WorldWideScience

Sample records for highly interactive virtual

  1. Virtual photon interactions in high energy QCD

    International Nuclear Information System (INIS)

    Gieseke, S.

    2001-07-01

    We study the interactions of virtual photons in the high energy limit of quantum chromodynamics (QCD). The subject is discussed in terms of two closely linked applications: the calculation of the total cross section for γ * γ * -scattering and the description of DIS in the colour dipole model. We calculate virtual corrections in α s to the process γ * q → (qq)q and the tree level process γ * q → (qqg)q in the high energy limit. From this calculation we obtain one-loop corrections to the effective γ * -reggeon-qq-vertex in the helicity basis of the virtual photon and the qq-pair. The loop integrals for the virtual corrections have been performed and expressed in dimensional regularization in terms of logarithms and dilogarithms. We have convoluted the virtual one-loop matrix elements with tree level matrix elements and expressed the integrals over the phase space of the qq-pair explicitly in terms of a set of standard integrals. The real corrections have been calculated and, in case of the longitudinal polarization, expressed in factorized form. From these calculations, the impact factor of virtual photons will be determined, allowing for a first prediction of the total cross section for γ * γ * -scattering in the next-to-leading-log s approximation. The calculations in this thesis extend the photon wave function picture in the colour dipole model to next-to-leading order. For this purpose, the real corrections with a qqg final state are analyzed in transverse configuration space and interpreted as a first higher Fock component of the photon wave function. In addition, the matrix elements that have been calculated in this thesis are needed for the calculation of jet cross sections. (orig.)

  2. 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...

  3. Virtual-Reality-Based Social Interaction Training for Children with High-Functioning Autism

    Science.gov (United States)

    Ke, Fengfeng; Im, Tami

    2013-01-01

    Employing the multiple-baseline across-subjects design, the authors examined the implementation and potential effect of a virtual-reality-based social interaction program on the interaction and communication performance of children with high functioning autism. The data were collected via behavior observation and analysis, questionnaires, and…

  4. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct...... control of the camera by the player increases the complexity of the interaction and reduces the designer's control on game storytelling. A completely designer-driven camera releases the player from the burden of controlling the point of view, but might generate undesired camera behaviours. Furthermore......, if the content of the game is procedurally generated, the designer might not have the necessary information to dene a priori the camera positions and movements. Automatic camera control aims to dene an abstraction layer that permits to control the camera using high-level and environment-independent rules...

  5. Virtual Interactive Space (VIS)

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2015-01-01

    This paper shares code that enables the making of a Virtual Interactive Space (VIS) where the skin of the invisible active sensor area is dynamically responsive to the velocity of a limb e.g. hand. Used in proprioception training of movement the patch is at the core of the author’s Reafferentation...

  6. Interactive virtual optical laboratories

    Science.gov (United States)

    Liu, Xuan; Yang, Yi

    2017-08-01

    Laboratory experiences are essential for optics education. However, college students have limited access to advanced optical equipment that is generally expensive and complicated. Hence there is a need for innovative solutions to expose students to advanced optics laboratories. Here we describe a novel approach, interactive virtual optical laboratory (IVOL) that allows unlimited number of students to participate the lab session remotely through internet, to improve laboratory education in photonics. Although students are not physically conducting the experiment, IVOL is designed to engage students, by actively involving students in the decision making process throughout the experiment.

  7. Interacting with a Virtual Conductor

    NARCIS (Netherlands)

    Bos, Pieter; Reidsma, Dennis; Ruttkay, Zsófia; Nijholt, Anton; Harper, Richard; Rauterberg, Matthias; Combetto, Marco

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

  8. Academic Performance, Course Completion Rates, and Student Perception of the Quality and Frequency of Interaction in a Virtual High School

    Science.gov (United States)

    Hawkins, Abigail; Graham, Charles R.; Sudweeks, Richard R.; Barbour, Michael K.

    2013-01-01

    This study examined the relationship between students' perceptions of teacher-student interaction and academic performance at an asynchronous, self-paced, statewide virtual high school. Academic performance was measured by grade awarded and course completion. There were 2269 students who responded to an 18-item survey designed to measure student…

  9. High-Throughput Quantification of Bacterial-Cell Interactions Using Virtual Colony Counts

    Directory of Open Access Journals (Sweden)

    Stefanie Hoffmann

    2018-02-01

    Full Text Available The quantification of bacteria in cell culture infection models is of paramount importance for the characterization of host-pathogen interactions and pathogenicity factors involved. The standard to enumerate bacteria in these assays is plating of a dilution series on solid agar and counting of the resulting colony forming units (CFU. In contrast, the virtual colony count (VCC method is a high-throughput compatible alternative with minimized manual input. Based on the recording of quantitative growth kinetics, VCC relates the time to reach a given absorbance threshold to the initial cell count using a series of calibration curves. Here, we adapted the VCC method using the model organism Salmonella enterica sv. Typhimurium (S. Typhimurium in combination with established cell culture-based infection models. For HeLa infections, a direct side-by-side comparison showed a good correlation of VCC with CFU counting after plating. For MDCK cells and RAW macrophages we found that VCC reproduced the expected phenotypes of different S. Typhimurium mutants. Furthermore, we demonstrated the use of VCC to test the inhibition of Salmonella invasion by the probiotic E. coli strain Nissle 1917. Taken together, VCC provides a flexible, label-free, automation-compatible methodology to quantify bacteria in in vitro infection assays.

  10. 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.

  11. 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

  12. Clustering avatars behaviours from Virtual Worlds interactions

    OpenAIRE

    Bello Orgaz, Gema; R-Moreno, María Dolores; Camacho, David; Barrero, David F.

    2012-01-01

    This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 4th International Workshop on Web Intelligence & Communities, http://dx.doi.org/10.1145/2189736.2189743 Virtual Worlds (VWs) platforms and applications provide a practical implementation of the Metaverse concept. These applications, as highly inmersive and interactive 3D environments, have become very popular in soci...

  13. Human and Virtual Agents Interacting in the Virtuality Continuum

    NARCIS (Netherlands)

    Nijholt, Antinus; Miyares Bermúdez, E.; Ruiz Miyares, L.

    2006-01-01

    We introduce several of our projects in an overview that makes it possible to compare research approaches on interaction modeling in virtual, mixed-reality and real (physical) environments. For these environments, interaction modeling means multimodal (verbal and nonverbal) interaction modeling

  14. Intelligent Motion and Interaction Within Virtual Environments

    Science.gov (United States)

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

    2007-01-01

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

  15. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-03-01

    In this work we aim to implement and evaluate alternative approaches for interacting with virtual environments on mobile devices for navigation, object selection and manipulation. Interaction with objects in virtual worlds using traditional input such as current state-of-the-art devices is often difficult and could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. We have developed new methods to perform different kinds of interactions using a mobile device (e.g. a smartphone) both as input device, performing selection and manipulation of objects, and as output device, utilizing the screen as an extra view (virtual camera or information display). Our hypothesis is that interaction via mobile devices facilitates simple tasks like the ones described within immersive virtual reality systems. We present here our initial implementation and result. © 2013 IEEE.

  16. Human and Virtual Agents Interacting in the Virtuality Continuum

    NARCIS (Netherlands)

    Nijholt, Antinus

    2004-01-01

    In this paper we take a multi-party interaction point of view on our research on multimodal interactions between agents in various virtual environments: an educational environment, a meeting environment, and a storytelling environment. These environments are quite different. All these environments

  17. Social Interaction Development through Immersive Virtual Environments

    Science.gov (United States)

    Beach, Jason; Wendt, Jeremy

    2014-01-01

    The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…

  18. Virtual Reality Interaction Using Mobile Devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-07-01

    With the use of an immersive display system such as CAVE system, the user is able to realize a 3D immersive virtual environment realistically. However, interacting with virtual worlds in CAVE systems using traditional input devices to perform easy operations such as manipulation, object selection, and navigation is often difficult. This difficulty could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. Our research aims to implement and evaluate alternative approaches of interaction with immersive virtual environments on mobile devices for manipulation and object selection tasks. As many researchers have noted, using a mobile device as an interaction device has a number of advantages, including built-in display, built-in control, and touch screen facility. These advantages facilitate simple tasks within immersive virtual environments. This research proposes new methods using mobile devices like Smart-phones to perform di↵erent kinds of interactions both as an input device, (e.g. performing selection and manipulation of objects) and as an output device (e.g. utilizing the screen as an extra view for a virtual camera or information display). Moreover, we developed a prototype system to demonstrate and informally evaluate these methods. The research conclusion suggests using mobile devices as a 3D-controller. This will be a more intuitive approach to interact within the virtual environment.

  19. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.; Acevedo-Feliz, Daniel; Schulze, Jü rgen P.

    2013-01-01

    such as current state-of-the-art devices is often difficult and could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. We have developed new methods to perform different kinds of interactions using a mobile device (e.g. a

  20. Natural interaction for mobile virtual reality

    OpenAIRE

    Prosenik, Uroš

    2016-01-01

    Virtual reality (VR) has recently become a real hit. Also, an increasing number of mobile devices that are used for everyday needs support and are powerful enough to run VR applications. As a result, the market is growing in number of VR glasses, which project the image from mobile device screens to user eyes. These glasses can be from different manufacturers and different shapes. Many VR glasses do not provide any additional controllers for interaction with the mobile device. The user is lim...

  1. Interactive voxel graphics in virtual reality

    Science.gov (United States)

    Brody, Bill; Chappell, Glenn G.; Hartman, Chris

    2002-06-01

    Interactive voxel graphics in virtual reality poses significant research challenges in terms of interface, file I/O, and real-time algorithms. Voxel graphics is not so new, as it is the focus of a good deal of scientific visualization. Interactive voxel creation and manipulation is a more innovative concept. Scientists are understandably reluctant to manipulate data. They collect or model data. A scientific analogy to interactive graphics is the generation of initial conditions for some model. It is used as a method to test those models. We, however, are in the business of creating new data in the form of graphical imagery. In our endeavor, science is a tool and not an end. Nevertheless, there is a whole class of interactions and associated data generation scenarios that are natural to our way of working and that are also appropriate to scientific inquiry. Annotation by sketching or painting to point to and distinguish interesting and important information is very significant for science as well as art. Annotation in 3D is difficult without a good 3D interface. Interactive graphics in virtual reality is an appropriate approach to this problem.

  2. Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

    OpenAIRE

    Kyriakou, Marios; Pan, Xueni; Chrysanthou, Yiorgos

    2016-01-01

    This study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose-developed experiments in both Immersive and semi-Immersive Virtual Reality systems queried the impact of collision and basic interaction between real-users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements i...

  3. Sense of presence and anxiety during virtual social interactions between a human and virtual humans

    OpenAIRE

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M.G.

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using d...

  4. 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.

  5. Highly correlated calculations using optimized virtual orbital space with controlled accuracy. Application to counterpoise corrected interaction energy calculations

    Czech Academy of Sciences Publication Activity Database

    Kraus, M.; Pitoňák, Michal; Hobza, Pavel; Urban, M.; Neogrady, P.

    2012-01-01

    Roč. 112, č. 4 (2012), s. 948-959 ISSN 0020-7608 R&D Projects: GA MŠk LC512 Grant - others:Slovak Research and Development Agency(SK) APVV-20-018405; Slovak Grant Agency VEGA(SK) 1/0428/09; Slovak Grant Agency VEGA(SK) 1/0520/10 Institutional research plan: CEZ:AV0Z40550506 Keywords : OVOS * FNO * nocovalent interactions * hydrogen bonding * ctacking Subject RIV: CF - Physical ; Theoretical Chemistry Impact factor: 1.306, year: 2012

  6. An Interactive Virtual Reality System for On-Orbit Servicing

    OpenAIRE

    Sagardia, Mikel; Hertkorn, Katharina; Hulin, Thomas; Wolff, Robin; Hummel, Johannes; Dodiya, Janki; Gerndt, Andreas

    2013-01-01

    The growth of space debris is becoming a serious problem. There is an urgent need for mitigation measures based on maintenance, repair and de-orbiting technologies. Our video presents a virtual reality framework in which robotic maintenance tasks of satellites can be simulated interactively. The two key components of this framework are a realistic virtual reality simulation and an immersive interaction device. The peculiarity of the virtual reality simulation is the combi...

  7. Modeling three-dimensional interaction tasks for desktop virtual reality

    NARCIS (Netherlands)

    Liu, L.

    2011-01-01

    A virtual environment is an interactive, head-referenced computer display that gives a user the illusion of presence in real or imaginary worlds. Two most significant differences between a virtual environment and a more traditional interactive 3D computer graphics system are the extent of the user's

  8. Sense of presence and anxiety during virtual social interactions between a human and virtual humans.

    Science.gov (United States)

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M G

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD) with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001). However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively). The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels of anxiety in

  9. Gestural interaction in a virtual environment

    Science.gov (United States)

    Jacoby, Richard H.; Ferneau, Mark; Humphries, Jim

    1994-04-01

    This paper discusses the use of hand gestures (i.e., changing finger flexion) within a virtual environment (VE). Many systems now employ static hand postures (i.e., static finger flexion), often coupled with hand translations and rotations, as a method of interacting with a VE. However, few systems are currently using dynamically changing finger flexion for interacting with VEs. In our system, the user wears an electronically instrumented glove. We have developed a simple algorithm for recognizing gestures for use in two applications: automotive design and visualization of atmospheric data. In addition to recognizing the gestures, we also calculate the rate at which the gestures are made and the rate and direction of hand movement while making the gestures. We report on our experiences with the algorithm design and implementation, and the use of the gestures in our applications. We also talk about our background work in user calibration of the glove, as well as learned and innate posture recognition (postures recognized with and without training, respectively).

  10. Novel interactive virtual showcase based on 3D multitouch technology

    Science.gov (United States)

    Yang, Tao; Liu, Yue; Lu, You; Wang, Yongtian

    2009-11-01

    A new interactive virtual showcase is proposed in this paper. With the help of virtual reality technology, the user of the proposed system can watch the virtual objects floating in the air from all four sides and interact with the virtual objects by touching the four surfaces of the virtual showcase. Unlike traditional multitouch system, this system cannot only realize multi-touch on a plane to implement 2D translation, 2D scaling, and 2D rotation of the objects; it can also realize the 3D interaction of the virtual objects by recognizing and analyzing the multi-touch that can be simultaneously captured from the four planes. Experimental results show the potential of the proposed system to be applied in the exhibition of historical relics and other precious goods.

  11. Sense of presence and anxiety during virtual social interactions between a human and virtual humans

    NARCIS (Netherlands)

    Morina, N.; Brinkman, W.P.; Hartanto, D.; Emmelkamp, P.M.G.

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes.

  12. INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS

    Directory of Open Access Journals (Sweden)

    Evžen Thöndel

    2017-12-01

    Full Text Available Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles. The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design and control of an interactive motion platform with two degrees of freedom to be used in virtual reality applications. The paper provides the description of the control methods and new problems related to the virtual reality sickness are discussed here.

  13. Using Virtual Reality to Help Students with Social Interaction Skills

    Science.gov (United States)

    Beach, Jason; Wendt, Jeremy

    2015-01-01

    The purpose of this study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity to…

  14. New trends in interaction, virtual reality and modeling

    CERN Document Server

    Penichet, Victor MR; Gallud, José A

    2013-01-01

    The interaction between a user and a device forms the foundation of today's application design.Covering the following topics: * A suite of five structural principles helping designers to structure their mockups;* An agile method for exploiting desktop eye tracker equipment in combination with mobile devices;* An approach to explore large-scale collections based on classification systems;* A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems;* A low-cost virtual reality system that provides highly sati

  15. WAVE: Interactive Wave-based Sound Propagation for Virtual Environments.

    Science.gov (United States)

    Mehra, Ravish; Rungta, Atul; Golas, Abhinav; Ming Lin; Manocha, Dinesh

    2015-04-01

    We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.

