appears as though students have little knowledge of the health and social care needs and provision outside their local environment. This development will allow for explorative exchange amongst students in three countries, enhancing their understanding of their own and the selected international population health needs and solutions through asking and responding to questions amongst the learning community involved. The connection of the students will be recorded for their use in reflection; of particular interest will be the use of information included by the students to answer questions about their locality.

  19. Virtual Interactive Presence in Global Surgical Education: International Collaboration Through Augmented Reality.

    Science.gov (United States)

    Davis, Matthew Christopher; Can, Dang D; Pindrik, Jonathan; Rocque, Brandon G; Johnston, James M

    2016-02-01

    Technology allowing a remote, experienced surgeon to provide real-time guidance to local surgeons has great potential for training and capacity building in medical centers worldwide. Virtual interactive presence and augmented reality (VIPAR), an iPad-based tool, allows surgeons to provide long-distance, virtual assistance wherever a wireless internet connection is available. Local and remote surgeons view a composite image of video feeds at each station, allowing for intraoperative telecollaboration in real time. Local and remote stations were established in Ho Chi Minh City, Vietnam, and Birmingham, Alabama, as part of ongoing neurosurgical collaboration. Endoscopic third ventriculostomy with choroid plexus coagulation with VIPAR was used for subjective and objective evaluation of system performance. VIPAR allowed both surgeons to engage in complex visual and verbal communication during the procedure. Analysis of 5 video clips revealed video delay of 237 milliseconds (range, 93-391 milliseconds) relative to the audio signal. Excellent image resolution allowed the remote neurosurgeon to visualize all critical anatomy. The remote neurosurgeon could gesture to structures with no detectable difference in accuracy between stations, allowing for submillimeter precision. Fifteen endoscopic third ventriculostomy with choroid plexus coagulation procedures have been performed with the use of VIPAR between Vietnam and the United States, with no significant complications. 80% of these patients remain shunt-free. Evolving technologies that allow long-distance, intraoperative guidance, and knowledge transfer hold great potential for highly efficient international neurosurgical education. VIPAR is one example of an inexpensive, scalable platform for increasing global neurosurgical capacity. Efforts to create a network of Vietnamese neurosurgeons who use VIPAR for collaboration are underway. Copyright © 2016 Elsevier Inc. All rights reserved.

  20. Cyberinfrastructure and Scientific Collaboration: Application of a Virtual Team Performance Framework with Potential Relevance to Education. WCER Working Paper No. 2010-12

    Science.gov (United States)

    Kraemer, Sara; Thorn, Christopher A.

    2010-01-01

    The purpose of this exploratory study was to identify and describe some of the dimensions of scientific collaborations using high throughput computing (HTC) through the lens of a virtual team performance framework. A secondary purpose was to assess the viability of using a virtual team performance framework to study scientific collaborations using…

  1. Utilising a Collaborative Macro-Script to Enhance Student Engagement: A Mixed Method Study in a 3D Virtual Environment

    Science.gov (United States)

    Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini

    2012-01-01

    This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…

  2. The recommender system for virtual items in MMORPGs based on a novel collaborative filtering approach

    Science.gov (United States)

    Li, S. G.; Shi, L.

    2014-10-01

    The recommendation system for virtual items in massive multiplayer online role-playing games (MMORPGs) has aroused the interest of researchers. Of the many approaches to construct a recommender system, collaborative filtering (CF) has been the most successful one. However, the traditional CFs just lure customers into the purchasing action and overlook customers' satisfaction, moreover, these techniques always suffer from low accuracy under cold-start conditions. Therefore, a novel collaborative filtering (NCF) method is proposed to identify like-minded customers according to the preference similarity coefficient (PSC), which implies correlation between the similarity of customers' characteristics and the similarity of customers' satisfaction level for the product. Furthermore, the analytic hierarchy process (AHP) is used to determine the relative importance of each characteristic of the customer and the improved ant colony optimisation (IACO) is adopted to generate the expression of the PSC. The IACO creates solutions using the Markov random walk model, which can accelerate the convergence of algorithm and prevent prematurity. For a target customer whose neighbours can be found, the NCF can predict his satisfaction level towards the suggested products and recommend the acceptable ones. Under cold-start conditions, the NCF will generate the recommendation list by excluding items that other customers prefer.

  3. Virtual network computing: cross-platform remote display and collaboration software.

    Science.gov (United States)

    Konerding, D E

    1999-04-01

    VNC (Virtual Network Computing) is a computer program written to address the problem of cross-platform remote desktop/application display. VNC uses a client/server model in which an image of the desktop of the server is transmitted to the client and displayed. The client collects mouse and keyboard input from the user and transmits them back to the server. The VNC client and server can run on Windows 95/98/NT, MacOS, and Unix (including Linux) operating systems. VNC is multi-user on Unix machines (any number of servers can be run are unrelated to the primary display of the computer), while it is effectively single-user on Macintosh and Windows machines (only one server can be run, displaying the contents of the primary display of the server). The VNC servers can be configured to allow more than one client to connect at one time, effectively allowing collaboration through the shared desktop. I describe the function of VNC, provide details of installation, describe how it achieves its goal, and evaluate the use of VNC for molecular modelling. VNC is an extremely useful tool for collaboration, instruction, software development, and debugging of graphical programs with remote users.

  4. Tools for Virtual Collaboration Designed for High Resolution Hydrologic Research with Continental-Scale Data Support

    Science.gov (United States)

    Duffy, Christopher; Leonard, Lorne; Shi, Yuning; Bhatt, Gopal; Hanson, Paul; Gil, Yolanda; Yu, Xuan

    2015-04-01

    Using a series of recent examples and papers we explore some progress and potential for virtual (cyber-) collaboration inspired by access to high resolution, harmonized public-sector data at continental scales [1]. The first example describes 7 meso-scale catchments in Pennsylvania, USA where the watershed is forced by climate reanalysis and IPCC future climate scenarios (Intergovernmental Panel on Climate Change). We show how existing public-sector data and community models are currently able to resolve fine-scale eco-hydrologic processes regarding wetland response to climate change [2]. The results reveal that regional climate change is only part of the story, with large variations in flood and drought response associated with differences in terrain, physiography, landuse and/or hydrogeology. The importance of community-driven virtual testbeds are demonstrated in the context of Critical Zone Observatories, where earth scientists from around the world are organizing hydro-geophysical data and model results to explore new processes that couple hydrologic models with land-atmosphere interaction, biogeochemical weathering, carbon-nitrogen cycle, landscape evolution and ecosystem services [3][4]. Critical Zone cyber-research demonstrates how data-driven model development requires a flexible computational structure where process modules are relatively easy to incorporate and where new data structures can be implemented [5]. From the perspective of "Big-Data" the paper points out that extrapolating results from virtual observatories to catchments at continental scales, will require centralized or cloud-based cyberinfrastructure as a necessary condition for effectively sharing petabytes of data and model results [6]. Finally we outline how innovative cyber-science is supporting earth-science learning, sharing and exploration through the use of on-line tools where hydrologists and limnologists are sharing data and models for simulating the coupled impacts of catchment

  5. Grid based calibration of SWAT hydrological models

    Directory of Open Access Journals (Sweden)

    D. Gorgan

    2012-07-01

    Full Text Available The calibration and execution of large hydrological models, such as SWAT (soil and water assessment tool, developed for large areas, high resolution, and huge input data, need not only quite a long execution time but also high computation resources. SWAT hydrological model supports studies and predictions of the impact of land management practices on water, sediment, and agricultural chemical yields in complex watersheds. The paper presents the gSWAT application as a web practical solution for environmental specialists to calibrate extensive hydrological models and to run scenarios, by hiding the complex control of processes and heterogeneous resources across the grid based high computation infrastructure. The paper highlights the basic functionalities of the gSWAT platform, and the features of the graphical user interface. The presentation is concerned with the development of working sessions, interactive control of calibration, direct and basic editing of parameters, process monitoring, and graphical and interactive visualization of the results. The experiments performed on different SWAT models and the obtained results argue the benefits brought by the grid parallel and distributed environment as a solution for the processing platform. All the instances of SWAT models used in the reported experiments have been developed through the enviroGRIDS project, targeting the Black Sea catchment area.

  6. COLLABORATIVE AND SELF-DIRECTED LEARNING IN A VIRTUAL CAMPUS ENVIRONMENT: A POTENTIAL SOLUTION FOR OUR YEARS?

    Directory of Open Access Journals (Sweden)

    Alina Cristina DAMIAN

    2014-02-01

    Full Text Available In the current society, where the information flow has a big impact on the learner, and the learning methods differ from student to student, it is important to understand a virtual campus and its benefits. Nobody can doubt the impact of the new technologies on the educational system. In this new reality, universities must learn to work and collaborate with other universities or groups of interest in order to prepare learners to meet the requirements of the 21st century.  The solution can be a virtual campus that offers powerful tools, access to content and services, personal learning environment, enabling the student to acquire information and learn new skills. This article offers on overview of a virtual campus and the prototype of learner that is suitable for it. The accent falls on two of the skills that a learner must have: self directed learning and of course collaborative learning. The first concept refers to the learner’s capabilities to be responsible of his decisions regarding the learning process and to take the initiative while the second one is based on the fact that a virtual campus is built on collaborative processes that engage stakeholders to interact and learn from each other.

  7. Cross-standard user description in mobile, medical oriented virtual collaborative environments

    Science.gov (United States)

    Ganji, Rama Rao; Mitrea, Mihai; Joveski, Bojan; Chammem, Afef

    2015-03-01

    By combining four different open standards belonging to the ISO/IEC JTC1/SC29 WG11 (a.k.a. MPEG) and W3C, this paper advances an architecture for mobile, medical oriented virtual collaborative environments. The various users are represented according to MPEG-UD (MPEG User Description) while the security issues are dealt with by deploying the WebID principles. On the server side, irrespective of their elementary types (text, image, video, 3D, …), the medical data are aggregated into hierarchical, interactive multimedia scenes which are alternatively represented into MPEG-4 BiFS or HTML5 standards. This way, each type of content can be optimally encoded according to its particular constraints (semantic, medical practice, network conditions, etc.). The mobile device should ensure only the displaying of the content (inside an MPEG player or an HTML5 browser) and the capturing of the user interaction. The overall architecture is implemented and tested under the framework of the MEDUSA European project, in partnership with medical institutions. The testbed considers a server emulated by a PC and heterogeneous user devices (tablets, smartphones, laptops) running under iOS, Android and Windows operating systems. The connection between the users and the server is alternatively ensured by WiFi and 3G/4G networks.

  8. Virtual Globes and Glacier Research: Integrating research, collaboration, logistics, data archival, and outreach into a single tool

    Science.gov (United States)

    Nolan, M.

    2006-12-01

    Virtual Globes are a paradigm shift in the way earth sciences are conducted. With these tools, nearly all aspects of earth science can be integrated from field science, to remote sensing, to remote collaborations, to logistical planning, to data archival/retrieval, to PDF paper retriebal, to education and outreach. Here we present an example of how VGs can be fully exploited for field sciences, using research at McCall Glacier, in Arctic Alaska.

  9. Importance of Diversified Leadership Roles in Improving Team Effectiveness in a Virtual Collaboration Learning Environment

    Science.gov (United States)

    Chen, Charlie C.; Wu, Jiinpo; Yang, Samuel C.; Tsou, Hsin-Yi

    2008-01-01

    Virtual teams enabled by information and communications technologies (ICT) are increasingly being adopted not only by for-profit organizations but also by education institutions as well. This study investigates what contributes to the success of virtual learning teams. Specifically, we examine the issue of leadership in virtual learning teams. The…

  10. A hardware and software architecture to deal with multimodal and collaborative interactions in multiuser virtual reality environments

    Science.gov (United States)

    Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.

    2014-02-01

    Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the

  11. Collaborative Project Work Development in a Virtual Environment with Low-Intermediate Undergraduate Colombian Students (Desarrollo de trabajo colaborativo en un ambiente virtual con estudiantes colombianos de pregrado de nivel intermedio-bajo)

    Science.gov (United States)

    Salinas Vacca, Yakelin

    2014-01-01

    This paper reports on an exploratory, descriptive, and interpretive study in which the roles of discussion boards, the students, the teacher, and the monitors were explored as they constructed a collaborative class project in a virtual environment. This research was conducted in the virtual program of a Colombian public university. Data were…

  12. Virtual strategies to improve transversal competences, using wikis in a collaborative work

    Science.gov (United States)

    Guinau, Marta; Playa, Elisabet

    2016-04-01

    A major educational aim in university degrees since the implementation of the European Credit Transfer System (ECTS) on the European universities is the work based on transversal competences. However, the first course students arrive at the Spanish universities with important deficiencies on some of these competences, especially regarding on oral and written expression, time management and collaborative work. The experience of the teachers involved in this work has revealed the coordination difficulty between the students to work in group, important deficiencies on information management and the stress caused by the oral presentations. The results presented here correspond to a teaching innovation project. It is based on: a) the development of works in groups of 3 or 4 students, proposed as flipped classrooms strategy and b) the implementation of a virtual tool (a wiki). This tool helps the students with scientific information management and facilitates the access of all the students belonging to the work group at the information provided by colleagues. The wiki also improves the monitoring and evaluation of the work and contributions of each student by teachers. Each group must develop a topic related to the subject - General Geology and Geochemistry - that the group chose from a list of earth sciences topics proposed by teachers. The resulting works are presented in poster and oral presentations (10 min. per group and 5 min. for questions). Each work is evaluated by teachers using the evidences provided on the wiki and by means of evaluation guides. Moreover, the students must self and co-evaluate the presented works. The implementation of this project has provided information to analyze the impact of these strategies and to quantify it in terms of 'Learning Analytics'.

  13. TinCan: User-Defined P2P Virtual Network Overlays for Ad-hoc Collaboration

    Directory of Open Access Journals (Sweden)

    Pierre St Juste

    2014-10-01

    Full Text Available Virtual private networking (VPN has become an increasingly important component of a collaboration environment because it ensures private, authenticated communication among participants, using existing collaboration tools, where users are distributed across multiple institutions and can be mobile. The majority of current VPN solutions are based on a centralized VPN model, where all IP traffic is tunneled through a VPN gateway. Nonetheless, there are several use case scenarios that require a model where end-to-end VPN links are tunneled upon existing Internet infrastructure in a peer-to-peer (P2P fashion, removing the bottleneck of a centralized VPN gateway. We propose a novel virtual network — TinCan — based on peerto-peer private network tunnels. It reuses existing standards and implementations of services for discovery notification (XMPP, reflection (STUN and relaying (TURN, facilitating configuration. In this approach, trust relationships maintained by centralized (or federated services are automatically mapped to TinCan links. In one use scenario, TinCan allows unstructured P2P overlays connecting trusted end-user devices — while only requiring VPN software on user devices and leveraging online social network (OSN infrastructure already widely deployed. This paper describes the architecture and design of TinCan and presents an experimental evaluation of a prototype supporting Windows, Linux, and Android mobile devices. Results quantify the overhead introduced by the network virtualization layer, and the resource requirements imposed on services needed to bootstrap TinCan links.

  14. Collaborative Virtual Environments as Means to Increase the Level of Intersubjectivity in a Distributed Cognition System

    Science.gov (United States)

    Ligorio, M. Beatrice; Cesareni, Donatella; Schwartz, Neil

    2008-01-01

    Virtual environments are able to extend the space of interaction beyond the classroom. In order to analyze how distributed cognition functions in such an extended space, we suggest focusing on the architecture of intersubjectivity. The Euroland project--a virtual land created and populated by seven classrooms supported by a team of…

  15. A Collaborative Virtual Environment for Situated Language Learning Using VEC3D

    Science.gov (United States)

    Shih, Ya-Chun; Yang, Mau-Tsuen

    2008-01-01

    A 3D virtually synchronous communication architecture for situated language learning has been designed to foster communicative competence among undergraduate students who have studied English as a foreign language (EFL). We present an innovative approach that offers better e-learning than the previous virtual reality educational applications. The…

  16. BIM-based Multiuser Collaborative Virtual Environments for end user involvement

    DEFF Research Database (Denmark)

    Sørensen, Jesper Bendix; Svidt, Kjeld

    2017-01-01

    This paper examines the potential of utilizing virtual mock-ups in end user involvement processes. To access if virtual mock-ups can optimize existing processes, current workflows using physical full-scale mock-ups on several projects are explored. Requirements regarding the traditional workflows...

  17. Collaboration

    Science.gov (United States)

    King, Michelle L.

    2010-01-01

    This article explores collaboration between library media educators and regular classroom teachers. The article focuses on the context of the issue, positions on the issue, the impact of collaboration, and how to implement effective collaboration into the school system. Various books and professional journals are used to support conclusions…

  18. Maintaining collaborative, democratic and dialogue-based learning processes in virtual and game-based learning environments

    DEFF Research Database (Denmark)

    Gyldendahl Jensen, Camilla; Sorensen, Elsebeth Korsgaard

    2017-01-01

    The incorporation and use of virtual learning platforms, including computer games, in the education sector, challenge these years the complexity of the learning environment regarding maintaining collaborative, democratic and dialogue-based learning processes that support a high degree of reflection....... When virtual learning platforms are used in an educational context, a fundamental paradox appears as the student needs an active and practice-oriented participation identity to learn while at the same time needing to learn to acquire a participation identity. This identity is raised and trained...... by being a continuous part of a community that recalls the scenarios of reality. It is therefore crucial that the learning environment reflects the reality of which the students' professionalism is unfolded. Learning is, therefore, something more and not just the acquisition of knowledge and past actions...

  19. Case Study: “Hair meets Design”: The Application of Storytelling in the Context of Long-Distance Collaboration and Virtual Teamwork

    OpenAIRE

    Rivera-Chang, Jose

    2009-01-01

    Virtual teamwork and long distance collaboration is an increasingly attractive option in design education especially when students and other participants, (for example, industry guests or sponsors) cannot meet in the same physical place or classroom. The constant improvement in technology allows this type of electronic communication to be increasingly accepted as an appropriate format for collaboration and evaluation of student projects. This paper discusses the collaboration between membe...

  20. How role distribution influences choice of spatial reference frames in a virtual collaborative task

    OpenAIRE

    Pouliquen-Lardy , Lauriane; Milleville-Pennel , Isabelle; Guillaume , François; Mars , Franck

    2014-01-01

    International audience; We investigated the effects of role distribution on individuals' choice of reference frames in a two-person task. Pairs of participants had to move a virtual block in a constraint immersive virtual environment: only one of them could manipulate the ob-ject, his coworker guided him in the VE. Results show that the guiding operators used more addressee-centered frames of ref-erence than the manipulators. They also suggest that the guides tried to facilitate the manipulat...

  1. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus; Nielsen, Rikke Kristine; Børgesen, Kenneth

    2017-01-01

    This paper seeks to investigate the challenges to virtual collaboration and leadership on basis of findings from a virtual course on collaboration and leadership. The course used for this experiment was designed as a practical approach, which allowed participants to experience curriculum phenomena....... This experimental course provided insights into the challenges involved in virtual processes, and those experiences where used for addressing the challenges that virtual leadership is confronted with. Emphasis was placed on the reduction of undesired virtual distance and its consequences through affinity building....... We found that student scepticism appeared when a breakdown resulted in increasing virtual distance, and raises questions on how leaders might translate or upgrade their understandings of leadership to handling such increased distance through affinity building....

  2. Impact of Collaborative Work on Technology Acceptance: A Case Study from Virtual Computing

    Directory of Open Access Journals (Sweden)

    Abdullah Konak

    2016-12-01

    Findings\tThe findings of the study supported that collaborative work could improve non-technology students’ acceptance of RVCLs. However, no significant effect of collaborative work on technology acceptance was observed in the case of technology students. Recommendations for Practitioners\tEducators should consider the benefits of collaborative work while introducing a new technology to students who may not have background in the technology introduced. Recommendation for Researchers In this study, student technological background was found to be a significant factor for technology acceptance; hence, it is recommended that technological background is included in TAM studies as an external factor. Future Research\tRepeating similar studies with multiple exercises with varying degrees of challenge is required for a better understanding of how collaborative work and student technological background affect technology acceptance.

  3. A Theoretical Cybernetic Macro-Script to Articulate Collaborative Interactions of Cyber Entities in Virtual Worlds

    Science.gov (United States)

    Pellas, Nikolaos

    2014-01-01

    Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…

  4. Collaborative Learning in Architectural Education: Benefits of Combining Conventional Studio, Virtual Design Studio and Live Projects

    Science.gov (United States)

    Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle

    2018-01-01

    Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…

  5. Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment

    Science.gov (United States)

    Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho

    2012-01-01

    The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…

  6. Exploring Arizona K-12 Virtual Educator Experiences and Perspectives Developing Collaborative Learning Communities

    Science.gov (United States)

    Cross, Deborah Iyron

    2015-01-01

    Arizona Online Instruction (AOI) provided an instructional alternative to nearly fifty thousand K-12 students in Arizona during the 2012-2013 school year. Growth in online education underscores the importance of evolving the role of the K-12 virtual teacher as the human agent (Turvey, 2008) demonstrating social learning theory (Bandura, 1977) by…

  7. Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education

    Directory of Open Access Journals (Sweden)

    Maramba Inocencio

    2006-08-01

    Full Text Available Abstract Background We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' – an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning. Discussion Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in

  8. Virtual patient simulation in psychiatric care - A pilot study of digital support for collaborate learning.

    Science.gov (United States)

    Sunnqvist, Charlotta; Karlsson, Karin; Lindell, Lisbeth; Fors, Uno

    2016-03-01

    Psychiatric and mental health nursing is built on a trusted nurse and patient relationship. Therefore communication and clinical reasoning are two important issues. Our experiences as teachers in psychiatric educational programmes are that the students feel anxiety and fear before they start their clinical practices in psychiatry. Therefore there is a need for bridging over the fear. Technology enhanced learning might support such activities so we used Virtual patients (VPs), an interactive computer simulations of real-life clinical scenarios. The aim of this study was to investigate 4th term nursing students' opinions on the use of Virtual Patients for assessment in a Mental Health and Ill-health course module. We asked 24 volunteering students to practise with five different VP cases during almost 10 weeks before the exam. The participants were gathered together for participating in a written and an oral evaluation. The students were positive to the use of VPs in psychiatry and were very positive to use VPs in their continued nursing education. It seems that Virtual Patients can be an activity producing pedagogic model promoting students' independent knowledge development, critical thinking, reflection and problem solving ability for nurse students in psychiatric care. Copyright © 2016 Elsevier Ltd. All rights reserved.

  9. The Virtual Table: A Framework for Online Teamwork, Collaboration, and Communication.

    Science.gov (United States)

    Endersby, Lisa; Phelps, Kirstin; Jenkins, Dan

    2017-03-01

    This chapter reviews the complex relationship between technology and leadership, focusing on how technology affects the development and demonstration of skills in communication, teamwork, and collaboration. The chapter also proposes a framework for identifying and assessing key leadership competencies in the digital space. © 2017 Wiley Periodicals, Inc., A Wiley Company.

  10. Improved genome-scale multi-target virtual screening via a novel collaborative filtering approach to cold-start problem.

    Science.gov (United States)

    Lim, Hansaim; Gray, Paul; Xie, Lei; Poleksic, Aleksandar

    2016-12-13

    Conventional one-drug-one-gene approach has been of limited success in modern drug discovery. Polypharmacology, which focuses on searching for multi-targeted drugs to perturb disease-causing networks instead of designing selective ligands to target individual proteins, has emerged as a new drug discovery paradigm. Although many methods for single-target virtual screening have been developed to improve the efficiency of drug discovery, few of these algorithms are designed for polypharmacology. Here, we present a novel theoretical framework and a corresponding algorithm for genome-scale multi-target virtual screening based on the one-class collaborative filtering technique. Our method overcomes the sparseness of the protein-chemical interaction data by means of interaction matrix weighting and dual regularization from both chemicals and proteins. While the statistical foundation behind our method is general enough to encompass genome-wide drug off-target prediction, the program is specifically tailored to find protein targets for new chemicals with little to no available interaction data. We extensively evaluate our method using a number of the most widely accepted gene-specific and cross-gene family benchmarks and demonstrate that our method outperforms other state-of-the-art algorithms for predicting the interaction of new chemicals with multiple proteins. Thus, the proposed algorithm may provide a powerful tool for multi-target drug design.

  11. GRID-BASED EXPLORATION OF COSMOLOGICAL PARAMETER SPACE WITH SNAKE

    International Nuclear Information System (INIS)

    Mikkelsen, K.; Næss, S. K.; Eriksen, H. K.

    2013-01-01

    We present a fully parallelized grid-based parameter estimation algorithm for investigating multidimensional likelihoods called Snake, and apply it to cosmological parameter estimation. The basic idea is to map out the likelihood grid-cell by grid-cell according to decreasing likelihood, and stop when a certain threshold has been reached. This approach improves vastly on the 'curse of dimensionality' problem plaguing standard grid-based parameter estimation simply by disregarding grid cells with negligible likelihood. The main advantages of this method compared to standard Metropolis-Hastings Markov Chain Monte Carlo methods include (1) trivial extraction of arbitrary conditional distributions; (2) direct access to Bayesian evidences; (3) better sampling of the tails of the distribution; and (4) nearly perfect parallelization scaling. The main disadvantage is, as in the case of brute-force grid-based evaluation, a dependency on the number of parameters, N par . One of the main goals of the present paper is to determine how large N par can be, while still maintaining reasonable computational efficiency; we find that N par = 12 is well within the capabilities of the method. The performance of the code is tested by comparing cosmological parameters estimated using Snake and the WMAP-7 data with those obtained using CosmoMC, the current standard code in the field. We find fully consistent results, with similar computational expenses, but shorter wall time due to the perfect parallelization scheme

  12. GRID-BASED EXPLORATION OF COSMOLOGICAL PARAMETER SPACE WITH SNAKE

    Energy Technology Data Exchange (ETDEWEB)

    Mikkelsen, K.; Næss, S. K.; Eriksen, H. K., E-mail: kristin.mikkelsen@astro.uio.no [Institute of Theoretical Astrophysics, University of Oslo, P.O. Box 1029, Blindern, NO-0315 Oslo (Norway)

    2013-11-10

    We present a fully parallelized grid-based parameter estimation algorithm for investigating multidimensional likelihoods called Snake, and apply it to cosmological parameter estimation. The basic idea is to map out the likelihood grid-cell by grid-cell according to decreasing likelihood, and stop when a certain threshold has been reached. This approach improves vastly on the 'curse of dimensionality' problem plaguing standard grid-based parameter estimation simply by disregarding grid cells with negligible likelihood. The main advantages of this method compared to standard Metropolis-Hastings Markov Chain Monte Carlo methods include (1) trivial extraction of arbitrary conditional distributions; (2) direct access to Bayesian evidences; (3) better sampling of the tails of the distribution; and (4) nearly perfect parallelization scaling. The main disadvantage is, as in the case of brute-force grid-based evaluation, a dependency on the number of parameters, N{sub par}. One of the main goals of the present paper is to determine how large N{sub par} can be, while still maintaining reasonable computational efficiency; we find that N{sub par} = 12 is well within the capabilities of the method. The performance of the code is tested by comparing cosmological parameters estimated using Snake and the WMAP-7 data with those obtained using CosmoMC, the current standard code in the field. We find fully consistent results, with similar computational expenses, but shorter wall time due to the perfect parallelization scheme.

  13. Virtual Reality Based Collaborative Design by Children with High-Functioning Autism: Design-Based Flexibility, Identity, and Norm Construction

    Science.gov (United States)

    Ke, Fengfeng; Lee, Sungwoong

    2016-01-01

    This exploratory case study examined the process and potential impact of collaborative architectural design and construction in an OpenSimulator-based virtual reality (VR) on the social skills development of children with high-functioning autism (HFA). Two children with a formal medical diagnosis of HFA and one typically developing peer, aged…

  14. M-learning in the field Production Direction through flipped classroom with virtual collaborative environments and its evaluation with rubrics

    Directory of Open Access Journals (Sweden)

    Sonia Martín-Gómez

    2017-09-01

    Full Text Available This study is part of a teacher change and improvement project whose aim is to modify the traditional teaching system in the field of Production Management (Operations Management, focusing its learning on the acquisition of the competences required by the European Higher Education Area (EHEA, in such a way that the student participates actively and is involved in the solution of the problems of real companies raised in the classroom in a virtual collaborative environment, supported in social networks through the use of different mobile devices (m-learning. Innovative methodologies such as flipped class-room, where we propose that the student begins to play an active role through problem-based collaborative learning (PBCL, whose purpose will be to train students capable of analyzing and facing problems in the same way as they would during their professional activity. However, for this methodological change to be successful, it will have to be accompanied by well-designed rubrics that allow the correct evaluation of group work and participation in the classroom. In this way, the students will know the competences achieved and those that need strengthening.

  15. Using a virtual breakthrough series collaborative to reduce postoperative respiratory failure in 16 Veterans Health Administration hospitals.

    Science.gov (United States)

    Zubkoff, Lisa; Neily, Julia; Mills, Peter D; Borzecki, Ann; Shin, Marlena; Lynn, Marilyn M; Gunnar, William; Rosen, Amy

    2014-01-01

    The Institute for Healthcare Improvement (IHI) Virtual Breakthrough Series (VBTS) process was used in an eight-month (June 2011-January 2012) quality improvement (QI) project to improve care related to reducing postoperative respiratory failure. The VBTS collaborative drew on Patient Safety Indicator 11: Postoperative Respiratory Failure Rate to guide changes in care at the bedside. Sixteen Veterans Health Administration hospitals, each representing a regional Veterans Integrated Service Network, participated in the QI project. During the prework phase (initial two months), hospitals formed multidisciplinary teams, selected measures related to their goals, and collected baseline data. The six-month action phase included group conference calls in which the faculty presented clinical background on the topic, discussed evidence-based processes of care, and/or presented content regarding reducing postoperative respiratory failure. During a final, six-month continuous improvement and spread phase, teams were to continue implementing changes as part of their usual processes. The six most commonly reported interventions to reduce postoperative respiratory failure focused on improving incentive spirometer use, documenting implementation of targeted interventions, oral care, standardized orders, early ambulation, and provider education. A few teams reported reduced ICU readmissions for respiratory failure. The VBTS collaborative helped teams implement process changes to help reduce postoperative respiratory complications. Teams reported initial success at implementing site-specific improvements using real-time data. The VBTS model shows promise for knowledge sharing and efficient multifacility improvement efforts, although long-term sustainability and testing in these and other settings need to be examined.