  16. Virtual teamwork - Panoptic or Interactive Work design

    DEFF Research Database (Denmark)

    Rasmussen, Lauge Baungaard

    2012-01-01

    The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across th...... the barriers of cultural differences, and with fewer face-to-face clues, Virtual teamwork involves demands regarding communication, trust and knowledge. The implications for future work design are immense, and still open for clarification and discussion.......The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across...

  17. Consumers’ Motivation to Interact in Virtual Food Communities

    DEFF Research Database (Denmark)

    Jacobsen, Lina; Tudoran, Ana Alina; Lähteenmäki, Liisa

    2017-01-01

    -present are strong mediators of the relationships especially between food involvement and behavioural interaction intention. The chance to learn from and present oneself to the community are reasons why consumers engage in interaction in virtual food communities, given their pre-existing interest in food and...... managers must keep in mind that these opportunities will only appeal to food involved consumers with a certain online interaction propensity...... of motivation to self-present to and learn from the community regarding consumers’ willingness to interact in virtual food communities. The study investigates 1) the associations between the pre-existing consumer interests in food and general online interaction, and consumers’ willingness to interact in virtual...

  18. Sense of presence and anxiety during virtual social interactions between a human and virtual humans

    Directory of Open Access Journals (Sweden)

    Nexhmedin Morina

    2014-04-01

    Full Text Available Virtual reality exposure therapy (VRET has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001. However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively. The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels

  19. Controlled interaction: strategies for using virtual reality to study perception.

    Science.gov (United States)

    Durgin, Frank H; Li, Zhi

    2010-05-01

    Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations.

  20. Human agency beliefs influence behaviour during virtual social interactions.

    Science.gov (United States)

    Caruana, Nathan; Spirou, Dean; Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.

  1. Human agency beliefs influence behaviour during virtual social interactions

    Directory of Open Access Journals (Sweden)

    Nathan Caruana

    2017-09-01

    Full Text Available In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants’ behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative “joint attention” game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other’s eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm (“Computer” condition. The other half were misled into believing that the virtual character was controlled by a second participant in another room (“Human” condition. Those in the “Human” condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the “Computer” condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect

  2. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  3. 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...

  4. 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....

  5. Experiencing 3D interactions in virtual reality and augmented reality

    NARCIS (Netherlands)

    Martens, J.B.; Qi, W.; Aliakseyeu, D.; Kok, A.J.F.; Liere, van R.; Hoven, van den E.; Ijsselsteijn, W.; Kortuem, G.; Laerhoven, van K.; McClelland, I.; Perik, E.; Romero, N.; Ruyter, de B.

    2004-01-01

    We demonstrate basic 2D and 3D interactions in both a Virtual Reality (VR) system, called the Personal Space Station, and an Augmented Reality (AR) system, called the Visual Interaction Platform. Since both platforms use identical (optical) tracking hardware and software, and can run identical

  6. Inquiry style interactive virtual experiments: a case on circular motion

    International Nuclear Information System (INIS)

    Zhou Shaona; Wang Xiaojun; Xiao Hua; Han Jing; Pelz, Nathaniel; Peng Liangyu; Bao Lei

    2011-01-01

    Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop robust understandings of correct physics concepts, we have developed interactive virtual experiment simulations that have the unique feature of enabling students to experience force and motion via an analogue joystick, allowing them to feel the applied force and simultaneously see its effects. The simulations provide students learning experiences that integrate both scientific representations and low-level sensory cues such as haptic cues under a single setting. In this paper, we introduce a virtual experiment module on circular motion. A controlled study has been conducted to evaluate the impact of using this virtual experiment on students' learning of force and motion in the context of circular motion. The results show that the interactive virtual experiment method is preferred by students and is more effective in helping students grasp the physics concepts than the traditional education method such as problem-solving practices. Our research suggests that well-developed interactive virtual experiments can be useful tools in teaching difficult concepts in science.

  7. Inquiry style interactive virtual experiments: a case on circular motion

    Energy Technology Data Exchange (ETDEWEB)

    Zhou Shaona; Wang Xiaojun; Xiao Hua [School of Physics and Telecommunication Engineering, South China Normal University, Guangzhou 510006 (China); Han Jing; Pelz, Nathaniel; Peng Liangyu; Bao Lei, E-mail: xiaoh@scnu.edu.cn, E-mail: lbao@mps.ohio-state.edu [Department of Physics, Ohio State University, Columbus, OH 43210 (United States)

    2011-11-15

    Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop robust understandings of correct physics concepts, we have developed interactive virtual experiment simulations that have the unique feature of enabling students to experience force and motion via an analogue joystick, allowing them to feel the applied force and simultaneously see its effects. The simulations provide students learning experiences that integrate both scientific representations and low-level sensory cues such as haptic cues under a single setting. In this paper, we introduce a virtual experiment module on circular motion. A controlled study has been conducted to evaluate the impact of using this virtual experiment on students' learning of force and motion in the context of circular motion. The results show that the interactive virtual experiment method is preferred by students and is more effective in helping students grasp the physics concepts than the traditional education method such as problem-solving practices. Our research suggests that well-developed interactive virtual experiments can be useful tools in teaching difficult concepts in science.

  8. Virtual interactive presence and augmented reality (VIPAR) for remote surgical assistance.

    Science.gov (United States)

    Shenai, Mahesh B; Dillavou, Marcus; Shum, Corey; Ross, Douglas; Tubbs, Richard S; Shih, Alan; Guthrie, Barton L

    2011-03-01

    Surgery is a highly technical field that combines continuous decision-making with the coordination of spatiovisual tasks. We designed a virtual interactive presence and augmented reality (VIPAR) platform that allows a remote surgeon to deliver real-time virtual assistance to a local surgeon, over a standard Internet connection. The VIPAR system consisted of a "local" and a "remote" station, each situated over a surgical field and a blue screen, respectively. Each station was equipped with a digital viewpiece, composed of 2 cameras for stereoscopic capture, and a high-definition viewer displaying a virtual field. The virtual field was created by digitally compositing selected elements within the remote field into the local field. The viewpieces were controlled by workstations mutually connected by the Internet, allowing virtual remote interaction in real time. Digital renderings derived from volumetric MRI were added to the virtual field to augment the surgeon's reality. For demonstration, a fixed-formalin cadaver head and neck were obtained, and a carotid endarterectomy (CEA) and pterional craniotomy were performed under the VIPAR system. The VIPAR system allowed for real-time, virtual interaction between a local (resident) and remote (attending) surgeon. In both carotid and pterional dissections, major anatomic structures were visualized and identified. Virtual interaction permitted remote instruction for the local surgeon, and MRI augmentation provided spatial guidance to both surgeons. Camera resolution, color contrast, time lag, and depth perception were identified as technical issues requiring further optimization. Virtual interactive presence and augmented reality provide a novel platform for remote surgical assistance, with multiple applications in surgical training and remote expert assistance.

  9. Virtual Learning Simulations in High School

    DEFF Research Database (Denmark)

    Thisgaard, Malene Warming; Makransky, Guido

    2017-01-01

    The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory....... The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between...... the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks...

  10. VIGOR: Virtual Interaction with Gravitational Waves to Observe Relativity

    Science.gov (United States)

    Kitagawa, Midori; Kesden, Michael; Tranm, Ngoc; Venlayudam, Thulasi Sivampillai; Urquhart, Mary; Malina, Roger

    2017-05-01

    In 2015, a century after Albert Einstein published his theory of general relativity, the Laser Interferometer Gravitational-wave Observatory (LIGO) detected gravitational waves from binary black holes fully consistent with this theory. Our goal for VIGOR (Virtual-reality Interaction with Gravitational waves to Observe Relativity) is to communicate this revolutionary discovery to the public by visualizing the gravitational waves emitted by binary black holes. VIGOR has been developed using the Unity game engine and VR headsets (Oculus Rift DK2 and Samsung Gear VR). Wearing a VR headset, VIGOR users control an avatar to "fly" around binary black holes, experiment on the black holes by manipulating their total mass, mass ratio, and orbital separation, and witness how gravitational waves emitted by the black holes stretch and squeeze the avatar. We evaluated our prototype of VIGOR with high school students in 2016 and are further improving VIGOR based on our findings.

  11. Wearable Vibrotactile Haptic Device for Stiffness Discrimination during Virtual Interactions

    Directory of Open Access Journals (Sweden)

    Andualem Tadesse Maereg

    2017-09-01

    Full Text Available In this paper, we discuss the development of cost effective, wireless, and wearable vibrotactile haptic device for stiffness perception during an interaction with virtual objects. Our experimental setup consists of haptic device with five vibrotactile actuators, virtual reality environment tailored in Unity 3D integrating the Oculus Rift Head Mounted Display (HMD and the Leap Motion controller. The virtual environment is able to capture touch inputs from users. Interaction forces are then rendered at 500 Hz and fed back to the wearable setup stimulating fingertips with ERM vibrotactile actuators. Amplitude and frequency of vibrations are modulated proportionally to the interaction force to simulate the stiffness of a virtual object. A quantitative and qualitative study is done to compare the discrimination of stiffness on virtual linear spring in three sensory modalities: visual only feedback, tactile only feedback, and their combination. A common psychophysics method called the Two Alternative Forced Choice (2AFC approach is used for quantitative analysis using Just Noticeable Difference (JND and Weber Fractions (WF. According to the psychometric experiment result, average Weber fraction values of 0.39 for visual only feedback was improved to 0.25 by adding the tactile feedback.

  12. Gestural Interaction for Virtual Reality Environments through Data Gloves

    Directory of Open Access Journals (Sweden)

    G. Rodriguez

    2017-05-01

    Full Text Available In virtual environments, virtual hand interactions play a key role in interactivity and realism allowing to perform fine motions. Data glove is widely used in Virtual Reality (VR and through simulating a human hands natural anatomy (Avatar’s hands in its appearance and motion is possible to interact with the environment and virtual objects. Recently, hand gestures are considered as one of the most meaningful and expressive signals. As consequence, this paper explores the use of hand gestures as a mean of Human-Computer Interaction (HCI for VR applications through data gloves. Using a hand gesture recognition and tracking method, accurate and real-time interactive performance can be obtained. To verify the effectiveness and usability of the system, an experiment of ease learning based on execution’s time was performed. The experimental results demonstrate that this interaction’s approach does not present problems for people more experienced in the use of computer applications. While people with basic knowledge has some problems the system becomes easy to use with practice.

  13. Interactive Anatomy-Augmented Virtual Simulation Training.

    Science.gov (United States)

    Aebersold, Michelle; Voepel-Lewis, Terri; Cherara, Leila; Weber, Monica; Khouri, Christina; Levine, Robert; Tait, Alan R

    2018-02-01

    Traditionally, clinical psychomotor skills are taught through videos and demonstration by faculty which does not allow for the visualization of internal structures and anatomical landmarks that would enhance the learner skill performance. Sophomore and junior nursing students attending a large Midwestern Institution (N=69) participated in this mixed methods study. Students demonstrated their ability to place a nasogastric tube (NGT) after being randomly assigned to usual training (Control group) or an iPad anatomy-augmented virtual simulation training module (AR group). The ability of the participants to demonstrate competence in placing the NGT was assessed using a 17-item competency checklist. After the demonstration, students completed a survey to elicit information about students' level of training, prior experience with NGT placement, satisfaction with the AR technology, and perceptions of AR as a potential teaching tool for clinical skills training. The ability to correctly place the NGT through all the checklist items was statistically significant in the AR group compared with the control group (P = 0.011). Eighty-six percent of participants in the AR group rated AR as superior/far superior to other procedural training programs to which they had been exposed, whereas, only 5.9% of participants in the control group rated the control program as superior/far superior (P < 0.001). Overall the AR module was better received compared with the control group with regards to realism, identifying landmarks, visualization of internal organs, ease of use, usefulness, and promoting learning and understanding.

  14. Usage of a learning virtual environment with interactive virtual reality for helping in reactor engineering teaching

    International Nuclear Information System (INIS)

    Miguel, Lucas de Castro

    2017-01-01

    In the last few decades, several studies have been conducted regarding the effectiveness of the use of virtual reality as a teaching tool. New and complex IT tools (Information and Communication Technologies) have also been developed. One such tool, is the Virtual Learning Environment (VLE). VLEs are internet media that use cyberspace to convey didactic content and can complement the orthodox teaching method, allowing students a new way of understanding complex content through digital interaction. This work aims to teach the operation of the first and second cycles of a pressurized water nuclear reactor through the development and use of a VLE. The VLE will use interactive virtual reality to demonstrate to the student the 'anatomy' of a generating nuclear power plant. There are several possibilities for future work using this VLE. One is the use as a data repository and 'virtual exhibition room' of each component of the nuclear reactor that researchers are modelling and developing. With these virtual objects allocated in a category, teachers could use this VLE in the classroom as a teaching tool while researchers could use the platform as a quick and practical way of viewing their online work and sharing it with other researchers. Thus, this VLE will be an effective tool for spreading knowledge of nuclear power more easily within, as well as outside of the research community. (author)

  15. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

    Full Text Available Scientific visualization in technology of virtual reality is a graphical representation of virtual environment in the form of images or animation that can be displayed with various devices such as Head Mounted Display (HMD or monitors that can view threedimensional world. Research in real time is a desirable capability for scientific visualization and virtual reality in which we are immersed and make the research process easier. In this scientific paper the interaction between the user and objects in the virtual environment аrе in real time which gives a sense of reality to the user. Also, Quest3D VR software package is used and the movement of the user through the virtual environment, the impossibility to walk through solid objects, methods for grabbing objects and their displacement are programmed and all interactions between them will be possible. At the end some critical analysis were made on all of these techniques on various computer systems and excellent results were obtained.

  16. Social interactions in virtual reality exposure therapy: A proof-of-concept pilot study.

    Science.gov (United States)

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Kampmann, Isabel L; Emmelkamp, Paul M G

    2015-01-01

    Research on virtual reality exposure therapy (VRET) has demonstrated good treatment efficacy with regards to several anxiety disorders. Yet, there is lack of knowledge about the value of integrating interaction between clients and virtual humans in VRET. Such interaction might prove effective in treating psychological complaints that involve social interactions, such as social anxiety. A VRET system specifically designed to expose clients with social anxiety disorder to anxiety provoking social situations was applied to 16 and 18 individuals with high and low levels of social anxiety, respectively. Participants engaged in two exposure sessions in several free speech dialogues with virtual humans while being monitored by a therapist. Participants with high levels of social anxiety reported significantly lower levels of social anxiety three months after exposure to two virtual reality interaction sessions than before treatment (p anxiety, no significant change of social anxiety was reported between pre-treatment and follow-up. Additionally, participants in both groups reported higher self-efficacy three months after treatment than before treatment (ps ≤ 0.001). These findings indicate that virtual reality technology that incorporates social interactions may be successfully applied for therapeutic purposes.

  17. Seamless 3D interaction for virtual tables, projection planes, and CAVEs

    Science.gov (United States)

    Encarnacao, L. M.; Bimber, Oliver; Schmalstieg, Dieter; Barton, Robert J., III

    2000-08-01

    The Virtual Table presents stereoscopic graphics to a user in a workbench-like setting. This device shares with other large- screen display technologies (such as data walls and surround- screen projection systems) the lack of human-centered unencumbered user interfaces and 3D interaction technologies. Such shortcomings present severe limitations to the application of virtual reality (VR) technology to time- critical applications as well as employment scenarios that involve heterogeneous groups of end-users without high levels of computer familiarity and expertise. Traditionally such employment scenarios are common in planning-related application areas such as mission rehearsal and command and control. For these applications, a high grade of flexibility with respect to the system requirements (display and I/O devices) as well as to the ability to seamlessly and intuitively switch between different interaction modalities and interaction are sought. Conventional VR techniques may be insufficient to meet this challenge. This paper presents novel approaches for human-centered interfaces to Virtual Environments focusing on the Virtual Table visual input device. It introduces new paradigms for 3D interaction in virtual environments (VE) for a variety of application areas based on pen-and-clipboard, mirror-in-hand, and magic-lens metaphors, and introduces new concepts for combining VR and augmented reality (AR) techniques. It finally describes approaches toward hybrid and distributed multi-user interaction environments and concludes by hypothesizing on possible use cases for defense applications.

  18. High Quality Virtual Reality for Architectural Exhibitions

    DEFF Research Database (Denmark)

    Kreutzberg, Anette

    2016-01-01

    This paper will summarise the findings from creating and implementing a visually high quality Virtual Reality (VR) experiment as part of an international architecture exhibition. It was the aim to represent the architectural spatial qualities as well as the atmosphere created from combining natural...... and artificial lighting in a prominent not yet built project. The outcome is twofold: Findings concerning the integration of VR in an exhibition space and findings concerning the experience of the virtual space itself. In the exhibition, an important aspect was the unmanned exhibition space, requiring the VR...... experience to be self-explanatory. Observations of different visitor reactions to the unmanned VR experience compared with visitor reactions at guided tours with personal instructions are evaluated. Data on perception of realism, spatial quality and light in the VR model were collected with qualitative...

  19. Virtual reality in medicine-computer graphics and interaction techniques.

    Science.gov (United States)

    Haubner, M; Krapichler, C; Lösch, A; Englmeier, K H; van Eimeren, W

    1997-03-01

    This paper describes several new visualization and interaction techniques that enable the use of virtual environments for routine medical purposes. A new volume-rendering method supports shaded and transparent visualization of medical image sequences in real-time with an interactive threshold definition. Based on these rendering algorithms two complementary segmentation approaches offer an intuitive assistance for a wide range of requirements in diagnosis and therapy planning. In addition, a hierarchical data representation for geometric surface descriptions guarantees an optimal use of available hardware resources and prevents inaccurate visualization. The combination of the presented techniques empowers the improved human-machine interface of virtual reality to support every interactive task in medical three-dimensional (3-D) image processing, from visualization of unsegmented data volumes up to the simulation of surgical procedures.

  20. Teachers’ interactions and mathematics learning within a virtual environment

    Directory of Open Access Journals (Sweden)

    Aline Terra Salles

    2012-09-01

    Full Text Available The use of information and communication technology brings new ways of enrolment and motivation of individuals. These technologies have been an important vehicle for sharing information and constitute various communities. For this reason, it is necessary analysis of learning in virtual environments. The aim of this article focuses on the analysis of teachers interactions in the environment Virtual Math Team (VMT-Chat in addressing one problem of taxicab geometry. We study learning through different forms of participation of individuals within the environment. The results shows that the identification of different types of interlocution (evaluative, interpretative, informative and negociative allows the teacher the creation of strategies to contribute with the continuity of the debate and to promote the development of mathematical ideas emerged from interlocutions. The analysis also illustrates how teachers interacted online with the use of combinatorial analysis on the metric in taxicab geometry.

  1. Embedding a Virtual Patient Simulator in an Interactive Surgical lecture.

    Science.gov (United States)

    Kleinert, Robert; Plum, Patrick; Heiermann, Nadine; Wahba, Roger; Chang, De-Huan; Hölscher, Arnulf H; Stippel, Dirk L

    2016-01-01

    Lectures are traditionally used for teaching declarative knowledge. One established tool for clinical education is the demonstration of a real patient. The use of real patients in the daily clinical environment is increasingly difficult. The use of a virtual patient simulator (VPS) can potentially circumvent these problems. Unlimited availability and the opportunity of an electronic feedback system could possibly enrich traditional lectures by enabling more interactivity that meets the expectations of the current student generation. As students face the consequences of their own decisions they take a more active role in the lecture. VPS links declarative knowledge with visual perception that is known to influence students' motivation. Until now, there have been no reports covering the usage and validation of interactive VPS for supporting traditional lectures. In this study, we (1) described the development of a custom-made three-dimensional (3D) VPS for supporting the traditional lecture and (2) performed a feasibility study including an initial assessment of this novel educational concept. Conceptualization included definition of curricular content, technical realization and validation. A custom-made simulator was validated with 68 students. The degree of student acceptance was evaluated. Furthermore, the effect on knowledge gain was determined by testing prelecture and postlecture performance. A custom-made simulator prototype that displays a 3D virtual clinic environment was developed and linked to a PowerPoint presentation. Students were able to connect to the simulator via electronic devices (smartphones and tablets) and to control the simulator via majority vote. The simulator was used in 6 lectures and validated in 2 lectures with 68 students each. Student acceptance and their opinion about effectiveness and applicability were determined. Students showed a high level of motivation when using the simulator as most of them had fun using it. Effect on

  2. Using ECPs for Interactive Applications in Virtual Cinematography

    OpenAIRE

    Wu , Hui-Yin; Li , Tsai-Yen; Christie , Marc

    2017-01-01

    International audience; This paper introduces an interactive application of our previous work on the Patterns language as creative assistant for editing cameras in 3D virtual environments. Patterns is a set of vocabulary, which was inspired by professional film practice and textbook terminology. The vocabulary allows one to define recurrent stylistic constraints on a sequence of shots, which we term " embedded constraint pattern " (ECP). In our previous work, we proposed a solver that allows ...

  3. Unwritten rules: virtual bargaining underpins social interaction, culture, and society

    OpenAIRE

    Misyak, Jennifer B.; Melkonyan, Tigran; Zeitoun, Hossam; Chater, Nick

    2014-01-01

    Many social interactions require humans to coordinate their behavior across a range of scales. However, aspects of intentional coordination remain puzzling from within several approaches in cognitive science. Sketching a new perspective, we propose that the complex behavioral patterns – or 'unwritten rules' – governing such coordination emerge from an ongoing process of 'virtual bargaining'. Social participants behave on the basis of what they would agree to do if they were explicitly to barg...

  4. Interactive navigation and bronchial tube tracking in virtual bronchoscopy.

    Science.gov (United States)

    Heng, P A; Fung, P F; Wong, T T; Siu, Y H; Sun, H

    1999-01-01

    An interactive virtual environment for simulation of bronchoscopy is developed. Medical doctor can safely plan their surgical bronchoscopy using the virtual environment without any invasive diagnosis which may risk the patient's health. The 3D pen input device of the system allows the doctor to navigate and visualize the bronchial tree of the patient naturally and interactively. To navigate the patient's bronchial tree, a vessel tracking process is required. While manual tracking is tedious and labor-intensive, fully automatic tracking may not be reliable. We propose a semi-automatic tracking technique called Intelligent Path Tracker which provides automation and enough user control during the vessel tracking. To support an interactive frame rate, we also introduce a new volume rendering acceleration technique, named as IsoRegion Leaping. The volume rendering is further accelerated by distributed rendering on a TCP/IP-based network of low-cost PCs. With these approaches, a 256 x 256 x 256 volume data of human lung, can be navigated and visualized at a frame rate of over 10 Hz in our virtual bronchoscopy system.

  5. Highly immersive virtual reality laparoscopy simulation: development and future aspects.

    Science.gov (United States)

    Huber, Tobias; Wunderling, Tom; Paschold, Markus; Lang, Hauke; Kneist, Werner; Hansen, Christian

    2018-02-01

    Virtual reality (VR) applications with head-mounted displays (HMDs) have had an impact on information and multimedia technologies. The current work aimed to describe the process of developing a highly immersive VR simulation for laparoscopic surgery. We combined a VR laparoscopy simulator (LapSim) and a VR-HMD to create a user-friendly VR simulation scenario. Continuous clinical feedback was an essential aspect of the development process. We created an artificial VR (AVR) scenario by integrating the simulator video output with VR game components of figures and equipment in an operating room. We also created a highly immersive VR surrounding (IVR) by integrating the simulator video output with a [Formula: see text] video of a standard laparoscopy scenario in the department's operating room. Clinical feedback led to optimization of the visualization, synchronization, and resolution of the virtual operating rooms (in both the IVR and the AVR). Preliminary testing results revealed that individuals experienced a high degree of exhilaration and presence, with rare events of motion sickness. The technical performance showed no significant difference compared to that achieved with the standard LapSim. Our results provided a proof of concept for the technical feasibility of an custom highly immersive VR-HMD setup. Future technical research is needed to improve the visualization, immersion, and capability of interacting within the virtual scenario.

  6. Virtual learning environment for interactive engagement with advanced quantum mechanics

    Directory of Open Access Journals (Sweden)

    Mads Kock Pedersen

    2016-04-01

    Full Text Available A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  7. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-06-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  8. Interactive screen experiments-innovative virtual laboratories for distance learners

    International Nuclear Information System (INIS)

    Hatherly, P A; Jordan, S E; Cayless, A

    2009-01-01

    The desirability and value of laboratory work for physics students is a well-established principle and issues arise where students are inherently remote from their host institution, as is the case for the UK's Open University. In this paper, we present developments from the Physics Innovations Centre for Excellence in Teaching and Learning (piCETL) in the production and technology of the virtual laboratory resources, interactive screen experiments, and the benefits and drawbacks of such resources. We also explore the motivations behind current implementation of interactive screen experiments and examine evaluation strategies and outcomes through a series of case studies

  9. Research on tactical information display technology for interactive virtual cockpit

    Science.gov (United States)

    Sun, Zhongyun; Tian, Tao; Su, Feng

    2018-04-01

    Based on a fact that traditional tactical information display technology suffers from disadvantages of a large number of data to be transferred and low plotting efficiency in an interactive virtual cockpit, a GID protocol-based simulation has been designed. This method dissolves complex tactical information screens into basic plotting units. The indication of plotting units is controlled via the plotting commands, which solves the incompatibility between the tactical information display in traditional simulation and the desktop-based virtual simulation training system. Having been used in desktop systems for helicopters, fighters, and transporters, this method proves to be scientific and reasonable in design and simple and efficient in usage, which exerts a significant value in establishing aviation equipment technology support training products.

  10. Unwritten rules: virtual bargaining underpins social interaction, culture, and society.

    Science.gov (United States)

    Misyak, Jennifer B; Melkonyan, Tigran; Zeitoun, Hossam; Chater, Nick

    2014-10-01

    Many social interactions require humans to coordinate their behavior across a range of scales. However, aspects of intentional coordination remain puzzling from within several approaches in cognitive science. Sketching a new perspective, we propose that the complex behavioral patterns - or 'unwritten rules' - governing such coordination emerge from an ongoing process of 'virtual bargaining'. Social participants behave on the basis of what they would agree to do if they were explicitly to bargain, provided the agreement that would arise from such discussion is commonly known. Although intuitively simple, this interpretation has implications for understanding a broad spectrum of social, economic, and cultural phenomena (including joint action, team reasoning, communication, and language) that, we argue, depend fundamentally on the virtual bargains themselves. Copyright © 2014 The Authors. Published by Elsevier Ltd.. All rights reserved.

  11. AN INTERACTIVE LOGISTICS CENTRE INFORMATION INTEGRATION SYSTEM USING VIRTUAL REALITY

    Directory of Open Access Journals (Sweden)

    S. Hong

    2018-04-01

    Full Text Available The logistics industry plays a very important role in the operation of modern cities. Meanwhile, the development of logistics industry has derived various problems that are urgent to be solved, such as the safety of logistics products. This paper combines the study of logistics industry traceability and logistics centre environment safety supervision with virtual reality technology, creates an interactive logistics centre information integration system. The proposed system utilizes the immerse characteristic of virtual reality, to simulate the real logistics centre scene distinctly, which can make operation staff conduct safety supervision training at any time without regional restrictions. On the one hand, a large number of sensor data can be used to simulate a variety of disaster emergency situations. On the other hand, collecting personnel operation data, to analyse the improper operation, which can improve the training efficiency greatly.

  12. An Interactive Logistics Centre Information Integration System Using Virtual Reality

    Science.gov (United States)

    Hong, S.; Mao, B.

    2018-04-01

    The logistics industry plays a very important role in the operation of modern cities. Meanwhile, the development of logistics industry has derived various problems that are urgent to be solved, such as the safety of logistics products. This paper combines the study of logistics industry traceability and logistics centre environment safety supervision with virtual reality technology, creates an interactive logistics centre information integration system. The proposed system utilizes the immerse characteristic of virtual reality, to simulate the real logistics centre scene distinctly, which can make operation staff conduct safety supervision training at any time without regional restrictions. On the one hand, a large number of sensor data can be used to simulate a variety of disaster emergency situations. On the other hand, collecting personnel operation data, to analyse the improper operation, which can improve the training efficiency greatly.

  13. Interactive exploration of tokamak turbulence simulations in virtual reality

    International Nuclear Information System (INIS)

    Kerbel, G.D.; Pierce, T.; Milovich, J.L.; Shumaker, D.E.

    1996-01-01

    We have developed an immersive visualization system designed for interactive data exploration as an integral part of our computing environment for studying tokamak turbulence. This system of codes can reproduce the results of simulations visually for scrutiny in real time, interactively and with more realism than ever before. At peak performance, the VR system can present for view some 400 coordinated images per second. The long term vision this approach targets is a open-quote holodeck-like close-quote virtual-reality environment in which one can explore gyrofluid or gyrokinetic plasma simulations interactively and in real time, visually, with concurrent simulations of experimental diagnostic devices. In principle, such a open-quote virtual tokamak close-quote computed environment could be as all encompassing or as focussed as one likes, in terms of the physics involved. The computing framework in one within which a group of researchers can work together to produce a real and identifiable product with easy access to all contributions. This could be our version of NASA's next generation Numerical Wind Tunnel. The principal purpose of this VR capability for Numerical Tokamak simulation is to provide interactive visual experience to help create new ways of understanding aspects of the convective transport processes operating in tokamak fusion experiments. The effectiveness of the visualization method is strongly dependent on the density of frame-to-frame correlation. Below a threshold of this quantity, short term visual memory does not bridge the gap between frames well enough for there to exist a strong visual connection. Above the threshold, evolving structures appear clearly. The visualizations show the 3D structure of vortex evolution and the gyrofluid motion associated with it. We discovered that it was very helpful for visualizing the cross field flows to compress the virtual world in the toroidal angle

  14. 3D for Geosciences: Interactive Tangibles and Virtual Models

    Science.gov (United States)

    Pippin, J. E.; Matheney, M.; Kitsch, N.; Rosado, G.; Thompson, Z.; Pierce, S. A.