  16. Code Sharing and Collaboration: Experiences From the Scientist's Expert Assistant Project and Their Relevance to the Virtual Observatory

    Science.gov (United States)

    Korathkar, Anuradha; Grosvenor, Sandy; Jones, Jeremy; Li, Connie; Mackey, Jennifer; Neher, Ken; Obenschain, Arthur F. (Technical Monitor)

    2001-01-01

    In the Virtual Observatory (VO), software tools will perform the functions that have traditionally been performed by physical observatories and their instruments. These tools will not be adjuncts to VO functionality but will make up the very core of the VO. Consequently, the tradition of observatory and system independent tools serving a small user base is not valid for the VO. For the VO to succeed, we must improve software collaboration and code sharing between projects and groups. A significant goal of the Scientist's Expert Assistant (SEA) project has been promoting effective collaboration and code sharing among groups. During the past three years, the SEA project has been developing prototypes for new observation planning software tools and strategies. Initially funded by the Next Generation Space Telescope, parts of the SEA code have since been adopted by the Space Telescope Science Institute. SEA has also supplied code for the SIRTF (Space Infrared Telescope Facility) planning tools, and the JSky Open Source Java library. The potential benefits of sharing code are clear. The recipient gains functionality for considerably less cost. The provider gains additional developers working with their code. If enough users groups adopt a set of common code and tools, de facto standards can emerge (as demonstrated by the success of the FITS standard). Code sharing also raises a number of challenges related to the management of the code. In this talk, we will review our experiences with SEA--both successes and failures, and offer some lessons learned that might promote further successes in collaboration and re-use.

  17. Virtual collaboration: face-to-face versus videoconference, audioconference, and computer-mediated communications

    Science.gov (United States)

    Wainfan, Lynne; Davis, Paul K.

    2004-08-01

    As we increase our reliance on mediated communication, it is important to be aware the media's influence on group processes and outcomes. A review of 40+ years of research shows that all media-videoconference, audioconference, and computer-mediated communication--change the context of the communication to some extent, reducing cues used to regulate and understand conversation, indicate participants' power and status, and move the group towards agreement. Text-based computer-mediated communication, the "leanest" medum, reduces status effects, domination, and consensus. This has been shown useful in broadening the range of inputs and ideas. However, it has also been shown to increase polarization, deindividuation, and disinhibition, and the time to reach a conclusion. For decision-making tasks, computer-mediated communication can increase choice shift and the likelihood of more risky or extreme decisions. In both videoconference and audioconference, participants cooperate less with linked collaborators, and shift their opinions toward extreme options, compared with face-to-face collaboration. In videoconference and audioconference, local coalitions can form where participants tend to agree more with those in the same room than those on the other end of the line. There is also a tendency in audioconference to disagree with those on the other end of the phone. This paper is a summary of a much more extensive forthcoming report; it reviews the research literature and proposes strategies to leverage the benefits of mediated communication while mitigating its adverse effects.

  18. Grid-based Continual Analysis of Molecular Interior for Drug Discovery, QSAR and QSPR.

    Science.gov (United States)

    Potemkin, Andrey V; Grishina, Maria A; Potemkin, Vladimir A

    2017-01-01

    In 1979, R.D.Cramer and M.Milne made a first realization of 3D comparison of molecules by aligning them in space and by mapping their molecular fields to a 3D grid. Further, this approach was developed as the DYLOMMS (Dynamic Lattice- Oriented Molecular Modelling System) approach. In 1984, H.Wold and S.Wold proposed the use of partial least squares (PLS) analysis, instead of principal component analysis, to correlate the field values with biological activities. Then, in 1988, the method which was called CoMFA (Comparative Molecular Field Analysis) was introduced and the appropriate software became commercially available. Since 1988, a lot of 3D QSAR methods, algorithms and their modifications are introduced for solving of virtual drug discovery problems (e.g., CoMSIA, CoMMA, HINT, HASL, GOLPE, GRID, PARM, Raptor, BiS, CiS, ConGO,). All the methods can be divided into two groups (classes):1. Methods studying the exterior of molecules; 2) Methods studying the interior of molecules. A series of grid-based computational technologies for Continual Molecular Interior analysis (CoMIn) are invented in the current paper. The grid-based analysis is fulfilled by means of a lattice construction analogously to many other grid-based methods. The further continual elucidation of molecular structure is performed in various ways. (i) In terms of intermolecular interactions potentials. This can be represented as a superposition of Coulomb, Van der Waals interactions and hydrogen bonds. All the potentials are well known continual functions and their values can be determined in all lattice points for a molecule. (ii) In the terms of quantum functions such as electron density distribution, Laplacian and Hamiltonian of electron density distribution, potential energy distribution, the highest occupied and the lowest unoccupied molecular orbitals distribution and their superposition. To reduce time of calculations using quantum methods based on the first principles, an original quantum

  19. The HMO Research Network Virtual Data Warehouse: A Public Data Model to Support Collaboration.

    Science.gov (United States)

    Ross, Tyler R; Ng, Daniel; Brown, Jeffrey S; Pardee, Roy; Hornbrook, Mark C; Hart, Gene; Steiner, John F

    2014-01-01

    The HMO Research Network (HMORN) Virtual Data Warehouse (VDW) is a public, non-proprietary, research-focused data model implemented at 17 health care systems across the United States. The HMORN has created a governance structure and specified policies concerning the VDW's content, development, implementation, and quality assurance. Data extracted from the VDW have been used by thousands of studies published in peer-reviewed journal articles. Advances in software supporting care delivery and claims processing and the availability of new data sources have greatly expanded the data available for research, but substantially increased the complexity of data management. The VDW data model incorporates software and data advances to ensure that comprehensive, up-to-date data of known quality are available for research. VDW governance works to accommodate new data and system complexities. This article highlights the HMORN VDW data model, its governance principles, data content, and quality assurance procedures. Our goal is to share the VDW data model and its operations to those wishing to implement a distributed interoperable health care data system.

  20. Neighboring Structure Visualization on a Grid-based Layout.

    Science.gov (United States)

    Marcou, G; Horvath, D; Varnek, A

    2017-10-01

    Here, we describe an algorithm to visualize chemical structures on a grid-based layout in such a way that similar structures are neighboring. It is based on structure reordering with the help of the Hilbert Schmidt Independence Criterion, representing an empirical estimate of the Hilbert-Schmidt norm of the cross-covariance operator. The method can be applied to any layout of bi- or three-dimensional shape. The approach is demonstrated on a set of dopamine D5 ligands visualized on squared, disk and spherical layouts. © 2017 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

  1. SHOP: scaffold hopping by GRID-based similarity searches

    DEFF Research Database (Denmark)

    Bergmann, Rikke; Linusson, Anna; Zamora, Ismael

    2007-01-01

    A new GRID-based method for scaffold hopping (SHOP) is presented. In a fully automatic manner, scaffolds were identified in a database based on three types of 3D-descriptors. SHOP's ability to recover scaffolds was assessed and validated by searching a database spiked with fragments of known...... scaffolds were in the 31 top-ranked scaffolds. SHOP also identified new scaffolds with substantially different chemotypes from the queries. Docking analysis indicated that the new scaffolds would have similar binding modes to those of the respective query scaffolds observed in X-ray structures...

  2. Grid-based electronic structure calculations: The tensor decomposition approach

    Energy Technology Data Exchange (ETDEWEB)

    Rakhuba, M.V., E-mail: rakhuba.m@gmail.com [Skolkovo Institute of Science and Technology, Novaya St. 100, 143025 Skolkovo, Moscow Region (Russian Federation); Oseledets, I.V., E-mail: i.oseledets@skoltech.ru [Skolkovo Institute of Science and Technology, Novaya St. 100, 143025 Skolkovo, Moscow Region (Russian Federation); Institute of Numerical Mathematics, Russian Academy of Sciences, Gubkina St. 8, 119333 Moscow (Russian Federation)

    2016-05-01

    We present a fully grid-based approach for solving Hartree–Fock and all-electron Kohn–Sham equations based on low-rank approximation of three-dimensional electron orbitals. Due to the low-rank structure the total complexity of the algorithm depends linearly with respect to the one-dimensional grid size. Linear complexity allows for the usage of fine grids, e.g. 8192{sup 3} and, thus, cheap extrapolation procedure. We test the proposed approach on closed-shell atoms up to the argon, several molecules and clusters of hydrogen atoms. All tests show systematical convergence with the required accuracy.

  3. VAMDC - The Virtual Atomic and Molecular Data Centre: A New Era in Database Collaboration

    International Nuclear Information System (INIS)

    Mason, N.J.

    2011-01-01

    Atomic and molecular data (A and M) are of critical importance in developing models of radiation chemistry including track structures. Currently these vital and fundamental A and M data resources are highly fragmented and only available through a variety of often poorly documented interfaces. The Virtual Atomic and Molecular Data Centre (VAMDC) is an EU funded e-infrastructure (www.vamdc.eu) that aims to provide the scientific community with access to a comprehensive, federated set of Atomic and Molecular (A and M) data. These structures have been created by initiatives such as the Euro-VO (http://www.euro-vo.org) and EGEE (Enabling Grids for E-sciencE, (http://www.eu-egee.org/). VAMDC will be built upon existing A and M databases. It has the specific aim of creating an infrastructure that on the one hand can directly extract data from the existing depositories while on the other hand is sufficiently flexible to be tuned to the needs of a wide variety of users from academic, governmental, industrial communities or even the general public. Central to VAMDC is the task of overcoming the current fragmentation of the A and M database community. VAMDC will alleviate this by: - developing the largest and most comprehensive atomic and molecular e-infrastructure to be shared, fed and expanded by A and M scientists; - providing a major distributed infrastructure which can be accessed, referenced and exploited by the wider research community. In fulfilling these aims, the VAMDC project will organise a series of Networking Activities (NAs). NAs are specifically aimed at: Engaging data providers; Coordinating activities among existing database providers; Ascertaining and responding to the needs of different user communities; Providing training and awareness of the VAMDC across the international A and M community and other use communities such as the radiation chemistry community. In this talk I will therefore outline the aims, methodology and mechanisms of the VAMDC project

  4. Tema 1: Refitting existing simulations to meet with new learning objectives – from supply chain management to virtual collaboration

    Directory of Open Access Journals (Sweden)

    Timo Leinema

    2012-10-01

    Full Text Available This paper discusses the application possibilities of business simulation games in teaching. By application possibilities we mean the different ways of arranging the learning sessions using the one and same simulation game. Thus, we are not discussing what kind of games should be built for certain educational purposes, or how a game should be built to facilitate certain kind of learning experiences. Our assumption is that a certain game can be applied in different manners to produce very different kinds of learning experiences, serving very diverse learning goals. We are interested in how the learning potential of existing games can be expanded without making any changes in the actual game algorithms, but by rethinking the activities around the game. In this paper we discuss the shift from intra-team learning to inter-team learning, and especially further to learning which is based on dispersed inter-team collaboration in a virtual environment. We will demonstrate our message with one specific, existing business simulation game.

  5. National Mesothelioma Virtual Bank: A Platform for Collaborative Research and Mesothelioma Biobanking Resource to Support Translational Research.

    Science.gov (United States)

    Amin, Waqas; Parwani, Anil V; Melamed, Jonathan; Flores, Raja; Pennathur, Arjun; Valdivieso, Federico; Whelan, Nancy B; Landreneau, Rodeny; Luketich, James; Feldman, Michael; Pass, Harvey I; Becich, Michael J

    2013-01-01

    The National Mesothelioma Virtual Bank (NMVB), developed six years ago, gathers clinically annotated human mesothelioma specimens for basic and clinical science research. During this period, this resource has greatly increased its collection of specimens by expanding the number of contributing academic health centers including New York University, University of Pennsylvania, University of Pittsburgh Medical Center, and Mount Sinai School of Medicine. Marketing efforts at both national and international annual conferences increase awareness and availability of the mesothelioma specimens at no cost to approved investigators, who query the web-based NMVB database for cumulative and appropriate patient clinicopathological information on the specimens. The data disclosure and specimen distribution protocols are tightly regulated to maintain compliance with participating institutions' IRB and regulatory committee reviews. The NMVB currently has over 1120 annotated cases available for researchers, including paraffin embedded tissues, fresh frozen tissue, tissue microarrays (TMA), blood samples, and genomic DNA. In addition, the resource offers expertise and assistance for collaborative research. Furthermore, in the last six years, the resource has provided hundreds of specimens to the research community. The investigators can request specimens and/or data by submitting a Letter of Intent (LOI) that is evaluated by NMVB research evaluation panel (REP).

  6. The use of virtual communities of practice to improve interprofessional collaboration and education: findings from an integrated review.

    Science.gov (United States)

    McLoughlin, Clodagh; Patel, Kunal D; O'Callaghan, Tom; Reeves, Scott

    2018-03-01

    The recent growth in online technology has led to a rapid increase in the sharing of health related information globally. Health and social care professionals are now using a wide range of virtual communities of practice (VCoPs) for learning, support, continuing professional education, knowledge management and information sharing. In this article, we report the findings from a review of the literature that explored the use of VCoPs by health and social care professionals to determine their potential for interprofessional education and collaboration. We employed integrated review methods to search and identify relevant VCoP articles. We undertook searches of PubMed and Google Scholar from 2000, which after screening, resulted in the inclusion of 19 articles. A thematic analysis generated the following key issues related to the use of VCoPs: 'definitions and approaches', 'technological infrastructure', 'reported benefits', 'participation issues', 'trust and privacy and 'technical ability'. Based on the findings from this review, there is some evidence that VCoPs can offer an informal method of professional and interprofessional development for clinicians, and can decrease social and professional isolation. However, for VCoPs to be successful, issues of privacy, trust, encouragement and technology need to be addressed.

  7. Study of cognitive and technological prerequisites for virtual laboratories and collaborative virtual environments for radiopharmacy; Estudo de pressupostos tecnologicos e cognitivos para aperfeicoamento de laboratorios virtuais e ambientes colaborativos virtuais para radiofarmacia

    Energy Technology Data Exchange (ETDEWEB)

    Melo, Roberto Correia de

    2009-07-01

    This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)

  8. A Trip Through the Virtual Ocean: Understanding Basic Oceanic Process Using Real Data and Collaborative Learning

    Science.gov (United States)

    Hastings, D. W.

    2012-12-01

    How can we effectively teach undergraduates the fundamentals of physical, chemical and biological processes in the ocean? Understanding physical circulation and biogeochemical processes is essential, yet it can be difficult for an undergraduate to easily grasp important concepts such as using temperature and salinity as conservative tracers, nutrient distribution, ageing of water masses, and thermocline variability. Like many other topics, it is best learned not in a lecture setting, but working with real data: plotting values, making predictions, and making mistakes. Part I: Using temperature and salinity values from any location in the world ocean (World Ocean Atlas), combined with an excellent user interface (http://ferret.pmel.noaa.gov), students are asked to answer a series of specific questions related to ocean circulation. Using established temperature and salinity values to characterize different water masses, students are able to identify various water masses and gain insight to physical circulation processes. Questions related to ocean circulation include: How far south and at what depth does NADW extend into the S. Atlantic? Is deep water formed in the North Pacific? How and why does the depth of the thermocline vary with latitude in the Atlantic Ocean? How deep does the Mediterranean Water descend as it leaves the Straits of Gibraltar? How far into the Atlantic can you see the influence of the Amazon River? Is there any Antarctic Bottom Water in the North Pacific? Collaborating with another student typically leads to increased engagement. Especially in large lecture settings, where one teacher is not able to address student questions or concerns, working in pairs or in groups of three is best. Part II: Using the same web-based viewer and data set students are subsequently assigned one oceanic property (phosphate, nitrate, silicate, O2, or AOU) and asked to construct three different plots: 1) vertical depth profile at one location; 2) latitude vs. depth

  9. Projet TECHNE : vers un apprentissage collaboratif dans une classe virtuelle bilingue TECHNE Project: Towards collaborative learning in bilingual virtual classrooms

    Directory of Open Access Journals (Sweden)

    Roisin Donohoe

    2000-06-01

    in a virtual and bilingual environment, is an example of this approach. Once we have described the project we shall examine some aspects of the on-line collaboration observed. We shall present the preliminary results of a quantitative analysis of the on-line communication, followed by a qualitative analysis of one of the communicative situations which took place over a number of days or a number of hours.

  10. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

    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...

  11. Virtual team collaboration

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Ngwenyama, Ojelanki

    2009-01-01

    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 misunderstandi...

  12. Development of a Cartesian grid based CFD solver (CARBS)

    International Nuclear Information System (INIS)

    Vaidya, A.M.; Maheshwari, N.K.; Vijayan, P.K.

    2013-12-01

    Formulation for 3D transient incompressible CFD solver is developed. The solution of variable property, laminar/turbulent, steady/unsteady, single/multi specie, incompressible with heat transfer in complex geometry will be obtained. The formulation can handle a flow system in which any number of arbitrarily shaped solid and fluid regions are present. The solver is based on the use of Cartesian grids. A method is proposed to handle complex shaped objects and boundaries on Cartesian grids. Implementation of multi-material, different types of boundary conditions, thermo physical properties is also considered. The proposed method is validated by solving two test cases. 1 st test case is that of lid driven flow in inclined cavity. 2 nd test case is the flow over cylinder. The 1 st test case involved steady internal flow subjected to WALL boundaries. The 2 nd test case involved unsteady external flow subjected to INLET, OUTLET and FREE-SLIP boundary types. In both the test cases, non-orthogonal geometry was involved. It was found that, under such a wide conditions, the Cartesian grid based code was found to give results which were matching well with benchmark data. Convergence characteristics are excellent. In all cases, the mass residue was converged to 1E-8. Based on this, development of 3D general purpose code based on the proposed approach can be taken up. (author)

  13. A novel grid-based mesoscopic model for evacuation dynamics

    Science.gov (United States)

    Shi, Meng; Lee, Eric Wai Ming; Ma, Yi

    2018-05-01

    This study presents a novel grid-based mesoscopic model for evacuation dynamics. In this model, the evacuation space is discretised into larger cells than those used in microscopic models. This approach directly computes the dynamic changes crowd densities in cells over the course of an evacuation. The density flow is driven by the density-speed correlation. The computation is faster than in traditional cellular automata evacuation models which determine density by computing the movements of each pedestrian. To demonstrate the feasibility of this model, we apply it to a series of practical scenarios and conduct a parameter sensitivity study of the effect of changes in time step δ. The simulation results show that within the valid range of δ, changing δ has only a minor impact on the simulation. The model also makes it possible to directly acquire key information such as bottleneck areas from a time-varied dynamic density map, even when a relatively large time step is adopted. We use the commercial software AnyLogic to evaluate the model. The result shows that the mesoscopic model is more efficient than the microscopic model and provides more in-situ details (e.g., pedestrian movement pattern) than the macroscopic models.

  14. Sustainable Power Supply Solutions for Off-Grid Base Stations

    Directory of Open Access Journals (Sweden)

    Asma Mohamad Aris

    2015-09-01

    Full Text Available The telecommunication sector plays a significant role in shaping the global economy and the way people share information and knowledge. At present, the telecommunication sector is liable for its energy consumption and the amount of emissions it emits in the environment. In the context of off-grid telecommunication applications, off-grid base stations (BSs are commonly used due to their ability to provide radio coverage over a wide geographic area. However, in the past, the off-grid BSs usually relied on emission-intensive power supply solutions such as diesel generators. In this review paper, various types of solutions (including, in particular, the sustainable solutions for powering BSs are discussed. The key aspects in designing an ideal power supply solution are reviewed, and these mainly include the pre-feasibility study and the thermal management of BSs, which comprise heating and cooling of the BS shelter/cabinets and BS electronic equipment and power supply components. The sizing and optimization approaches used to design the BSs’ power supply systems as well as the operational and control strategies adopted to manage the power supply systems are also reviewed in this paper.

  15. Grid-Based Hole Recovery Mechanism Using Virtual Force in Hybrid WSNs

    OpenAIRE

    Kuo-Feng Huang; Shih-Jung Wu

    2015-01-01

    Sensor nodes are typically empowered with scarce energy resources and limited computing functionality in wireless sensor networks. However, nonuniform random deployment, depletion, and failure of sensor nodes will lead to generating coverage hole in the entire network. These hole problems to occur result in reducing the data transmission performance or in additional power consumption. Consequently, the hole problem is an important factor for the coverage completeness to prolong the network li...

  16. Soil Erosion Estimation Using Grid-based Computation

    Directory of Open Access Journals (Sweden)

    Josef Vlasák

    2005-06-01

    Full Text Available Soil erosion estimation is an important part of a land consolidation process. Universal soil loss equation (USLE was presented by Wischmeier and Smith. USLE computation uses several factors, namely R – rainfall factor, K – soil erodability, L – slope length factor, S – slope gradient factor, C – cropping management factor, and P – erosion control management factor. L and S factors are usually combined to one LS factor – Topographic factor. The single factors are determined from several sources, such as DTM (Digital Terrain Model, BPEJ – soil type map, aerial and satellite images, etc. A conventional approach to the USLE computation, which is widely used in the Czech Republic, is based on the selection of characteristic profiles for which all above-mentioned factors must be determined. The result (G – annual soil loss of such computation is then applied for a whole area (slope of interest. Another approach to the USLE computation uses grids as a main data-structure. A prerequisite for a grid-based USLE computation is that each of the above-mentioned factors exists as a separate grid layer. The crucial step in this computation is a selection of appropriate grid resolution (grid cell size. A large cell size can cause an undesirable precision degradation. Too small cell size can noticeably slow down the whole computation. Provided that the cell size is derived from the source’s precision, the appropriate cell size for the Czech Republic varies from 30m to 50m. In some cases, especially when new surveying was done, grid computations can be performed with higher accuracy, i.e. with a smaller grid cell size. In such case, we have proposed a new method using the two-step computation. The first step computation uses a bigger cell size and is designed to identify higher erosion spots. The second step then uses a smaller cell size but it make the computation only the area identified in the previous step. This decomposition allows a

  17. Secure Virtual Enclaves

    National Research Council Canada - National Science Library

    Shands, Deborah

    2002-01-01

    The Secure Virtual Enclaves (SVE) collaboration infrastructure allows multiple organizations to share their distributed application resources, while respecting organizational autonomy over local resources...

  18. Grid-based platform for training in Earth Observation

    Science.gov (United States)

    Petcu, Dana; Zaharie, Daniela; Panica, Silviu; Frincu, Marc; Neagul, Marian; Gorgan, Dorian; Stefanut, Teodor

    2010-05-01

    GiSHEO platform [1] providing on-demand services for training and high education in Earth Observation is developed, in the frame of an ESA funded project through its PECS programme, to respond to the needs of powerful education resources in remote sensing field. It intends to be a Grid-based platform of which potential for experimentation and extensibility are the key benefits compared with a desktop software solution. Near-real time applications requiring simultaneous multiple short-time-response data-intensive tasks, as in the case of a short time training event, are the ones that are proved to be ideal for this platform. The platform is based on Globus Toolkit 4 facilities for security and process management, and on the clusters of four academic institutions involved in the project. The authorization uses a VOMS service. The main public services are the followings: the EO processing services (represented through special WSRF-type services); the workflow service exposing a particular workflow engine; the data indexing and discovery service for accessing the data management mechanisms; the processing services, a collection allowing easy access to the processing platform. The WSRF-type services for basic satellite image processing are reusing free image processing tools, OpenCV and GDAL. New algorithms and workflows were develop to tackle with challenging problems like detecting the underground remains of old fortifications, walls or houses. More details can be found in [2]. Composed services can be specified through workflows and are easy to be deployed. The workflow engine, OSyRIS (Orchestration System using a Rule based Inference Solution), is based on DROOLS, and a new rule-based workflow language, SILK (SImple Language for worKflow), has been built. Workflow creation in SILK can be done with or without a visual designing tools. The basics of SILK are the tasks and relations (rules) between them. It is similar with the SCUFL language, but not relying on XML in

  19. Grist: Grid-based Data Mining for Astronomy

    Science.gov (United States)

    Jacob, J. C.; Katz, D. S.; Miller, C. D.; Walia, H.; Williams, R. D.; Djorgovski, S. G.; Graham, M. J.; Mahabal, A. A.; Babu, G. J.; vanden Berk, D. E.; Nichol, R.

    2005-12-01

    The Grist project is developing a grid-technology based system as a research environment for astronomy with massive and complex datasets. This knowledge extraction system will consist of a library of distributed grid services controlled by a workflow system, compliant with standards emerging from the grid computing, web services, and virtual observatory communities. This new technology is being used to find high redshift quasars, study peculiar variable objects, search for transients in real time, and fit SDSS QSO spectra to measure black hole masses. Grist services are also a component of the ``hyperatlas'' project to serve high-resolution multi-wavelength imagery over the Internet. In support of these science and outreach objectives, the Grist framework will provide the enabling fabric to tie together distributed grid services in the areas of data access, federation, mining, subsetting, source extraction, image mosaicking, statistics, and visualization.

  20. Grist : grid-based data mining for astronomy

    Science.gov (United States)

    Jacob, Joseph C.; Katz, Daniel S.; Miller, Craig D.; Walia, Harshpreet; Williams, Roy; Djorgovski, S. George; Graham, Matthew J.; Mahabal, Ashish; Babu, Jogesh; Berk, Daniel E. Vanden; hide

    2004-01-01

    The Grist project is developing a grid-technology based system as a research environment for astronomy with massive and complex datasets. This knowledge extraction system will consist of a library of distributed grid services controlled by a workflow system, compliant with standards emerging from the grid computing, web services, and virtual observatory communities. This new technology is being used to find high redshift quasars, study peculiar variable objects, search for transients in real time, and fit SDSS QSO spectra to measure black hole masses. Grist services are also a component of the 'hyperatlas' project to serve high-resolution multi-wavelength imagery over the Internet. In support of these science and outreach objectives, the Grist framework will provide the enabling fabric to tie together distributed grid services in the areas of data access, federation, mining, subsetting, source extraction, image mosaicking, statistics, and visualization.

  1. Effects of Transformational and Transactional Leadership on Cognitive Effort and Outcomes during Collaborative Learning within a Virtual World

    Science.gov (United States)

    Kahai, Surinder; Jestire, Rebecca; Huang, Rui

    2013-01-01

    Computer-supported collaborative learning is a common e-learning activity. Instructors have to create appropriate social and instructional interventions in order to promote effective learning. We performed a study that examined the effects of two popular leadership interventions, transformational and transactional, on cognitive effort and outcomes…

  2. School Libraries Are Essential: Meeting the Virtual Access and Collaboration Needs of the 21st-Century Learner and Teacher

    Science.gov (United States)

    Darrow, Rob

    2009-01-01

    School librarians have excelled in providing a physical library space that is welcoming, making sure students have an inviting space to access print and digital materials, and developing collections that provide access for all ages of students. In the physical library space services such as collaborating with teachers and consulting with students…

  3. User requirements for geo-collaborative work with spatio-temporal data in a web-based virtual globe environment.

    Science.gov (United States)

    Yovcheva, Zornitza; van Elzakker, Corné P J M; Köbben, Barend

    2013-11-01

    Web-based tools developed in the last couple of years offer unique opportunities to effectively support scientists in their effort to collaborate. Communication among environmental researchers often involves not only work with geographical (spatial), but also with temporal data and information. Literature still provides limited documentation when it comes to user requirements for effective geo-collaborative work with spatio-temporal data. To start filling this gap, our study adopted a User-Centered Design approach and first explored the user requirements of environmental researchers working on distributed research projects for collaborative dissemination, exchange and work with spatio-temporal data. Our results show that system design will be mainly influenced by the nature and type of data users work with. From the end-users' perspective, optimal conversion of huge files of spatio-temporal data for further dissemination, accuracy of conversion, organization of content and security have a key role for effective geo-collaboration. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  4. Direct virtual photon production in Au plus Au collisions at root s(NN)=200 GeV STAR Collaboration

    Czech Academy of Sciences Publication Activity Database

    Adamczyk, L.; Bielčík, J.; Bielčíková, Jana; Chaloupka, P.; Federič, Pavol; Federičová, P.; Harlenderová, A.; Kocmánek, Martin; Kvapil, J.; Lidrych, J.; Rusňák, Jan; Rusňáková, O.; Šaur, Miroslav; Šimko, Miroslav; Šumbera, Michal; Trzeciak, B. A.

    2017-01-01

    Roč. 770, JUL (2017), s. 451-458 ISSN 0370-2693 R&D Projects: GA MŠk LG15001; GA MŠk LM2015054 Institutional support: RVO:61389005 Keywords : STAR collaboration * transverse mementum * Au Au collisions Subject RIV: BG - Nuclear, Atomic and Molecular Physics, Colliders OBOR OECD: Nuclear physics Impact factor: 4.807, year: 2016

  5. Collaborative Environments. Considerations Concerning Some Collaborative Systems

    Directory of Open Access Journals (Sweden)

    Mihaela I. MUNTEAN

    2009-01-01

    Full Text Available It is obvious, that all collaborative environments (workgroups, communities of practice, collaborative enterprises are based on knowledge and between collaboration and knowledge management there is a strong interdependence. The evolution of information systems in these collaborative environments led to the sudden necessity to adopt, for maintaining the virtual activities and processes, the latest technologies/systems, which are capable to support integrated collaboration in business services. In these environments, portal-based IT platforms will integrate multi-agent collaborative systems, collaborative tools, different enterprise applications and other useful information systems.

  6. Fostering Verbal and Non-Verbal Social Interactions in a 3D Collaborative Virtual Learning Environment: A Case Study of Youth with Autism Spectrum Disorders Learning Social Competence in iSocial

    Science.gov (United States)

    Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine

    2017-01-01

    This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…

  7. Immersive participation: Smartphone-Apps and Virtual Reality - tools for knowledge transfer, citizen science and interactive collaboration

    Science.gov (United States)

    Dotterweich, Markus

    2017-04-01

    In the last few years, the use of smartphone-apps has become a daily routine in our life. However, only a few approaches have been undertaken to use apps for transferring scientific knowledge to the public audience. The development of learning apps or serious games requires large efforts and several levels of simplification which is different to traditional text books or learning webpages. Current approaches often lack a connection to the real life and/or innovative gamification concepts. Another almost untapped potential is the use of Virtual Reality, a fast growing technology which replicates a virtual environment in order to simulate physical experiences in artificial or real worlds. Hence, smartphone-apps and VR provides new opportunities for capacity building, knowledge transfer, citizen science or interactive engagement in the realm of environmental sciences. This presentation will show some examples and discuss the advantages of these immersive approaches to improve the knowledge transfer between scientists and citizens and to stimulate actions in the real world.