    2016-12-01

    Point cloud processing provides a method of studying and modelling geologic features relevant to geoscience systems and processes. Here, software including Skanect, MeshLab, Blender, PDAL, and PCL are used in conjunction with 3D scanning hardware, including a Structure scanner and a Kinect camera, to create and analyze point cloud images of small scale topography, karst features, tunnels, and structures at high resolution. This project successfully scanned internal karst features ranging from small stalactites to large rooms, as well as an external waterfall feature. For comparison purposes, multiple scans of the same object were merged into single object files both automatically, using commercial software, and manually using open source libraries and code. Files with format .ply were manually converted into numeric data sets to be analyzed for similar regions between files in order to match them together. We can assume a numeric process would be more powerful and efficient than the manual method, however it could lack other useful features that GUI's may have. The digital models have applications in mining as efficient means of replacing topography functions such as measuring distances and areas. Additionally, it is possible to make simulation models such as drilling templates and calculations related to 3D spaces. Advantages of using methods described here for these procedures include the relatively quick time to obtain data and the easy transport of the equipment. With regard to openpit mining, obtaining 3D images of large surfaces and with precision would be a high value tool by georeferencing scan data to interactive maps. The digital 3D images obtained from scans may be saved as printable files to create physical 3D-printable models to create tangible objects based on scientific information, as well as digital "worlds" able to be navigated virtually. The data, models, and algorithms explored here can be used to convey complex scientific ideas to a range of

  15. Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

    Science.gov (United States)

    Parmar, Dhaval

    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational

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

    Directory of Open Access Journals (Sweden)

    Gabor Aranyi

    2016-07-01

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

  17. The study of ethnic attitudes during interactions with avatars in virtual environments

    Directory of Open Access Journals (Sweden)

    Galina Ya. Menshikova

    2018-03-01

    the direction of mutual gaze. Results. The results showed that participants preferred to keep closer interpersonal distances from the avatars of the same ethnic group as their own. During interaction with avatars belonging to another ethnic group, significantly larger interpersonal distances were preferred. A significant correlation between the interpersonal distance and the PConclusion. Virtual reality technology provides a unique and valuable tool for social researchers, including in ethnic attitude studies. A complex method of measuring interpersonal distances and the Presence Effect allows us to assess the main variables during social interaction with high accuracy. The virtual environments designed for this study can be applied successfully not only for studying proxemic behavior, but also for accomplishing other tasks, such as developing communication skills and forming positive attitudes towards ethnic out-groups.resence Effect was also revealed.

  18. DOVIS: A Tool for High-throughput Virtual Screening

    National Research Council Canada - National Science Library

    Jiang, Xiaohui; Kumar, Kamal; Wallqvist, Anders; Reifman, Jaques

    2007-01-01

    We developed a DOcking-based Virtual Screening (DO DOVIS) pipeline to predict how small molecules may interact with a given protein, so that we can rank a large database of molecules based on their predicted affinities to the protein...

  19. Interactive 3D visualization for theoretical virtual observatories

    Science.gov (United States)

    Dykes, T.; Hassan, A.; Gheller, C.; Croton, D.; Krokos, M.

    2018-06-01

    Virtual observatories (VOs) are online hubs of scientific knowledge. They encompass a collection of platforms dedicated to the storage and dissemination of astronomical data, from simple data archives to e-research platforms offering advanced tools for data exploration and analysis. Whilst the more mature platforms within VOs primarily serve the observational community, there are also services fulfilling a similar role for theoretical data. Scientific visualization can be an effective tool for analysis and exploration of data sets made accessible through web platforms for theoretical data, which often contain spatial dimensions and properties inherently suitable for visualization via e.g. mock imaging in 2D or volume rendering in 3D. We analyse the current state of 3D visualization for big theoretical astronomical data sets through scientific web portals and virtual observatory services. We discuss some of the challenges for interactive 3D visualization and how it can augment the workflow of users in a virtual observatory context. Finally we showcase a lightweight client-server visualization tool for particle-based data sets, allowing quantitative visualization via data filtering, highlighting two example use cases within the Theoretical Astrophysical Observatory.

  20. Interactive 3D Visualization for Theoretical Virtual Observatories

    Science.gov (United States)

    Dykes, Tim; Hassan, A.; Gheller, C.; Croton, D.; Krokos, M.

    2018-04-01

    Virtual Observatories (VOs) are online hubs of scientific knowledge. They encompass a collection of platforms dedicated to the storage and dissemination of astronomical data, from simple data archives to e-research platforms offering advanced tools for data exploration and analysis. Whilst the more mature platforms within VOs primarily serve the observational community, there are also services fulfilling a similar role for theoretical data. Scientific visualization can be an effective tool for analysis and exploration of datasets made accessible through web platforms for theoretical data, which often contain spatial dimensions and properties inherently suitable for visualization via e.g. mock imaging in 2d or volume rendering in 3d. We analyze the current state of 3d visualization for big theoretical astronomical datasets through scientific web portals and virtual observatory services. We discuss some of the challenges for interactive 3d visualization and how it can augment the workflow of users in a virtual observatory context. Finally we showcase a lightweight client-server visualization tool for particle-based datasets allowing quantitative visualization via data filtering, highlighting two example use cases within the Theoretical Astrophysical Observatory.

  1. Nomad devices for interactions in immersive virtual environments

    Science.gov (United States)

    George, Paul; Kemeny, Andras; Merienne, Frédéric; Chardonnet, Jean-Rémy; Thouvenin, Indira Mouttapa; Posselt, Javier; Icart, Emmanuel

    2013-03-01

    Renault is currently setting up a new CAVE™, a 5 rear-projected wall virtual reality room with a combined 3D resolution of 100 Mpixels, distributed over sixteen 4k projectors and two 2k projector as well as an additional 3D HD collaborative powerwall. Renault's CAVE™ aims at answering needs of the various vehicle conception steps [1]. Starting from vehicle Design, through the subsequent Engineering steps, Ergonomic evaluation and perceived quality control, Renault has built up a list of use-cases and carried out an early software evaluation in the four sided CAVE™ of Institute Image, called MOVE. One goal of the project is to study interactions in a CAVE™, especially with nomad devices such as IPhone or IPad to manipulate virtual objects and to develop visualization possibilities. Inspired by nomad devices current uses (multi-touch gestures, IPhone UI look'n'feel and AR applications), we have implemented an early feature set taking advantage of these popular input devices. In this paper, we present its performance through measurement data collected in our test platform, a 4-sided homemade low-cost virtual reality room, powered by ultra-short-range and standard HD home projectors.

  2. Protein-Ligand Empirical Interaction Components for Virtual Screening.

    Science.gov (United States)

    Yan, Yuna; Wang, Weijun; Sun, Zhaoxi; Zhang, John Z H; Ji, Changge

    2017-08-28

    A major shortcoming of empirical scoring functions is that they often fail to predict binding affinity properly. Removing false positives of docking results is one of the most challenging works in structure-based virtual screening. Postdocking filters, making use of all kinds of experimental structure and activity information, may help in solving the issue. We describe a new method based on detailed protein-ligand interaction decomposition and machine learning. Protein-ligand empirical interaction components (PLEIC) are used as descriptors for support vector machine learning to develop a classification model (PLEIC-SVM) to discriminate false positives from true positives. Experimentally derived activity information is used for model training. An extensive benchmark study on 36 diverse data sets from the DUD-E database has been performed to evaluate the performance of the new method. The results show that the new method performs much better than standard empirical scoring functions in structure-based virtual screening. The trained PLEIC-SVM model is able to capture important interaction patterns between ligand and protein residues for one specific target, which is helpful in discarding false positives in postdocking filtering.

  3. Virtual Interactive Classroom: A New Technology for Distance Learning Developed

    Science.gov (United States)

    York, David W.; Babula, Maria

    1999-01-01

    The Virtual Interactive Classroom (VIC) allows Internet users, specifically students, to remotely control and access data from scientific equipment. This is a significant advantage to school systems that cannot afford experimental equipment, have Internet access, and are seeking to improve science and math scores with current resources. A VIC Development Lab was established at Lewis to demonstrate that scientific equipment can be controlled by remote users over the Internet. Current projects include a wind tunnel, a room camera, a science table, and a microscope.

  4. On-line interactive virtual experiments on nanoscience

    Science.gov (United States)

    Kadar, Manuella; Ileana, Ioan; Hutanu, Constantin

    2009-01-01

    This paper is an overview on the next generation web which allows students to experience virtual experiments on nano science, physics devices, processes and processing equipment. Virtual reality is used to support a real university lab in which a student can experiment real lab sessions. The web material is presented in an intuitive and highly visual 3D form that is accessible to a diverse group of students. Such type of laboratory provides opportunities for professional and practical education for a wide range of users. The expensive equipment and apparatuses that build the experimental stage in a particular standard laboratory is used to create virtual educational research laboratories. Students learn how to prepare the apparatuses and facilities for the experiment. The online experiments metadata schema is the format for describing online experiments, much like the schema behind a library catalogue used to describe the books in a library. As an online experiment is a special kind of learning object, one specifies its schema as an extension to an established metadata schema for learning objects. The content of the courses, metainformation as well as readings and user data are saved on the server in a database as XML objects.

  5. Virtual respiratory system for interactive e-learning of spirometry

    Directory of Open Access Journals (Sweden)

    W. Tomalak

    2008-04-01

    Full Text Available Progress in computer simulation technology offers new possibilities for modern medicine. On one hand – virtual organs can help to create animal or human models for research, on the other hand – e-learning or distant learning through Internet is now possible. The aim of our work was to create a system for interactive learning of spirometry (SILS, enabling students or physicians to observe spirometric measurements (flow-volume modified by setting level and kind of abnormalities within the respiratory system. SILS is based on a virtual respiratory system presented previously in several papers. Its main features are: separation of the lungs and chest; anatomical division of the lungs; division of airway resistance into transmural pressure dependent (Rp and lung volume dependent (Rv parts. The one mathematical formula that represents Rp describes both flow limitation (forced expiration and dependence of Raw on lungs volume (small airflows. The output of system are spirometric parameters (as FEV1, FVC, FEV1%FVC and a flow–volume loop constructed according to results of simulation of forced expiration for the chosen abnormality kind and level. As a result – this system may be used in teaching process in medical schools and postgraduate education. We offer access to a basic version of SILS for students and physicians at: www.spirometry.ibib.waw.pl and www.zpigichp.edu.pl. As we expect feedback from users, it is possible to modify user interface or model features to comply with users' requests.

  6. High psychosis liability is associated with altered autonomic balance during exposure to Virtual Reality social stressors.

    Science.gov (United States)

    Counotte, Jacqueline; Pot-Kolder, Roos; van Roon, Arie M; Hoskam, Olivier; van der Gaag, Mark; Veling, Wim

    2017-06-01

    Social stressors are associated with an increased risk of psychosis. Stress sensitisation is thought to be an underlying mechanism and may be reflected in an altered autonomic stress response. Using an experimental Virtual Reality design, the autonomic stress response to social stressors was examined in participants with different liability to psychosis. Fifty-five patients with recent onset psychotic disorder, 20 patients at ultra-high risk for psychosis, 42 siblings of patients with psychosis and 53 controls were exposed to social stressors (crowdedness, ethnic minority status and hostility) in a Virtual Reality environment. Heart rate variability parameters and skin conductance levels were measured at baseline and during Virtual Reality experiments. High psychosis liability groups had significantly increased heart rate and decreased heart rate variability compared to low liability groups both at baseline and during Virtual Reality experiments. Both low frequency (LF) and high frequency (HF) power were reduced, while the LF/HF ratio was similar between groups. The number of virtual social stressors significantly affected heart rate, HF, LF/HF and skin conductance level. There was no interaction between psychosis liability and amount of virtual social stress. High liability to psychosis is associated with decreased parasympathetic activity in virtual social environments, which reflects generally high levels of arousal, rather than increased autonomic reactivity to social stressors. Copyright © 2016 Elsevier B.V. All rights reserved.

  7. Interactive Mapping on Virtual Terrain Models Using RIMS (Real-time, Interactive Mapping System)

    Science.gov (United States)

    Bernardin, T.; Cowgill, E.; Gold, R. D.; Hamann, B.; Kreylos, O.; Schmitt, A.

    2006-12-01

    Recent and ongoing space missions are yielding new multispectral data for the surfaces of Earth and other planets at unprecedented rates and spatial resolution. With their high spatial resolution and widespread coverage, these data have opened new frontiers in observational Earth and planetary science. But they have also precipitated an acute need for new analytical techniques. To address this problem, we have developed RIMS, a Real-time, Interactive Mapping System that allows scientists to visualize, interact with, and map directly on, three-dimensional (3D) displays of georeferenced texture data, such as multispectral satellite imagery, that is draped over a surface representation derived from digital elevation data. The system uses a quadtree-based multiresolution method to render in real time high-resolution (3 to 10 m/pixel) data over large (800 km by 800 km) spatial areas. It allows users to map inside this interactive environment by generating georeferenced and attributed vector-based elements that are draped over the topography. We explain the technique using 15 m ASTER stereo-data from Iraq, P.R. China, and other remote locations because our particular motivation is to develop a technique that permits the detailed (10 m to 1000 m) neotectonic mapping over large (100 km to 1000 km long) active fault systems that is needed to better understand active continental deformation on Earth. RIMS also includes a virtual geologic compass that allows users to fit a plane to geologic surfaces and thereby measure their orientations. It also includes tools that allow 3D surface reconstruction of deformed and partially eroded surfaces such as folded bedding planes. These georeferenced map and measurement data can be exported to, or imported from, a standard GIS (geographic information systems) file format. Our interactive, 3D visualization and analysis system is designed for those who study planetary surfaces, including neotectonic geologists, geomorphologists, marine

  8. Natural Interaction With Pedagogical Agents in Virtual Environments

    National Research Council Canada - National Science Library

    Johnson, W

    2002-01-01

    .... ISI's main contribution to this project was the development of the Steve pedagogical agent, an embodied agent that can participate in training simulations, as a virtual coach or a virtual team member...

  9. A Virtual Rock Physics Laboratory Through Visualized and Interactive Experiments

    Science.gov (United States)

    Vanorio, T.; Di Bonito, C.; Clark, A. C.

    2014-12-01

    As new scientific challenges demand more comprehensive and multidisciplinary investigations, laboratory experiments are not expected to become simpler and/or faster. Experimental investigation is an indispensable element of scientific inquiry and must play a central role in the way current and future generations of scientist make decisions. To turn the complexity of laboratory work (and that of rocks!) into dexterity, engagement, and expanded learning opportunities, we are building an interactive, virtual laboratory reproducing in form and function the Stanford Rock Physics Laboratory, at Stanford University. The objective is to combine lectures on laboratory techniques and an online repository of visualized experiments consisting of interactive, 3-D renderings of equipment used to measure properties central to the study of rock physics (e.g., how to saturate rocks, how to measure porosity, permeability, and elastic wave velocity). We use a game creation system together with 3-D computer graphics, and a narrative voice to guide the user through the different phases of the experimental protocol. The main advantage gained in employing computer graphics over video footage is that students can virtually open the instrument, single out its components, and assemble it. Most importantly, it helps describe the processes occurring within the rock. These latter cannot be tracked while simply recording the physical experiment, but computer animation can efficiently illustrate what happens inside rock samples (e.g., describing acoustic waves, and/or fluid flow through a porous rock under pressure within an opaque core-holder - Figure 1). The repository of visualized experiments will complement lectures on laboratory techniques and constitute an on-line course offered through the EdX platform at Stanford. This will provide a virtual laboratory for anyone, anywhere to facilitate teaching/learning of introductory laboratory classes in Geophysics and expand the number of courses

  10. Experimental studies of the interaction between people and virtual humans with a focus on social anxiety

    OpenAIRE

    Pan, X.

    2010-01-01

    Psychotherapy has been one of the major applications of Virtual Reality technology; examples include fear of flying, heights, spiders, and post‐traumatic stress disorder. Virtual reality has been shown to be useful, in the context of exposure therapy for the treatment of social anxiety, such as fear of public speaking, where the clients learn how to conquer their anxiety through interactions with Virtual Characters (avatars). This thesis is concerned with the interaction between human p...

  11. Autonomous social gaze model for an interactive virtual character in real-life settings

    OpenAIRE

    Yumak, Zerrin; van den Brink, Bram; Egges, Arjan

    2018-01-01

    This paper presents a gaze behavior model for an interactive virtual character situated in the real world. We are interested in estimating which user has an intention to interact, in other words which user is engaged with the virtual character. The model takes into account behavioral cues such as proximity, velocity, posture and sound, estimates an engagement score and drives the gaze behavior of the virtual character. Initially, we assign equal weights to these fea...

  12. Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality.

    Science.gov (United States)

    Han, Dustin T; Suhail, Mohamed; Ragan, Eric D

    2018-04-01

    Virtual reality often uses motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation of virtual objects. To increase realism and allow direct hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist at different virtual locations in an egocentric reference frame. We study two such techniques: one that introduces a static translational offset between the virtual and physical hand before a reaching action, and one that dynamically interpolates the position of the virtual hand during a reaching motion. We conducted two experiments to assess how the two methods affect reaching effectiveness, comfort, and ability to adapt to the remapping techniques when reaching for objects with different types of mismatches between physical and virtual locations. We also present a case study to demonstrate how the hand remapping techniques could be used in an immersive game application to support realistic hand interaction while optimizing usability. Overall, the translational technique performed better than the interpolated reach technique and was more robust for situations with larger mismatches between virtual and physical objects.

  13. Students' Collective Knowledge Construction in the Virtual Learning Environment ""ToLigado"--Your School Interactive Newspaper"

    Science.gov (United States)

    Passarelli, Brasilina

    2008-01-01

    Introduction: The ToLigado Project--Your School Interactive Newspaper is an interactive virtual learning environment conceived, developed, implemented and supported by researchers at the School of the Future Research Laboratory of the University of Sao Paulo, Brazil. Method: This virtual learning environment aims to motivate trans-disciplinary…

  14. Social interactions in virtual reality exposure therapy: a proof-of-concept pilot study

    NARCIS (Netherlands)

    Morina, N.; Brinkman, W.P.; Hartanto, D.; Kampmann, I.L.; Emmelkamp, P.G.M.

    2015-01-01

    BACKGROUND AND OBJECTIVES: Research on virtual reality exposure therapy (VRET) has demonstrated good treatment efficacy with regards to several anxiety disorders. Yet, there is lack of knowledge about the value of integrating interaction between clients and virtual humans in VRET. Such interaction

  15. 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

  16. Achieving High Resolution Timer Events in Virtualized Environment.

    Science.gov (United States)

    Adamczyk, Blazej; Chydzinski, Andrzej

    2015-01-01

    Virtual Machine Monitors (VMM) have become popular in different application areas. Some applications may require to generate the timer events with high resolution and precision. This however may be challenging due to the complexity of VMMs. In this paper we focus on the timer functionality provided by five different VMMs-Xen, KVM, Qemu, VirtualBox and VMWare. Firstly, we evaluate resolutions and precisions of their timer events. Apparently, provided resolutions and precisions are far too low for some applications (e.g. networking applications with the quality of service). Then, using Xen virtualization we demonstrate the improved timer design that greatly enhances both the resolution and precision of achieved timer events.

  17. 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...

  18. Method and Apparatus for Virtual Interactive Medical Imaging by Multiple Remotely-Located Users

    Science.gov (United States)

    Ross, Muriel D. (Inventor); Twombly, Ian Alexander (Inventor); Senger, Steven O. (Inventor)

    2003-01-01

    A virtual interactive imaging system allows the displaying of high-resolution, three-dimensional images of medical data to a user and allows the user to manipulate the images, including rotation of images in any of various axes. The system includes a mesh component that generates a mesh to represent a surface of an anatomical object, based on a set of data of the object, such as from a CT or MRI scan or the like. The mesh is generated so as to avoid tears, or holes, in the mesh, providing very high-quality representations of topographical features of the object, particularly at high- resolution. The system further includes a virtual surgical cutting tool that enables the user to simulate the removal of a piece or layer of a displayed object, such as a piece of skin or bone, view the interior of the object, manipulate the removed piece, and reattach the removed piece if desired. The system further includes a virtual collaborative clinic component, which allows the users of multiple, remotely-located computer systems to collaboratively and simultaneously view and manipulate the high-resolution, three-dimensional images of the object in real-time.

  19. Implications of virtualization on Grids for high energy physics applications

    CERN Document Server

    Gilbert, L; Newman, R; Iqbal, S; Pepper, R; Celebioglu, O; Hsieh, J; Mashayekhi, V; Cobban, M

    2006-01-01

    The simulations used in the field of high energy physics are compute intensive and exhibit a high level of data parallelism. These features make such simulations ideal candidates for Grid computing. We are taking as an example the GEANT4 detector simulation used for physics studies within the ATLAS experiment at CERN. One key issue in Grid computing is that of network and system security, which can potentially inhibit the widespread use of such simulations. Virtualization provides a feasible solution because it allows the creation of virtual compute nodes in both local and remote compute clusters, thus providing an insulating layer which can play an important role in satisfying the security concerns of all parties involved. However, it has performance implications. This study provides quantitative estimates of the virtualization and hyper-threading overhead for GEANT on commodity clusters. Results show that virtualization has less than 15% run time overhead, and that the best run time (with the non-SMP licens...

  20. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-01-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…

  1. D-VASim: An Interactive Virtual Laboratory Environment for the Simulation and Analysis of Genetic Circuits

    DEFF Research Database (Denmark)

    Baig, Hasan; Madsen, Jan

    2016-01-01

    runtime. The runtime interaction gives the user a feeling of being in the lab performing a real world experiment. In this work, we present a user-friendly software tool named D-VASim (Dynamic Virtual Analyzer and Simulator), which provides a virtual laboratory environment to simulate and analyze...

  2. SPECIAL FEATURES OF VIRTUAL PRACTICE INTERACTIVE MEDIA DISCIPLINES FOR DISTANCE LEARNING

    Directory of Open Access Journals (Sweden)

    M.P. Mazur

    2010-08-01

    Full Text Available The features of the development of interactive virtual practical training courses for distance learning are examined in the article. The authors propose their own methods of development tools such disciplines as virtual simulation or video-on labs.

  3. Evaluation of Pseudo-Haptic Interactions with Soft Objects in Virtual Environments.

    Directory of Open Access Journals (Sweden)

    Min Li

    Full Text Available This paper proposes a pseudo-haptic feedback method conveying simulated soft surface stiffness information through a visual interface. The method exploits a combination of two feedback techniques, namely visual feedback of soft surface deformation and control of the indenter avatar speed, to convey stiffness information of a simulated surface of a soft object in virtual environments. The proposed method was effective in distinguishing different sizes of virtual hard nodules integrated into the simulated soft bodies. To further improve the interactive experience, the approach was extended creating a multi-point pseudo-haptic feedback system. A comparison with regards to (a nodule detection sensitivity and (b elapsed time as performance indicators in hard nodule detection experiments to a tablet computer incorporating vibration feedback was conducted. The multi-point pseudo-haptic interaction is shown to be more time-efficient than the single-point pseudo-haptic interaction. It is noted that multi-point pseudo-haptic feedback performs similarly well when compared to a vibration-based feedback method based on both performance measures elapsed time and nodule detection sensitivity. This proves that the proposed method can be used to convey detailed haptic information for virtual environmental tasks, even subtle ones, using either a computer mouse or a pressure sensitive device as an input device. This pseudo-haptic feedback method provides an opportunity for low-cost simulation of objects with soft surfaces and hard inclusions, as, for example, occurring in ever more realistic video games with increasing emphasis on interaction with the physical environment and minimally invasive surgery in the form of soft tissue organs with embedded cancer nodules. Hence, the method can be used in many low-budget applications where haptic sensation is required, such as surgeon training or video games, either using desktop computers or portable devices, showing

  4. Evaluating display fidelity and interaction fidelity in a virtual reality game.

    Science.gov (United States)

    McMahan, Ryan P; Bowman, Doug A; Zielinski, David J; Brady, Rachael B

    2012-04-01

    In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

  5. 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...

  6. HIV-related stigma in social interactions: Approach and avoidance behaviour in a virtual environment

    NARCIS (Netherlands)

    Toppenberg, H.L.; Bos, A.E.R.; Ruiter, R.A.C.; Wigboldus, D.H.J.; Pryor, J.B.

    2015-01-01

    People living with HIV are a stigmatized group in our society, especially homosexual people living with HIV. One of the behavioural manifestations of stigmatization is an increased interpersonal distance kept during social interactions. Immersive virtual environment technology enables the

  7. Near or far? It depends on my impression: moral information and spatial behavior in virtual interactions.

    Science.gov (United States)

    Iachini, Tina; Pagliaro, Stefano; Ruggiero, Gennaro

    2015-10-01

    Near body distance is a key component of action and social interaction. Recent research has shown that peripersonal space (reachability-distance for acting with objects) and interpersonal space (comfort-distance for interacting with people) share common mechanisms and reflect the social valence of stimuli. The social psychological literature has demonstrated that information about morality is crucial because it affects impression formation and the intention to approach-avoid others. Here we explore whether peripersonal/interpersonal spaces are modulated by moral information. Thirty-six participants interacted with male/female virtual confederates described by moral/immoral/neutral sentences. The modulation of body space was measured by reachability-distance and comfort-distance while participants stood still or walked toward virtual confederates. Results showed that distance expanded with immorally described confederates and contracted with morally described confederates. This pattern was present in both spaces, although it was stronger in comfort-distance. Consistent with an embodied cognition approach, the findings suggest that high-level socio-cognitive processes are linked to sensorimotor-spatial processes. Copyright © 2015. Published by Elsevier B.V.

  8. Creating Service Concepts for Finnish Elderly Care : Case: Virtual Interactive Care Service

    OpenAIRE

    Nwagu, Promise

    2016-01-01

    This thesis looks at creating service concept by evaluating the research project of Virtual Interactive Care Service. The research project was initiated and implemented by the author together with Hovi Group Oy and Suomen kotilääkäripalvelu Oy. The goal was to provide a virtual care service business that uses interactive and stimulating activities to improve the wellbeing of elderly people in Finland. The study employed qualitative research method by reviewing existing works particularly...

  9. Interactive virtual simulation using a 3D computer graphics model for microvascular decompression surgery.

    Science.gov (United States)

    Oishi, Makoto; Fukuda, Masafumi; Hiraishi, Tetsuya; Yajima, Naoki; Sato, Yosuke; Fujii, Yukihiko

    2012-09-01

    The purpose of this paper is to report on the authors' advanced presurgical interactive virtual simulation technique using a 3D computer graphics model for microvascular decompression (MVD) surgery. The authors performed interactive virtual simulation prior to surgery in 26 patients with trigeminal neuralgia or hemifacial spasm. The 3D computer graphics models for interactive virtual simulation were composed of the brainstem, cerebellum, cranial nerves, vessels, and skull individually created by the image analysis, including segmentation, surface rendering, and data fusion for data collected by 3-T MRI and 64-row multidetector CT systems. Interactive virtual simulation was performed by employing novel computer-aided design software with manipulation of a haptic device to imitate the surgical procedures of bone drilling and retraction of the cerebellum. The findings were compared with intraoperative findings. In all patients, interactive virtual simulation provided detailed and realistic surgical perspectives, of sufficient quality, representing the lateral suboccipital route. The causes of trigeminal neuralgia or hemifacial spasm determined by observing 3D computer graphics models were concordant with those identified intraoperatively in 25 (96%) of 26 patients, which was a significantly higher rate than the 73% concordance rate (concordance in 19 of 26 patients) obtained by review of 2D images only (p computer graphics model provided a realistic environment for performing virtual simulations prior to MVD surgery and enabled us to ascertain complex microsurgical anatomy.

  10. Sonic Interactions in Virtual Reality: State of the Art, Current Challenges, and Future Directions.

    Science.gov (United States)

    Serafin, Stefania; Geronazzo, Michele; Erkut, Cumhur; Nilsson, Niels C; Nordahl, Rolf

    2018-03-01

    A high-fidelity but efficient sound simulation is an essential element of any VR experience. Many of the techniques used in virtual acoustics are graphical rendering techniques suitably modified to account for sound generation and propagation. In recent years, several advances in hardware and software technologies have been facilitating the development of immersive interactive sound-rendering experiences. In this article, we present a review of the state of the art of such simulations, with a focus on the different elements that, combined, provide a complete interactive sonic experience. This includes physics-based simulation of sound effects and their propagation in space together with binaural rendering to simulate the position of sound sources. We present how these different elements of the sound design pipeline have been addressed in the literature, trying to find the trade-off between accuracy and plausibility. Recent applications and current challenges are also presented.

  11. A Proposed Treatment for Visual Field Loss caused by Traumatic Brain Injury using Interactive Visuotactile Virtual Environment

    Science.gov (United States)

    Farkas, Attila J.; Hajnal, Alen; Shiratuddin, Mohd F.; Szatmary, Gabriella

    In this paper, we propose a novel approach of using interactive virtual environment technology in Vision Restoration Therapy caused by Traumatic Brain Injury. We called the new system Interactive Visuotactile Virtual Environment and it holds a promise of expanding the scope of already existing rehabilitation techniques. Traditional vision rehabilitation methods are based on passive psychophysical training procedures, and can last up to six months before any modest improvements can be seen in patients. A highly immersive and interactive virtual environment will allow the patient to practice everyday activities such as object identification and object manipulation through the use 3D motion sensoring handheld devices such data glove or the Nintendo Wiimote. Employing both perceptual and action components in the training procedures holds the promise of more efficient sensorimotor rehabilitation. Increased stimulation of visual and sensorimotor areas of the brain should facilitate a comprehensive recovery of visuomotor function by exploiting the plasticity of the central nervous system. Integrated with a motion tracking system and an eye tracking device, the interactive virtual environment allows for the creation and manipulation of a wide variety of stimuli, as well as real-time recording of hand-, eye- and body movements and coordination. The goal of the project is to design a cost-effective and efficient vision restoration system.

  12. Inquiry Style Interactive Virtual Experiments: A Case on Circular Motion

    Science.gov (United States)

    Zhou, Shaona; Han, Jing; Pelz, Nathaniel; Wang, Xiaojun; Peng, Liangyu; Xiao, Hua; Bao, Lei

    2011-01-01

    Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop…

  13. An Animation Framework for Continuous Interaction with Reactive Virtual Humans

    NARCIS (Netherlands)

    Reidsma, Dennis; Zwiers, Jakob; Ruttkay, Z.M.; ter Maat, Mark; Nijholt, Antinus; Egges, A.; van Welbergen, H.; Hondorp, G.H.W.