  8. Enhancing Scientific Collaboration, Transparency, and Public Access: Utilizing the Second Life Platform to Convene a Scientific Conference in 3-D Virtual Space

    Science.gov (United States)

    McGee, B. W.

    2006-12-01

    uprecedented opportunity to witness an example of scientific collaboration typically reserved for members of a particular field or focus group. With a minimal investment in advertising or promotion both in real and virtual space, the possibility exists for scientific information and interaction to reach a far broader audience through Second Life than with any other currently available means for comparable cost.

  9. Virtual Worlds for Virtual Organizing

    Science.gov (United States)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  10. 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...

  11. Cooperação versus colaboração: conceitos para o ensino de enfermagem em ambiente virtual Cooperación versus colaboración: conceptos para la enseñanza de enfermería en ambiente virtual Cooperation versus collaboration: concepts for nursing teaching in virtual environment

    Directory of Open Access Journals (Sweden)

    Ana Luísa Petersen Cogo

    2006-10-01

    Full Text Available Este artigo de revisão objetiva apresentar os conceitos de cooperação e colaboração na perspectiva da teoria de Jean Piaget. Sua importância reside no fato da crescente utilização de ambientes virtuais de aprendizagem no ensino de enfermagem, os quais possibilitam o trabalho em grupo e o desenvolvimento de projetos em uma proposta construtivista-interacionista. As relações de trocas sociais ocorrem entre os sujeitos da aprendizagem: a cooperação dá-se quando há construção do conhecimento; e a colaboração; quando existem trocas de pensamentos, como numa comunicação verbal. A compreensão desses conceitos possibilita entender-se qual a dimensão desenvolvida nas atividades pedagógicas de enfermagem propostas em ambiente virtual.Este artículo de revisión objetiva presentar los conceptos de cooperación y colaboración bajo la perspectiva de la teoría de Jean Piaget. Su importancia reside en el hecho de la creciente utilización de ambientes virtuales de aprendizaje en el enseño de enfermería, los cuales posibilitan el trabajo en grupo y el desarrollo de proyectos desde una propuesta constructivista-interaccionista. Las relaciones de intercambios sociales ocurren entre los sujetos del aprendizaje: la cooperación se da cuando hay construcción del conocimiento; ya la colaboración, cuando hay intercambios de pensamientos, como en una comunicación verbal. La comprensión de esos conceptos posibilita entenderse cuál es la dimensión desarrollada en las actividades pedagógicas de enfermería propuestas en ambiente virtual.This paper presents the concepts of cooperation and collaboration in the light of Jean Piaget's theory. The importance of his theory resides in the increasing use of virtual learning environments for nursing teaching; these virtual environments enable group work and the development of projects under a constructivist-interactionist perspective. Social exchange relations take place between learning subjects

  12. Corporate Training in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Charles Nebolsky

    2004-12-01

    Full Text Available 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 worlds – are described. The leadership training course design is discussed in details.

  13. Virtual Vision

    Science.gov (United States)

    Terzopoulos, Demetri; Qureshi, Faisal Z.

    Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.

  14. Grid-based modeling for land use planning and environmental resource mapping.

    Energy Technology Data Exchange (ETDEWEB)

    Kuiper, J. A.

    1999-08-04

    Geographic Information System (GIS) technology is used by land managers and natural resource planners for examining resource distribution and conducting project planning, often by visually interpreting spatial data representing environmental or regulatory variables. Frequently, many variables influence the decision-making process, and modeling can improve results with even a small investment of time and effort. Presented are several grid-based GIS modeling projects, including: (1) land use optimization under environmental and regulatory constraints; (2) identification of suitable wetland mitigation sites; and (3) predictive mapping of prehistoric cultural resource sites. As different as the applications are, each follows a similar process of problem conceptualization, implementation of a practical grid-based GIS model, and evaluation of results.

  15. Collaborative Research: Bringing Problem Solving in the Field into the Classroom: Developing and Assessing Virtual Field Trips for Teaching Sedimentary and Introductory Geology

    Science.gov (United States)

    Wang, P.; Caldwell, M.

    2012-12-01

    Coastal Florida offers a unique setting for the facilitation of learning about a variety of modern sedimentary environments. Despite the conflicting concept of "virtual" and "actual" field trip, and the uncertainties associated with the implementation and effectiveness, virtual trips provide likely the only way to reach a large diversified student population and eliminate travel time and expenses. In addition, with rapidly improving web and visualization technology, field trips can be simulated virtually. It is therefore essential to systematically develop and assess the educational effectiveness of virtual field trips. This project is developing, implementing, and assessing a series of virtual field trips for teaching undergraduate sedimentary geology at a large four-year research university and introductory geology at a large two-year community college. The virtual field trip is based on a four-day actual field trip for a senior level sedimentary geology class. Two versions of the virtual field trip, one for advanced class and one for introductory class, are being produced. The educational outcome of the virtual field trip will be compared to that from actual field trip. This presentation summarizes Year 1 achievements of the three-year project. The filming, editing, and initial production of the virtual field trip have been completed. Formative assessments were conducted by the Coalition for Science Literacy at the University of South Florida. Once tested and refined, the virtual field trips will be disseminated through broadly used web portals and workshops at regional and national meetings.

  16. Collaboration in Augmented Reality

    NARCIS (Netherlands)

    Lukosch, S.; Billinghurst, M.; Alem, L.; Kiyokawa, K.

    2015-01-01

    Augmented Reality (AR) is a technology that allows users to view and interact in real time with virtual images seamlessly superimposed over the real world. AR systems can be used to create unique collaborative experiences. For example, co-located users can see shared 3D virtual objects that they

  17. Project Learning and Virtual Collaboration

    DEFF Research Database (Denmark)

    Fibiger, Bo; Nielsen, Janni; Sorensen, Elsebeth

    2005-01-01

    to the modularity and flexibility that characterize the study and allow admission of part-time students, full-time students and students who only sign up for one accredited module. The methodology will be illustrated through empirical snapshots from selected modules in the start-up phase, and the focus...... will be directed towards problems experienced by the students. From an analytical perspective, the paper will identify and discuss fundamental problems related to the organization, flexibility, and implementation of project pedagogy online. MIL is organized around ICT and Learning and the study theme focuses...... on ICT and Learning. In addition, MIL provides a learning space where practice is under constant negotiation and reconstruction as an inherent, integrated part of the learning process. Consequently, we argue that MIL may be seen as an example of best practice in blended learning....

  18. The EVER-EST portal as support for the Sea Monitoring Virtual Research Community, through the sharing of resources, enabling dynamic collaboration and promoting community engagement

    Science.gov (United States)

    Foglini, Federica; Grande, Valentina; De Leo, Francesco; Mantovani, Simone; Ferraresi, Sergio

    2017-04-01

    EVER-EST offers a framework based on advanced services delivered both at the e-infrastructure and domain-specific level, with the objective of supporting each phase of the Earth Science Research and Information Lifecycle. It provides innovative e-research services to Earth Science user communities for communication, cross-validation and the sharing of knowledge and science outputs. The project follows a user-centric approach: real use cases taken from pre-selected Virtual Research Communities (VRC) covering different Earth Science research scenarios drive the implementation of the Virtual Research Environment (VRE) services and capabilities. The Sea Monitoring community is involved in the evaluation of the EVER-EST infrastructure. The community of potential users is wide and heterogeneous including both multi-disciplinary scientists and national/international agencies and authorities (e.g. MPAs directors, technicians from regional agencies like ARPA in Italy, the technicians working for the Ministry of the Environment) dealing with the adoption of a better way of measuring the quality of the environment. The scientific community has the main role of assessing the best criteria and indicators for defining the Good Environmental Status (GES) in their own sub regions, and implementing methods, protocols and tools for monitoring the GES descriptors. According to the Marine Strategy Framework Directive (MSFD), the environmental status of marine waters is defined by 11 descriptors, and forms a proposed set of 29 associated criteria and 56 different indicators. The objective of the Sea Monitoring VRC is to provide useful and applicable contributions to the evaluation of the descriptors: D1.Biodiversity, D2.Non-indigenous species and D6.Seafloor Integrity (http://ec.europa.eu/environment/marine/good-environmental-status/index_en.htm). The main challenges for the community members are: 1. discovery of existing data and products distributed among different infrastructures; 2

  19. 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...... the audio-visual characteristics of designing in multi-user virtual environments generate experiential, interpersonal and textual meaning potentials....... 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...

  20. A Metrics Approach for Collaborative Systems

    Directory of Open Access Journals (Sweden)

    Cristian CIUREA

    2009-01-01

    Full Text Available This article presents different types of collaborative systems, their structure and classification. This paper defines the concept of virtual campus as a collaborative system. It builds architecture for virtual campus oriented on collaborative training processes. It analyses the quality characteristics of collaborative systems and propose techniques for metrics construction and validation in order to evaluate them. The article analyzes different ways to increase the efficiency and the performance level in collaborative banking systems.

  1. Operation of an InGrid based X-ray detector at the CAST experiment

    Directory of Open Access Journals (Sweden)

    Krieger Christoph

    2018-01-01

    During operation at the experiment, background rates in the order of 10−5 keV−1 cm−2 s−1 have been achieved by application of a likelihood based method discriminating the non-photon background originating mostly from cosmic rays. For continued operation in 2016, an upgraded InGrid based detector is to be installed among other improvements including decoupling and sampling of the signal induced on the grid as well as a veto scintillator to further lower the observed background rates and improving sensitivity.

  2. Construction of the Fock Matrix on a Grid-Based Molecular Orbital Basis Using GPGPUs.

    Science.gov (United States)

    Losilla, Sergio A; Watson, Mark A; Aspuru-Guzik, Alán; Sundholm, Dage

    2015-05-12

    We present a GPGPU implementation of the construction of the Fock matrix in the molecular orbital basis using the fully numerical, grid-based bubbles representation. For a test set of molecules containing up to 90 electrons, the total Hartree-Fock energies obtained from reference GTO-based calculations are reproduced within 10(-4) Eh to 10(-8) Eh for most of the molecules studied. Despite the very large number of arithmetic operations involved, the high performance obtained made the calculations possible on a single Nvidia Tesla K40 GPGPU card.

  3. Modelling security properties in a grid-based operating system with anti-goals

    OpenAIRE

    Arenas, A.; Aziz, Benjamin; Bicarregui, J.; Matthews, B.; Yang, E.

    2008-01-01

    In this paper, we discuss the use of formal requirements-engineering techniques in capturing security requirements for a Grid-based operating system. We use KAOS goal model to represent two security goals for Grid systems, namely authorisation and single-sign on authentication. We apply goal-refinement to derive security requirements for these two security goals and we develop a model of antigoals and show how system vulnerabilities and threats to the security goals can arise from such anti-m...

  4. EEG analysis in a telemedical virtual world

    NARCIS (Netherlands)

    Jovanov, E.; Starcevic, D.; Samardzic, A.; Marsh, A.; Obrenovic, Z.

    1999-01-01

    Telemedicine creates virtual medical collaborative environments. We propose here a novel concept of virtual medical devices (VMD) for telemedical applications. VMDs provide different views on biomedical recordings and efficient signal analysis. In this paper we present a telemedical EEG analysis

  5. gLibrary/DRI: A grid-based platform to host multiple repositories for digital content

    International Nuclear Information System (INIS)

    Calanducci, A.; Gonzalez Martin, J. M.; Ramos Pollan, R.; Rubio del Solar, M.; Tcaci, S.

    2007-01-01

    In this work we present the gLibrary/DRI (Digital Repositories Infrastructure) platform. gLibrary/DRI extends gLibrary, a system with a easy-to-use web front-end designed to save and organize multimedia assets on Grid-based storage resources. The main goal of the extended platform is to reduce the cost in terms of time and effort that a repository provider spends to get its repository deployed. This is achieved by providing a common infrastructure and a set of mechanisms (APIs and specifications) that the repository providers use to define the data model, the access to the content (by navigation trees and filters) and the storage model. DRI offers a generic way to provide all this functionality; nevertheless the providers can add specific behaviours to the default functions for their repositories. The architecture is Grid based (VO system, data federation and distribution, computing power, etc). A working example based on a mammograms repository is also presented. (Author)

  6. Operation of an InGrid based X-ray detector at the CAST experiment

    Science.gov (United States)

    Krieger, Christoph; Desch, Klaus; Kaminski, Jochen; Lupberger, Michael

    2018-02-01

    The CERN Axion Solar Telescope (CAST) is searching for axions and other particles which could be candidates for DarkMatter and even Dark Energy. These particles could be produced in the Sun and detected by a conversion into soft X-ray photons inside a strong magnetic field. In order to increase the sensitivity for physics beyond the Standard Model, detectors with a threshold below 1 keV as well as efficient background rejection methods are required to compensate for low energies and weak couplings resulting in very low detection rates. Those criteria are fulfilled by a detector utilizing the combination of a pixelized readout chip with an integrated Micromegas stage. These InGrid (Integrated Grid) devices can be build by photolithographic postprocessing techniques, resulting in a close to perfect match of grid and pixels facilitating the detection of single electrons on the chip surface. The high spatial resolution allows for energy determination by simple electron counting as well as for an event-shape based analysis as background rejection method. Tests at an X-ray generator revealed the energy threshold of an InGrid based X-ray detector to be well below the carbon Kα line at 277 eV. After the successful demonstration of the detectors key features, the detector was mounted at one of CAST's four detector stations behind an X-ray telescope in 2014. After several months of successful operation without any detector related interruptions, the InGrid based X-ray detector continues data taking at CAST in 2015. During operation at the experiment, background rates in the order of 10-5 keV-1 cm-2 s-1 have been achieved by application of a likelihood based method discriminating the non-photon background originating mostly from cosmic rays. For continued operation in 2016, an upgraded InGrid based detector is to be installed among other improvements including decoupling and sampling of the signal induced on the grid as well as a veto scintillator to further lower the

  7. Novel grid-based optical Braille conversion: from scanning to wording

    Science.gov (United States)

    Yoosefi Babadi, Majid; Jafari, Shahram

    2011-12-01

    Grid-based optical Braille conversion (GOBCO) is explained in this article. The grid-fitting technique involves processing scanned images taken from old hard-copy Braille manuscripts, recognising and converting them into English ASCII text documents inside a computer. The resulted words are verified using the relevant dictionary to provide the final output. The algorithms employed in this article can be easily modified to be implemented on other visual pattern recognition systems and text extraction applications. This technique has several advantages including: simplicity of the algorithm, high speed of execution, ability to help visually impaired persons and blind people to work with fax machines and the like, and the ability to help sighted people with no prior knowledge of Braille to understand hard-copy Braille manuscripts.

  8. Coordinated control of micro-grid based on distributed moving horizon control.

    Science.gov (United States)

    Ma, Miaomiao; Shao, Liyang; Liu, Xiangjie

    2018-05-01

    This paper proposed the distributed moving horizon coordinated control scheme for the power balance and economic dispatch problems of micro-grid based on distributed generation. We design the power coordinated controller for each subsystem via moving horizon control by minimizing a suitable objective function. The objective function of distributed moving horizon coordinated controller is chosen based on the principle that wind power subsystem has the priority to generate electricity while photovoltaic power generation coordinates with wind power subsystem and the battery is only activated to meet the load demand when necessary. The simulation results illustrate that the proposed distributed moving horizon coordinated controller can allocate the output power of two generation subsystems reasonably under varying environment conditions, which not only can satisfy the load demand but also limit excessive fluctuations of output power to protect the power generation equipment. Copyright © 2018 ISA. Published by Elsevier Ltd. All rights reserved.

  9. Project GRACE A grid based search tool for the global digital library

    CERN Document Server

    Scholze, Frank; Vigen, Jens; Prazak, Petra; The Seventh International Conference on Electronic Theses and Dissertations

    2004-01-01

    The paper will report on the progress of an ongoing EU project called GRACE - Grid Search and Categorization Engine (http://www.grace-ist.org). The project participants are CERN, Sheffield Hallam University, Stockholm University, Stuttgart University, GL 2006 and Telecom Italia. The project started in 2002 and will finish in 2005, resulting in a Grid based search engine that will search across a variety of content sources including a number of electronic thesis and dissertation repositories. The Open Archives Initiative (OAI) is expanding and is clearly an interesting movement for a community advocating open access to ETD. However, the OAI approach alone may not be sufficiently scalable to achieve a truly global ETD Digital Library. Many universities simply offer their collections to the world via their local web services without being part of any federated system for archiving and even those dissertations that are provided with OAI compliant metadata will not necessarily be picked up by a centralized OAI Ser...

  10. A Novel Quad Harmony Search Algorithm for Grid-Based Path Finding

    Directory of Open Access Journals (Sweden)

    Saso Koceski

    2014-09-01

    Full Text Available A novel approach to the problem of grid-based path finding has been introduced. The method is a block-based search algorithm, founded on the bases of two algorithms, namely the quad-tree algorithm, which offered a great opportunity for decreasing the time needed to compute the solution, and the harmony search (HS algorithm, a meta-heuristic algorithm used to obtain the optimal solution. This quad HS algorithm uses the quad-tree decomposition of free space in the grid to mark the free areas and treat them as a single node, which greatly improves the execution. The results of the quad HS algorithm have been compared to other meta-heuristic algorithms, i.e., ant colony, genetic algorithm, particle swarm optimization and simulated annealing, and it was proved to obtain the best results in terms of time and giving the optimal path.

  11. Hybrid method based on embedded coupled simulation of vortex particles in grid based solution

    Science.gov (United States)

    Kornev, Nikolai

    2017-09-01

    The paper presents a novel hybrid approach developed to improve the resolution of concentrated vortices in computational fluid mechanics. The method is based on combination of a grid based and the grid free computational vortex (CVM) methods. The large scale flow structures are simulated on the grid whereas the concentrated structures are modeled using CVM. Due to this combination the advantages of both methods are strengthened whereas the disadvantages are diminished. The procedure of the separation of small concentrated vortices from the large scale ones is based on LES filtering idea. The flow dynamics is governed by two coupled transport equations taking two-way interaction between large and fine structures into account. The fine structures are mapped back to the grid if their size grows due to diffusion. Algorithmic aspects of the hybrid method are discussed. Advantages of the new approach are illustrated on some simple two dimensional canonical flows containing concentrated vortices.

  12. Simulation of single grid-based phase-contrast x-ray imaging (g-PCXI)

    Energy Technology Data Exchange (ETDEWEB)

    Lim, H.W.; Lee, H.W. [Department of Radiation Convergence Engineering, iTOMO Group, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 26493 (Korea, Republic of); Cho, H.S., E-mail: hscho1@yonsei.ac.kr [Department of Radiation Convergence Engineering, iTOMO Group, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 26493 (Korea, Republic of); Je, U.K.; Park, C.K.; Kim, K.S.; Kim, G.A.; Park, S.Y.; Lee, D.Y.; Park, Y.O.; Woo, T.H. [Department of Radiation Convergence Engineering, iTOMO Group, Yonsei University, 1 Yonseidae-gil, Wonju, Gangwon-do 26493 (Korea, Republic of); Lee, S.H.; Chung, W.H.; Kim, J.W.; Kim, J.G. [R& D Center, JPI Healthcare Co., Ltd., Ansan 425-833 (Korea, Republic of)

    2017-04-01

    Single grid-based phase-contrast x-ray imaging (g-PCXI) technique, which was recently proposed by Wen et al. to retrieve absorption, scattering, and phase-gradient images from the raw image of the examined object, seems a practical method for phase-contrast imaging with great simplicity and minimal requirements on the setup alignment. In this work, we developed a useful simulation platform for g-PCXI and performed a simulation to demonstrate its viability. We also established a table-top setup for g-PCXI which consists of a focused-linear grid (200-lines/in strip density), an x-ray tube (100-μm focal spot size), and a flat-panel detector (48-μm pixel size) and performed a preliminary experiment with some samples to show the performance of the simulation platform. We successfully obtained phase-contrast x-ray images of much enhanced contrast from both the simulation and experiment and the simulated contract seemed similar to the experimental contrast, which shows the performance of the developed simulation platform. We expect that the simulation platform will be useful for designing an optimal g-PCXI system. - Highlights: • It is proposed for the single grid-based phase-contrast x-ray imaging (g-PCXI) technique. • We implemented for a numerical simulation code. • The preliminary experiment with several samples to compare is performed. • It is expected to be useful to design an optimal g-PCXI system.

  13. Collaborative networks in the internet of services: 13th IFIP WG 5.5 working conference on virtual enterprises, PRO-VE 2012, Bournemouth, UK, October 2012: proceedings

    NARCIS (Netherlands)

    Camarinha-Matos, L.M.; Xu, L.; Afsarmanesh, H.

    2012-01-01

    This book constitutes the refereed proceedings of the 13th IFIP WG 5.5 Working Conference on Virtual Enterprises, PRO-VE 2012, held in Bournemouth, UK, in October 2012. The 61 revised papers presented were carefully selected from numerous submissions. They provide a comprehensive overview of

  14. Collaborative engineering for complex products

    CSIR Research Space (South Africa)

    Erasmus, J

    2015-10-01

    Full Text Available stream_source_info Erasmus_2015.pdf.txt stream_content_type text/plain stream_size 6206 Content-Encoding UTF-8 stream_name Erasmus_2015.pdf.txt Content-Type text/plain; charset=UTF-8 Collaborative engineering... with collaboration and cooperation • Now they compete on implementation (application) instead of standards (infrastructure) Reyes, V., 2014. Dealing with automotive software complexity with virtual prototyping – Part 1: Virtual HIL development basics (accessed 9...

  15. Collaborative Interactive Visualization Exploratory Concept

    Science.gov (United States)

    2015-06-01

    virtual reality, spatial computing, virtual assistants that are capable of operating at high cognitive levels, extensible work spaces, conferencing ...process of communication using electronic assets and accompanying software designed for use in remote locations. Recent technological advancements in...collaborative possibilities. Newest generations of hand-held electronic devices feature video, audio, and on- screen drawing in addition to capabilities

  16. The more the merrier: grid based modelling of Kepler dwarfs with 5-dimensional stellar grids

    Directory of Open Access Journals (Sweden)

    Serenelli Aldo

    2017-01-01

    Full Text Available We present preliminary results of our grid based modelling (GBM of the dwarf/subgiant sample of stars observed with Kepler including global asteroseismic parameters. GBM analysis in this work is based on a large grid of stellar models that is characterized by five independent parameters: model mass and age, initial metallicity (Zini, initial helium (Yini, and mixing length parameter (αMLT. Using this grid relaxes assumptions used in all previous GBM work where the initial composition is determined by a single parameter and that αMLT is fixed to a solar-calibrated value. The new grid allows us to study, for example, the impact of different galactic chemical enrichment models on the determination of stellar parameters such as mass radius and age. Also, it allows to include new results from stellar atmosphere models on αMLT in the GBM analysis in a simple manner. Alternatively, it can be tested if global asteroseismology is a useful tool to constraint our ignorance on quantities such as Yini and αMLT. Initial findings show that mass determination is robust with respect to freedom in the latter quantities, with a 4.4% maximum deviation for extreme assumptions regarding prior information on Yini – Zini relations and aMLT. On the other hand, tests carried out so far seem to indicate that global seismology does not have much power to constrain Yini – Zni relations of αMLT values without resourcing to additional information.

  17. A sparse grid based method for generative dimensionality reduction of high-dimensional data

    Science.gov (United States)

    Bohn, Bastian; Garcke, Jochen; Griebel, Michael

    2016-03-01

    Generative dimensionality reduction methods play an important role in machine learning applications because they construct an explicit mapping from a low-dimensional space to the high-dimensional data space. We discuss a general framework to describe generative dimensionality reduction methods, where the main focus lies on a regularized principal manifold learning variant. Since most generative dimensionality reduction algorithms exploit the representer theorem for reproducing kernel Hilbert spaces, their computational costs grow at least quadratically in the number n of data. Instead, we introduce a grid-based discretization approach which automatically scales just linearly in n. To circumvent the curse of dimensionality of full tensor product grids, we use the concept of sparse grids. Furthermore, in real-world applications, some embedding directions are usually more important than others and it is reasonable to refine the underlying discretization space only in these directions. To this end, we employ a dimension-adaptive algorithm which is based on the ANOVA (analysis of variance) decomposition of a function. In particular, the reconstruction error is used to measure the quality of an embedding. As an application, the study of large simulation data from an engineering application in the automotive industry (car crash simulation) is performed.

  18. Study of tensions on network- and grid-based energies during the winter consumption peak

    International Nuclear Information System (INIS)

    Lemaignan, Benoit; Wilmotte, Jean-Yves; Gault, Nicolas

    2014-01-01

    This document first proposes an analysis of an historical example of a consumption peak (8 February 2012) and of its impacts. It indicates temperatures and consumptions, discusses the level of supply safety on that day (shares of different available energy sources), outlines some peculiarities of a grid-based (electricity) or network-based (gas) energy system and issues related to supply safety, and describes how energy demand varies during the day and with respect to the season. The second part addresses the issue of thermal sensitivity, i.e. an analysis of the relationship between the energy system and the temperature: usages depend on the outdoor temperature; as far as heating is concerned, this sensitivity depends on thermal characteristics of heated buildings; housing heating with fixed equipment represents less than a half of this electrical thermal-sensitivity; electricity demand peak increased of several GW while the share of thermal sensitivity of housing heating decreased; thermal sensitivity of gas increased during the last four years. The third part addresses heating modes, outlines the challenges in terms of CO_2 emissions, notices the benefits of the present energy mix in terms of hydrocarbon use, trade balance and emissions, outlines that households using electric heating do not pay more and are less represented in households suffering of energy poverty

  19. A new service-oriented grid-based method for AIoT application and implementation

    Science.gov (United States)

    Zou, Yiqin; Quan, Li

    2017-07-01

    The traditional three-layer Internet of things (IoT) model, which includes physical perception layer, information transferring layer and service application layer, cannot express complexity and diversity in agricultural engineering area completely. It is hard to categorize, organize and manage the agricultural things with these three layers. Based on the above requirements, we propose a new service-oriented grid-based method to set up and build the agricultural IoT. Considering the heterogeneous, limitation, transparency and leveling attributes of agricultural things, we propose an abstract model for all agricultural resources. This model is service-oriented and expressed with Open Grid Services Architecture (OGSA). Information and data of agricultural things were described and encapsulated by using XML in this model. Every agricultural engineering application will provide service by enabling one application node in this service-oriented grid. Description of Web Service Resource Framework (WSRF)-based Agricultural Internet of Things (AIoT) and the encapsulation method were also discussed in this paper for resource management in this model.

  20. Location-Aware Dynamic Session-Key Management for Grid-Based Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    I-Hsien Lin

    2010-08-01

    Full Text Available Security is a critical issue for sensor networks used in hostile environments. When wireless sensor nodes in a wireless sensor network are distributed in an insecure hostile environment, the sensor nodes must be protected: a secret key must be used to protect the nodes transmitting messages. If the nodes are not protected and become compromised, many types of attacks against the network may result. Such is the case with existing schemes, which are vulnerable to attacks because they mostly provide a hop-by-hop paradigm, which is insufficient to defend against known attacks. We propose a location-aware dynamic session-key management protocol for grid-based wireless sensor networks. The proposed protocol improves the security of a secret key. The proposed scheme also includes a key that is dynamically updated. This dynamic update can lower the probability of the key being guessed correctly. Thus currently known attacks can be defended. By utilizing the local information, the proposed scheme can also limit the flooding region in order to reduce the energy that is consumed in discovering routing paths.

  1. Automatic building extraction from LiDAR data fusion of point and grid-based features

    Science.gov (United States)

    Du, Shouji; Zhang, Yunsheng; Zou, Zhengrong; Xu, Shenghua; He, Xue; Chen, Siyang

    2017-08-01

    This paper proposes a method for extracting buildings from LiDAR point cloud data by combining point-based and grid-based features. To accurately discriminate buildings from vegetation, a point feature based on the variance of normal vectors is proposed. For a robust building extraction, a graph cuts algorithm is employed to combine the used features and consider the neighbor contexture information. As grid feature computing and a graph cuts algorithm are performed on a grid structure, a feature-retained DSM interpolation method is proposed in this paper. The proposed method is validated by the benchmark ISPRS Test Project on Urban Classification and 3D Building Reconstruction and compared to the state-art-of-the methods. The evaluation shows that the proposed method can obtain a promising result both at area-level and at object-level. The method is further applied to the entire ISPRS dataset and to a real dataset of the Wuhan City. The results show a completeness of 94.9% and a correctness of 92.2% at the per-area level for the former dataset and a completeness of 94.4% and a correctness of 95.8% for the latter one. The proposed method has a good potential for large-size LiDAR data.

  2. Sparse grid-based polynomial chaos expansion for aerodynamics of an airfoil with uncertainties

    Directory of Open Access Journals (Sweden)

    Xiaojing WU

    2018-05-01

    Full Text Available The uncertainties can generate fluctuations with aerodynamic characteristics. Uncertainty Quantification (UQ is applied to compute its impact on the aerodynamic characteristics. In addition, the contribution of each uncertainty to aerodynamic characteristics should be computed by uncertainty sensitivity analysis. Non-Intrusive Polynomial Chaos (NIPC has been successfully applied to uncertainty quantification and uncertainty sensitivity analysis. However, the non-intrusive polynomial chaos method becomes inefficient as the number of random variables adopted to describe uncertainties increases. This deficiency becomes significant in stochastic aerodynamic analysis considering the geometric uncertainty because the description of geometric uncertainty generally needs many parameters. To solve the deficiency, a Sparse Grid-based Polynomial Chaos (SGPC expansion is used to do uncertainty quantification and sensitivity analysis for stochastic aerodynamic analysis considering geometric and operational uncertainties. It is proved that the method is more efficient than non-intrusive polynomial chaos and Monte Carlo Simulation (MSC method for the stochastic aerodynamic analysis. By uncertainty quantification, it can be learnt that the flow characteristics of shock wave and boundary layer separation are sensitive to the geometric uncertainty in transonic region. The uncertainty sensitivity analysis reveals the individual and coupled effects among the uncertainty parameters. Keywords: Non-intrusive polynomial chaos, Sparse grid, Stochastic aerodynamic analysis, Uncertainty sensitivity analysis, Uncertainty quantification

  3. GENECODIS-Grid: An online grid-based tool to predict functional information in gene lists

    International Nuclear Information System (INIS)

    Nogales, R.; Mejia, E.; Vicente, C.; Montes, E.; Delgado, A.; Perez Griffo, F. J.; Tirado, F.; Pascual-Montano, A.