    2009-01-01

    We present a complete framework for animation of Reactive Virtual Humans that offers a mixed animation paradigm: control of different body parts switches between keyframe animation, procedural animation and physical simulation, depending on the requirements of the moment. This framework implements

  14. An interactive, stereoscopic virtual environment for medical imaging visualization, simulation and training

    Science.gov (United States)

    Krueger, Evan; Messier, Erik; Linte, Cristian A.; Diaz, Gabriel

    2017-03-01

    Recent advances in medical image acquisition allow for the reconstruction of anatomies with 3D, 4D, and 5D renderings. Nevertheless, standard anatomical and medical data visualization still relies heavily on the use of traditional 2D didactic tools (i.e., textbooks and slides), which restrict the presentation of image data to a 2D slice format. While these approaches have their merits beyond being cost effective and easy to disseminate, anatomy is inherently three-dimensional. By using 2D visualizations to illustrate more complex morphologies, important interactions between structures can be missed. In practice, such as in the planning and execution of surgical interventions, professionals require intricate knowledge of anatomical complexities, which can be more clearly communicated and understood through intuitive interaction with 3D volumetric datasets, such as those extracted from high-resolution CT or MRI scans. Open source, high quality, 3D medical imaging datasets are freely available, and with the emerging popularity of 3D display technologies, affordable and consistent 3D anatomical visualizations can be created. In this study we describe the design, implementation, and evaluation of one such interactive, stereoscopic visualization paradigm for human anatomy extracted from 3D medical images. A stereoscopic display was created by projecting the scene onto the lab floor using sequential frame stereo projection and viewed through active shutter glasses. By incorporating a PhaseSpace motion tracking system, a single viewer can navigate an augmented reality environment and directly manipulate virtual objects in 3D. While this paradigm is sufficiently versatile to enable a wide variety of applications in need of 3D visualization, we designed our study to work as an interactive game, which allows users to explore the anatomy of various organs and systems. In this study we describe the design, implementation, and evaluation of an interactive and stereoscopic

  15. A strategic map for high-impact virtual experience design

    Science.gov (United States)

    Faste, Haakon; Bergamasco, Massimo

    2009-02-01

    We have employed methodologies of human centered design to inspire and guide the engineering of a definitive low-cost aesthetic multimodal experience intended to stimulate cultural growth. Using a combination of design research, trend analysis and the programming of immersive virtual 3D worlds, over 250 innovative concepts have been brainstormed, prototyped, evaluated and refined. These concepts have been used to create a strategic map for the development of highimpact virtual art experiences, the most promising of which have been incorporated into a multimodal environment programmed in the online interactive 3D platform XVR. A group of test users have evaluated the experience as it has evolved, using a multimodal interface with stereo vision, 3D audio and haptic feedback. This paper discusses the process, content, results, and impact on our engineering laboratory that this research has produced.

  16. Emotion model of interactive virtual humans on the basis of MDP

    Institute of Scientific and Technical Information of China (English)

    WANG Guojiang; WANG Zhiliang; TENG Shaodong; XIE Yinggang; WANG Yujie

    2007-01-01

    Emotion plays an essential role in the adaptation and social communication of organisms.Similarly,an appropriately timed and clearly expressed emotion is a central requirement for believable interactive virtual humans.Presently,incorporating emotion into virtual humans has gained increasing attention in the academia and industry.This strong interest is driven by a wide spectrum of promising applications in many areas such as virtual reality,e-learning,entertainment,etc.This paper introduces an emotion model of artificial psychology,in which the transition of emotion can be viewed as a Markov process and the relation of emotion,external incentive and personality can be described by a Markov decision process (MDP).In order to demonstrate the approach,this paper integrates the emotion model into a system composed of voice recognition and a realistic facial model.Thus,the model could be used for generating a variety of emotional expressions of autonomous,interactive virtual human beings.

  17. Building interactive virtual environments for simulated training in medicine using VRML and Java/JavaScript.

    Science.gov (United States)

    Korocsec, D; Holobar, A; Divjak, M; Zazula, D

    2005-12-01

    Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.

  18. Simulation of oscillatory processes in a beam-plasma system with a virtual cathode in gas-filled interaction space

    International Nuclear Information System (INIS)

    Filatov, R. A.; Hramov, A. E.

    2011-01-01

    Physical processes occurring in an intense electron beam with a virtual cathode in an interaction space filled with neutral gas are studied in a two-dimensional model. A mathematical model is proposed for investigating complicated self-consistent processes of neutral gas ionization by the beam electrons and the dynamics of an electron beam and heavy positive ions in the common space charge field with allowance for the two-dimensional motion of charged particles. Three characteristic dynamic regimes of the system are revealed: complete suppression of oscillations of the virtual cathode as a result of neutralizing its space charge by positive ions; the pulsed generation regime, in which the ions dynamics repeatedly suppresses and restores the virtual cathode oscillations; and the continuous generation regime with an anomalously high level of noisy oscillations.

  19. Interactive virtual mock-ups for Remote Handling compatibility assessment of heavy components

    Energy Technology Data Exchange (ETDEWEB)

    Oosterhout, J. van, E-mail: j.vanoosterhout@differ.nl [FOM Institute DIFFER (Dutch Institute for Fundamental Energy Research), Association EURATOM-FOM, Partner in the Trilateral Euregio Cluster, PO Box 1207, 3430 BE Nieuwegein (Netherlands); Heemskerk, C.J.M.; Koning, J.F. [Heemskerk Innovative Technology B.V., Jonckerweg 12, 2201 DZ Noordwijk 6 (Netherlands); Ronden, D.M.S.; Baar, M. de [FOM Institute DIFFER (Dutch Institute for Fundamental Energy Research), Association EURATOM-FOM, Partner in the Trilateral Euregio Cluster, PO Box 1207, 3430 BE Nieuwegein (Netherlands)

    2014-10-15

    Highlights: •Specific ITER components require RHCA on hardware mock-ups. •Hardware mock-ups are expensive and have a long lead time. •Interactive Virtual Reality mock-ups are readily available and easily adapted. •This paper analysis and proposes improvements to simulator capabilities. -- Abstract: ITER standards Tesini (2009) require hardware mock-ups to validate the Remote Handling (RH) compatibility of RH class 1- and critical class 2-components. Full-scale mock-ups of large ITER components are expensive, have a long lead time and lose their relevance in case of design changes. Interactive Virtual Reality simulations with real time rigid body dynamics and contact interaction allow for RH Compatibility Assessment during the design iterations. This paper explores the use of interactive virtual mock-ups to analyze the RH compatibility of heavy component handling and maintenance. It infers generic maintenance operations from the analysis and proposes improvements to the simulator capabilities.

  20. Interactive virtual mock-ups for Remote Handling compatibility assessment of heavy components

    International Nuclear Information System (INIS)

    Oosterhout, J. van; Heemskerk, C.J.M.; Koning, J.F.; Ronden, D.M.S.; Baar, M. de

    2014-01-01

    Highlights: •Specific ITER components require RHCA on hardware mock-ups. •Hardware mock-ups are expensive and have a long lead time. •Interactive Virtual Reality mock-ups are readily available and easily adapted. •This paper analysis and proposes improvements to simulator capabilities. -- Abstract: ITER standards Tesini (2009) require hardware mock-ups to validate the Remote Handling (RH) compatibility of RH class 1- and critical class 2-components. Full-scale mock-ups of large ITER components are expensive, have a long lead time and lose their relevance in case of design changes. Interactive Virtual Reality simulations with real time rigid body dynamics and contact interaction allow for RH Compatibility Assessment during the design iterations. This paper explores the use of interactive virtual mock-ups to analyze the RH compatibility of heavy component handling and maintenance. It infers generic maintenance operations from the analysis and proposes improvements to the simulator capabilities

  1. Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments

    OpenAIRE

    Thies Pfeiffer; Ipke Wachsmuth; Marc E. Latoschik

    2009-01-01

    Tracking user's visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user's visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of...

  2. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    Science.gov (United States)

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  3. SciEthics Interactive: Science and Ethics Learning in a Virtual Environment

    Science.gov (United States)

    Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth

    2013-01-01

    Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…

  4. Kindergarten Children's Interactions with Touchscreen Mathematics Virtual Manipulatives: An Innovative Mixed Methods Analysis

    Science.gov (United States)

    Tucker, Stephen I.; Lommatsch, Christina W.; Moyer-Packenham, Patricia S.; Anderson-Pence, Katie L.; Symanzik, Jürgen

    2017-01-01

    The purpose of this study was to examine patterns of mathematical practices evident during children's interactions with touchscreen mathematics virtual manipulatives. Researchers analyzed 33 Kindergarten children's interactions during activities involving apps featuring mathematical content of early number sense or quantity in base ten, recorded…

  5. Immersive Environments and Virtual Reality: Systematic Review and Advances in Communication, Interaction and Simulation

    Directory of Open Access Journals (Sweden)

    Jose Luis Rubio-Tamayo

    2017-09-01

    Full Text Available Today, virtual reality and immersive environments are lines of research which can be applied to numerous scientific and educational domains. Immersive digital media needs new approaches regarding its interactive and immersive features, which means the design of new narratives and relationships with users. Additionally, ICT (information and communication theory evolves through more immersive and interactive scenarios, it being necessary to design and conceive new forms of representing information and improving users’ interaction with immersive environments. Virtual reality and technologies associated with the virtuality continuum, such as immersive and digital environments, are emerging media. As a medium, this approach may help to build and represent ideas and concepts, as well as developing new languages. This review analyses the cutting-edge expressive, interactive and representative potential of immersive digital technologies. It also considers future possibilities regarding the evolution of these immersive technologies, such as virtual reality, in coming years, in order to apply them to diverse scientific, artistic or informational and educational domains. We conclude that virtual reality is an ensemble of technological innovations, but also a concept, and propose models to link it with the latest in other domains such as UX (user experience, interaction design. This concept can help researchers and developers to design new experiences and conceive new expressive models that can be applied to a wide range of scientific lines of research and educational dynamics.

  6. iVFTs - immersive virtual field trips for interactive learning about Earth's environment.

    Science.gov (United States)

    Bruce, G.; Anbar, A. D.; Semken, S. C.; Summons, R. E.; Oliver, C.; Buxner, S.

    2014-12-01

    Innovations in immersive interactive technologies are changing the way students explore Earth and its environment. State-of-the-art hardware has given developers the tools needed to capture high-resolution spherical content, 360° panoramic video, giga-pixel imagery, and unique viewpoints via unmanned aerial vehicles as they explore remote and physically challenging regions of our planet. Advanced software enables integration of these data into seamless, dynamic, immersive, interactive, content-rich, and learner-driven virtual field explorations, experienced online via HTML5. These surpass conventional online exercises that use 2-D static imagery and enable the student to engage in these virtual environments that are more like games than like lectures. Grounded in the active learning of exploration, inquiry, and application of knowledge as it is acquired, users interact non-linearly in conjunction with an intelligent tutoring system (ITS). The integration of this system allows the educational experience to be adapted to each individual student as they interact within the program. Such explorations, which we term "immersive virtual field trips" (iVFTs), are being integrated into cyber-learning allowing science teachers to take students to scientifically significant but inaccessible environments. Our team and collaborators are producing a diverse suite of freely accessible, iVFTs to teach key concepts in geology, astrobiology, ecology, and anthropology. Topics include Early Life, Biodiversity, Impact craters, Photosynthesis, Geologic Time, Stratigraphy, Tectonics, Volcanism, Surface Processes, The Rise of Oxygen, Origin of Water, Early Civilizations, Early Multicellular Organisms, and Bioarcheology. These diverse topics allow students to experience field sites all over the world, including, Grand Canyon (USA), Flinders Ranges (Australia), Shark Bay (Australia), Rainforests (Panama), Teotihuacan (Mexico), Upheaval Dome (USA), Pilbara (Australia), Mid-Atlantic Ridge

  7. Virtual Instruments for the Circuit Analysis with Interactive Parameter Modification

    Directory of Open Access Journals (Sweden)

    Eberhard Stefan Brenner

    2006-08-01

    Full Text Available Abstract—The contribution presents the possibilities of LabVIEW in the special application as formula interpreter by using of the formula node. The main advantage is the immediate presentation of results in case of a parameter modification. The presentation of the time behaviour, the calculation of characteristic values and curves for typical examples of power electronics and control engineering are shown. Index Terms—Education; Formula Interpretation; LabVIEW; Power Electronics; Virtual Instruments

  8. 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…

  9. WebVR: an interactive web browser for virtual environments

    Science.gov (United States)

    Barsoum, Emad; Kuester, Falko

    2005-03-01

    The pervasive nature of web-based content has lead to the development of applications and user interfaces that port between a broad range of operating systems and databases, while providing intuitive access to static and time-varying information. However, the integration of this vast resource into virtual environments has remained elusive. In this paper we present an implementation of a 3D Web Browser (WebVR) that enables the user to search the internet for arbitrary information and to seamlessly augment this information into virtual environments. WebVR provides access to the standard data input and query mechanisms offered by conventional web browsers, with the difference that it generates active texture-skins of the web contents that can be mapped onto arbitrary surfaces within the environment. Once mapped, the corresponding texture functions as a fully integrated web-browser that will respond to traditional events such as the selection of links or text input. As a result, any surface within the environment can be turned into a web-enabled resource that provides access to user-definable data. In order to leverage from the continuous advancement of browser technology and to support both static as well as streamed content, WebVR uses ActiveX controls to extract the desired texture skin from industry strength browsers, providing a unique mechanism for data fusion and extensibility.

  10. Virtual Sambor Prei Kuk: An Interactive Learning Tool

    Directory of Open Access Journals (Sweden)

    Daniel Michon

    2012-06-01

    Full Text Available MUVEs (Multi-User Virtual Environments are a new media for researching the genesis and evolution of sites of cultural significance. MUVEs are able to model both the tangible and intangible heritage of a site, allowing the user to obtain a more dynamic understanding of the culture. This paper illustrates a cultural heritage project which captures and communicates the interplay of context (geography, content (architecture and artifacts and temporal activity (rituals and everyday life leading to a unique digital archive of the tangible and intangible heritage of the temple complex at Sambor Prei Kuk, Cambodia, circa seventh-eighth century CE. The MU6VE is used to provide a platform which enables the experience of weaved tangible and intangible cultural heritage. This, we argue, turns static space into meaningful place. Further, this kind of digital model has the potential to bring together Jean Lave and Etienne Wenger’s theorizing on the importance of community in education and more recent theorizing on the impact of Virtual Worlds on learning by James Paul Gee.

  11. Natural interfaces for interacting with a virtual control desk of a nuclear power plant simulator

    International Nuclear Information System (INIS)

    Aghina, Mauricio Alves da Cunha e

    2012-01-01

    Due to very strict standards of safe operation of a nuclear power plant operators must be well trained so they can operate it within the necessary safety procedures. This is done through training simulators, which enable the user operation, as close as possible to the real control desk, and can be inserted accident situations, so they train, how to return the plant to a normal operating condition. Normally is used two types of simulator. Preferred is the full scope simulator, what is a computational dynamics program of the plant used in conjunction with a physical replica of the control desk, but this type of simulator involves a high construction cost. The second type is what uses synoptic windows of various regions of the original control desk, its construction cost is smaller, but it have a little fidelity to the original appearance of the table. Currently, with the use of virtual reality, control desks can be modeled in 3D, making the simulator interface is very similar to the appearance of the real control desk with a low cost construction. This work shows the use of natural interfaces for operator interaction with the virtual control desk, in order that it does not use any mechanical device for displaying and acting with it. For procedures that were used, such as: computer vision to recognize the position of the operator's and observation of their hands to the work of the desk controls and voice recognition. (author)

  12. A virtual control room with an embedded, interactive nuclear reactor simulator

    International Nuclear Information System (INIS)

    Markidis, S.; Rizwan, U.

    2006-01-01

    The use of virtual nuclear control room can be an effective and powerful tool for training personnel working in the nuclear power plants. Operators could experience and simulate the functioning of the plant, even in critical situations, without being in a real power plant or running any risk. 3D models can be exported to Virtual Reality formats and then displayed in the Virtual Reality environment providing an immersive 3D experience. However, two major limitations of this approach are that 3D models exhibit static textures, and they are not fully interactive and therefore cannot be used effectively in training personnel. In this paper we first describe a possible solution for embedding the output of a computer application in a 3D virtual scene, coupling real-world applications and VR systems. The VR system reported here grabs the output of an application running on an X server; creates a texture with the output and then displays it on a screen or a wall in the virtual reality environment. We then propose a simple model for providing interaction between the user in the VR system and the running simulator. This approach is based on the use of internet-based application that can be commanded by a laptop or tablet-pc added to the virtual environment. (authors)

  13. Microsurgery Simulator of Cerebral Aneurysm Clipping with Interactive Cerebral Deformation Featuring a Virtual Arachnoid.