    2007-01-01

    In this work we introduce GeneCodis-Grid, a grid-based alternative to a bioinformatics tool named Genecodis that integrates different sources of biological information to search for biological features (annotations) that frequently co-occur in a set of genes and rank them by statistical significance. GeneCodis-Grid is a web-based application that takes advantage of two independent grid networks and a computer cluster managed by a meta-scheduler and a web server that host the application. The mining of concurrent biological annotations provides significant information for the functional analysis of gene list obtained by high throughput experiments in biology. Due to the large popularity of this tool, that has registered more than 13000 visits since its publication in January 2007, there is a strong need to facilitate users from different sites to access the system simultaneously. In addition, the complexity of some of the statistical tests used in this approach has made this technique a good candidate for its implementation in a Grid opportunistic environment. (Author)

  4. Virtual colonoscopy

    Science.gov (United States)

    Colonoscopy - virtual; CT colonography; Computed tomographic colonography; Colography - virtual ... Differences between virtual and conventional colonoscopy include: VC can view the colon from many different angles. This is not as easy ...

  5. Asymetric Telecollaboration in Virtual Reality

    OpenAIRE

    PORSSUT, Thibault; CHARDONNET, Jean-Rémy

    2017-01-01

    International audience; We present a first study where we combine two asymetric virtual reality systems for telecollaboration purposes: a CAVE system and a head-mounted display (HMD), using a server-client type architecture. Experiments on a puzzle game in limited time, alone and in collaboration, show that combining asymetric systems reduces cognitive load. Moreover, the participants reported preferring working in collaboration and showed to be more efficient in collaboration. These results ...

  6. Energy flow modeling and optimal operation analysis of the micro energy grid based on energy hub

    International Nuclear Information System (INIS)

    Ma, Tengfei; Wu, Junyong; Hao, Liangliang

    2017-01-01

    Highlights: • Design a novel architecture for energy hub integrating power hub, cooling hub and heating hub. • The micro energy grid based on energy hub is introduced and its advantages are discussed. • Propose a generic modeling method for the energy flow of micro energy grid. • Propose an optimal operation model for micro energy grid with considering demand response. • The roles of renewable energy, energy storage devices and demand response are discussed separately. - Abstract: The energy security and environmental problems impel people to explore a more efficient, environment friendly and economical energy utilization pattern. In this paper, the coordinated operation and optimal dispatch strategies for multiple energy system are studied at the whole Micro Energy Grid level. To augment the operation flexibility of energy hub, the innovation sub-energy hub structure including power hub, heating hub and cooling hub is put forward. Basing on it, a generic energy hub architecture integrating renewable energy, combined cooling heating and power, and energy storage devices is developed. Moreover, a generic modeling method for the energy flow of micro energy grid is proposed. To minimize the daily operation cost, a day-ahead dynamic optimal operation model is formulated as a mixed integer linear programming optimization problem with considering the demand response. Case studies are undertaken on a community Micro Energy Grid in four different scenarios on a typical summer day and the roles of renewable energy, energy storage devices and demand response are discussed separately. Numerical simulation results indicate that the proposed energy flow modeling and optimal operation method are universal and effective over the entire energy dispatching horizon.

  7. A Corner-Point-Grid-Based Voxelization Method for Complex Geological Structure Model with Folds

    Science.gov (United States)

    Chen, Qiyu; Mariethoz, Gregoire; Liu, Gang

    2017-04-01

    3D voxelization is the foundation of geological property modeling, and is also an effective approach to realize the 3D visualization of the heterogeneous attributes in geological structures. The corner-point grid is a representative data model among all voxel models, and is a structured grid type that is widely applied at present. When carrying out subdivision for complex geological structure model with folds, we should fully consider its structural morphology and bedding features to make the generated voxels keep its original morphology. And on the basis of which, they can depict the detailed bedding features and the spatial heterogeneity of the internal attributes. In order to solve the shortage of the existing technologies, this work puts forward a corner-point-grid-based voxelization method for complex geological structure model with folds. We have realized the fast conversion from the 3D geological structure model to the fine voxel model according to the rule of isocline in Ramsay's fold classification. In addition, the voxel model conforms to the spatial features of folds, pinch-out and other complex geological structures, and the voxels of the laminas inside a fold accords with the result of geological sedimentation and tectonic movement. This will provide a carrier and model foundation for the subsequent attribute assignment as well as the quantitative analysis and evaluation based on the spatial voxels. Ultimately, we use examples and the contrastive analysis between the examples and the Ramsay's description of isoclines to discuss the effectiveness and advantages of the method proposed in this work when dealing with the voxelization of 3D geologic structural model with folds based on corner-point grids.

  8. Collaboration 'Engineerability'

    NARCIS (Netherlands)

    Kolfschoten, Gwendolyn L.; de Vreede, Gert-Jan; Briggs, Robert O.; Sol, Henk G.

    Collaboration Engineering is an approach to create sustained collaboration support by designing collaborative work practices for high-value recurring tasks, and transferring those designs to practitioners to execute for themselves without ongoing support from collaboration professionals. A key

  9. A grid-based tropospheric product for China using a GNSS network

    Science.gov (United States)

    Zhang, Hongxing; Yuan, Yunbin; Li, Wei; Zhang, Baocheng; Ou, Jikun

    2017-11-01

    Tropospheric delay accounts for one source of error in global navigation satellite systems (GNSS). To better characterize the tropospheric delays in the temporal and spatial domain and facilitate the safety-critical use of GNSS across China, a method is proposed to generate a grid-based tropospheric product (GTP) using the GNSS network with an empirical tropospheric model, known as IGGtrop. The prototype system generates the GTPs in post-processing and real-time modes and is based on the undifferenced and uncombined precise point positioning (UU-PPP) technique. GTPs are constructed for a grid form (2.0{°}× 2.5{°} latitude-longitude) over China with a time resolution of 5 min. The real-time GTP messages are encoded in a self-defined RTCM3 format and broadcast to users using NTRIP (networked transport of RTCM via internet protocol), which enables efficient and safe transmission to real-time users. Our approach for GTP generation consists of three sequential steps. In the first step, GNSS-derived zenith tropospheric delays (ZTDs) for a network of GNSS stations are estimated using UU-PPP. In the second step, vertical adjustments for the GNSS-derived ZTDs are applied to address the height differences between the GNSS stations and grid points. The ZTD height corrections are provided by the IGGtrop model. Finally, an inverse distance weighting method is used to interpolate the GNSS-derived ZTDs from the surrounding GNSS stations to the location of the grid point. A total of 210 global positioning system (GPS) stations from the crustal movement observation network of China are used to generate the GTPs in both post-processing and real-time modes. The accuracies of the GTPs are assessed against with ERA-Interim-derived ZTDs and the GPS-derived ZTDs at 12 test GPS stations, respectively. The results show that the post-processing and real-time GTPs can provide the ZTDs with accuracies of 1.4 and 1.8 cm, respectively. We also apply the GTPs in real-time kinematic GPS PPP

  10. Managing collaboration in the nanoManipulator

    DEFF Research Database (Denmark)

    Hudson, Thomas C.; Helser, Aren T.; Sonnenwald, Diane H.

    2004-01-01

    We designed, developed, deployed, and evaluated the Collaborative nanoManipulator (CnM), a distributed, collaborative virtual environment system supporting remote scientific collaboration between users of the nanoManipulator interface to atomic force microscopes. This paper describes the entire...

  11. Virtual reality haptic dissection.

    Science.gov (United States)

    Erolin, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-12-01

    This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist, and investigate cross-discipline collaborations in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills, before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.

  12. Natural Interaction With Pedagogical Agents in Virtual Environments

    National Research Council Canada - National Science Library

    Johnson, W

    2002-01-01

    The USC / Information Sciences Institute (I SI), in collaboration with Lockheed Martin and USC Behavior Technology Laboratory, conducted a research project named Virtual Environments for Training (VET...

  13. Adaptive Parameter Optimization of a Grid-based Conceptual Hydrological Model

    Science.gov (United States)

    Samaniego, L.; Kumar, R.; Attinger, S.

    2007-12-01

    Any spatially explicit hydrological model at the mesoscale is a conceptual approximation of the hydrological cycle and its dominant process occurring at this scale. Manual-expert calibration of this type of models may become quite tedious---if not impossible---taking into account the enormous amount of data required by these kind of models and the intrinsic uncertainty of both the data (input-output) and the model structure. Additionally, the model should be able to reproduce well several process which are accounted by a number of predefined objectives. As a consequence, some degree of automatic calibration would be required to find "good" solutions, each one constituting a trade-off among all calibration criteria. In other words, it is very likely that a number of parameter sets fulfil the optimization criteria and thus can be considered a model solution. In this study, we dealt with two research questions: 1) How to assess the adequate level of model complexity so that model overparameterization is avoided? And, 2) How to find a good solution with a relatively low computational burden? In the present study, a grid-based conceptual hydrological model denoted as HBV-UFZ based on some of the original HBV concepts was employed. This model was driven by 12~h precipitation, temperature, and PET grids which are acquired either from satellite products or from data of meteorological stations. In the latter case, the data was interpolated with external drift Kriging. The first research question was addressed in this study with the implementation of nonlinear transfer functions that regionalize most model parameters as a function of other spatially distributed observables such as land cover (time dependent) and other time independent basin characteristics such as soil type, slope, aspect, geological formations among others. The second question was addressed with an adaptive constrained optimization algorithm based on a parallel implementation of simulated annealing (SA

  14. Changing the paradigm for marine data production, dissemination and validation with Collaborative Platforms. The GlobColour webservice, a prime example which leads to the integration of CWE technologies to build-up virtual research centres.

    Science.gov (United States)

    Fanton d'Andon, Odile; Martin-Lauzer, François-Regis; Mangin, Antoine; Barrot, Gilbert; Clouaire, Stephane; Sardou, Olivier; Demaria, Julien; Serra, Romain

    2015-04-01

    data for their particular applications. • Match-ups using real-time EO data and data collected from bio-Argo floats are processed automatically on-the-fly. • This is possible because quality control of the bio-Argo float data is also automated. A dedicated interface has been set-up to monitor the whole fleet of Bio-Argo floats, and access detailed information from each acquired profile. Finally, a Collaborative Platform has been developed to support R&D activities in parallel to the standard production chain, enabling users to work remotely within a dedicated production environment in order to develop new algorithms and methods. The Collaborative Platform is based on a Collaborative Working Environment, a secured IT environment mixing hardware and software elements. It provides access to raw data, to processing and storage facilities, to specific applicative software (e.g. visualisation and post-processing tools). In addition, collaborative tools to exchange data, information and ideas between participants (through forums, web-conferencing…) contribute to create a "Virtual Research Centre" preparing future evolutions of the service. Acknowledgements: This research received funding from the following projects: • MCGS project funded by the Fonds Unique Interministériel, French regional funds PACA and Bretagne, the Fonds Européen de Développement Régional • FP7 Copernicus projects OSS2015 (grant n° 282723) and E-AIMS (grant n° 312642). • The French EQUIPEX project NAOS

  15. Virtual Teams and Knowledge Communication

    DEFF Research Database (Denmark)

    Lehtonen, Miikka; Kampf, Constance Elizabeth

    2014-01-01

    How does culture affect virtual teams and the knowledge communication processes in which they engage? As virtual spaces are increasingly used to support teams and establish collaboration in cross-cultural projects, the notion of cross-cultural communication can be understood as shifting from...... contextual perspective to a semiotic perspective. That is to say, although the team members are using the same vocabulary they might attach different meanings to and have different knowledge about them thus highlighting the importance of approaching virtual teams and collaboration from a semiotic perspective....... To look at how knowledge about virtual work is established in a multinational context, we interviewed members of a team that connects Finland and India. Results reveal five objects shared between the team members with varying knowledge about them. By making these differences in knowledge visible through...

  16. Virtual Reality

    Science.gov (United States)

    1993-04-01

    until exhausted. SECURITY CLASSIFICATION OF THIS PAGE All other editions are obsolete. UNCLASSIFIED " VIRTUAL REALITY JAMES F. DAILEY, LIEUTENANT COLONEL...US" This paper reviews the exciting field of virtual reality . The author describes the basic concepts of virtual reality and finds that its numerous...potential benefits to society could revolutionize everyday life. The various components that make up a virtual reality system are described in detail

  17. Virtual Reality Hospice

    OpenAIRE

    Ejsing, Sebastian Kirkegaard; Vintersborg, Kathrine Mosbæk; Benford-Brown, Cory George; Turner, Daniel Severin Pohl

    2017-01-01

    This paper details the findings of a qualitative reception analysis performed in collaboration with Hospice Sjælland, as to the potentials of Virtual Reality technology in providing entertainment and respite. The analysis was performed utilizing a theoretical analytical model based on Kim Schrøder’s ‘Multidimensional Model of Mass Media Reception’ to discourse gathered from six interviews with four patients from Hospice Sjælland. Supporting this model was supplementary literature on cognitive...

  18. Virtual Box

    DEFF Research Database (Denmark)

    Davis, Hilary; Skov, Mikael B.; Stougaard, Malthe

    2007-01-01

    . 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...

  19. Assessing Online Collaborative Discourse.

    Science.gov (United States)

    Breen, Henny

    2015-01-01

    This qualitative study using transcript analysis was undertaken to clarify the value of Harasim's Online Collaborative Learning Theory as a way to assess the collaborative process within nursing education. The theory incorporated three phases: (a) idea generating; (b) idea organizing; and (c) intellectual convergence. The transcripts of asynchronous discussions from a 2-week module about disaster nursing using a virtual community were analyzed and formed the data for this study. This study supports the use of Online Collaborative Learning Theory as a framework for assessing online collaborative discourse. Individual or group outcomes were required for the students to move through all three phases of the theory. The phases of the Online Collaborative Learning Theory could be used to evaluate the student's ability to collaborate. It is recommended that group process skills, which have more to do with interpersonal skills, be evaluated separately from collaborative learning, which has more to do with cognitive skills. Both are required for practicing nurses. When evaluated separately, the student learning needs are more clearly delineated. © 2014 Wiley Periodicals, Inc.

  20. Remote Collaboration With Mixed Reality Displays

    DEFF Research Database (Denmark)

    Müller, Jens; Rädle, Roman; Reiterer, Harald

    2017-01-01

    HCI research has demonstrated Mixed Reality (MR) as being beneficial for co-located collaborative work. For remote collaboration, however, the collaborators' visual contexts do not coincide due to their individual physical environments. The problem becomes apparent when collaborators refer...... to physical landmarks in their individual environments to guide each other's attention. In an experimental study with 16 dyads, we investigated how the provisioning of shared virtual landmarks (SVLs) influences communication behavior and user experience. A quantitative analysis revealed that participants used...

  1. Remote Collaborative 3D Printing - Process Investigation

    Science.gov (United States)

    2016-04-01

    COLLABORATIVE 3D PRINTING - PROCESS INVESTIGATION Cody M. Reese, PE CAD MODEL PRINT MODEL PRINT PREVIEW PRINTED PART AERIAL VIRTUAL This...REMOTE COLLABORATIVE 3D PRINTING - PROCESS INVESTIGATION 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER Cody M. Reese...release; distribution is unlimited. 13. SUPPLEMENTARY NOTES 14. ABSTRACT The Remote Collaborative 3D Printing project is a collaboration between

  2. 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

  3. 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...

  4. Evaluation of the Virtual Naval Hospital

    National Research Council Canada - National Science Library

    Stoloff, Peter

    2000-01-01

    The Virtual Naval Hospital (VNH) is a digital medical library administered over the Internet by the Electronic Differential Multimedia Laboratory, University of Iowa College of Medicine in collaboration with the U.S...

  5. Long range Debye-Hückel correction for computation of grid-based electrostatic forces between biomacromolecules

    International Nuclear Information System (INIS)

    Mereghetti, Paolo; Martinez, Michael; Wade, Rebecca C

    2014-01-01

    Brownian dynamics (BD) simulations can be used to study very large molecular systems, such as models of the intracellular environment, using atomic-detail structures. Such simulations require strategies to contain the computational costs, especially for the computation of interaction forces and energies. A common approach is to compute interaction forces between macromolecules by precomputing their interaction potentials on three-dimensional discretized grids. For long-range interactions, such as electrostatics, grid-based methods are subject to finite size errors. We describe here the implementation of a Debye-Hückel correction to the grid-based electrostatic potential used in the SDA BD simulation software that was applied to simulate solutions of bovine serum albumin and of hen egg white lysozyme. We found that the inclusion of the long-range electrostatic correction increased the accuracy of both the protein-protein interaction profiles and the protein diffusion coefficients at low ionic strength. An advantage of this method is the low additional computational cost required to treat long-range electrostatic interactions in large biomacromolecular systems. Moreover, the implementation described here for BD simulations of protein solutions can also be applied in implicit solvent molecular dynamics simulations that make use of gridded interaction potentials

  6. Future of virtuality in-the-making

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2011-01-01

    Blog post by Remzi Ates Gürsimsek, researcher at Roskilde University and visiting scholar at Stanford University's H-STAR Institute. His field of interest is collaborative design and innovation in virtual worlds.......Blog post by Remzi Ates Gürsimsek, researcher at Roskilde University and visiting scholar at Stanford University's H-STAR Institute. His field of interest is collaborative design and innovation in virtual worlds....

  7. Towards a Model of Collaborative Intention

    DEFF Research Database (Denmark)

    Razmerita, Liana; Kirchner, Kathrin; Hockerts, Kai

    2018-01-01

    outcome expectancy and communal support expectancy. Additionally, we reveal that collaborative outcome expectancy is predicated on individuals’ belief about his/her ability to collaborate whereas communal support expectancy is impacted by the individual’s perception of communal influence.......Disentangling factors that affect one’s intention to collaborate is an important endeavor for management education, especially for globally dispersed groups of students. Drawing on a synthesis of four theories, we advance a model of collaboration intentions that embodies both individual...... and communal level drivers of individuals’ intention to participate in virtual collaboration. The model is validated based on data collected from 2,517 participants in a Massive Online Open Course (MOOC). Results demonstrate that attitudes towards virtual collaboration are predicted by both collaborative...

  8. Securing collaborative environments

    Energy Technology Data Exchange (ETDEWEB)

    Agarwal, Deborah [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Jackson, Keith [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Thompson, Mary [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States)

    2002-05-16

    The diverse set of organizations and software components involved in a typical collaboratory make providing a seamless security solution difficult. In addition, the users need support for a broad range of frequency and locations for access to the collaboratory. A collaboratory security solution needs to be robust enough to ensure that valid participants are not denied access because of its failure. There are many tools that can be applied to the task of securing collaborative environments and these include public key infrastructure, secure sockets layer, Kerberos, virtual and real private networks, grid security infrastructure, and username/password. A combination of these mechanisms can provide effective secure collaboration capabilities. In this paper, we discuss the requirements of typical collaboratories and some proposals for applying various security mechanisms to collaborative environments.

  9. 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....... [1] The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported...

  10. Collaborative exams: Cheating? Or learning?

    Science.gov (United States)

    Jang, Hyewon; Lasry, Nathaniel; Miller, Kelly; Mazur, Eric

    2017-03-01

    Virtually all human activity involves collaboration, and yet, collaboration during an examination is typically considered cheating. Collaborative assessments have not been widely adopted because of the perceived lack of individual accountability and the notion that collaboration during assessments simply causes propagation of correct answers. Hence, collaboration could help weaker students without providing much benefit to stronger students. In this paper, we examine student performance in open-ended, two-stage collaborative assessments comprised of an individually accountable round followed by an automatically scored, collaborative round. We show that collaboration entails more than just propagation of correct answers. We find greater rates of correct answers after collaboration for all students, including the strongest members of a team. We also find that half of teams that begin without a correct answer to propagate still obtain the correct answer in the collaborative round. Our findings, combined with the convenience of automatic feedback and grading of open-ended questions, provide a strong argument for adopting collaborative assessments as an integral part of education.

  11. Simulated Social Touch in a Collaborative Game

    NARCIS (Netherlands)

    Huisman, Gijs; Kolkmeijer, Jan; Heylen, Dirk; Auvray, Malika; Duriez, Christian

    In this paper we present a study in which participants played a collaborative augmented reality game together with two virtual agents, visible in the same augmented reality space. During interaction one of the virtual agents touches the user on the arm, by means of a vibrotactile display. We

  12. Virtual Reflexes

    OpenAIRE

    Jonker, Catholijn; Broekens, Joost; Plaat, Aske

    2014-01-01

    Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including emotions, gaze, and keeping distance. The behavior must be realistic and real-time. Current approaches consist of four steps: 1) trainee social signal detection, 2) cognitive-affective interpretation, 3) determination of the appropriate bodily responses, and...

  13. Virtual volatility

    Science.gov (United States)

    Silva, A. Christian; Prange, Richard E.

    2007-03-01

    We introduce the concept of virtual volatility. This simple but new measure shows how to quantify the uncertainty in the forecast of the drift component of a random walk. The virtual volatility also is a useful tool in understanding the stochastic process for a given portfolio. In particular, and as an example, we were able to identify mean reversion effect in our portfolio. Finally, we briefly discuss the potential practical effect of the virtual volatility on an investor asset allocation strategy.

  14. Collaborative Economy

    DEFF Research Database (Denmark)

    collaborative economy and tourism Dianne Dredge and Szilvia Gyimóthy PART I - Theoretical explorations 2.Definitions and mapping the landscape in the collaborative economy Szilvia Gyimóthy and Dianne Dredge 3.Business models of the collaborative economy Szilvia Gyimóthy 4.Responsibility and care...... in the collaborative economy Dianne Dredge 5.Networked cultures in the collaborative economy Szilvia Gyimóthy 6.Policy and regulatory perspectives in the collaborative economy Dianne Dredge PART II - Disruptions, innovations and transformations 7.Regulating innovation in the collaborative economy: An examination...... localities of tourism Greg Richards 11.Collaborative economy and destination marketing organizations: A systems approach Jonathan Day 12.Working within the Collaborative Tourist Economy: The complex crafting of work and meaning Jane Widtfeldt Meged and Mathilde Dissing Christensen PART - III Encounters...

  15. Virtual Reference, Real Money: Modeling Costs in Virtual Reference Services

    Science.gov (United States)

    Eakin, Lori; Pomerantz, Jeffrey

    2009-01-01

    Libraries nationwide are in yet another phase of belt tightening. Without an understanding of the economic factors that influence library operations, however, controlling costs and performing cost-benefit analyses on services is difficult. This paper describes a project to develop a cost model for collaborative virtual reference services. This…

  16. Virtual Team Governance: Addressing the Governance Mechanisms and Virtual Team Performance

    Science.gov (United States)

    Zhan, Yihong; Bai, Yu; Liu, Ziheng

    As technology has improved and collaborative software has been developed, virtual teams with geographically dispersed members spread across diverse physical locations have become increasingly prominent. Virtual team is supported by advancing communication technologies, which makes virtual teams able to largely transcend time and space. Virtual teams have changed the corporate landscape, which are more complex and dynamic than traditional teams since the members of virtual teams are spread on diverse geographical locations and their roles in the virtual team are different. Therefore, how to realize good governance of virtual team and arrive at good virtual team performance is becoming critical and challenging. Good virtual team governance is essential for a high-performance virtual team. This paper explores the performance and the governance mechanism of virtual team. It establishes a model to explain the relationship between the performance and the governance mechanisms in virtual teams. This paper is focusing on managing virtual teams. It aims to find the strategies to help business organizations to improve the performance of their virtual teams and arrive at the objectives of good virtual team management.

  17. Virtual bronchoscopy

    International Nuclear Information System (INIS)

    Rogalla, P.; Meiri, N.; Hamm, B.; Rueckert, J.C.; Schmidt, B.; Witt, C.

    2001-01-01

    Flexible bronchoscopy represents a clinically well-established invasive diagnostic tool. Virtual bronchoscopies, calculated from thin-slice CT sections, allow astonishing immitations of reality although principal differences exist between both technologies: the Fact that colour representation is artificial and concommitant interventions are impossible limits the clinical use of virtual bronchoscopy. However, its value increases when calculations can be attained within minutes due to technological advancements, and when virtually any chest CT is suitable for further postprocessing. Indications, findings and the clinical role of virtual bronchoscopy are discussed. (orig.) [de

  18. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

    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....... The overall implications for research and practice are to acknowledge virtual project management as very different to traditional project management and to address this difference.......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...

  19. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    Science.gov (United States)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  20. Evolving Capabilities for Virtual Globes

    Science.gov (United States)

    Glennon, A.

    2006-12-01

    Though thin-client spatial visualization software like Google Earth and NASA World Wind enjoy widespread popularity, a common criticism is their general lack of analytical functionality. This concern, however, is rapidly being addressed; standard and advanced geographic information system (GIS) capabilities are being developed for virtual globes--though not centralized into a single implementation or software package. The innovation is mostly originating from the user community. Three such capabilities relevant to the earth science, education, and emergency management communities are modeling dynamic spatial phenomena, real-time data collection and visualization, and multi-input collaborative databases. Modeling dynamic spatial phenomena has been facilitated through joining virtual globe geometry definitions--like KML--to relational databases. Real-time data collection uses short scripts to transform user-contributed data into a format usable by virtual globe software. Similarly, collaborative data collection for virtual globes has become possible by dynamically referencing online, multi-person spreadsheets. Examples of these functions include mapping flows within a karst watershed, real-time disaster assessment and visualization, and a collaborative geyser eruption spatial decision support system. Virtual globe applications will continue to evolve further analytical capabilities, more temporal data handling, and from nano to intergalactic scales. This progression opens education and research avenues in all scientific disciplines.

  1. The Reality of Virtual Learning.

    Science.gov (United States)

    Berman, Sheldon

    1999-01-01

    Through a $7.5 million U.S. Department of Education grant, students at the Hudson (Massachusetts) Public Schools "attend" Virtual High School--a network of 30 schools in 10 states. Kids attend classes any time, work collaboratively, and choose among innovative, timely, technologically rich course offerings. Other sites are described.…

  2. A Virtual Collaboration Testbed for C2

    National Research Council Canada - National Science Library

    Gardner, Sheldon

    2000-01-01

    Next generation information warfare will require seamless architecture and systems integration to effectively integrate and improve interoperability with allied and coalition mission planning partners...

  3. Collaborative Workspaces within Distributed Virtual Environments.

    Science.gov (United States)

    1996-12-01

    willingness to listen made the first half of my stay at AFIT a very enjoyable experience. I owe you a trip to Disneyland . Finally, a quackazillion thanks to...the title classification in parentheses. BiockS. Funding Numbers. To include contract and grant numbers; may include program element number(s...project number(s), task number(s), and work unit number(s). Use the following labels: C G PE Contract Grant Program Element PR TA Project

  4. SMEs: ERP or virtual collaboration teams

    OpenAIRE

    Ale Ebrahim, Nader; Ahmed, Shamsuddin; Taha, Zahari

    2009-01-01

    Small firms are indeed the engines of global economic growth. Small and Medium Enterprises (SMEs) play an important role to promote economic development. SMEs in the beginning of implementing new technologies always face capital shortage and need technological assistance. Available ERP systems do not fulfil the specific requirements of Small firms. SMEs has scarce resources and manpower therefore many SMEs don?t have the possessions to buy and operate an ERP System. On the other hand competit...

  5. SMEs: ERP or Virtual Collaboration Teams

    OpenAIRE

    Ebrahim, Nader Ale

    2009-01-01

    Small firms are indeed the engines of global economic growth. Small and Medium Enterprises (SMEs) play an important role to promote economic development. SMEs in the beginning of implementing new technologies always face capital shortage and need technological assistance. Available ERP systems do not fulfill the specific requirements of Small firms. SMEs has scarce resources and manpower therefore many SMEs don’t have the possessions to buy and operate an ERP System. On the other hand competi...

  6. Virtual Organizations: Trends and Models

    Science.gov (United States)

    Nami, Mohammad Reza; Malekpour, Abbaas

    The Use of ICT in business has changed views about traditional business. With VO, organizations with out physical, geographical, or structural constraint can collaborate with together in order to fulfill customer requests in a networked environment. This idea improves resource utilization, reduces development process and costs, and saves time. Virtual Organization (VO) 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 an overview of virtual organizations and main issues in collaboration such as security and management. It also presents a number of different model approaches according to their purpose and applications.

  7. Collaborative Economy

    DEFF Research Database (Denmark)

    that are emerging from them, and how governments are responding to these new challenges. In doing so, the book provides both theoretical and practical insights into the future of tourism in a world that is, paradoxically, becoming both increasingly collaborative and individualized. Table of Contents Preface 1.The...... collaborative economy and tourism Dianne Dredge and Szilvia Gyimóthy PART I - Theoretical explorations 2.Definitions and mapping the landscape in the collaborative economy Szilvia Gyimóthy and Dianne Dredge 3.Business models of the collaborative economy Szilvia Gyimóthy 4.Responsibility and care...... in the collaborative economy Dianne Dredge 5.Networked cultures in the collaborative economy Szilvia Gyimóthy 6.Policy and regulatory perspectives in the collaborative economy Dianne Dredge PART II - Disruptions, innovations and transformations 7.Regulating innovation in the collaborative economy: An examination...

  8. Working Collaboratively

    DEFF Research Database (Denmark)

    Holder, Anna; Lovett, George

    2009-01-01

    identified as a transformative global force of the last decade, most notably in knowledge and information publishing, communication and creation. This paper presents a structured conversation on changing understandings of collaboration, and the realities of collaborative methodology in architectural work...

  9. Informatics for neglected diseases collaborations.

    Science.gov (United States)

    Bost, Frederic; Jacobs, Robert T; Kowalczyk, Paul

    2010-05-01

    Many different public and private organizations from across the globe are collaborating on neglected diseases drug-discovery and development projects with the aim of identifying a cure for tropical infectious diseases. These neglected diseases collaborations require a global, secure, multi-organization data-management solution, combined with a platform that facilitates communication and supports collaborative work. This review discusses the solutions offered by 'Software as a Service' (SaaS) web-based platforms, despite notable challenges, and the evolution of these platforms required to foster efficient virtual research efforts by geographically dispersed scientists.

  10. Small-mammal density estimation: A field comparison of grid-based vs. web-based density estimators

    Science.gov (United States)

    Parmenter, R.R.; Yates, Terry L.; Anderson, D.R.; Burnham, K.P.; Dunnum, J.L.; Franklin, A.B.; Friggens, M.T.; Lubow, B.C.; Miller, M.; Olson, G.S.; Parmenter, Cheryl A.; Pollard, J.; Rexstad, E.; Shenk, T.M.; Stanley, T.R.; White, Gary C.

    2003-01-01

    blind” test allowed us to evaluate the influence of expertise and experience in calculating density estimates in comparison to simply using default values in programs CAPTURE and DISTANCE. While the rodent sample sizes were considerably smaller than the recommended minimum for good model results, we found that several models performed well empirically, including the web-based uniform and half-normal models in program DISTANCE, and the grid-based models Mb and Mbh in program CAPTURE (with AÌ‚ adjusted by species-specific full mean maximum distance moved (MMDM) values). These models produced accurate DÌ‚ values (with 95% confidence intervals that included the true D values) and exhibited acceptable bias but poor precision. However, in linear regression analyses comparing each model's DÌ‚ values to the true D values over the range of observed test densities, only the web-based uniform model exhibited a regression slope near 1.0; all other models showed substantial slope deviations, indicating biased estimates at higher or lower density values. In addition, the grid-based DÌ‚ analyses using full MMDM values for WÌ‚ area adjustments required a number of theoretical assumptions of uncertain validity, and we therefore viewed their empirical successes with caution. Finally, density estimates from the independent analysts were highly variable, but estimates from web-based approaches had smaller mean square errors and better achieved confidence-interval coverage of D than did grid-based approaches. Our results support the contention that web-based approaches for density estimation of small-mammal populations are both theoretically and empirically superior to grid-based approaches, even when sample size is far less than often recommended. In view of the increasing need for standardized environmental measures for comparisons among ecosystems and through time, analytical models based on distance sampling appear to offer accurate density estimation approaches for research

  11. E-colloboration: the reality of virtuality

    NARCIS (Netherlands)

    Rutkowski, A.F.; Vogel, D.R.; Genuchten, van M.J.I.M.; Bemelmans, T.M.A.; Favier, M.

    2002-01-01

    With the development of new technologies, and particularly information and communication technologies (ICTs), teams have evolved to encompass new forms of interaction and collaboration. By focusing on the communicative dimensions of global virtual teams, this paper demonstrates that e-collaboration

  12. Share (And Not) Share Alike: Improving Virtual Team Climate and Decision Performance

    Science.gov (United States)

    Cordes, Sean

    2017-01-01

    Virtual teams face unique communication and collaboration challenges that impact climate development and performance. First, virtual teams rely on technology mediated communication which can constrain communication. Second, team members lack skill for adapting process to the virtual setting. A collaboration process structure was designed to…

  13. Old Dog New Tricks: Use of Point-based Crop Models in Grid-based Regional Assessment of Crop Management Technologies Impact on Future Food Security

    Science.gov (United States)

    Koo, J.; Wood, S.; Cenacchi, N.; Fisher, M.; Cox, C.

    2012-12-01

    HarvestChoice (harvestchoice.org) generates knowledge products to guide strategic investments to improve the productivity and profitability of smallholder farming systems in sub-Saharan Africa (SSA). A keynote component of the HarvestChoice analytical framework is a grid-based overlay of SSA - a cropping simulation platform powered by process-based, crop models. Calibrated around the best available representation of cropping production systems in SSA, the simulation platform engages the DSSAT Crop Systems Model with the CENTURY Soil Organic Matter model (DSSAT-CENTURY) and provides a virtual experimentation module with which to explore the impact of a range of technological, managerial and environmental metrics on future crop productivity and profitability, as well as input use. For each of 5 (or 30) arc-minute grid cells in SSA, a stack of model input underlies it: datasets that cover soil properties and fertility, historic and future climate scenarios and farmers' management practices; all compiled from analyses of existing global and regional databases and consultations with other CGIAR centers. Running a simulation model is not always straightforward, especially when certain cropping systems or management practices are not even practiced by resource-poor farmers yet (e.g., precision agriculture) or they were never included in the existing simulation framework (e.g., water harvesting). In such cases, we used DSSAT-CENTURY as a function to iteratively estimate relative responses of cropping systems to technology-driven changes in water and nutrient balances compared to zero-adoption by farmers, while adjusting model input parameters to best mimic farmers' implementation of technologies in the field. We then fed the results of the simulation into to the economic and food trade model framework, IMPACT, to assess the potential implications on future food security. The outputs of the overall simulation analyses are packaged as a web-accessible database and published

  14. A workout for virtual bodybuilders (design issues for embodiment in multi-actor virtual environments)

    Science.gov (United States)

    Benford, Steve; Bowers, John; Fahlen, Lennart E.; Greenhalgh, Chris; Snowdon, Dave

    1994-01-01

    This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.

  15. CMS Collaboration

    International Nuclear Information System (INIS)

    Faridah Mohammad Idris; Wan Ahmad Tajuddin Wan Abdullah; Zainol Abidin Ibrahim

    2013-01-01

    Full-text: CMS Collaboration is an international scientific collaboration located at European Organization for Nuclear Research (CERN), Switzerland, dedicated in carried out research on experimental particle physics. Consisting of 179 institutions from 41 countries from all around the word, CMS Collaboration host a general purpose detector for example the Compact Muon Solenoid (CMS) for members in CMS Collaboration to conduct experiment from the collision of two proton beams accelerated to a speed of 8 TeV in the LHC ring. In this paper, we described how the CMS detector is used by the scientist in CMS Collaboration to reconstruct the most basic building of matter. (author)

  16. Virtual vitreoretinal surgery

    DEFF Research Database (Denmark)

    Vergmann, Anna Stage; Vestergaard, Anders Højslet; Grauslund, Jakob

    2017-01-01

    PURPOSE: To test the validity of the eyesi surgical simulator as an assessment tool in a virtual reality vitreoretinal training programme. METHODS: In collaboration with an experienced vitreoretinal surgeon, a virtual vitreoretinal training programme was composed on the eyesi surgical simulator......, software version 2.9.2 (VRmagic GmbH, Manheim, Germany). It was completed twice by three groups: 20 medical students, ten residents of ophthalmology and five trained vitreoretinal surgeons. The programme contained six training modules: navigation level 2 (Nav2), forceps training level 5 (ForT5), bimanual...... and microscope handling), and it was possible to achieve 100 points in each module. RESULTS: At the final training session, the highest overall median score was found for the vitreoretinal surgeons (vitreoretinal surgeons: 434 points, residents: 394.5 points, medical students: 272.5 points, p

  17. Collaborative Economy

    DEFF Research Database (Denmark)

    collaborative economy and tourism Dianne Dredge and Szilvia Gyimóthy PART I - Theoretical explorations 2.Definitions and mapping the landscape in the collaborative economy Szilvia Gyimóthy and Dianne Dredge 3.Business models of the collaborative economy Szilvia Gyimóthy 4.Responsibility and care...... and similar phenomena are among these collective innovations in tourism that are shaking the very bedrock of an industrial system that has been traditionally sustained along commercial value chains. To date there has been very little investigation of these trends, which have been inspired by, amongst other...... in the collaborative economy Dianne Dredge 5.Networked cultures in the collaborative economy Szilvia Gyimóthy 6.Policy and regulatory perspectives in the collaborative economy Dianne Dredge PART II - Disruptions, innovations and transformations 7.Regulating innovation in the collaborative economy: An examination...

  18. Collaboration and E-collaboration

    DEFF Research Database (Denmark)

    Razmerita, Liana; Kirchner, Kathrin

    2015-01-01

    Understanding student’s perception of collaboration and how collaboration is supported by ICT is important for its efficient use in the classroom. This article aims to investigate how students perceive collaboration and how they use new technologies in collaborative group work. Furthermore......, it tries to measure the impact of technology on students’ satisfaction with collaboration outcomes. In particular, the study aims to address the following research questions: Which demographic information (e.g. gender and place of origin) is significant for collaboration and ecollaboration? and Which...... are the perceived factors that influence the students’ group performance? The findings of this study emphasize that there are gender and cultural differences with respect to the perception of e-collaboration. Furthermore, the article summarizes in a model the most significant factors influencing group performance....

  19. Virtual Teams.

    Science.gov (United States)

    Geber, Beverly

    1995-01-01

    Virtual work teams scattered around the globe are becoming a feature of corporate workplaces. Although most people prefer face-to-face meetings and interactions, reality often requires telecommuting. (JOW)

  20. Virtual data

    International Nuclear Information System (INIS)

    Bjorklund, E.

    1993-01-01

    In the 1970's, when computers were memory limited, operating system designers created the concept of ''virtual memory'' which gave users the ability to address more memory than physically existed. In the 1990s, many large control systems have the potential for becoming data limited. We propose that many of the principles behind virtual memory systems (working sets, locality, caching, and clustering) can also be applied to data-limited systems - creating, in effect, ''virtual data systems.'' At the Los Alamos National Laboratory's Clinton P. Anderson Meson Physics Facility (LAMPF), we have applied these principles to a moderately sized (10,000 data points) data acquisition and control system. To test the principles, we measured the system's performance during tune-up, production, and maintenance periods. In this paper, we present a general discussion of the principles of a virtual data system along with some discussion of our own implementation and the results of our performance measurements

  1. Collaborative experience

    DEFF Research Database (Denmark)

    Mortensen, Thomas Bøtker

    -Doerr, 1996) and has been shown to have a positive effect to the outcome of collaborative R&D (Sampson, 2005). Anand & Khanna (2000), furthermore, hypothesized that research joint ventures are more ambiguous than marketing joint ventures and even more the licensing and showed that the effect of collaborative......Literature review: Collaborative experience has been shown to have a positive effect on the collaborative outcome in general (Anand & Khanna, 2000; Kale, Dyer & Singh, 2002). Furthermore, it has been linked to the ability to exploit the network of the firm for learning (Powell, Koput and Smith...... experience was largest the higher the hypothesized ambiguity. Theoretically contribution: This research project aims at contributing to existing literature by arguing, that collaborative experience is a moderating variable which moderates the effects on collaborative outcome from the level of complexity...

  2. NECTAR: Simulation and Visualization in a 3D Collaborative Environment

    NARCIS (Netherlands)

    Law, Y.W.; Chan, K.Y.

    For simulation and visualization in a 3D collaborative environment, an architecture called the Nanyang Experimental CollaboraTive ARchitecture (NECTAR) has been developed. The objective is to support multi-user collaboration in a virtual environment with an emphasis on cost-effectiveness and

  3. Virtual reality haptic human dissection.

    Science.gov (United States)

    Needham, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-01-01

    This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist and investigate the cross-discipline collaborations required in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.

  4. Proposing a Wiki-Based Technique for Collaborative Essay Writing (Propuesta de un modelo pedagógico para la escritura colaborativa de ensayos en un entorno virtual wiki)

    Science.gov (United States)

    Ortiz Navarrete, Mabel; Ferreira Cabrera, Anita

    2014-01-01

    This paper aims at proposing a technique for students learning English as a foreign language when they collaboratively write an argumentative essay in a wiki environment. A wiki environment and collaborative work play an important role within the academic writing task. Nevertheless, an appropriate and systematic work assignment is required in…

  5. Communication and collaboration technologies.

    Science.gov (United States)

    Cheeseman, Susan E

    2012-01-01

    This is the third in a series of columns exploring health information technology (HIT) in the neonatal intensive care unit (NICU). The first column provided background information on the implementation of information technology throughout the health care delivery system, as well as the requisite informatics competencies needed for nurses to fully engage in the digital era of health care. The second column focused on information and resources to master basic computer competencies described by the TIGER initiative (Technology Informatics Guiding Education Reform) as learning about computers, computer networks, and the transfer of data.1 This column will provide additional information related to basic computer competencies, focusing on communication and collaboration technologies. Computers and the Internet have transformed the way we communicate and collaborate. Electronic communication is the ability to exchange information through the use of computer equipment and software.2 Broadly defined, any technology that facilitates linking one or more individuals together is a collaborative tool. Collaboration using technology encompasses an extensive range of applications that enable groups of individuals to work together including e-mail, instant messaging (IM ), and several web applications collectively referred to as Web 2.0 technologies. The term Web 2.0 refers to web applications where users interact and collaborate with each other in a collective exchange of ideas generating content in a virtual community. Examples of Web 2.0 technologies include social networking sites, blogs, wikis, video sharing sites, and mashups. Many organizations are developing collaborative strategies and tools for employees to connect and interact using web-based social media technologies.3.

  6. Direct Quantum Dynamics Using Grid-Based Wave Function Propagation and Machine-Learned Potential Energy Surfaces.

    Science.gov (United States)

    Richings, Gareth W; Habershon, Scott

    2017-09-12

    We describe a method for performing nuclear quantum dynamics calculations using standard, grid-based algorithms, including the multiconfiguration time-dependent Hartree (MCTDH) method, where the potential energy surface (PES) is calculated "on-the-fly". The method of Gaussian process regression (GPR) is used to construct a global representation of the PES using values of the energy at points distributed in molecular configuration space during the course of the wavepacket propagation. We demonstrate this direct dynamics approach for both an analytical PES function describing 3-dimensional proton transfer dynamics in malonaldehyde and for 2- and 6-dimensional quantum dynamics simulations of proton transfer in salicylaldimine. In the case of salicylaldimine we also perform calculations in which the PES is constructed using Hartree-Fock calculations through an interface to an ab initio electronic structure code. In all cases, the results of the quantum dynamics simulations are in excellent agreement with previous simulations of both systems yet do not require prior fitting of a PES at any stage. Our approach (implemented in a development version of the Quantics package) opens a route to performing accurate quantum dynamics simulations via wave function propagation of many-dimensional molecular systems in a direct and efficient manner.

  7. Simulation of dissolved nutrient export from the Dongjiang river basin with a grid-based NEWS model

    Science.gov (United States)

    Rong, Qiangqiang; Su, Meirong; Yang, Zhifeng; Cai, Yanpeng; Yue, Wencong; Dang, Zhi

    2018-06-01

    In this research, a grid-based NEWS model was proposed through coupling the geographic information system (GIS) with the Global NEWS model framework. The model was then applied to the Dongjiang River basin to simulate the dissolved nutrient export from this area. The model results showed that the total amounts of the dissolved nitrogen and phosphorus exported from the Dongjiang River basin were approximately 27154.87 and 1389.33 t, respectively. 90 % of the two loads were inorganic forms (i.e. dissolved inorganic nitrogen and phosphorus, DIN and DIP). Also, the nutrient export loads did not evenly distributed in the basin. The main stream watershed of the Dongjiang River basin has the largest DIN and DIP export loads, while the largest dissolved organic nitrogen and phosphorus (DON and DOP) loads were observed in the middle and upper stream watersheds of the basin, respectively. As for the nutrient exported from each subbasin, different sources had different influences on the output of each nutrient form. For the DIN load in each subbasin, fertilization application, atmospheric deposition and biological fixation were the three main contributors, while eluviation was the most important source for DON. In terms of DIP load, fertilizer application and breeding wastewater were the main contributors, while eluviation and fertilizer application were the two main sources for DOP.

  8. Mini-grid based off-grid electrification to enhance electricity access in developing countries: What policies may be required?

    International Nuclear Information System (INIS)

    Bhattacharyya, Subhes C.; Palit, Debajit

    2016-01-01

    With 1.2 billion people still lacking electricity access by 2013, electricity access remains a major global challenge. Although mini-grid based electrification has received attention in recent times, their full exploitation requires policy support covering a range of areas. Distilling the experience from a five year research project, OASYS South Asia, this paper presents the summary of research findings and shares the experience from four demonstration activities. It suggests that cost-effective universal electricity service remains a challenge and reaching the universal electrification target by 2030 will remain a challenge for the less developed countries. The financial, organisational and governance weaknesses hinder successful implementation of projects in many countries. The paper then provides 10 policy recommendations to promote mini-grids as a complementary route to grid extension to promote electricity access for successful outcomes. - Highlights: •The academic and action research activities undertaken through OASYS South Asia Project are reported. •Evidence produced through a multi-dimensional participatory framework supplemented by four demonstration projects. •Funding and regulatory challenges militate against universal electrification objectives by 2030. •Innovative business approaches linking local mini-grids and livelihood opportunities exist. •Enabling policies are suggested to exploit such options.

  9. Collaborative Hierarchy.

    Science.gov (United States)

    Maris, Mariann

    The University of Wisconsin-Milwaukee writing program is collaborative, not divisionary, as some, such as Jeanne Gunner, have suggested. Three terms are useful in understanding the relationships and ethics governing operations at Wisconsin-Milwaukee: (1) authority and collaboration; (2) hierarchical difference; (3) professional respect.…

  10. Collaborative Prototyping

    DEFF Research Database (Denmark)

    Bogers, Marcel; Horst, Willem

    2014-01-01

    of the prototyping process, the actual prototype was used as a tool for communication or development, thus serving as a platform for the cross-fertilization of knowledge. In this way, collaborative prototyping leads to a better balance between functionality and usability; it translates usability problems into design......This paper presents an inductive study that shows how collaborative prototyping across functional, hierarchical, and organizational boundaries can improve the overall prototyping process. Our combined action research and case study approach provides new insights into how collaborative prototyping...... can provide a platform for prototype-driven problem solving in early new product development (NPD). Our findings have important implications for how to facilitate multistakeholder collaboration in prototyping and problem solving, and more generally for how to organize collaborative and open innovation...

  11. Virtual Sustainability

    Directory of Open Access Journals (Sweden)

    William Sims Bainbridge

    2010-09-01

    Full Text Available In four ways, massively multiplayer online role-playing games may serve as tools for advancing sustainability goals, and as laboratories for developing alternatives to current social arrangements that have implications for the natural environment. First, by moving conspicuous consumption and other usually costly status competitions into virtual environments, these virtual worlds might reduce the need for physical resources. Second, they provide training that could prepare individuals to be teleworkers, and develop or demonstrate methods for using information technology to replace much transportation technology, notably in commuting. Third, virtual worlds and online games build international cooperation, even blending national cultures, thereby inching us toward not only the world consciousness needed for international agreements about the environment, but also toward non-spatial government that cuts across archaic nationalisms. Finally, realizing the potential social benefits of this new technology may urge us to reconsider a number of traditional societal institutions.

  12. Virtual Tower

    International Nuclear Information System (INIS)

    Wayne, R.A.

    1997-01-01

    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

  13. Virtual care

    DEFF Research Database (Denmark)

    Kamp, Annette; Aaløkke Ballegaard, Stinne

    of retrenchment, promising better quality, empowerment of citizens and work that is smarter and more qualified. Through ethnographic field studies we study the introduction of virtual home care in Danish elderly care, focusing on the implications for relational work and care relations. Virtual home care entails...... the performance of specific home care services by means of video conversations rather than physical visits in the citizens’ homes. As scholars within the STS tradition maintain, technologies do not simply replace a human function; they rather transform care work, redistributing tasks between citizens, technology...... point out how issues of trust and surveillance, which are always negotiated in care relations, are in fact accentuated in this kind of virtual care work. Moreover, we stress that the contemporary institutional context, organization and time schedules have a vast impact on the practices developed....

  14. Virtual toolbox

    Science.gov (United States)

    Jacobus, Charles J.; Jacobus, Heidi N.; Mitchell, Brian T.; Riggs, A. J.; Taylor, Mark J.

    1993-04-01

    At least three of the five senses must be fully addressed in a successful virtual reality (VR) system. Sight, sound, and touch are the most critical elements for the creation of the illusion of presence. Since humans depend so much on sight to collect information about their environment, this area has been the focus of much of the prior art in virtual reality, however, it is also crucial that we provide facilities for force, torque, and touch reflection, and sound replay and 3-D localization. In this paper we present a sampling of hardware and software in the virtual environment maker's `toolbox' which can support rapidly building up of customized VR systems. We provide demonstrative examples of how some of the tools work and we speculate about VR applications and future technology needs.

  15. Virtual polytopes

    International Nuclear Information System (INIS)

    Panina, G Yu; Streinu, I

    2015-01-01

    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. Tools for building virtual laboratories

    International Nuclear Information System (INIS)

    Agarwal, Debora; Johnston, William E.; Loken, Stewart; Tierney, Brian

    1996-01-01

    There is increasing interest in making unique research facilities facilities accessible on the Internet. Computer systems, scientific databases and experimental apparatus can be used by international collaborations of scientists using high-speed networks and advanced software tools to support collaboration. We are building tools including video conferencing and electronic white boards that are being used to create examples of virtual laboratories. This paper describes two pilot projects which provide testbeds for the tools. The first is a virtual laboratory project providing remote access to LBNL's Advanced Light Source. The second is the Multidimensional Applications and Gigabit internet work Consortium (MAGIC) testbed which has been established to develop a very high-speed, wide-are network to deliver realtime data at gigabit-per-second rates. (author)

  17. Adaptive grid based multi-objective Cauchy differential evolution for stochastic dynamic economic emission dispatch with wind power uncertainty.

    Science.gov (United States)

    Zhang, Huifeng; Lei, Xiaohui; Wang, Chao; Yue, Dong; Xie, Xiangpeng

    2017-01-01

    Since wind power is integrated into the thermal power operation system, dynamic economic emission dispatch (DEED) has become a new challenge due to its uncertain characteristics. This paper proposes an adaptive grid based multi-objective Cauchy differential evolution (AGB-MOCDE) for solving stochastic DEED with wind power uncertainty. To properly deal with wind power uncertainty, some scenarios are generated to simulate those possible situations by dividing the uncertainty domain into different intervals, the probability of each interval can be calculated using the cumulative distribution function, and a stochastic DEED model can be formulated under different scenarios. For enhancing the optimization efficiency, Cauchy mutation operation is utilized to improve differential evolution by adjusting the population diversity during the population evolution process, and an adaptive grid is constructed for retaining diversity distribution of Pareto front. With consideration of large number of generated scenarios, the reduction mechanism is carried out to decrease the scenarios number with covariance relationships, which can greatly decrease the computational complexity. Moreover, the constraint-handling technique is also utilized to deal with the system load balance while considering transmission loss among thermal units and wind farms, all the constraint limits can be satisfied under the permitted accuracy. After the proposed method is simulated on three test systems, the obtained results reveal that in comparison with other alternatives, the proposed AGB-MOCDE can optimize the DEED problem while handling all constraint limits, and the optimal scheme of stochastic DEED can decrease the conservation of interval optimization, which can provide a more valuable optimal scheme for real-world applications.

  18. 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 information...

  19. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

    Discusses the current state of the art in virtual reality (VR), its historical background, and future possibilities. Highlights include applications in medicine, art and entertainment, science, business, and telerobotics; and VR for information science, including graphical display of bibliographic data, libraries and books, and cyberspace.…

  20. Virtualize Me!

    Science.gov (United States)

    Waters, John K.

    2009-01-01

    John Abdelmalak, director of technology for the School District of the Chathams, was pretty sure it was time to jump on the virtualization bandwagon last year when he invited Dell to conduct a readiness assessment of his district's servers. When he saw just how little of their capacity was being used, he lost all doubt. Abdelmalak is one of many…

  1. Virtual Classroom

    DEFF Research Database (Denmark)

    Christensen, Ove

    2013-01-01

    In the Scandinavian countries: Sweden, Norway and Denmark, the project GNU (Grænseoverskridende Nordisk Undervisning, i.e. Transnational Nordic Teaching) is experimenting with ways of conducting teaching across the borders in the elementary schools. The cloud classes are organised with one class...... and benefits in regard to learning and pedagogy with virtual classroom....

  2. Virtual landmarks

    Science.gov (United States)

    Tong, Yubing; Udupa, Jayaram K.; Odhner, Dewey; Bai, Peirui; Torigian, Drew A.

    2017-03-01

    Much has been published on finding landmarks on object surfaces in the context of shape modeling. While this is still an open problem, many of the challenges of past approaches can be overcome by removing the restriction that landmarks must be on the object surface. The virtual landmarks we propose may reside inside, on the boundary of, or outside the object and are tethered to the object. Our solution is straightforward, simple, and recursive in nature, proceeding from global features initially to local features in later levels to detect landmarks. Principal component analysis (PCA) is used as an engine to recursively subdivide the object region. The object itself may be represented in binary or fuzzy form or with gray values. The method is illustrated in 3D space (although it generalizes readily to spaces of any dimensionality) on four objects (liver, trachea and bronchi, and outer boundaries of left and right lungs along pleura) derived from 5 patient computed tomography (CT) image data sets of the thorax and abdomen. The virtual landmark identification approach seems to work well on different structures in different subjects and seems to detect landmarks that are homologously located in different samples of the same object. The approach guarantees that virtual landmarks are invariant to translation, scaling, and rotation of the object/image. Landmarking techniques are fundamental for many computer vision and image processing applications, and we are currently exploring the use virtual landmarks in automatic anatomy recognition and object analytics.

  3. Collaborative Consumption

    DEFF Research Database (Denmark)

    Gjerdrum Pedersen, Esben Rahbek; Netter, Sarah

    2015-01-01

    Purpose – The purpose of this paper is to explore barriers and opportunities for business models based on the ideas of collaborative consumption within the fashion industry. Design/methodology/approach – The analysis is based on a multiple-case study of Scandinavian fashion libraries – a new...... to the new phenomenon of fashion libraries and does not cover other types of collaborative consumption within the fashion industry (Swap-parties, etc.). Originality/value – The paper is one of the first attempts to examine new business models of collaborative consumption in general and the fashion library...... concept in particular. The study contributes to the discussions of whether and how fashion sharing and collaboration holds promise as a viable business model and as a means to promote sustainability....

  4. Collaborative Consumption

    DEFF Research Database (Denmark)

    Gjerdrum Pedersen, Esben Rahbek; Netter, Sarah

    Purpose: The purpose of this paper is to explore barriers and opportunities for business models based on the ideas of collaborative consumption within the fashion industry. Design/methodology/approach: The analysis is based on a multiple-­‐‑case study of Scandinavian fashion libraries – a new...... to the new phenomenon of fashion libraries and does not cover other types of collaborative consumption within the fashion industry (Swap-­‐‑parties, etc.). Originality/value: The paper is one of the first attempts to examine new business models of collaborative consumption in general and the fashion library...... concept in particular. The study contributes to the discussions of whether and how fashion sharing and collaboration holds promise as a viable business model and as a means to promote sustainability....

  5. Virtual reality exposure therapy for social phobia

    OpenAIRE

    Herbelin, Bruno

    2005-01-01

    This thesis presents researches and experiments performed in collaboration with a psychiatrist in order to validate and improve the use of virtual reality in social phobia psychotherapy. Cognitive and behavioral therapies are strongly based on the exposure to anxiety provoking stimuli. Virtual reality seems to be appropriate for such exposures as it allows for on-demand reproduction of reality. The idea has been validated for the treatment of various phobias but is more delicate in the case o...

  6. Personal Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2004-01-01

    Virtual libraries are becoming more and more common. Most states have a virtual library. A growing number of public libraries have a virtual presence on the Web. Virtual libraries are a growing addition to school library media collections. The next logical step would be personal virtual libraries. A personal virtual library (PVL) is a collection…

  7. Virtual Sensor Web Architecture

    Science.gov (United States)

    Bose, P.; Zimdars, A.; Hurlburt, N.; Doug, S.

    2006-12-01

    NASA envisions the development of smart sensor webs, intelligent and integrated observation network that harness distributed sensing assets, their associated continuous and complex data sets, and predictive observation processing mechanisms for timely, collaborative hazard mitigation and enhanced science productivity and reliability. This paper presents Virtual Sensor Web Infrastructure for Collaborative Science (VSICS) Architecture for sustained coordination of (numerical and distributed) model-based processing, closed-loop resource allocation, and observation planning. VSICS's key ideas include i) rich descriptions of sensors as services based on semantic markup languages like OWL and SensorML; ii) service-oriented workflow composition and repair for simple and ensemble models; event-driven workflow execution based on event-based and distributed workflow management mechanisms; and iii) development of autonomous model interaction management capabilities providing closed-loop control of collection resources driven by competing targeted observation needs. We present results from initial work on collaborative science processing involving distributed services (COSEC framework) that is being extended to create VSICS.

  8. The Virtual Robotics Laboratory

    Energy Technology Data Exchange (ETDEWEB)

    Kress, R.L.; Love, L.J.

    1999-09-01

    The growth of the Internet has provided a unique opportunity to expand research collaborations between industry, universities, and the national laboratories. The Virtual Robotics Laboratory (VRL) is an innovative program at Oak Ridge National Laboratory (ORNL) that is focusing on the issues related to collaborative research through controlled access of laboratory equipment using the World Wide Web. The VRL will provide different levels of access to selected ORNL laboratory secondary education programs. In the past, the ORNL Robotics and Process Systems Division has developed state-of-the-art robotic systems for the Army, NASA, Department of Energy, Department of Defense, as well as many other clients. After proof of concept, many of these systems sit dormant in the laboratories. This is not out of completion of all possible research topics. but from completion of contracts and generation of new programs. In the past, a number of visiting professors have used this equipment for their own research. However, this requires that the professor, and possibly his/her students, spend extended periods at the laboratory facility. In addition, only a very exclusive group of faculty can gain access to the laboratory and hardware. The VRL is a tool that enables extended collaborative efforts without regard to geographic limitations.

  9. The Virtual Robotics Laboratory

    International Nuclear Information System (INIS)

    Kress, R.L.; Love, L.J.