    Science.gov (United States)

    Shono, Naoyuki; Kin, Taichi; Nomura, Seiji; Miyawaki, Satoru; Saito, Toki; Imai, Hideaki; Nakatomi, Hirofumi; Oyama, Hiroshi; Saito, Nobuhito

    2018-05-01

    A virtual reality simulator for aneurysmal clipping surgery is an attractive research target for neurosurgeons. Brain deformation is one of the most important functionalities necessary for an accurate clipping simulator and is vastly affected by the status of the supporting tissue, such as the arachnoid membrane. However, no virtual reality simulator implementing the supporting tissue of the brain has yet been developed. To develop a virtual reality clipping simulator possessing interactive brain deforming capability closely dependent on arachnoid dissection and apply it to clinical cases. Three-dimensional computer graphics models of cerebral tissue and surrounding structures were extracted from medical images. We developed a new method for modifiable cerebral tissue complex deformation by incorporating a nonmedical image-derived virtual arachnoid/trabecula in a process called multitissue integrated interactive deformation (MTIID). MTIID made it possible for cerebral tissue complexes to selectively deform at the site of dissection. Simulations for 8 cases of actual clipping surgery were performed before surgery and evaluated for their usefulness in surgical approach planning. Preoperatively, each operative field was precisely reproduced and visualized with the virtual brain retraction defined by users. The clear visualization of the optimal approach to treating the aneurysm via an appropriate arachnoid incision was possible with MTIID. A virtual clipping simulator mainly focusing on supporting tissues and less on physical properties seemed to be useful in the surgical simulation of cerebral aneurysm clipping. To our knowledge, this article is the first to report brain deformation based on supporting tissues.

  14. 3D Interactions between Virtual Worlds and Real Life in an E-Learning Community

    Directory of Open Access Journals (Sweden)

    Ulrike Lucke

    2011-01-01

    Full Text Available Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.

  15. Interactive stereo electron microscopy enhanced with virtual reality

    International Nuclear Information System (INIS)

    Bethel, E.Wes; Bastacky, S.Jacob; Schwartz, Kenneth S.

    2001-01-01

    An analytical system is presented that is used to take measurements of objects perceived in stereo image pairs obtained from a scanning electron microscope (SEM). Our system operates by presenting a single stereo view that contains stereo image data obtained from the SEM, along with geometric representations of two types of virtual measurement instruments, a ''protractor'' and a ''caliper''. The measurements obtained from this system are an integral part of a medical study evaluating surfactant, a liquid coating the inner surface of the lung which makes possible the process of breathing. Measurements of the curvature and contact angle of submicron diameter droplets of a fluorocarbon deposited on the surface of airways are performed in order to determine surface tension of the air/liquid interface. This approach has been extended to a microscopic level from the techniques of traditional surface science by measuring submicrometer rather than millimeter diameter droplets, as well as the lengths and curvature of cilia responsible for movement of the surfactant, the airway's protective liquid blanket. An earlier implementation of this approach for taking angle measurements from objects perceived in stereo image pairs using a virtual protractor is extended in this paper to include distance measurements and to use a unified view model. The system is built around a unified view model that is derived from microscope-specific parameters, such as focal length, visible area and magnification. The unified view model ensures that the underlying view models and resultant binocular parallax cues are consistent between synthetic and acquired imagery. When the view models are consistent, it is possible to take measurements of features that are not constrained to lie within the projection plane. The system is first calibrated using non-clinical data of known size and resolution. Using the SEM, stereo image pairs of grids and spheres of known resolution are created to calibrate the

  16. 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.

  17. Virtual Reality Techniques for Eliciting Empathy and Cultural Awareness: Affective Human-Virtual World Interaction

    OpenAIRE

    Chirino-Klevans, Ivonne

    2017-01-01

    On the average human beings have about 50,000 thoughts every day. If we consider that thoughts influence how we feel there is little doubt that the way we perceive reality will strongly correlate with how we act upon that reality. Let’s contextualize this thinking process within the realm of global business where interacting with individuals from other cultural backgrounds is the norm. Our own perceptions and stereotypes towards those cultural groups will strongly influence how we interact wi...

  18. Embodied social interaction constitutes social cognition in pairs of humans: a minimalist virtual reality experiment.

    Science.gov (United States)

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-14

    Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction dynamics implicitly guide social cognition. Here we show that embodied social interaction can be constitutive of agency detection and of experiencing another's presence. Pairs of participants moved their "avatars" along an invisible virtual line and could make haptic contact with three identical objects, two of which embodied the other's motions, but only one, the other's avatar, also embodied the other's contact sensor and thereby enabled responsive interaction. Co-regulated interactions were significantly correlated with identifications of the other's avatar and reports of the clearest awareness of the other's presence. These results challenge folk psychological notions about the boundaries of mind, but make sense from evolutionary and developmental perspectives: an extendible mind can offload cognitive work into its environment.

  19. Crowd behaviour during high-stress evacuations in an immersive virtual environment

    Science.gov (United States)

    Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W.; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-01-01

    Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. PMID:27605166

  20. Crowd behaviour during high-stress evacuations in an immersive virtual environment.

    Science.gov (United States)

    Moussaïd, Mehdi; Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-09-01

    Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. © 2016 The Authors.

  1. Interweaving interactions in virtual worlds: a case study.

    Science.gov (United States)

    Cantamesse, Matteo; Galimberti, Carlo; Giacoma, Gianandrea

    2011-01-01

    The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW), both on adolescent's (effective) social interaction and on the competence they developed on it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship.

  2. Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments

    Directory of Open Access Journals (Sweden)

    Alonso-Valerdi Luz María

    2017-01-01

    Full Text Available Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI. Those cognitive processes take place while a user navigates and explores a virtual environment (VE and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI. BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1 set out working environmental conditions, (2 maximize the efficiency of BCI control panels, (3 implement navigation systems based not only on user intentions but also on user emotions, and (4 regulate user mental state to increase the differentiation between control and noncontrol modalities.

  3. Virtual reality (HMD and Interaction from the Perspective of Narrative Construction and Communication: Taxonomic Proposal

    Directory of Open Access Journals (Sweden)

    Jose Luis Rubio Tamayo

    2016-07-01

    Full Text Available Virtual reality is a term popularised by some authors since the eighties and the nineties, in order to define features for immersive environments generated artificially by digital means. Immersive processes in virtual environments have dramatically changed since early experiences in this area, such as Sensorama (1962, flight simulators (in the sixties or Aspen Movie Map Experiment (1978. Those changes offer new possibilities in communication and storytelling domains. This work does a systematic literature review about those phenomena, approaching also the emergence of interdisciplinary fields such as interaction design or user experience. The study aims also to configure a taxonomic classification of components in the domain of storytelling for the use of virtual reality technologies, trying to generate models which help to complement the current ones. This taxonomy is a qualitative milestone for studying interactive dimensions between technology, person and environment.

  4. A Fully Immersive Set-Up for Remote Interaction and Neurorehabilitation Based on Virtual Body Ownership

    Science.gov (United States)

    Perez-Marcos, Daniel; Solazzi, Massimiliano; Steptoe, William; Oyekoya, Oyewole; Frisoli, Antonio; Weyrich, Tim; Steed, Anthony; Tecchia, Franco; Slater, Mel; Sanchez-Vives, Maria V.

    2012-01-01

    Although telerehabilitation systems represent one of the most technologically appealing clinical solutions for the immediate future, they still present limitations that prevent their standardization. Here we propose an integrated approach that includes three key and novel factors: (a) fully immersive virtual environments, including virtual body representation and ownership; (b) multimodal interaction with remote people and virtual objects including haptic interaction; and (c) a physical representation of the patient at the hospital through embodiment agents (e.g., as a physical robot). The importance of secure and rapid communication between the nodes is also stressed and an example implemented solution is described. Finally, we discuss the proposed approach with reference to the existing literature and systems. PMID:22787454

  5. A computational design approach for virtual screening of peptide interactions across K+ channel families

    Directory of Open Access Journals (Sweden)

    Craig A. Doupnik

    2015-01-01

    Full Text Available Ion channels represent a large family of membrane proteins with many being well established targets in pharmacotherapy. The ‘druggability’ of heteromeric channels comprised of different subunits remains obscure, due largely to a lack of channel-specific probes necessary to delineate their therapeutic potential in vivo. Our initial studies reported here, investigated the family of inwardly rectifying potassium (Kir channels given the availability of high resolution crystal structures for the eukaryotic constitutively active Kir2.2 channel. We describe a ‘limited’ homology modeling approach that can yield chimeric Kir channels having an outer vestibule structure representing nearly any known vertebrate or invertebrate channel. These computationally-derived channel structures were tested in silico for ‘docking’ to NMR structures of tertiapin (TPN, a 21 amino acid peptide found in bee venom. TPN is a highly selective and potent blocker for the epithelial rat Kir1.1 channel, but does not block human or zebrafish Kir1.1 channel isoforms. Our Kir1.1 channel-TPN docking experiments recapitulated published in vitro findings for TPN-sensitive and TPN-insensitive channels. Additionally, in silico site-directed mutagenesis identified ‘hot spots’ within the channel outer vestibule that mediate energetically favorable docking scores and correlate with sites previously identified with in vitro thermodynamic mutant-cycle analysis. These ‘proof-of-principle’ results establish a framework for virtual screening of re-engineered peptide toxins for interactions with computationally derived Kir channels that currently lack channel-specific blockers. When coupled with electrophysiological validation, this virtual screening approach may accelerate the drug discovery process, and can be readily applied to other ion channels families where high resolution structures are available.

  6. 3D virtual facilities with interactive instructions for nuclear education and training

    International Nuclear Information System (INIS)

    Satoh, Yoshinori; Li, Ye; Zhu, Yuefeng; Rizwan-uddin

    2015-01-01

    Efficient and effective education and training of nuclear engineering students and future operators are critical for the safe operation and maintenance of nuclear power plants. Students and future operators used to receive some of the education and training at university laboratories and research reactors. With many university research reactors now shutdown, both students and future operators are deprived of this valuable training source. With an eye toward this need and to take advantage of recent developments in human machine interface technologies, we have focused on the development of 3D virtual laboratories for nuclear engineering education and training as well as to conduct virtual experiments. These virtual laboratories are expected to supplement currently available resources and education and training experiences. Resent focus is on adding interactivity and physics model to allow trainees to conduct virtual experiments. This paper reports some recent extensions to our virtual nuclear education laboratory and research reactor laboratory. These include head mounted display as well as hand tracking devices for virtual operations. (author)

  7. 3-Dimensional and Interactive Istanbul University Virtual Laboratory Based on Active Learning Methods

    Science.gov (United States)

    Ince, Elif; Kirbaslar, Fatma Gulay; Yolcu, Ergun; Aslan, Ayse Esra; Kayacan, Zeynep Cigdem; Alkan Olsson, Johanna; Akbasli, Ayse Ceylan; Aytekin, Mesut; Bauer, Thomas; Charalambis, Dimitris; Gunes, Zeliha Ozsoy; Kandemir, Ceyhan; Sari, Umit; Turkoglu, Suleyman; Yaman, Yavuz; Yolcu, Ozgu

    2014-01-01

    The purpose of this study is to develop a 3-dimensional interactive multi-user and multi-admin IUVIRLAB featuring active learning methods and techniques for university students and to introduce the Virtual Laboratory of Istanbul University and to show effects of IUVIRLAB on students' attitudes on communication skills and IUVIRLAB. Although there…

  8. 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…

  9. Virtual Savannah - Logging User Interaction in a Learning Visualization for Children

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    and Masai Mara. The objective is to substitute supplementary textual information currently used in schools and provide the teacher with information about each pupil. The Virtual Savannah was tested in situ on 19 pupils age 10-11 with the purpose of logging all interaction with animals, GUI...

  10. Interactive Space(s) -- the CTSG: bridging the real and virtual

    NARCIS (Netherlands)

    Eliëns, A.P.W.; Mao, W.; Vermeersch, L

    2010-01-01

    In this paper, ideas will be presented how to realize games or playful activities in interactive space(s), having a real (spatial) component as well as a representation in virtual 2D or 3D space, by means of web pages and/or online games. Apart from general design criteria, the paper discusses a

  11. "Homo Virtualis": Virtual Worlds, Learning, and an Ecology of Embodied Interaction

    Science.gov (United States)

    Jarmon, Leslie

    2010-01-01

    This article previews the emergence of "homo virtualis." Drawing on data from seven research studies, peer-reviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life [SL], the article examines virtual learning environments and embodiment through the lens of interactions of avatars with…

  12. Interactive Character as a Virtual Tour Guide to an Online Museum Exhibition.

    Science.gov (United States)

    de Almeida, Pilar; Yokoi, Shigeki

    Online museums could benefit from digital "lifelike" characters in order to guide users to virtual tours and to customize the tour information to users' interests. Digital characters have been explored in online museum web sites with different degrees of interaction and modes of communication. Such research, however, does not explore…

  13. A multimodal architecture for simulating natural interactive walking in virtual environments

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Serafin, Stefania; Turchet, Luca

    2011-01-01

    We describe a multimodal system that exploits the use of footwear-based interaction in virtual environments. We developed a pair of shoes enhanced with pressure sensors, actuators, and markers. These shoes control a multichannel surround sound system and drive a physically based audio...

  14. Towards a model for egocentric interaction with physical and virtual objects

    DEFF Research Database (Denmark)

    Pederson, Thomas; Janlert, Lars-Erik; Surie, Dipak

    2010-01-01

    Designers of mobile context-aware systems are struggling with the problem of conceptually incorporating the real world into the system design. We present a body-centric modeling framework (as opposed to device-centric) that incorporates physical and virtual objects of interest on the basis...... of proximity and human perception, framed in the context of an emerging "egocentric" interaction paradigm....

  15. Martin Award Paper: Development of Interactive Virtual Laboratories to Help Students Learn Difficult Concepts in Thermodynamics

    Science.gov (United States)

    Bowen, Alec S.; Reid, Daniel R.; Koretsky, Milo D.