    1997-01-01

    The growth of the Internet has provided a unique opportunity to expand research collaborations between industry, universities, and the national laboratories. The Virtual Robotics Laboratory (VRL) is an innovative program at Oak Ridge National Laboratory (ORNL) that is focusing on the issues related to collaborative research through controlled access of laboratory equipment using the World Wide Web. The VRL will provide different levels of access to selected ORNL laboratory equipment to outside universities, industrial researchers, and elementary and secondary education programs. In the past, the ORNL Robotics and Process Systems Division (RPSD) has developed state-of-the-art robotic systems for the Army, NASA, Department of Energy, Department of Defense, as well as many other clients. After proof of concept, many of these systems sit dormant in the laboratories. This is not out of completion of all possible research topics, but from completion of contracts and generation of new programs. In the past, a number of visiting professors have used this equipment for their own research. However, this requires that the professor, and possibly his students, spend extended periods at the laboratory facility. In addition, only a very exclusive group of faculty can gain access to the laboratory and hardware. The VRL is a tool that enables extended collaborative efforts without regard to geographic limitations

  10. Virtual Data in CMS Analysis

    CERN Document Server

    Arbree, A; Bourilkov, D; Cavanaugh, R J; Graham, G; Rodríguez, J; Wilde, M; Zhao, Y

    2003-01-01

    The use of virtual data for enhancing the collaboration between large groups of scientists is explored in several ways: - by defining ``virtual'' parameter spaces which can be searched and shared in an organized way by a collaboration of scientists in the course of their analysis - by providing a mechanism to log the provenance of results and the ability to trace them back to the various stages in the analysis of real or simulated data - by creating ``check points'' in the course of an analysis to permit collaborators to explore their own analysis branches by refining selections, improving the signal to background ratio, varying the estimation of parameters, etc. - by facilitating the audit of an analysis and the reproduction of its results by a different group, or in a peer review context. We describe a prototype for the analysis of data from the CMS experiment based on the virtual data system Chimera and the object-oriented data analysis framework ROOT. The Chimera system is used to chain together several s...

  11. Virtual data in CMS analysis

    International Nuclear Information System (INIS)

    Arbree, A.

    2003-01-01

    The use of virtual data for enhancing the collaboration between large groups of scientists is explored in several ways: by defining ''virtual'' parameter spaces which can be searched and shared in an organized way by a collaboration of scientists in the course of their analysis; by providing a mechanism to log the provenance of results and the ability to trace them back to the various stages in the analysis of real or simulated data; by creating ''check points'' in the course of an analysis to permit collaborators to explore their own analysis branches by refining selections, improving the signal to background ratio, varying the estimation of parameters, etc.; by facilitating the audit of an analysis and the reproduction of its results by a different group, or in a peer review context. We describe a prototype for the analysis of data from the CMS experiment based on the virtual data system Chimera and the object-oriented data analysis framework ROOT. The Chimera system is used to chain together several steps in the analysis process including the Monte Carlo generation of data, the simulation of detector response, the reconstruction of physics objects and their subsequent analysis, histogramming and visualization using the ROOT framework

  12. Internet-centric collaborative design in a distributed environment

    International Nuclear Information System (INIS)

    Kim, Hyun; Kim, Hyoung Sun; Do, Nam Chul; Lee, Jae Yeol; Lee, Joo Haeng; Myong, Jae Hyong

    2001-01-01

    Recently, advanced information technologies including internet-related technology and distributed object technology have opened new possibilities for collaborative designs. In this paper, we discuss computer supports for collaborative design in a distributed environment. The proposed system is the internet-centric system composed of an engineering framework, collaborative virtual workspace and engineering service. It allows the distributed designers to more efficiently and collaboratively work their engineering tasks throughout the design process

  13. Collaborative Information Technologies

    Science.gov (United States)

    Meyer, William; Casper, Thomas

    1999-11-01

    Significant effort has been expended to provide infrastructure and to facilitate the remote collaborations within the fusion community and out. Through the Office of Fusion Energy Science Information Technology Initiative, communication technologies utilized by the fusion community are being improved. The initial thrust of the initiative has been collaborative seminars and meetings. Under the initiative 23 sites, both laboratory and university, were provided with hardware required to remotely view, or project, documents being presented. The hardware is capable of delivering documents to a web browser, or to compatible hardware, over ESNET in an access controlled manner. The ability also exists for documents to originate from virtually any of the collaborating sites. In addition, RealNetwork servers are being tested to provide audio and/or video, in a non-interactive environment with MBONE providing two-way interaction where needed. Additional effort is directed at remote distributed computing, file systems, security, and standard data storage and retrieval methods. This work supported by DoE contract No. W-7405-ENG-48

  14. A Real-Time Java Virtual Machine for Avionics (Preprint)

    National Research Council Canada - National Science Library

    Armbruster, Austin; Pla, Edward; Baker, Jason; Cunei, Antonio; Flack, Chapman; Pizlo, Filip; Vitek, Jan; Proch zka, Marek; Holmes, David

    2006-01-01

    ...) in the DARPA Program Composition for Embedded System (PCES) program. Within the scope of PCES, Purdue University and the Boeing Company collaborated on the development of Ovm, an open source implementation of the RTSJ virtual machine...

  15. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

    Garbaya, S.; Miraoui, C.; Wendrich, Robert 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

  16. Virtual Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

    Nijholt, Antinus; 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

  17. Virtual materiality

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    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......? These questions become crucial when we follow matter in and across real life, virtual experience, recounted imagery, night dreams, YouTube videos and even further. Some may already have recognized Phillip’s skeleton army as a transport/transformation from Lord of the Rings, DVD 3, the army which Aragon calls out....... Butler, J. (1993) Bodies that Matter. On the Discursive Limits of “Sex”. London: Routledge. Durkin, K. et al. (1998) Children, Media and Agression. Current Research in Australia and New Zealand. In: Carlson, U. & von Feilitzen, C. (red): Children and Media Violence. Yearbook from the UNESCO International...

  18. 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

  19. Integrating Diverse Data Systems for International Collaboration

    Science.gov (United States)

    Fox, Peter

    2014-05-01

    International collaborations, especially ones that arise with little or no financial resources, still face challenges in opening up data collections via a wide variety of differing and often non-interoperable means. In turn, this hampers the collaborative process, slows or even prevents scientific exchange. Early efforts that proposed a centralized, and project specific data archive encountered many difficulties, ranging from little or no adoption, to the inability to provide required documentation and metadata to make the datasets findable or usable. In time, virtualized approaches appeared to gain traction, for e.g. virtual observatories. In this contribution, we report on several international collaboration case studies with distributed data systems; their needs, successes, challenges and failures and synthesize a set of suggested practices to inform future international collaboration efforts.

  20. Intellectual Data Analysis Method for Evaluation of Virtual Teams

    Directory of Open Access Journals (Sweden)

    Sandra Strigūnaitė

    2013-01-01

    Full Text Available The purpose of the article is to present a method for virtual team performance evaluation based on intelligent team member collaboration data analysis. The motivation for the research is based on the ability to create an evaluation method that is similar to ambiguous expert evaluations. The concept of the hierarchical fuzzy rule based method aims to evaluate the data from virtual team interaction instances related to implementation of project tasks. The suggested method is designed for project managers or virtual team leaders to help in virtual teamwork evaluation that is based on captured data analysis. The main point of the method is the ability to repeat human thinking and expert valuation process for data analysis by applying fuzzy logic: fuzzy sets, fuzzy signatures and fuzzy rules. The fuzzy set principle used in the method allows evaluation criteria numerical values to transform into linguistic terms and use it in constructing fuzzy rules. Using a fuzzy signature is possible in constructing a hierarchical criteria structure. This structure helps to solve the problem of exponential increase of fuzzy rules including more input variables. The suggested method is aimed to be applied in the virtual collaboration software as a real time teamwork evaluation tool. The research shows that by applying fuzzy logic for team collaboration data analysis it is possible to get evaluations equal to expert insights. The method includes virtual team, project task and team collaboration data analysis. The advantage of the suggested method is the possibility to use variables gained from virtual collaboration systems as fuzzy rules inputs. Information on fuzzy logic based virtual teamwork collaboration evaluation has evidence that can be investigated in the future. Also the method can be seen as the next virtual collaboration software development step.

  1. Virtual automation.

    Science.gov (United States)

    Casis, E; Garrido, A; Uranga, B; Vives, A; Zufiaurre, C

    2001-01-01

    Total laboratory automation (TLA) can be substituted in mid-size laboratories by a computer sample workflow control (virtual automation). Such a solution has been implemented in our laboratory using PSM, software developed in cooperation with Roche Diagnostics (Barcelona, Spain), to this purpose. This software is connected to the online analyzers and to the laboratory information system and is able to control and direct the samples working as an intermediate station. The only difference with TLA is the replacement of transport belts by personnel of the laboratory. The implementation of this virtual automation system has allowed us the achievement of the main advantages of TLA: workload increase (64%) with reduction in the cost per test (43%), significant reduction in the number of biochemistry primary tubes (from 8 to 2), less aliquoting (from 600 to 100 samples/day), automation of functional testing, drastic reduction of preanalytical errors (from 11.7 to 0.4% of the tubes) and better total response time for both inpatients (from up to 48 hours to up to 4 hours) and outpatients (from up to 10 days to up to 48 hours). As an additional advantage, virtual automation could be implemented without hardware investment and significant headcount reduction (15% in our lab).

  2. Virtual Cystoscopy

    International Nuclear Information System (INIS)

    Mejia Restrepo, Jorge; Aldana S, Natalia; Munoz Sierra, Juan; Lopez Amaya, Juan

    2011-01-01

    Introduction: virtual cystoscopy is a minimally invasive procedure that facilitates the evaluation of the urinary tract, allowing intraluminal navigation through the urinary tract structures on the basis of CT imaging reconstructions. it allows detection of various pathologies of the system, through high-sensitivity, three-dimensional lesion visualization with some advantages over conventional cystoscopy. Objective: to describe the technique used for virtual cystoscopy at our institution,and present some representative cases. Materials and methods: We describe the main indications, advantages and limitations of the method, followed by a description of the technique used in our institution, and finally, we present five representative cases of bladder and urethral pathology. Conclusion: virtual cystoscopy is a sensitive technique for the diagnosis of bladder tumors, even those smaller than 5mm. it is the preferred method in patients who have contraindications for conventional cystoscopy, such as prostate hyperplasia, urethral stenoses and active haematuria.it is less invasive and has a lower complication rate when compared with conventional cystoscopy. It has limited use in the assessment of the mucosa and of small, flat lesions.

  3. Commissioning of a grid-based Boltzmann solver for cervical cancer brachytherapy treatment planning with shielded colpostats.

    Science.gov (United States)

    Mikell, Justin K; Klopp, Ann H; Price, Michael; Mourtada, Firas

    2013-01-01

    We sought to commission a gynecologic shielded colpostat analytic model provided from a treatment planning system (TPS) library. We have reported retrospectively the dosimetric impact of this applicator model in a cohort of patients. A commercial TPS with a grid-based Boltzmann solver (GBBS) was commissioned for (192)Ir high-dose-rate (HDR) brachytherapy for cervical cancer with stainless steel-shielded colpostats. Verification of the colpostat analytic model was verified using a radiograph and vendor schematics. MCNPX v2.6 Monte Carlo simulations were performed to compare dose distributions around the applicator in water with the TPS GBBS dose predictions. Retrospectively, the dosimetric impact was assessed over 24 cervical cancer patients' HDR plans. Applicator (TPS ID #AL13122005) shield dimensions were within 0.4 mm of the independent shield dimensions verification. GBBS profiles in planes bisecting the cap around the applicator agreed with Monte Carlo simulations within 2% at most locations; differing screw representations resulted in differences of up to 9%. For the retrospective study, the GBBS doses differed from TG-43 as follows (mean value ± standard deviation [min, max]): International Commission on Radiation units [ICRU]rectum (-8.4 ± 2.5% [-14.1, -4.1%]), ICRUbladder (-7.2 ± 3.6% [-15.7, -2.1%]), D2cc-rectum (-6.2 ± 2.6% [-11.9, -0.8%]), D2cc-sigmoid (-5.6 ± 2.6% [-9.3, -2.0%]), and D2cc-bladder (-3.4 ± 1.9% [-7.2, -1.1%]). As brachytherapy TPSs implement advanced model-based dose calculations, the analytic applicator models stored in TPSs should be independently validated before clinical use. For this cohort, clinically meaningful differences (>5%) from TG-43 were observed. Accurate dosimetric modeling of shielded applicators may help to refine organ toxicity studies. Copyright © 2013 American Brachytherapy Society. Published by Elsevier Inc. All rights reserved.

  4. A grid-based Model for Backwasting at supraglacial Ice Cliffs on a debris-covered Glacier

    Science.gov (United States)

    Buri, P.; Steiner, J. F.; Pellicciotti, F.; Miles, E. S.; Immerzeel, W.

    2014-12-01

    In the Himalaya, debris-covered glaciers cover significant portions of the glacierised area. Their behaviour is not entirely understood, but they seem to experience strong mass losses in direct contradiction with the insulating effect of debris. A characteristic most debris-covered glaciers share is the appearance of cliffs and lakes on their surface. These supraglacial features play a role in surface evolution, dynamics and downwasting of debris-covered glaciers but their actual effects have not been quantified at the glacier scale. Numerous measurements of radiative fluxes at the cliff surface, detailed survey of cliffs geometry and ablation have been conducted on the debris-covered Lirung Glacier, Nepalese Himalayas. We used four 20cm-resolution DEMs obtained from UAV flights to represent the glacier surface to a very detailed degree. As the debris remains stable on slopes up to 30°, ice cliffs show inclinations above this threshold and were clearly represented in the DEMs. Direct measurements and a point-scale cliff-backwasting model have showed that melt patterns over a single cliff are highly variable across and along the ice surface due to non-uniform geometry, varying inclination, aspect and terrain view factors. Variability in observed ablation was large also among cliffs. We therefore developed an energy balance model with a gridded representation of the cliff to understand the melt behaviour at the cliff scale. Previous models assumed the cliff to be a plane with a constant slope and aspect, and extrapolation of melt rates to the glacier scale based on this assumption might be erroneous. Using a grid-based approach allows representation of real inclined areas of the cliff. The detailed surface from the UAV-DEM was taken as initial condition for the model. The model was in close agreement with ablation measurements at numerous stakes located on 3 cliffs. Results show very high variability both along the cliffs' elevation and extension. These cannot be

  5. Collaborative Economy

    DEFF Research Database (Denmark)

    things, de-industrialization processes and post-capitalist forms of production and consumption, postmaterialism, the rise of the third sector and collaborative governance. Addressing that gap, this book explores the character, depth and breadth of these disruptions, the creative opportunities for tourism...... that are emerging from them, and how governments are responding to these new challenges. In doing so, the book provides both theoretical and practical insights into the future of tourism in a world that is, paradoxically, becoming both increasingly collaborative and individualized. Table of Contents Preface 1.The......This book employs an interdisciplinary, cross-sectoral lens to explore the collaborative dynamics that are currently disrupting, re-creating and transforming the production and consumption of tourism. House swapping, ridesharing, voluntourism, couchsurfing, dinner hosting, social enterprise...

  6. Collaborative Improvement

    DEFF Research Database (Denmark)

    Kaltoft, Rasmus

    The thesis data have been collected in the EU-sponsored project: Collaborative Improvement Tool for the Extended Manufacturing Enterprise, CO-IMPROVE. In this project four universities (Denmark, Ireland, Italy, and The Netherlands), two software vendors (Greece and Sweden) and three companies...... (Denmark, Italy and The Netherlands) each with three to five suppliers were involved. The CO-IMPROVE project and the thesis is based on “action research” and “action learning”. The main aim of the whole project is through actual involvement and actions make the researchers, companies and selected suppliers...... learn how to improve operations in (hopefully) a win-win like manner through collaboration....

  7. Collaborative Improvement

    DEFF Research Database (Denmark)

    Kaltoft, Rasmus

    -organisational continuous improvement of their performance, relative to that of other EMEs. Developing a collaborative improvement relationship between companies is a protracted and complex process and, according to some surveys, the failure rate is as low as one to three. This failure rate is affected by a whole range...... of factors. The research presented in this thesis was aimed at identifying these factors and investigating their interplay and influence on the progress and success of the development of the collaborative improvement. This thesis presents our findings regarding the factors found, their interplay...

  8. Architecture for Collaborative Learning Activities in Hybrid Learning Environments

    OpenAIRE

    Ibáñez, María Blanca; Maroto, David; García Rueda, José Jesús; Leony, Derick; Delgado Kloos, Carlos

    2012-01-01

    3D virtual worlds are recognized as collaborative learning environments. However, the underlying technology is not sufficiently mature and the virtual worlds look cartoonish, unlinked to reality. Thus, it is important to enrich them with elements from the real world to enhance student engagement in learning activities. Our approach is to build learning environments where participants can either be in the real world or in its mirror world while sharing the same hybrid space in a collaborative ...

  9. Tending a Virtual Garden: Exploring Connectivity between Cities

    DEFF Research Database (Denmark)

    Pakanen, Minna; Polli, Anna Maria; Lee, Stella

    2013-01-01

    their waiting time. ‘Virtual Garden’ creates the experience of ‘being connected’ by providing users with the possibility to ‘grow’ a collaborative garden using a smartphone and natural gestures as the control interaction. Lo-fi prototypes were used to gather user feedback which informed the design...... of the 'Virtual Garden'....

  10. Virtual and Augmented Reality on the 5G Highway

    OpenAIRE

    Orlosky, Jason; Kiyokawa, Kiyoshi; Takemura, Haruo

    2017-01-01

    In recent years, virtual and augmented reality have begun to take advantage of the high speed capabilities of data streaming technologies and wireless networks. However, limitations like bandwidth and latency still prevent us from achieving high fidelity telepresence and collaborative virtual and augmented reality applications. Fortunately, both researchers and engineers are aware of these problems and have set out to design 5G networks to help us to move to the next generation of virtual int...

  11. Contested collaboration

    DEFF Research Database (Denmark)

    Sonnenwald, Diane H.

    1995-01-01

    . The model describes design phases, roles, themes, and intergroup communication networks as they evolve throughout the design process and characterizes design as a process of "contested collaboration". It is a first step towards a predictive design model that suggests strategies which may help participants...

  12. Timeline Collaboration

    DEFF Research Database (Denmark)

    Bohøj, Morten; Borchorst, Nikolaj Gandrup; Bouvin, Niels Olof

    2010-01-01

    This paper explores timelines as a web-based tool for collaboration between citizens and municipal caseworkers. The paper takes its outset in a case study of planning and control of parental leave; a process that may involve surprisingly many actors. As part of the case study, a web-based timeline...

  13. Collaborative Appropriation

    DEFF Research Database (Denmark)

    Muller, Michael; Neureiter, Katja; Verdezoto, Nervo

    2016-01-01

    Previous workshops and papers have examined how individual users adopt and adapt technologies to meet their own local needs, by “completing design through use.” However, there has been little systematic study of how groups of people engage collaboratively in these activities. This workshop opens ...

  14. Collaborative Design

    Science.gov (United States)

    Broderick, Debora

    2014-01-01

    This practitioner research study investigates the power of multimodal texts within a real-world context and argues that a participatory culture focused on literary arts offers marginalized high school students opportunities for collaborative design and authoring. Additionally, this article invites educators to rethink the at-risk label. This…

  15. Deeply Virtual Neutrino Scattering

    International Nuclear Information System (INIS)

    Ales Psaker

    2007-01-01

    We investigate the extension of the deeply virtual Compton scattering process into the weak interaction sector. Standard electromagnetic Compton scattering provides a unique tool for studying hadrons, which is one of the most fascinating frontiers of modern science. In this process the relevant Compton scattering amplitude probes the hadron structure by means of two quark electromagnetic currents. We argue that replacing one of the currents with the weak interaction current can promise a new insight. The paper is organized as follows. In Sec. II we briefly discuss the features of the handbag factorization scheme. We introduce a new set of phenomenological functions, known as generalized parton distributions (GPDs) [1-6], and discuss some of their basic properties in Sec. III. An application of the GPD formalism to the neutrino-induced deeply virtual Compton scattering in the kinematics relevant to future high-intensity neutrino experiments is given in Sec. IV. The cross section results are presented in Sec. V. Finally, in Sec. VI we draw some conclusions and discuss future prospects. Some of the formal results in this paper have appeared in preliminary reports in Refs. [7] and [8], whereas a comprehensive analysis of the weak neutral and weak charged current DVCS reactions in collaboration with W. Melnitchouk and A. Radyushkin has been presented in Ref. [9

  16. Walkable self-overlapping virtual reality maze and map visualization demo

    DEFF Research Database (Denmark)

    Serubugo, Sule; Skantarova, Denisa; Evers, Nicolaj

    2017-01-01

    This paper describes our demonstration of a walkable self-overlapping maze and its corresponding map to facilitate asymmetric collaboration for room-scale virtual reality setups in public places.......This paper describes our demonstration of a walkable self-overlapping maze and its corresponding map to facilitate asymmetric collaboration for room-scale virtual reality setups in public places....

  17. Periodismo virtual

    Directory of Open Access Journals (Sweden)

    Carlos Morales

    2015-01-01

    Full Text Available El periodismo virtual se produce en diarios que no ofrecen noticias (concebidas como versión o reflejo de la realidad sino que crean sus propias ficciones, especialmente en primeras planas. El autor del artículo señala que esto esta sucediendo en LA NACIÓN de San José de Costa Rica, diario premiado por la inefable Sociedad Interamericana de Prensa - SIP - y periódico económicamente más importante del país.

  18. The Development Of Virtual Educational Environments

    Directory of Open Access Journals (Sweden)

    Ken STEVENS

    2007-04-01

    Full Text Available The introduction of inter-school electronic networks has added a new dimension to education in Canada that has many implications for students who attend schools in rural communities. Collaborative internet-based teaching and learning and the creation of virtual classes within regional intranets now complement traditional on-site instruction in many schools that are located beyond major centres of population. Five stages in the advent of virtual educational environments can be identified starting with the introduction of computers in schools as a foundation for the development of collaborative teaching and learning environments. Inter-school collaboration in rural Canada and the extension of curriculum options for senior students has, in turn, provided a basis for the integration of virtual classes and traditional face to face instruction. Instruction in classes that are electronically-linked to other classes requires different skills from traditional face to face teaching and the development of new strategies and protocols. The implications of open and flexible teaching and learning for the future organization of classes, the preparation of teachers, articulation with higher education and in particular, regional economic development are now significant educational policy issues. The linking of virtual and face to face classes through cybercells is a possible next step in the development of virtual educational environments.

  19. Dialogues for Embodied Agents in Virtual Environments

    NARCIS (Netherlands)

    op den Akker, Hendrikus J.A.; Nijholt, Antinus; Christodoulakis, D.N.

    2000-01-01

    This paper is a progress report on our research, design, and implementation of a virtual reality environment where users (visitors, customers) 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.

  20. Enhancing Mathematical Communication for Virtual Math Teams

    Science.gov (United States)

    Stahl, Gerry; Çakir, Murat Perit; Weimar, Stephen; Weusijana, Baba Kofi; Ou, Jimmy Xiantong

    2010-01-01

    The Math Forum is an online resource center for pre-algebra, algebra, geometry and pre-calculus. Its Virtual Math Teams (VMT) service provides an integrated web-based environment for small teams of people to discuss math and to work collaboratively on math problems or explore interesting mathematical micro-worlds together. The VMT Project studies…

  1. A Model of and for Virtual Projects

    NARCIS (Netherlands)

    Garud, R.; Kumaraswamy, A.; Tuertscher, P.R.; Cattani, G.; Ferriani, S.; Frederiksen, L.; Täube, F.

    2011-01-01

    We examine how digital technologies enable distributed actors to collaborate asynchronously on virtual projects. We use Wikipedia and associated wiki digital technology as the research site for our exploration. Our probe of the emergence of Wikipedia articles highlights a distinctive property of

  2. Making (sense of) places in virtual worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    means. The findings have shown that co- design and co-creation practices do not only depend on various actors and their mediated interactions, but also on a variety of tools, practices and resources that digital media platforms provide. Moreover, these tools and resources have transmedia characteristics...... 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...

  3. Virtual labs in Leonardo da Vinci

    Directory of Open Access Journals (Sweden)

    Stanislaw Nagy

    2006-10-01

    Full Text Available This paper discusses the problem of virtual lab capabilities in the e-learning. Using combination of web conferencing and "virtual labs" capabilities, a new quality distance learning teaching is now in preparation and will be included in the course teaching to produce interactive, online simulations for the natural gas engineering studies. The activities are designed to enhance the existing curriculum and to include online assessments. A special care is devoted to the security problem between a server and a client computer. Several examples of the virtual labs related to the PVT thermodynamics, fluid flow, the natural gas well-testing, and thev gas network flow are prepared and tested. A major challenge for the 'CELGAS' system is in managing the delicate balance between the student collaboration and the isolation. Students may be encouraged to collaborate and work with each other, simulating their exploration of the lab material.

  4. Multilateral collaboration between technical communicators and translators

    DEFF Research Database (Denmark)

    Vandepitte, Sonia; Maylath, Bruce; Mousten, Birthe

    2016-01-01

    This article describes a multilateral international project (Thompson and Carter 1973, Moreno-Lopez 2004) in technical communication and translator training programmes and discusses its use of technologies in what is seen as the largest and most complex international learning-by-doing collaboration...... to date. The project is a student collaboration involving two sets of cross-cultural virtual teams who either translate from Danish and Dutch into English and review (or edit) into American English or who are involved in international collaborative writing by Spaniards and Americans, usability testing...

  5. Collaborative Consumption

    OpenAIRE

    Rahbek Gjerdrum Pedersen, Esben; Netter, Sarah

    2013-01-01

    Purpose: The purpose of this paper is to explore barriers and opportunities for business models based on the ideas of collaborative consumption within the fashion industry. Design/methodology/approach: The analysis is based on a multiple-­‐‑case study of Scandinavian fashion libraries – a new, clothes-­‐‑sharing concept that has emerged as a fashion niche within the last decade. Findings: It is concluded that fashion libraries offers interesting perspectives, e.g. by allow...

  6. Collaborative sketching

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2006-01-01

    Sketching is a most central activity with in most design projects. But what happens if we adopt the ideas of collaborative design and invite participants that are not trained to sketch in to the design process, how can they participate in this central activity? This paper offers an introduction to...... the design material has been used to co- author possible futures within the scope of design sessions....

  7. Multi-Agent Framework for Virtual Learning Spaces.

    Science.gov (United States)

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  8. 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 o...... 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....

  9. Centralised versus Decentralised Control Reconfiguration for Collaborating Underwater Robots

    DEFF Research Database (Denmark)

    Furno, Lidia; Nielsen, Mikkel Cornelius; Blanke, Mogens

    2015-01-01

    The present paper introduces an approach to fault-tolerant reconfiguration for collaborating underwater robots. Fault-tolerant reconfiguration is obtained using the virtual actuator approach, Steen (2005). The paper investigates properties of a centralised versus a decentralised implementation an...... an underwater drill needs to be transported and positioned by three collaborating robots as part of an underwater autonomous operation....

  10. Collaborative design in education : evaluation of three approaches

    NARCIS (Netherlands)

    Leeuwen, van J.P.; Gassel, van F.J.M.; Otter, den A.F.H.J.; Duarte, J.P.; Sampaio, A.Z.

    2005-01-01

    Collaboration in design can take place in a physical, social space, in a distributed or virtual environment, or in a combination of both. Design teams use a range of ICT means to support both synchronous and asynchronous communication. While these tools are designed to facilitate collaboration, the

  11. 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...

  12. Grid-Based Projector Augmented Wave (GPAW) Implementation of Quantum Mechanics/Molecular Mechanics (QM/MM) Electrostatic Embedding and Application to a Solvated Diplatinum Complex

    DEFF Research Database (Denmark)

    Dohn, A. O.; Jónsson, E. Ö.; Levi, Gianluca

    2017-01-01

    A multiscale density functional theory-quantum mechanics/molecular mechanics (DFT-QM/MM) scheme is presented, based on an efficient electrostatic coupling between the electronic density obtained from a grid-based projector augmented wave (GPAW) implementation of density functional theory...... and a classical potential energy function. The scheme is implemented in a general fashion and can be used with various choices for the descriptions of the QM or MM regions. Tests on H2O clusters, ranging from dimer to decamer show that no systematic energy errors are introduced by the coupling that exceeds...

  13. Realidad virtual

    OpenAIRE

    García García, Alberto Luis

    2000-01-01

    Las nuevas tecnologías, basadas en el mundo digital propuesto por la informática, están cambiando nuestra forma de entender el mundo, tanto desde el punto de vista sociocultural como económico. La realidad virtual se vale de códigos icónicos, y con ello se convierte en un paso más hacia la supresión de toda barrera linguística, para llegar a conseguir la gran comunidad global. Es necesario conocer en toda su extensión, una tecnología que está cambiando el modo de comunicarnos. Estos son, a gr...

  14. Next generation environment for collaborative research

    International Nuclear Information System (INIS)

    Collados, D.; Denis, G.; Galvez, P.; Newman, H.

    2001-01-01

    Collaborative environments supporting point to point and multipoint video-conferencing, document and application sharing across both local and wide area networks, video on demand (broadcast and playback) and interactive text facilities will be a crucial element for the development of the next generation of HEP experiments by geographically dispersed collaborations. The 'Virtual Room Video conferencing System' (VRVS) has been developed since 1995, in order to provide a low cost, bandwidth-efficient, extensible means for video conferencing and remote collaboration over networks within the High Energy and Nuclear Physics communities. The VRVS provides worldwide videoconferencing service and collaborative environment to the research and education communities. VRVS uses the Internet2 and ESnet high-performance networks infrastructure to deploy its Web-based system, which now includes more than 5790 registered hosts running VRVS software in more than 50 different countries. VRVS hosts an average of 100-multipoint videoconference and collaborative sessions worldwide every month. There are around 35 reflectors that manage the traffic flow, at HENP labs and universities in the US and Europe. So far, there are 7 Virtual Rooms for World Wide Conferences (involving more than one continent), and 4 Virtual Rooms each for intra-continental conferences in the US, Europe and Asia. VRVS continues to expand and implement new digital video technologies, including H.323 ITU standard integration, MPEG-2 videoconferencing integration, shared environments, and Quality of Service

  15. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

    Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…

  16. From virtual environment to virtual community

    NARCIS (Netherlands)

    Nijholt, Antinus; Terano, Takao; Nishida, Toyoaki; Namatame, Akira; Tsumoto, Syusaku; Ohsawa, Yukido; Washio, Takashi

    2001-01-01

    We discuss a virtual reality theater environment and its transition to a virtual community by adding domain agents and by allowing multiple users to visit this environment. The environment has been built using VRML (Virtual Reality Modeling Language). We discuss how our ideas about this environment

  17. 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

  18. Fostering Learning Through Interprofessional Virtual Reality Simulation Development.

    Science.gov (United States)

    Nicely, Stephanie; Farra, Sharon

    2015-01-01

    This article presents a unique strategy for improving didactic learning and clinical skill while simultaneously fostering interprofessional collaboration and communication. Senior-level nursing students collaborated with students enrolled in the Department of Interactive Media Studies to design a virtual reality simulation based upon disaster management and triage techniques. Collaborative creation of the simulation proved to be a strategy for enhancing students' knowledge of and skill in disaster management and triage while impacting attitudes about interprofessional communication and teamwork.

  19. Formação de professores: reflexões a partir de uma experiência em ambiente virtual de aprendizagem colaborativa na pós-graduação = Teacher education: reflections from experience in a virtual environment of collaborative learning in the post-graduation

    Directory of Open Access Journals (Sweden)

    Silva, Gilberto Ferreira da

    2011-01-01

    Full Text Available Este trabalho situa-se no campo das reflexões atuais sobre as contribuições que as Tecnologias Digitais Virtuais (TDVs, em especial as tecnologias da Web 2. 0, agregam ao processo formador de educadores. Tomamos como campo empírico a experiência de docência em uma disciplina da estrutura curricular de um programa de pós-graduação em Educação. Caracterizada como uma atividade mediada por um ambiente virtual de aprendizagem colaborativa, buscou-se proporcionar espaços de interação virtual, trabalho e produção de textos/hipertextos cooperativos com o suporte da tecnologia wiki. Os dados analisados são oriundos dos registros interativos encontrados neste ambiente. Observa-se que, entre o discurso produzido no cotidiano sobre as facilidades e agilidade na comunicação, quando proporcionados por ambientes propícios para isso, os efeitos gerados não são exatamente aqueles que corroboram os discursos circulantes. O enfrentamento de problemas simples, como a apropriação do ambiente virtual e as inter-relações com a escrita do outro, constituem-se como atravessamentos que devem ser trabalhados a priori em um trabalho apoiado por tal tecnologia

  20. Process and data fragmentation-oriented enterprise network integration with collaboration modelling and collaboration agents

    Science.gov (United States)

    Li, Qing; Wang, Ze-yuan; Cao, Zhi-chao; Du, Rui-yang; Luo, Hao

    2015-08-01

    With the process of globalisation and the development of management models and information technology, enterprise cooperation and collaboration has developed from intra-enterprise integration, outsourcing and inter-enterprise integration, and supply chain management, to virtual enterprises and enterprise networks. Some midfielder enterprises begin to serve for different supply chains. Therefore, they combine related supply chains into a complex enterprise network. The main challenges for enterprise network's integration and collaboration are business process and data fragmentation beyond organisational boundaries. This paper reviews the requirements of enterprise network's integration and collaboration, as well as the development of new information technologies. Based on service-oriented architecture (SOA), collaboration modelling and collaboration agents are introduced to solve problems of collaborative management for service convergence under the condition of process and data fragmentation. A model-driven methodology is developed to design and deploy the integrating framework. An industrial experiment is designed and implemented to illustrate the usage of developed technologies in this paper.

  1. Collaborative Care

    OpenAIRE

    Schuyler, Dean

    2005-01-01

    本書を著したHornbyは英国のソーシャルワーカーである。彼女は1983年に「Collaboration in social work(Journal of social work practice,1.1)」を発表し、ソーシャルワークでの職種間の連携の重要性について報告している。さらに1993年に発刊した本書では、同一機関内の人間関係 ...

  2. Virtual worlds: a new frontier for nurse education?

    Science.gov (United States)

    Green, Janet; Wyllie, Aileen; Jackson, Debra

    2014-01-01

    Virtual worlds have the potential to offer nursing students social networking and, learning, opportunities through the use of collaborative and immersive learning. If nursing educators, are to stay, abreast of contemporary learning opportunities an exploration of the potential benefits of, virtual, worlds and their possibilities is needed. Literature was sourced that explored virtual worlds, and their, use in education, but nursing education specifically. It is clear that immersive learning has, positive, benefits for nursing, however the best way to approach virtual reality in nursing education, has yet to, be ascertained.

  3. Grid-Based Moment Tensor Inversion Technique by Using 3-D Green's Functions Database: A Demonstration of the 23 October 2004 Taipei Earthquake

    Directory of Open Access Journals (Sweden)

    Shiann-Jong Lee

    2010-01-01

    Full Text Available Moment tensor inversion is a routine procedure to obtain information on an earthquake source for moment magnitude and focal mechanism. However, the inversion quality is usually controlled by factors such as knowledge of an earthquake location and the suitability of a 1-D velocity model used. Here we present an improved method to invert the moment tensor solution for local earthquakes. The proposed method differs from routine centroid-moment-tensor inversion of the Broadband Array in Taiwan for Seismology in three aspects. First, the inversion is repeated in the neighborhood of an earthquake_?s hypocenter on a grid basis. Second, it utilizes Green_?s functions based on a true three-dimensional velocity model. And third, it incorporates most of the input waveforms from strong-motion records. The proposed grid-based moment tensor inversion is applied to a local earthquake that occurred near the Taipei basin on 23 October 2004 to demonstrate its effectiveness and superiority over methods used in previous studies. By using the grid-based moment tensor inversion technique and 3-D Green_?s functions, the earthquake source parameters, including earthquake location, moment magnitude and focal mechanism, are accurately found that are sufficiently consistent with regional ground motion observations up to a frequency of 1.0 Hz. This approach can obtain more precise source parameters for other earthquakes in or near a well-modeled basin and crustal structure.

  4. Bullying in Virtual Learning Communities.

    Science.gov (United States)

    Nikiforos, Stefanos; Tzanavaris, Spyros; Kermanidis, Katia Lida

    2017-01-01

    Bullying through the internet has been investigated and analyzed mainly in the field of social media. In this paper, it is attempted to analyze bullying in the Virtual Learning Communities using Natural Language Processing (NLP) techniques, mainly in the context of sociocultural learning theories. Therefore four case studies took place. We aim to apply NLP techniques to speech analysis on communication data of online communities. Emphasis is given on qualitative data, taking into account the subjectivity of the collaborative activity. Finally, this is the first time such type of analysis is attempted on Greek data.

  5. Building Productivity in Virtual Project Teams

    Directory of Open Access Journals (Sweden)

    Bill Hamersly

    2015-04-01

    Full Text Available The steady increase in project failure rates is leaving businesses searching for better integration techniques to virtualize their project environments. Through virtualization, organizations may have positive impacts on communities across geographical boundaries and resource constraints. The focus of this phenomenological study was to explore, via the experiences of successful project management practitioners, best practice strategies for integrating virtual project teams through data analysis. The conceptual framework included von Bertalanffy’s general systems theory, decomposition model of business process and project management frameworks, and the recomposition approach. Twenty-two senior project managers with more than 5 years of experience managing virtual project environments participated in semistructured telephone interviews. The van Kaam process employing normalization and bracketing approaches in data analysis resulted in the emergence of 34 thematic categories. The 10 most common themes culminated in the identification of strategies relevant for virtual project teams. The major themes pertained to 3 broad areas: (a structure that accommodates skills and technology for virtual team success, (b governance leading to efficient virtual project team management, and (c collaboration practices across diverse environments. This study involved the exploration of the experiences of the participants. Using the van Kaam method for normalization of the data and clustering like experiences into thematic statements, the study provided a plethora of new information concentrated on 10 themes that emerged.

  6. A Virtual Class Calculus

    DEFF Research Database (Denmark)

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

    2006-01-01

    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...... model for virtual classes has been a long-standing open question. This paper presents a virtual class calculus, vc, that captures the essence of virtual classes in these full-fledged programming languages. The key contributions of the paper are a formalization of the dynamic and static semantics of vc...

  7. Towards a Methodology for Managing Competencies in Virtual Teams - A Systemic Approach

    Science.gov (United States)

    Schumacher, Marinita; Stal-Le Cardinal, Julie; Bocquet, Jean-Claude

    Virtual instruments and tools are future trends in Engineering which are a response to the growing complexity of engineering tasks, the facility of communication and strong collaborations on the international market. Outsourcing, off-shoring, and the globalization of organisations’ activities have resulted in the formation of virtual product development teams. Individuals who are working in virtual teams must be equipped with diversified competencies that provide a basis for virtual team building. Thanks to the systemic approach of the functional analysis our paper responds to the need of a methodology of competence management to build virtual teams that are active in virtual design projects in the area of New Product Development (NPD).

  8. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENCE]. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual...... trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation [CHECK END OF SENTENCE], which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake......'s virtual trackball is inhomogeneous and discontinuous with consequences for usability. Finally, we review Bell's virtual trackball [CHECK END OF SENTENCE] and discuss studies of the usability of virtual trackballs....

  9. Virtual cystoscopy.

    Science.gov (United States)

    Mohammed, Aza; Simpson, Adam; Zamora, Ignacio; Gilliland, Leslie

    2008-07-01

    Bladder cancer is a common problem facing urologists worldwide. The gold standard for its diagnosis and follow-up is the direct visualization of the tumor using conventional cystoscopy. Despite having high sensitivity and specificity for detecting bladder cancer, conventional cystoscopy is regarded as an invasive procedure which is associated with several complications. In addition, regular follow-up of patients with bladder cancer is a financial burden on the health system. With the progressive development in diagnostic imaging and medical computer software technologies, it was possible to generate virtual reality images to aid the clinician to inspect the interior of the bladder in real time. This technology is considered as a safe test for bladder cancer diagnosis and follow-up, and it is associated with cancer detection rates comparable with conventional cystoscopy. However, it is associated with some drawbacks that limit its use in routine clinical practice at the current time. In this paper, we review the development and clinical applications of this technology.

  10. Realistic terrain visualization based on 3D virtual world technology

    Science.gov (United States)

    Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai

    2010-11-01

    The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.

  11. Virtual Web Services

    OpenAIRE

    Rykowski, Jarogniew

    2007-01-01

    In this paper we propose an application of software agents to provide Virtual Web Services. A Virtual Web Service is a linked collection of several real and/or virtual Web Services, and public and private agents, accessed by the user in the same way as a single real Web Service. A Virtual Web Service allows unrestricted comparison, information merging, pipelining, etc., of data coming from different sources and in different forms. Detailed architecture and functionality of a single Virtual We...

  12. Virtual button interface

    Science.gov (United States)

    Jones, J.S.

    1999-01-12

    An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.

  13. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    In this workshop-presentation, we described the evolution of virtual reality technologies and our research from 3D virtual worlds, 3D virtual environments built in gaming environments such as Unity 3D, 360-degree videos, and mobile virtual reality via Google Expeditions. For each of these four technologies, we discussed the affordances of the technologies and how they contribute towards learning and teaching. We outlined the significance of students being aware of the different virtual realit...

  14. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

    In the present work we study aesthetic consequences of virtual reality. Exploring the fringe between fictional and virtual is one of the key goals, that will be achieved through etymologic and technologic definition of both fiction and virtual reality, fictional and virtual worlds. Both fiction and virtual reality will be then studied from aesthetic distance and aesthetic pleasure point of view. At the end, we will see the main difference as well as an common grounds between fiction and virtu...

  15. Collaborative innovation

    DEFF Research Database (Denmark)

    Torfing, Jacob; Sørensen, Eva; Hartley, Jean

    2013-01-01

    , which emphasizes market competition; the neo-Weberian state, which emphasizes organizational entrepreneurship; and collaborative governance, which emphasizes multiactor engagement across organizations in the private, public, and nonprofit sectors. The authors conclude that the choice of strategies......-driven private sector is more innovative than the public sector by showing that both sectors have a number of drivers of as well as barriers to innovation, some of which are similar, while others are sector specific. The article then systematically analyzes three strategies for innovation: New Public Management......There are growing pressures for the public sector to be more innovative but considerable disagreement about how to achieve it. This article uses institutional and organizational analysis to compare three major public innovation strategies. The article confronts the myth that the market...

  16. Virtual First Impressions Matter: The Effect of Social Networking Sites on Impression Formation in Virtual Teams

    Science.gov (United States)

    Cummings, Jeffrey

    2012-01-01

    The introduction of social media has changed the way individuals communicate and collaborate both within and outside the organization. While social media has the potential to change how organizations interact internally, minimal research has examined the impact this media may have within a virtual team environment. This dissertation examines a…

  17. 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.

  18. Evaluation of Security Mechanisms for Virtual Organizations

    Science.gov (United States)

    Wu, Jake; Periorellis, Panos

    GOLD project is concerned with dynamic formation and management of virtual organizations in order to exploit market opportunities. The project aims to deliver the enabling technology to support the full lifecycle of such VOs. A set of middleware technologies have been designed and implemented to address issues such as trust, security, contract management, monitoring and information management for virtual collaboration between companies. In this paper we will showcase some of the more general requirements for authentication and authorization in GOLD VOs. In conjunction with these requirements we evaluate some of the more popular tools that are currently available in dealing with these issues, together with our own approach in addressing these problems.

  19. Virtual Studio Practices: Visual Artists, Social Media and Creativity

    Directory of Open Access Journals (Sweden)

    Kylie Budge

    2013-12-01

    Full Text Available Artists’ practices are varied. Two extremes include the need for complete solitude when working and others who seek social environments such as collaborations in communal studio settings. In addition to these real life studio practices new technologies and social media have made it possible for artists to use virtual studio practices in the process of developing creative work. Working virtually offers a range of interesting benefits for creative practice. This article explores the author’s recent experiences in virtual studio practices in light of the literature on this topic and considers the implications for creativity. It highlights five specific benefits in using virtual studio practices and considers possible limitations of working in such a manner. In exploring virtual studio practices and arguing the case for such ways of working, this article contributes to research and understandings about creative practice by discussing one artist’s reflective experience of using virtual studio practices.

  20. Collaborative information seeking

    DEFF Research Database (Denmark)

    Hertzum, Morten

    2008-01-01

    Since common ground is pivotal to collaboration, this paper proposes to define collaborative information seeking as the combined activity of information seeking and collaborative grounding. While information-seeking activities are necessary for collaborating actors to acquire new information......, the activities involved in information seeking are often performed by varying subgroups of actors. Consequently, collaborative grounding is necessary to share information among collaborating actors and, thereby, establish and maintain the common ground necessary for their collaborative work. By focusing...... on the collaborative level, collaborative information seeking aims to avoid both individual reductionism and group reductionism, while at the same time recognizing that only some information and understanding need be shared....

  1. Parametric Design Strategies for Collaborative Urban Design

    DEFF Research Database (Denmark)

    Steinø, Nicolai; Yıldırım, Miray Baş; Özkar, Mine

    2013-01-01

    to the collaboration between professionals, participation by different non-professional stakeholders, such as residents, local authorities, non-governmental organizations and investors, is another important component of collaborative urban design processes. The involvement of community in decision making process...... implications of planning and design decisions, unless they are presented with relatively detailed architectural models, whether physical or virtual. This however, typically presents steep demands in terms of time and resources. As a foundation for our work with parametric urban design lies the hypothesis...... to solve different scripting challenges. The paper is organized into an introduction, three main sections and closing section with conclusions and perspectives. The first section of the paper gives a theoretical discussion of the notion of collaborative design and the challenges of collaborative urban...

  2. Collaborative Systems – Finite State Machines

    Directory of Open Access Journals (Sweden)

    Ion IVAN

    2011-01-01

    Full Text Available In this paper the finite state machines are defined and formalized. There are presented the collaborative banking systems and their correspondence is done with finite state machines. It highlights the role of finite state machines in the complexity analysis and performs operations on very large virtual databases as finite state machines. It builds the state diagram and presents the commands and documents transition between the collaborative systems states. The paper analyzes the data sets from Collaborative Multicash Servicedesk application and performs a combined analysis in order to determine certain statistics. Indicators are obtained, such as the number of requests by category and the load degree of an agent in the collaborative system.

  3. Using Virtual Microscopy to Scaffold Learning of Pathology: A Naturalistic Experiment on the Role of Visual and Conceptual Cues

    Science.gov (United States)

    Nivala, Markus; Saljo, Roger; Rystedt, Hans; Kronqvist, Pauliina; Lehtinen, Erno

    2012-01-01

    New representational technologies, such as virtual microscopy, create new affordances for medical education. In the article, a study on the following two issues is reported: (a) How does collaborative use of virtual microscopy shape students' engagement with and learning from virtual slides of tissue specimen? (b) How do visual and conceptual cues…

  4. Collaboration rules.

    Science.gov (United States)

    Evans, Philip; Wolf, Bob

    2005-01-01

    Corporate leaders seeking to boost growth, learning, and innovation may find the answer in a surprising place: the Linux open-source software community. Linux is developed by an essentially volunteer, self-organizing community of thousands of programmers. Most leaders would sell their grandmothers for workforces that collaborate as efficiently, frictionlessly, and creatively as the self-styled Linux hackers. But Linux is software, and software is hardly a model for mainstream business. The authors have, nonetheless, found surprising parallels between the anarchistic, caffeinated, hirsute world of Linux hackers and the disciplined, tea-sipping, clean-cut world of Toyota engineering. Specifically, Toyota and Linux operate by rules that blend the self-organizing advantages of markets with the low transaction costs of hierarchies. In place of markets' cash and contracts and hierarchies' authority are rules about how individuals and groups work together (with rigorous discipline); how they communicate (widely and with granularity); and how leaders guide them toward a common goal (through example). Those rules, augmented by simple communication technologies and a lack of legal barriers to sharing information, create rich common knowledge, the ability to organize teams modularly, extraordinary motivation, and high levels of trust, which radically lowers transaction costs. Low transaction costs, in turn, make it profitable for organizations to perform more and smaller transactions--and so increase the pace and flexibility typical of high-performance organizations. Once the system achieves critical mass, it feeds on itself. The larger the system, the more broadly shared the knowledge, language, and work style. The greater individuals' reputational capital, the louder the applause and the stronger the motivation. The success of Linux is evidence of the power of that virtuous circle. Toyota's success is evidence that it is also powerful in conventional companies.

  5. Online Project Management for Dynamic e-Collaboration

    Directory of Open Access Journals (Sweden)

    Lucia RUSU

    2010-01-01

    Full Text Available Today's collaborative projects demand efficient and productive software application tools for the workplace that will bring remote teams together to get the work done. Dynamic e-collaboration is a necessity for virtual relations and business agreements. It depends on two distinct factors: trust and need. This paper presents a way to manage remote teams using a web application developed with ColMap model of project management in an IT company. The information exposed and shared applications with partners in collaborative projects are based on RBAC. Group collaboration and management software has been proven to successfully manage and coordinate projects.

  6. Managing collaborative design

    NARCIS (Netherlands)

    Sebastian, R.

    2007-01-01

    Collaborative design has been emerging in building projects everywhere. The more complex a building project becomes, the closer and more intensive collaboration between the design actors is required. This research focuses on collaborative design in the conceptual architecture design phase,

  7. Collaborative networks: Reference modeling

    NARCIS (Netherlands)

    Camarinha-Matos, L.M.; Afsarmanesh, H.

    2008-01-01

    Collaborative Networks: Reference Modeling works to establish a theoretical foundation for Collaborative Networks. Particular emphasis is put on modeling multiple facets of collaborative networks and establishing a comprehensive modeling framework that captures and structures diverse perspectives of

  8. Virtual Trackballs Revisited

    OpenAIRE

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    Udgivelsesdato: March/April 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 reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENC...

  9. Server virtualization solutions

    OpenAIRE

    Jonasts, Gusts

    2012-01-01

    Currently in the information technology sector that is responsible for a server infrastructure is a huge development in the field of server virtualization on x86 computer architecture. As a prerequisite for such a virtualization development is growth in server productivity and underutilization of available computing power. Several companies in the market are working on two virtualization architectures – hypervizor and hosting. In this paper several of virtualization products that use host...

  10. Virtual currencies- Real opportunities?

    OpenAIRE

    Selldahl, Sara

    2013-01-01

    The European Central Bank defines virtual currencies as ”unregulated, digital money, which is issued and usually controlled by its developers, and used and accepted among the members of a specific virtual community.” (European Central Bank, 2012, p. 5) The interest in virtual currencies has increased immensely over the last few years as they become increasingly prevalent in our society across many different industries. Up until now, the field of virtual currencies has been mainly uncharted ...

  11. 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...

  12. Interactive Virtual Cinematography

    OpenAIRE

    Burelli, Paolo

    2012-01-01

    A virtual camera represents the point-of-view of the player through which sheperceives the game world and gets feedback on her actions. Thus, the virtualcamera plays a vital role in 3D computer games and aects player experienceand enjoyability in games. Interactive virtual cinematography is the process ofvisualising the content of a virtual environment by positioning and animatingthe virtual camera in the context of interactive applications such as a computergame.Camera placement and animatio...

  13. Investigating the virtual representation of human resources

    OpenAIRE

    Canko, Mert

    2015-01-01

    Despite all the advancements of software technologies to increase the productivity of companies, their capabilities to find solutions for certain problem domains are still limited. For the purpose of collaboratively addressing problems, which cannot be solved by algorithms alone, humans as computational units that are connected in a network of hardware and software resources, are therefore becoming increasingly popular. In this diploma thesis we investigate virtual representations of huma...

  14. Immersive Virtual Worlds for (E-) Learning

    DEFF Research Database (Denmark)

    Rehm, Matthias; Konnerup, Ulla

    2013-01-01

    Virtual worlds are becoming ever more popular and important for the information society allowing to meet “face-to-face” and at the same time be distributed across different places. This offers numerous possibilities of revolutionizing the way learning is realized over long distances and at a given...... location. But current uses of environments like Second Life make it very clear that there is a lack of interaction and learning concepts that are tailored to these kinds of collaborative environments resulting more or less in the replication of “always the same” this time in a virtual world. An example...... is a typical lecture that is now available as an in-world podcast. This chapter examines current state-of-the-art approaches of learning in and with virtual worlds in relation to the features of such environments and then proposes a research agenda tailored at making the learning experience truly interactive...

  15. 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)

  16. The Virtuality Continuum Revisited

    NARCIS (Netherlands)

    Nijholt, Antinus; Traum, D.; Zhai, Sh.; Kellogg, W.

    2005-01-01

    We survey the themes and the aims of a workshop devoted to the state-of-the-art virtuality continuum. In this continuum, ranging from fully virtual to real physical environments, allowing for mixed, augmented and desktop virtual reality, several perspectives can be taken. Originally, the emphasis

  17. Virtual Reference Services.

    Science.gov (United States)

    Brewer, Sally

    2003-01-01

    As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…

  18. Fieldwork Skills in Virtual Worlds

    Science.gov (United States)

    Craven, Benjamin; Lloyd, Geoffrey; Gordon, Clare; Houghton, Jacqueline; Morgan, Daniel

    2017-04-01

    conventional field classes and really enhances their learning experience. This project is part of the larger Virtual Landscapes project, which is a collaboration between The University of Leeds and Leeds College of Art, UK. All our current virtual landscapes are freely available online at www.see.leeds.ac.uk/virtual-landscapes/.

  19. Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives

    OpenAIRE

    Ladeira , Ilda; Marsden , Gary; Green , Lesley

    2011-01-01

    Part 1: Long and Short Papers; International audience; We describe an ongoing collaboration with the District Six Museum, in Cape Town, aimed at designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE) which was inspired by a three month ethnography of real-life oral storytelling. The VE places the user as an audience member in a virtual group listening to two storytelling agents capable of two forms of i...

  20. The Virtual Robotics Laboratory; TOPICAL

    International Nuclear Information System (INIS)

    Kress, R.L.; Love, L.J.

    1999-01-01

    The growth of the Internet has provided a unique opportunity to expand research collaborations between industry, universities, and the national laboratories. The Virtual Robotics Laboratory (VRL) is an innovative program at Oak Ridge National Laboratory (ORNL) that is focusing on the issues related to collaborative research through controlled access of laboratory equipment using the World Wide Web. The VRL will provide different levels of access to selected ORNL laboratory secondary education programs. In the past, the ORNL Robotics and Process Systems Division has developed state-of-the-art robotic systems for the Army, NASA, Department of Energy, Department of Defense, as well as many other clients. After proof of concept, many of these systems sit dormant in the laboratories. This is not out of completion of all possible research topics. but from completion of contracts and generation of new programs. In the past, a number of visiting professors have used this equipment for their own research. However, this requires that the professor, and possibly his/her students, spend extended periods at the laboratory facility. In addition, only a very exclusive group of faculty can gain access to the laboratory and hardware. The VRL is a tool that enables extended collaborative efforts without regard to geographic limitations

  1. Virtual laboratory for fusion research in Japan

    International Nuclear Information System (INIS)

    Tsuda, K.; Nagayama, Y.; Yamamoto, T.; Horiuchi, R.; Ishiguro, S.; Takami, S.

    2008-01-01

    A virtual laboratory system for nuclear fusion research in Japan has been developed using SuperSINET, which is a super high-speed network operated by National Institute of Informatics. Sixteen sites including major Japanese universities, Japan Atomic Energy Agency and National Institute for Fusion Science (NIFS) are mutually connected to SuperSINET with the speed of 1 Gbps by the end of 2006 fiscal year. Collaboration categories in this virtual laboratory are as follows: the large helical device (LHD) remote participation; the remote use of supercomputer system; and the all Japan ST (Spherical Tokamak) research program. This virtual laboratory is a closed network system, and is connected to the Internet through the NIFS firewall in order to keep higher security. Collaborators in a remote station can control their diagnostic devices at LHD and analyze the LHD data as they were at the LHD control room. Researchers in a remote station can use the supercomputer of NIFS in the same environment as NIFS. In this paper, we will describe detail of technologies and the present status of the virtual laboratory. Furthermore, the items that should be developed in the near future are also described

  2. 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

  3. Perception of Virtual Audiences.

    Science.gov (United States)

    Chollet, Mathieu; Scherer, Stefan

    2017-01-01

    A growing body of evidence shows that virtual audiences are a valuable tool in the treatment of social anxiety, and recent works show that it also a useful in public-speaking training programs. However, little research has focused on how such audiences are perceived and on how the behavior of virtual audiences can be manipulated to create various types of stimuli. The authors used a crowdsourcing methodology to create a virtual audience nonverbal behavior model and, with it, created a dataset of videos with virtual audiences containing varying behaviors. Using this dataset, they investigated how virtual audiences are perceived and which factors affect this perception.

  4. VirtualizeMe: Real-time avatar creation for Tele-Immersion environments

    KAUST Repository

    Knoblauch, Daniel; Font, Pau Moreno; Kuester, Falko

    2010-01-01

    through lossless compression of the input data and introducing a focused volumetric visual hull reconstruction. The resulting avatar allows eye-to-eye collaboration for remote users. The interaction with the virtual world is facilitated by the volumetric

  5. Enforcing access control in virtual organizations using hierarchical attribute-based encryption

    NARCIS (Netherlands)

    Asim, M.; Ignatenko, T.; Petkovic, M.; Trivellato, D.; Zannone, N.

    2012-01-01

    Virtual organizations are dynamic, interorganizational collaborations that involve systems and services belonging to different security domains. Several solutions have been proposed to guarantee the enforcement of the access control policies protecting the information exchanged in a distributed

  6. Enforcing access control in virtual organizations using hierarchical attribute-based encryption

    NARCIS (Netherlands)

    Asim, M.; Ignatenko, T.; Petkovic, M.; Trivellato, D.; Zannone, N.

    2012-01-01

    Virtual organizations are dynamic, inter-organizational collaborations that involve systems and services belonging to different security domains. Several solutions have been proposed to guarantee the enforcement of the access control policies protecting the information exchanged in a distributed

  7. Incorporating Brokers within Collaboration Environments

    Science.gov (United States)

    Rajasekar, A.; Moore, R.; de Torcy, A.

    2013-12-01

    A collaboration environment, such as the integrated Rule Oriented Data System (iRODS - http://irods.diceresearch.org), provides interoperability mechanisms for accessing storage systems, authentication systems, messaging systems, information catalogs, networks, and policy engines from a wide variety of clients. The interoperability mechanisms function as brokers, translating actions requested by clients to the protocol required by a specific technology. The iRODS data grid is used to enable collaborative research within hydrology, seismology, earth science, climate, oceanography, plant biology, astronomy, physics, and genomics disciplines. Although each domain has unique resources, data formats, semantics, and protocols, the iRODS system provides a generic framework that is capable of managing collaborative research initiatives that span multiple disciplines. Each interoperability mechanism (broker) is linked to a name space that enables unified access across the heterogeneous systems. The collaboration environment provides not only support for brokers, but also support for virtualization of name spaces for users, files, collections, storage systems, metadata, and policies. The broker enables access to data or information in a remote system using the appropriate protocol, while the collaboration environment provides a uniform naming convention for accessing and manipulating each object. Within the NSF DataNet Federation Consortium project (http://www.datafed.org), three basic types of interoperability mechanisms have been identified and applied: 1) drivers for managing manipulation at the remote resource (such as data subsetting), 2) micro-services that execute the protocol required by the remote resource, and 3) policies for controlling the execution. For example, drivers have been written for manipulating NetCDF and HDF formatted files within THREDDS servers. Micro-services have been written that manage interactions with the CUAHSI data repository, the Data

  8. The Role of Objects in the Constitution of Collaborative Spaces

    DEFF Research Database (Denmark)

    Balatsas Lekkas, Angelos; Yoshinaka, Yutaka

    2013-01-01

    This paper examines collaborative processes involving users and product development practitioners, in virtual co-creative spaces. Qualifications of roles are entailed in and through the mediation of objects, as they serve part and parcel of the coming-into-being of the collaboration. By focusing...... on the role played by objects in collaborative spaces, more specifically an Internet-based forum established by a medical device manufacturer for users of its products, the paper makes a threefold argument concerning the active role played by objects in collaborative processes: 1) the premises for user...... involvement in such spaces is subject to behind-the-scenes qualification processes directed at particular user configurations; 2) virtual spaces are being re-configured by users’ and practitioners’ interactions through diverse references of objects; and 3) users and practitioners qualify the content...

  9. ) Virtual Reality Environments For The Petroleum Industry

    International Nuclear Information System (INIS)

    Diembacher, F. X.

    2003-01-01

    Large screen immersive visualization has gained enormous momentum in the last few years. The oil industry has quickly appreciate the value virtual reality centers bring to the practising engineer and to asset teams. While early concepts emphasized visualization, people soon realized that virtual reality rooms offer more: they are places where people come together, they are places where people want to collaborate. Subsequently these environments were also called Decisionariums, Collaboration Centers, Visionariums, etc. GeoQuest branded these rooms iCenters, a term which encompasses all the potential usages of this environment. is tands for information, internet, interaction, interpretation, impact, etc. iCenters are used for interpretation and analysis of complex models (e.g. 3D seismic interpretation, viewing of simulation models with hundreds of thousands of cells) and for multi-disciplinary working (e.g. planning of advanced wells typically for (deep) offshore environments currently increases by several hundred percent being built in Nigeria-more are being planned. This concepts for building iCenters, examples of how oil companies around the world and in Nigeria use these environments to foster collaboration and reduce costs, and latest developments in the area of remote collaboration (i.e., connected iCenters)

  10. A virtual tour of virtual reality

    Science.gov (United States)

    Harris, Margaret

    2018-03-01

    Virtual-reality glasses might still be on the starting blocks, but plenty of companies are working on the technology. Margaret Harris tries on some examples at the Photonics West show in San Francisco

  11. What People Talk About in Virtual Worlds

    Science.gov (United States)

    Maher, Mary Lou

    This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.

  12. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

    Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory...

  13. Grid-Based Projector Augmented Wave (GPAW) Implementation of Quantum Mechanics/Molecular Mechanics (QM/MM) Electrostatic Embedding and Application to a Solvated Diplatinum Complex.

    Science.gov (United States)

    Dohn, A O; Jónsson, E Ö; Levi, G; Mortensen, J J; Lopez-Acevedo, O; Thygesen, K S; Jacobsen, K W; Ulstrup, J; Henriksen, N E; Møller, K B; Jónsson, H

    2017-12-12

    A multiscale density functional theory-quantum mechanics/molecular mechanics (DFT-QM/MM) scheme is presented, based on an efficient electrostatic coupling between the electronic density obtained from a grid-based projector augmented wave (GPAW) implementation of density functional theory and a classical potential energy function. The scheme is implemented in a general fashion and can be used with various choices for the descriptions of the QM or MM regions. Tests on H 2 O clusters, ranging from dimer to decamer show that no systematic energy errors are introduced by the coupling that exceeds the differences in the QM and MM descriptions. Over 1 ns of liquid water, Born-Oppenheimer QM/MM molecular dynamics (MD) are sampled combining 10 parallel simulations, showing consistent liquid water structure over the QM/MM border. The method is applied in extensive parallel MD simulations of an aqueous solution of the diplatinum [Pt 2 (P 2 O 5 H 2 ) 4 ] 4- complex (PtPOP), spanning a total time period of roughly half a nanosecond. An average Pt-Pt distance deviating only 0.01 Å from experimental results, and a ground-state Pt-Pt oscillation frequency deviating by <2% from experimental results were obtained. The simulations highlight a remarkable harmonicity of the Pt-Pt oscillation, while also showing clear signs of Pt-H hydrogen bonding and directional coordination of water molecules along the Pt-Pt axis of the complex.

  14. DC Voltage Control and Power-Sharing of Multi-Terminal DC Grids Based on Optimal DC Power Flow and Flexible Voltage Droop Strategy

    Directory of Open Access Journals (Sweden)

    F. Azma

    2015-06-01

    Full Text Available This paper develops an effective control framework for DC voltage control and power-sharing of multi-terminal DC (MTDC grids based on an optimal power flow (OPF procedure and the voltage-droop control. In the proposed approach, an OPF algorithm is executed at the secondary level to find optimal reference of DC voltages and active powers of all voltage-regulating converters. Then, the voltage droop characteristics of voltage-regulating converters, at the primary level, are tuned based on the OPF results such that the operating point of the MTDC grid lies on the voltage droop characteristics. Consequently, the optimally-tuned voltage droop controller leads to the optimal operation of the MTDC grid. In case of variation in load or generation of the grid, a new stable operating point is achieved based on the voltage droop characteristics. By execution of a new OPF, the voltage droop characteristics are re-tuned for optimal operation of the MTDC grid after the occurrence of the load or generation variations. The results of simulation on a grid inspired by CIGRE B4 DC grid test system demonstrate efficient grid performance under the proposed control strategy.

  15. TRIGRS - A Fortran Program for Transient Rainfall Infiltration and Grid-Based Regional Slope-Stability Analysis, Version 2.0

    Science.gov (United States)

    Baum, Rex L.; Savage, William Z.; Godt, Jonathan W.

    2008-01-01

    The Transient Rainfall Infiltration and Grid-Based Regional Slope-Stability Model (TRIGRS) is a Fortran program designed for modeling the timing and distribution of shallow, rainfall-induced landslides. The program computes transient pore-pressure changes, and attendant changes in the factor of safety, due to rainfall infiltration. The program models rainfall infiltration, resulting from storms that have durations ranging from hours to a few days, using analytical solutions for partial differential equations that represent one-dimensional, vertical flow in isotropic, homogeneous materials for either saturated or unsaturated conditions. Use of step-function series allows the program to represent variable rainfall input, and a simple runoff routing model allows the user to divert excess water from impervious areas onto more permeable downslope areas. The TRIGRS program uses a simple infinite-slope model to compute factor of safety on a cell-by-cell basis. An approximate formula for effective stress in unsaturated materials aids computation of the factor of safety in unsaturated soils. Horizontal heterogeneity is accounted for by allowing material properties, rainfall, and other input values to vary from cell to cell. This command-line program is used in conjunction with geographic information system (GIS) software to prepare input grids and visualize model results.

  16. A Stackelberg Game Approach for Energy Outage-Aware Power Distribution of an Off-Grid Base Station over Multiple Retailers

    Directory of Open Access Journals (Sweden)

    Seung Hyun Jeon

    2018-03-01

    Full Text Available This paper investigates the problem of power distribution for an off-grid base station (BS that operates sustainably without an electrical grid. We consider that multiple retailers with heterogeneous renewable energy sources (RESs compete to maximize their revenues by individually setting the unit power price. Energy outages (EOs, which cause the power supply to fall below that which is sufficient for ensuring the traffic arrival rate required for the off-grid BS, critically affect the users’ service quality. To minimize EOs and operational expenditure (OPEX, the off-grid BS manages the power supply by reacting to the retailers’ pricing decisions. We analyze the economic benefits of power distribution to the off-grid BS from the perspective of the retailers’ pricing competition, by designing a hierarchical decision-making scheme as a multi-leader single-follower Stackelberg game. We derive a closed form expression for the optimal behavior of the off-grid BS and retailers, based on well-designed utility functions. Finally, numerical results demonstrate the proposed solution with its practical convergence time.

  17. Multilateral collaboration between technical communicators and translators

    DEFF Research Database (Denmark)

    Vandepitte, Sonia; Maylath, Bruce; Mousten, Birthe

    2016-01-01

    This article describes a multilateral international project (Thompson and Carter 1973, Moreno-Lopez 2004) in technical communication and translator training programmes and discusses its use of technologies in what is seen as the largest and most complex international learning-by-doing collaboration...... to date. The project is a student collaboration involving two sets of cross-cultural virtual teams who either translate from Danish and Dutch into English and review (or edit) into American English or who are involved in international collaborative writing by Spaniards and Americans, usability testing...... by Finnish students, and translation from English into Dutch, French and Italian (Humbley et al. 2005; Maylath et al. 2008; Mousten et al. 2008; Mousten; Vandepitte et al. 2010; Mousten et al. 2010, Mousten et al. 2012, Maylath et al. 2013, Maylath et al. 2013b). While students use email, iChat and Skype...

  18. A Cross-Disciplinary Literature Review: Examining Trust on Virtual Teams

    Science.gov (United States)

    Berry, Gregory R.

    2011-01-01

    Effective and efficient teams communicate, collaborate, and perform, even if these teams are not co-located. Although much is known about enabling effectiveness on face-to-face teams, considerably less is known about similarly enabling effectiveness on virtual teams. Yet the use of virtual teams is common and will likely become more commonplace as…

  19. A Multi-User Virtual Environment for Building and Assessing Higher Order Inquiry Skills in Science

    Science.gov (United States)

    Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris

    2010-01-01

    This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…

  20. Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks

    Science.gov (United States)

    Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita

    2017-01-01

    More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…

  1. New Library, New Librarian, New Student: Using LibGuides to Reach the Virtual Student

    Science.gov (United States)

    Roberts, Sara; Hunter, Dwight

    2011-01-01

    This article examines the virtual pathfinder and its relationship with distance education students. Various topics are addressed in relation to virtual students, LibGuides and collaborative efforts between librarians and teaching faculty. A brief history of the subject guide is presented, advantages and disadvantages of LibGuides are discussed and…

  2. Designing Teaching--Teaching Designing: Teacher's Guidance in a Virtual Design Studio

    Science.gov (United States)

    Lahti, Henna; Seitamaa-Hakkarainen, Pirita

    2014-01-01

    This study examined pedagogical aspects of virtual designing. It focused on how an industrial design teacher organised a university course in plastic product design and how the teacher guided student teams' design processes in a virtual design studio. The model of Learning by Collaborative Design was used as a pedagogical and analytical framework.…

  3. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    Science.gov (United States)

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  4. Virtual Teams and International Business Teaching and Learning: The Case of the Global Enterprise Experience (GEE)

    Science.gov (United States)

    Gonzalez-Perez, Maria Alejandra; Velez-Calle, Andres; Cathro, Virginia; Caprar, Dan V.; Taras, Vasyl

    2014-01-01

    The increasing importance of global virtual teams in business is reflected in the classroom by the increased adoption of activities that facilitate real-time cross-cultural interaction. This article documents the experience of students from two Colombian universities who participated in a collaborative international project using virtual teams as…

  5. PENGUJIAN COGNITIVE ABSORPTION TERHADAP KEPERCAYAAN-KEPERCAYAAN PENGGUNA UNTUK BERBAGI INFORMASI DI LINGKUNGAN VIRTUAL WORLDS

    OpenAIRE

    Supardi Supardi

    2014-01-01

    Virtual Worlds (VWs) are media-rich  cognitively  engaging technologies that geographically dispersed organizations  can use  as a cost effective workplace collaboration tool. Using  a sharing  information in virtual worlds environment, the aims of this study is to investigate cognitive absorption within individual beliefs about the technology of virtual worlds use. Cognitive absorption, theorized as being exhibited through the five dimensions of temporal dissociation, focused immersion, heig...

  6. Collaborative environments for capability-based planning

    Science.gov (United States)

    McQuay, William K.

    2005-05-01

    Distributed collaboration is an emerging technology for the 21st century that will significantly change how business is conducted in the defense and commercial sectors. Collaboration involves two or more geographically dispersed entities working together to create a "product" by sharing and exchanging data, information, and knowledge. A product is defined broadly to include, for example, writing a report, creating software, designing hardware, or implementing robust systems engineering and capability planning processes in an organization. Collaborative environments provide the framework and integrate models, simulations, domain specific tools, and virtual test beds to facilitate collaboration between the multiple disciplines needed in the enterprise. The Air Force Research Laboratory (AFRL) is conducting a leading edge program in developing distributed collaborative technologies targeted to the Air Force's implementation of systems engineering for a simulation-aided acquisition and capability-based planning. The research is focusing on the open systems agent-based framework, product and process modeling, structural architecture, and the integration technologies - the glue to integrate the software components. In past four years, two live assessment events have been conducted to demonstrate the technology in support of research for the Air Force Agile Acquisition initiatives. The AFRL Collaborative Environment concept will foster a major cultural change in how the acquisition, training, and operational communities conduct business.

  7. [Virtual reality in neurosurgery].

    Science.gov (United States)

    Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S

    2000-03-01

    Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.

  8. Agreements in Virtual Organizations

    Science.gov (United States)

    Pankowska, Malgorzata

    This chapter is an attempt to explain the important impact that contract theory delivers with respect to the concept of virtual organization. The author believes that not enough research has been conducted in order to transfer theoretical foundations for networking to the phenomena of virtual organizations and open autonomic computing environment to ensure the controllability and management of them. The main research problem of this chapter is to explain the significance of agreements for virtual organizations governance. The first part of this chapter comprises explanations of differences among virtual machines and virtual organizations for further descriptions of the significance of the first ones to the development of the second. Next, the virtual organization development tendencies are presented and problems of IT governance in highly distributed organizational environment are discussed. The last part of this chapter covers analysis of contracts and agreements management for governance in open computing environments.

  9. Virtual currencies : Real opportunities?

    OpenAIRE

    Selldahl, Sara

    2013-01-01

    AbstractThe European Central Bank defines virtual currencies as ”unregulated, digital money, which is issued and usuallycontrolled by its developers, and used and accepted among the members of a specific virtual community.”(European Central Bank, 2012, p. 5) The interest in virtual currencies has increased immensely over the last fewyears as they become increasingly prevalent in our society across many different industries. Up until now, the field ofvirtual currencies has been mainly uncharte...

  10. Real and virtual radiation

    International Nuclear Information System (INIS)

    Wolynec, E.

    1988-01-01

    Electrodisintegration cross sections related to the corresponding photonuclear process through virtual-photon spectra. A brief review of virtual-photon theory is presented. Calculations of DWBA virtual-photon spectra for finite nuclei are compared with experimental results. The multipole decomposition of electrodisintegration cross sections using these spectra is discussed and several experimental results are presented. A brief review for the bremsstrahlung cross section is also presented. (author) [pt

  11. 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....

  12. High availability using virtualization

    International Nuclear Information System (INIS)

    Calzolari, Federico; Arezzini, Silvia; Ciampa, Alberto; Mazzoni, Enrico; Domenici, Andrea; Vaglini, Gigliola

    2010-01-01

    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 the running virtual machines to be distributed over a small number of servers, by exploiting the features of the virtualization layer: start, stop and move virtual machines between physical hosts. The 3RC system is based on a finite state machine, 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 virtual hosts. The whole Grid data center SNS-PISA is running at the moment in virtual environment under the high availability system.

  13. Virtual Environments for Training

    National Research Council Canada - National Science Library

    Stiles, R

    1998-01-01

    .... Progress on productization of the VET Training Studio software includes increased robustness for Vista virtual environment display and interaction services, a new capability to use the STEVE visual...

  14. Photon virtual bound state

    International Nuclear Information System (INIS)

    Inoue, J.; Ohtaka, K.

    2004-01-01

    We study virtual bound states in photonics, which are a vectorial extension of electron virtual bound states. The condition for these states is derived. It is found that the Mie resonant state which satisfies the condition that the size parameter is less than the angular momentum should be interpreted as a photon virtual bound state. In order to confirm the validity of the concept, we compare the photonic density of states, the width of which represents the lifetime of the photon virtual bound states, with numerical results

  15. 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...

  16. 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...

  17. Agent and user inhabited virtual communities: A case study

    NARCIS (Netherlands)

    Nijholt, Antinus; Howlett, R.J.; Jain, L.C.

    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. This environment is a laboratory for research and experiments

  18. The Virtual Factory Teaching System (VFTS): Project Review and Results.

    Science.gov (United States)

    Kazlauskas, E. J.; Boyd, E. F., III; Dessouky, M. M.

    This paper presents a review of the Virtual Factory Teaching (VFTS) project, a Web-based, multimedia collaborative learning network. The system allows students, working alone or in teams, to build factories, forecast demand for products, plan production, establish release rules for new work into the factory, and set scheduling rules for…

  19. Leadership in MMOGs: A Field of Research on Virtual Teams

    Science.gov (United States)

    Mysirlaki, Sofia; Paraskeva, Fotini

    2012-01-01

    As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…

  20. Building Virtual Teams: Experiential Learning Using Emerging Technologies

    Science.gov (United States)

    Hu, Haihong

    2015-01-01

    Currently, virtual teams are being used exponentially in higher education and business because of the development of technologies and globalization. These teams have become an essential approach for collaborative learning as well as task completion. Team learning, especially in an online format, can be challenging due to lack of effective…

  1. Remote and Virtual Labs @ exp.at’11

    Directory of Open Access Journals (Sweden)

    Maria Teresa Restivo

    2012-03-01

    Full Text Available exp.at’11, the first event of Experiment@, a new International Conference series devoted to online experimentation, had as scope to contribute to the world capabilities in online experimentation and in particular in remote and virtual labs, fostering the collaborative work in emergent technologies.

  2. Collaborative airport passenger management with a virtual control room

    OpenAIRE

    Rudolph, Florian; Grunewald, Erik; Schiele, Martin; Ayazkhani, Amir

    2017-01-01

    Key performance indicator-driven connection management at airports with public transportation services Integrated traffic management across a range of shareholders within a widespread network requires a definition of KPIs to assess intermodal performance. Their purpose is to monitor and analyze the technical performance of individual modules of a transportation network, e.g. an airport. Actions recommended to optimize operations and to maintain operation durin...

  3. Virtual microscopy: Merging of computer mediated collaboration and intuitive interfacing

    OpenAIRE

    De Ridder, H.; De Ridder-Sluiter, J.G.; Kluin, P.M.; Christiaans, H.H.C.M.

    2009-01-01

    Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pat...

  4. Virtual microscopy : Merging of computer mediated collaboration and intuitive interfacing

    NARCIS (Netherlands)

    De Ridder, H.; De Ridder-Sluiter, J.G.; Kluin, P.M.; Christiaans, H.H.C.M.

    2009-01-01

    Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios

  5. The GRIFFIN Collaborative Virtual Community for Architectural Knowledge Management

    NARCIS (Netherlands)

    Lago, Patricia; Farenhorst, Rik; Avgeriou, Paris; Boer, Remco C. de; Clerc, Viktor; Jansen, Anton; Vliet, Hans van

    2010-01-01

    Modern software architecting increasingly often takes place in geographically distributed contexts involving teams of professionals and customers with different backgrounds and roles. So far, attention and effort have been mainly dedicated to individuals sharing already formalized knowledge and less

  6. Collaborative Contracting in Projects

    NARCIS (Netherlands)

    Suprapto, M.

    2016-01-01

    Project practitioners have increasingly recognized the importance of collaborative relationships to ensure successful executions of projects. However, the ability to sustain and consistenly drive real collaborative attitudes and behavior for achieving the desired outcomes remains of enduring

  7. Global Collaborative STEM Education

    Science.gov (United States)

    Meabh Kelly, Susan; Smith, Walter

    2016-04-01

    Global Collaborative STEM Education, as the name suggests, simultaneously supports two sets of knowledge and skills. The first set is STEM -- science, technology, engineering and math. The other set of content knowledge and skills is that of global collaboration. Successful global partnerships require awareness of one's own culture, the biases embedded within that culture, as well as developing awareness of the collaborators' culture. Workforce skills fostered include open-mindedness, perseverance when faced with obstacles, and resourceful use of technological "bridges" to facilitate and sustain communication. In respect for the 2016 GIFT Workshop focus, Global Collaborative STEM Education projects dedicated to astronomy research will be presented. The projects represent different benchmarks within the Global Collaborative STEM Education continuum, culminating in an astronomy research experience that fully reflects how the global STEM workforce collaborates. To facilitate wider engagement in Global Collaborative STEM Education, project summaries, classroom resources and contact information for established international collaborative astronomy research projects will be disseminated.

  8. Concourse: the design of an online collaborated writing center

    NARCIS (Netherlands)

    de Vries, Sjoerd A.

    2003-01-01

    The project presented here is Concourse. The project is aiming at the development of an online writing community as a study support environment for student in Higher Education. Concourse is the name of an online collaborated writing center and is intended as a virtual space for online interaction, a

  9. Collaborative Learning: Theoretical Foundations and Applicable Strategies to University

    Science.gov (United States)

    Roselli, Nestor D.

    2016-01-01

    Collaborative learning is a construct that identifies a current strong field, both in face-to-face and virtual education. Firstly, three converging theoretical sources are analyzed: socio-cognitive conflict theory, intersubjectivity theory and distributed cognition theory. Secondly, a model of strategies that can be implemented by teachers to…

  10. Learning Spaces and Collaborative Work: Barriers or Supports?

    Science.gov (United States)

    King, Hayley

    2016-01-01

    Drawing on 18 months of fieldwork, this article discusses the use of physical, virtual and social space to support collaborative work in translator education programs. The study adopted a contrastive ethnography approach that incorporated single- and multiple-case design rationales for site selection. Extended observation, informal chats and…

  11. AudioMUD: a multiuser virtual environment for blind people.

    Science.gov (United States)

    Sánchez, Jaime; Hassler, Tiago

    2007-03-01

    A number of virtual environments have been developed during the last years. Among them there are some applications for blind people based on different type of audio, from simple sounds to 3-D audio. In this study, we pursued a different approach. We designed AudioMUD by using spoken text to describe the environment, navigation, and interaction. We have also introduced some collaborative features into the interaction between blind users. The core of a multiuser MUD game is a networked textual virtual environment. We developed AudioMUD by adding some collaborative features to the basic idea of a MUD and placed a simulated virtual environment inside the human body. This paper presents the design and usability evaluation of AudioMUD. Blind learners were motivated when interacted with AudioMUD and helped to improve the interaction through audio and interface design elements.

  12. A Virtual History of Mauritius

    African Journals Online (AJOL)

    admpather

    University of Mauritius, Réduit, Mauritius. 116. A Virtual History ... out will be presented. Keywords: Virtual Heritage, Virtual Reality, Archaeology, Mauritius ... money would better be spent on other major education and IT development projects ...

  13. Analysis of aggregation and disaggregation effects for grid-based hydrological models and the development of improved precipitation disaggregation procedures for GCMs

    Directory of Open Access Journals (Sweden)

    H. S. Wheater

    1999-01-01

    Full Text Available Appropriate representation of hydrological processes within atmospheric General Circulation Models (GCMs is important with respect to internal model dynamics (e.g. surface feedback effects on atmospheric fluxes, continental runoff production and to simulation of terrestrial impacts of climate change. However, at the scale of a GCM grid-square, several methodological problems arise. Spatial disaggregation of grid-square average climatological parameters is required in particular to produce appropriate point intensities from average precipitation. Conversely, aggregation of land surface heterogeneity is necessary for grid-scale or catchment scale application. The performance of grid-based hydrological models is evaluated for two large (104km2 UK catchments. Simple schemes, using sub-grid average of individual land use at 40 km scale and with no calibration, perform well at the annual time-scale and, with the addition of a (calibrated routing component, at the daily and monthly time-scale. Decoupling of hillslope and channel routing does not necessarily improve performance or identifiability. Scale dependence is investigated through application of distribution functions for rainfall and soil moisture at 100 km scale. The results depend on climate, but show interdependence of the representation of sub-grid rainfall and soil moisture distribution. Rainfall distribution is analysed directly using radar rainfall data from the UK and the Arkansas Red River, USA. Among other properties, the scale dependence of spatial coverage upon radar pixel resolution and GCM grid-scale, as well as the serial correlation of coverages are investigated. This leads to a revised methodology for GCM application, as a simple extension of current procedures. A new location-based approach using an image processing technique is then presented, to allow for the preservation of the spatial memory of the process.

  14. The virtual GULLIVER project

    NARCIS (Netherlands)

    Trappl, R.; Nijholt, Antinus; Stuk, M.; Zwiers, Jakob

    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

  15. A Virtual Good Idea

    Science.gov (United States)

    Bolch, Matt

    2009-01-01

    School districts across the country have always had to do more with less. Funding goes only so far, leaving administrators and IT staff to find innovative ways to save money while maintaining a high level of academic quality. Creating virtual servers accomplishes both tasks, district technology personnel say. Virtual environments not only allow…

  16. 10 Myths of Virtualization

    Science.gov (United States)

    Schaffhauser, Dian

    2012-01-01

    Half of servers in higher ed are virtualized. But that number's not high enough for Link Alander, interim vice chancellor and CIO at the Lone Star College System (Texas). He aspires to see 100 percent of the system's infrastructure requirements delivered as IT services from its own virtualized data centers or other cloud-based operators. Back in…

  17. 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...

  18. 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.

  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. 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...

  1. Virtual Pediatric Hospital

    Science.gov (United States)

    ... Thoracopaedia - An Imaging Encyclopedia of Pediatric Thoracic Disease Virtual Pediatric Hospital is the Apprentice's Assistant™ Last revised ... pediatric resources: GeneralPediatrics.com | PediatricEducation.org | SearchingPediatrics.com Virtual Pediatric Hospital is curated by Donna M. D' ...

  2. 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…

  3. State Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2003-01-01

    Virtual library? Electronic library? Digital library? Online information network? These all apply to the growing number of Web-based resource collections managed by consortiums of state library entities. Some, like "INFOhio" and "KYVL" ("Kentucky Virtual Library"), have been available for a few years, but others are just starting. Searching for…

  4. Who Benefits from Virtuality?

    Science.gov (United States)

    Harper, Barry; Hedberg, John G.; Wright, Rob

    2000-01-01

    Discusses the use of constructivist frameworks to develop effective and successful learning environments, including educational software. Topics include technology supporting reform; virtuality and multimedia; attributes of interactive multimedia and virtual reality; and examples of context and learner active participation. (Contains 35…

  5. Virtual Reality in Psychology

    Science.gov (United States)

    Foreman, Nigel

    2009-01-01

    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…

  6. Virtual reality musical instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...

  7. 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....

  8. Virtual Peace Education

    Science.gov (United States)

    Firer, Ruth

    2008-01-01

    This article is based on the convictions that peace education is the basis for any sustainable non-violent relations between parties in a conflict, and that virtual peace education is almost the only feasible way to practise peace education in an open violent conflict as is the current Israeli/Palestinians one. Moreover, virtual peace education…

  9. Representing Large Virtual Worlds

    NARCIS (Netherlands)

    Kol, T.R.

    2018-01-01

    The ubiquity of large virtual worlds and their growing complexity in computer graphics require efficient representations. This means that we need smart solutions for the underlying storage of these complex environments, but also for their visualization. How the virtual world is best stored and how

  10. 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...

  11. The Erasmus Virtual Campus

    Science.gov (United States)

    Isakeit, D.

    2002-02-01

    The Erasmus Virtual Campus was inaugurated in September 2000 to bring together scientists and engineers interested in using the International Space Station and other facilities for their research. It also provides the foundation for creating Virtual Institutes in selected scientific disciplines. The current capabilities of the Campus are highlighted, along with plans for the future.

  12. Experiences of Collaborative Research

    Science.gov (United States)

    Kahneman, Daniel

    2003-01-01

    The author's personal history of the research that led to his recognition in economics is described, focusing on the process of collaboration and on the experience of controversy. The author's collaboration with Amos Tversky dealt with 3 major topics: judgment under uncertainty, decision making, and framing effects. A subsequent collaboration,…

  13. Organization Virtual or Networked?

    Directory of Open Access Journals (Sweden)

    Rūta Tamošiūnaitė

    2013-08-01

    Full Text Available Purpose—to present distinction between “virtual organization” and “networked organization”; giving their definitions.Design/methodology/approach—review of previous researches, systemic analyses of their findings and synthesis of distinctive characteristics of ”virtual organization” and “networked organization.”Findings—the main result of the research is key diverse features separating ”virtual organization” and ”networked organization.” Definitions of “virtual organization” and “networked organization” are presented.Originality/Value—distinction between “virtual organization” and “networked organization” creates possibilities to use all advantages of those types of organizations and gives foundation for deeper researches in this field.Research type: general review.

  14. Collaborative Learning with Screen-Based Simulation in Health Care Education: An Empirical Study of Collaborative Patterns and Proficiency Development

    Science.gov (United States)

    Hall, L. O.; Soderstrom, T.; Ahlqvist, J.; Nilsson, T.

    2011-01-01

    This article is about collaborative learning with educational computer-assisted simulation (ECAS) in health care education. Previous research on training with a radiological virtual reality simulator has indicated positive effects on learning when compared to a more conventional alternative. Drawing upon the field of Computer-Supported…

  15. Using Five Stage Model to Design of Collaborative Learning Environments in Second Life

    Science.gov (United States)

    Orhan, Sevil; Karaman, M. Kemal

    2014-01-01

    Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…

  16. Organizing distributed knowledge for collaborative action: Structure, functioning, and emergence of organizational transactive memory systems

    NARCIS (Netherlands)

    Schakel, J.K.

    2013-01-01

    In the domain of safety and security specialized organizations often have to collaborate on an occasional basis with other organizations to head challenges that none of the partners can head (as easily) on its own. Such collaborations are temporal and often virtual in nature. One emerging

  17. Using Wikis to Investigate Communication, Collaboration and Engagement in Capstone Engineering Design Projects

    Science.gov (United States)

    Berthoud, L.; Gliddon, J.

    2018-01-01

    In today's global Aerospace industry, virtual workspaces are commonly used for collaboration between geographically distributed multidisciplinary teams. This study investigated the use of wikis to look at communication, collaboration and engagement in 'Capstone' team design projects at the end of an engineering degree. Wikis were set up for teams…

  18. Coordinated Implicitly? An Empirical Study on the Role of Social Media in Collaborative Learning

    Science.gov (United States)

    Zhang, Xi; Chen, Hui; Ordóñez de Pablos, Patricia; Lytras, Miltiadis D.; Sun, Yongqiang

    2016-01-01

    As social media is widely adopted in collaborative learning, which places teams in a virtual environment, it is critical for teams to identify and leverage the knowledge of their members. Yet little is known about how social media influences teams to coordinate their knowledge and collaborate effectively. In this research, we explore the roles of…

  19. 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.

  20. Designing Facilities for Collaborative Operations

    Science.gov (United States)

    Norris, Jeffrey; Powell, Mark; Backes, Paul; Steinke, Robert; Tso, Kam; Wales, Roxana

    2003-01-01

    ; at worst, operational performance would deteriorate. Elements of this methodology were applied to the design of three operations facilities for a series of rover field tests. These tests were observed by human-factors researchers and their conclusions are being used to refine and extend the methodology to be used in the final design of the MER operations facility. Further work is underway to evaluate the use of personal digital assistant (PDA) units as portable input interfaces and communication devices in future mission operations facilities. A PDA equipped for wireless communication and Ethernet, Bluetooth, or another networking technology would cost less than a complete computer system, and would enable a collaborator to communicate electronically with computers and with other collaborators while moving freely within the virtual environment created by a shared immersive graphical display.