    2015-01-01

    In this project, we explore the use of threshold concept theory as a design basis for development of Interactive Virtual Laboratories in thermodynamics. Thermodynamics is a difficult subject for chemical and biological engineering students to master. One reason for the difficulty is the diverse and challenging set of threshold concepts that they…

  16. Immersion in a virtual world interactive drama and affective sciences

    CERN Document Server

    Mayr, Simon

    2014-01-01

    Interactive drama is more than just a new breed of entertainment software. As different research projects have shown, these systems can also be used for pedagogical and therapeutic purposes. The goal of these systems is to teach sophisticated problem solving skills by allowing the user to interact with compelling stories that have didactic purpose.One of the main attractions of narratives, independent of the medium in which they are presented, is that they elicit emotional response in their audiences. They have an affective impact and only engineers and authors who understand how the emotion s

  17. An interactive three-dimensional virtual body structures system for anatomical training over the internet.

    Science.gov (United States)

    Temkin, Bharti; Acosta, Eric; Malvankar, Ameya; Vaidyanath, Sreeram

    2006-04-01

    The Visible Human digital datasets make it possible to develop computer-based anatomical training systems that use virtual anatomical models (virtual body structures-VBS). Medical schools are combining these virtual training systems and classical anatomy teaching methods that use labeled images and cadaver dissection. In this paper we present a customizable web-based three-dimensional anatomy training system, W3D-VBS. W3D-VBS uses National Library of Medicine's (NLM) Visible Human Male datasets to interactively locate, explore, select, extract, highlight, label, and visualize, realistic 2D (using axial, coronal, and sagittal views) and 3D virtual structures. A real-time self-guided virtual tour of the entire body is designed to provide detailed anatomical information about structures, substructures, and proximal structures. The system thus facilitates learning of visuospatial relationships at a level of detail that may not be possible by any other means. The use of volumetric structures allows for repeated real-time virtual dissections, from any angle, at the convenience of the user. Volumetric (3D) virtual dissections are performed by adding, removing, highlighting, and labeling individual structures (and/or entire anatomical systems). The resultant virtual explorations (consisting of anatomical 2D/3D illustrations and animations), with user selected highlighting colors and label positions, can be saved and used for generating lesson plans and evaluation systems. Tracking users' progress using the evaluation system helps customize the curriculum, making W3D-VBS a powerful learning tool. Our plan is to incorporate other Visible Human segmented datasets, especially datasets with higher resolutions, that make it possible to include finer anatomical structures such as nerves and small vessels. (c) 2006 Wiley-Liss, Inc.

  18. An interactive cooperation model for neighboring virtual power plants

    International Nuclear Information System (INIS)

    Shabanzadeh, Morteza; Sheikh-El-Eslami, Mohammad-Kazem; Haghifam, Mahmoud-Reza

    2017-01-01

    Highlights: •The trading strategies of a VPP in cooperation with its neighboring VPPs are addressed. •A portfolio of inter-regional contracts is considered to model this cooperation scheme. •A novel mathematical formulation for possible inadvertent transactions is provided. •A two-stage stochastic programming approach is applied to characterize the uncertainty. •Two efficient risk measures, SSD and CVaR, are implemented in the VPP decision-making problem. -- Abstract: Future distribution systems will accommodate an increasing share of distributed energy resources (DERs). Facing with this new reality, virtual power plants (VPPs) play a key role to aggregate DERs with the aim of facilitating their involvement in wholesale electricity markets. In this paper, the trading strategies of a VPP in cooperation with its neighboring VPPs are addressed. Toward this aim, a portfolio of inter-regional contracts is considered to model this cooperation and maximize the energy trade opportunities of the VPP within a medium-term horizon. To hedge against profit variability caused by market price uncertainties, two efficient risk management approaches are also implemented in the VPP decision-making problem based on the concepts of conditional value at risk (CVaR) and second-order stochastic dominance constraints (SSD). The resulting models are formulated as mixed-integer linear programming (MILP) problems that can be solved using off-the-shelf software packages. The efficiency of the proposed risk-hedging models is analyzed through a detailed case study, and thereby relevant conclusions are drawn.

  19. The Selimiye Mosque of Edirne, Turkey - AN Immersive and Interactive Virtual Reality Experience Using Htc Vive

    Science.gov (United States)

    Kersten, T. P.; Büyüksalih, G.; Tschirschwitz, F.; Kan, T.; Deggim, S.; Kaya, Y.; Baskaraca, A. P.

    2017-05-01

    Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.

  20. DISTRIBUTED SYSTEM FOR HUMAN MACHINE INTERACTION IN VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    Abraham Obed Chan-Canche

    2017-07-01

    Full Text Available The communication networks built by multiple devices and sensors are becoming more frequent. These device networks allow human-machine interaction development which aims to improve the human performance generating an adaptive environment in response to the information provided by it. The problem of this work is the quick integration of a device network that allows the development of a flexible immersive environment for different uses.

  1. The highly intelligent virtual agents for modeling financial markets

    Science.gov (United States)

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

    2016-02-01

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

  2. Strong interactions at high energy

    International Nuclear Information System (INIS)

    Anselmino, M.

    1995-01-01

    Spin effects in strong interaction high energy processes are subtle phenomena which involve both short and long distance physics and test perturbative and non perturbative aspects of QCD. Moreover, depending on quantities like interferences between different amplitudes and relative phases, spin observables always test a theory at a fundamental quantum mechanical level; it is then no surprise that spin data are often difficult to accommodate within the existing models. A report is made on the main issues and contributions discussed in the parallel Session on the open-quote open-quote Strong interactions at high energy close-quote close-quote in this Conference. copyright 1995 American Institute of Physics

  3. Exposure to virtual social interactions in the treatment of social anxiety disorder: A randomized controlled trial.

    Science.gov (United States)

    Kampmann, Isabel L; Emmelkamp, Paul M G; Hartanto, Dwi; Brinkman, Willem-Paul; Zijlstra, Bonne J H; Morina, Nexhmedin

    2016-02-01

    This randomized controlled trial investigated the efficacy of a stand-alone virtual reality exposure intervention comprising verbal interaction with virtual humans to target heterogeneous social fears in participants with social anxiety disorder. Sixty participants (Mage = 36.9 years; 63.3% women) diagnosed with social anxiety disorder were randomly assigned to individual virtual reality exposure therapy (VRET), individual in vivo exposure therapy (iVET), or waiting-list. Multilevel regression analyses revealed that both treatment groups improved from pre-to postassessment on social anxiety symptoms, speech duration, perceived stress, and avoidant personality disorder related beliefs when compared to the waiting-list. Participants receiving iVET, but not VRET, improved on fear of negative evaluation, speech performance, general anxiety, depression, and quality of life relative to those on waiting-list. The iVET condition was further superior to the VRET condition regarding decreases in social anxiety symptoms at post- and follow-up assessments, and avoidant personality disorder related beliefs at follow-up. At follow-up, all improvements were significant for iVET. For VRET, only the effect for perceived stress was significant. VRET containing extensive verbal interaction without any cognitive components can effectively reduce complaints of generalized social anxiety disorder. Future technological and psychological improvements of virtual social interactions might further enhance the efficacy of VRET for social anxiety disorder. Copyright © 2015 Elsevier Ltd. All rights reserved.

  4. Interactions with Virtual People: Do Avatars Dream of Digital Sheep?. Chapter 6

    Science.gov (United States)

    Slater, Mel; Sanchez-Vives, Maria V.

    2007-01-01

    This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy

  5. The interactive effect of hunger and impulsivity on food intake and purchase in a virtual supermarket.

    Science.gov (United States)

    Nederkoorn, C; Guerrieri, R; Havermans, R C; Roefs, A; Jansen, A

    2009-08-01

    It has been shown repeatedly that impulsivity, obesity and food intake are related; obese people are more impulsive than lean people and impulsive people eat more than less impulsive people. The relation between impulsivity and food intake might be state dependent; hunger motivates food seeking behaviour and food consumption, especially of high caloric food. Difficulties to overrule automatic behavioural tendencies might make impulsive people more susceptible to the effects of hunger on food selection. Therefore, they are expected to increase their intake more than low impulsive people when feeling hungry. STUDY 1: Fifty-seven female participants were randomly assigned to a hunger or sated condition. Response inhibition (a measure of impulsivity) and food intake were measured. Results show that impulsive participants ate significantly more, but only when feeling hungry. STUDY 2: Ninety-four undergraduate students participated. Hunger, response inhibition and the purchase of food in a virtual supermarket were measured. The same interaction was found: impulsive participants bought most calories, especially from snack food, but only when feeling hungry. Hunger and impulsivity interact in their influence on consumption. These data suggest that reducing hunger during calorie restricting diets is important for successful weight loss, particularly for the impulsive dieters.

  6. 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.

  7. Interactive virtual laboratory for distance education in nuclear engineering

    International Nuclear Information System (INIS)

    Jain, P.; Stubbins, J.; Uddin, R.

    2006-01-01

    A real time, distance lab module is being developed and implemented in the Dept. of Nuclear, Plasma and Radiological Engineering at the Univ. of Illinois at Urbana-Champaign. This internet based system allows remote personnel to watch the experiments, acquire data, and interact with on-site personnel. The e-lab broadcasts not only the live scenes of laboratory and experiments, but also the real time data and plots being measured and displayed in graphical and other formats. Moreover, use of LabVIEW's remote front panel feature allows communications between the local lab and remote client so that, if permitted, remote client can control part or all of the experiment in real-time. (authors)

  8. Using Virtual Laboratories as Interactive Textbooks: Studies on Blended Learning in Biotechnology Classrooms

    Directory of Open Access Journals (Sweden)

    Hemalatha Sasidharakurup

    2015-07-01

    Full Text Available Virtual laboratories, an ICT-based initiative, is a new venture that is becoming more prevalent in universities for improving classroom education. With geographically remote and economically constrained institutes in India as the focus, we developed web-based virtual labs for virtualizing the wet-lab techniques and experiments with the aid of graphics favoured animations, mathematical simulators and remote triggered experimentations. In this paper, we analysed perceived usefulness of Biotechnology virtual labs amongst student groups and its role in improving the student’s performance when introduced as a learning tool in a blended classroom scenario. A pedagogical survey, via workshops and online feedback, was carried out among 600 university-level students and 100 remote users of various Indian universities. Comparing learning groups on usage of blended learning approach against a control group (traditional classroom methods and an experimental group (teacher-mediated virtual labs, our studies indicate augmented academic performance among students in blended environments. Findings also indicated usage of remotely-triggered labs aided enhancing interaction-based lab education enabling anytime-anywhere student participation scenarios.

  9. Assessing the utility and limitations of high throughput virtual screening

    Directory of Open Access Journals (Sweden)

    Paul Daniel Phillips

    2016-05-01

    Full Text Available Due to low cost, speed, and unmatched ability to explore large numbers of compounds, high throughput virtual screening and molecular docking engines have become widely utilized by computational scientists. It is generally accepted that docking engines, such as AutoDock, produce reliable qualitative results for ligand-macromolecular receptor binding, and molecular docking results are commonly reported in literature in the absence of complementary wet lab experimental data. In this investigation, three variants of the sixteen amino acid peptide, α-conotoxin MII, were docked to a homology model of the a3β2-nicotinic acetylcholine receptor. DockoMatic version 2.0 was used to perform a virtual screen of each peptide ligand to the receptor for ten docking trials consisting of 100 AutoDock cycles per trial. The results were analyzed for both variation in the calculated binding energy obtained from AutoDock, and the orientation of bound peptide within the receptor. The results show that, while no clear correlation exists between consistent ligand binding pose and the calculated binding energy, AutoDock is able to determine a consistent positioning of bound peptide in the majority of trials when at least ten trials were evaluated.

  10. Implementation of interactive virtual simulation of physical systems

    International Nuclear Information System (INIS)

    Sanchez, H; Escobar, J J; Gonzalez, J D; Beltran, J

    2014-01-01

    Considering the limited availability of laboratories for physics teaching and the difficulties this causes in the learning of school students in Santa Marta Colombia, we have developed software in order to generate greater student interaction with the phenomena physical and improve their understanding. Thereby, this system has been proposed in an architecture Model/View- View- Model (MVVM), sharing the benefits of MVC. Basically, this pattern consists of 3 parts: The Model, that is responsible for business logic related. The View, which is the part with which we are most familiar and the user sees. Its role is to display data to the user and allowing manipulation of the data of the application. The ViewModel, which is the middle part of the Model and the View (analogous to the Controller in the MVC pattern), as well as being responsible for implementing the behavior of the view to respond to user actions and expose data model in a way that is easy to use links to data in the view. .NET Framework 4.0 and editing package Silverlight 4 and 5 are the main requirements needed for the deployment of physical simulations that are hosted in the web application and a web browser (Internet Explorer, Mozilla Firefox or Chrome). The implementation of this innovative application in educational institutions has shown that students improved their contextualization of physical phenomena

  11. An operator training simulator based on interactive virtual teleoperation: nuclear facilities maintenance applications

    International Nuclear Information System (INIS)

    Kim, Ki Ho; Kim, Seung Ho

    1997-01-01

    Remote manipulation in nuclear hazardous environment is very often complex and difficult to operate and requires excessively careful preparation. Remote slave manipulators for unstructured work are manually controlled by a human operator. Small errors made by the operator via the master manipulator during operation can cause the slave to be surffered from excessive forces and result in considerable damages to the slave iteself and its environment. In this paper, we present a prototype of an operator training simulator for use in nuclear facilities maintenance applications, as part of the ongoing Nuclear Robotics Development Program at Korea Atomic Energy Research Institute (KAERI). The operator training simulator provides a means by which, in virtual task simulation, the operator can try out and train for expected remote tasks that the real slave manipulator will perform in advance. The operator interacts with both the virtual slave and task environment through the real master. Virtual interaction force feedback is provided to the operator. We also describe a man-in-the loop control scheme to realize bilateral force reflection in virtual teleoperation

  12. Virtual pools for interactive analysis and software development through an integrated Cloud environment

    International Nuclear Information System (INIS)

    Grandi, C; Italiano, A; Salomoni, D; Melcarne, A K Calabrese

    2011-01-01

    WNoDeS, an acronym for Worker Nodes on Demand Service, is software developed at CNAF-Tier1, the National Computing Centre of the Italian Institute for Nuclear Physics (INFN) located in Bologna. WNoDeS provides on demand, integrated access to both Grid and Cloud resources through virtualization technologies. Besides the traditional use of computing resources in batch mode, users need to have interactive and local access to a number of systems. WNoDeS can dynamically select these computers instantiating Virtual Machines, according to the requirements (computing, storage and network resources) of users through either the Open Cloud Computing Interface API, or through a web console. An interactive use is usually limited to activities in user space, i.e. where the machine configuration is not modified. In some other instances the activity concerns development and testing of services and thus implies the modification of the system configuration (and, therefore, root-access to the resource). The former use case is a simple extension of the WNoDeS approach, where the resource is provided in interactive mode. The latter implies saving the virtual image at the end of each user session so that it can be presented to the user at subsequent requests. This work describes how the LHC experiments at INFN-Bologna are testing and making use of these dynamically created ad-hoc machines via WNoDeS to support flexible, interactive analysis and software development at the INFN Tier-1 Computing Centre.

  13. DARC: Mapping Surface Topography by Ray-Casting for Effective Virtual Screening at Protein Interaction Sites.

    Science.gov (United States)

    Gowthaman, Ragul; Miller, Sven A; Rogers, Steven; Khowsathit, Jittasak; Lan, Lan; Bai, Nan; Johnson, David K; Liu, Chunjing; Xu, Liang; Anbanandam, Asokan; Aubé, Jeffrey; Roy, Anuradha; Karanicolas, John

    2016-05-12

    Protein-protein interactions represent an exciting and challenging target class for therapeutic intervention using small molecules. Protein interaction sites are often devoid of the deep surface pockets presented by "traditional" drug targets, and crystal structures reveal that inhibitors typically engage these sites using very shallow binding modes. As a consequence, modern virtual screening tools developed to identify inhibitors of traditional drug targets do not perform as well when they are instead deployed at protein interaction sites. To address the need for novel inhibitors of important protein interactions, here we introduce an alternate docking strategy specifically designed for this regime. Our method, termed DARC (Docking Approach using Ray-Casting), matches the topography of a surface pocket "observed" from within the protein to the topography "observed" when viewing a potential ligand from the same vantage point. We applied DARC to carry out a virtual screen against the protein interaction site of human antiapoptotic protein Mcl-1 and found that four of the top-scoring 21 compounds showed clear inhibition in a biochemical assay. The Ki values for these compounds ranged from 1.2 to 21 μM, and each had ligand efficiency comparable to promising small-molecule inhibitors of other protein-protein interactions. These hit compounds do not resemble the natural (protein) binding partner of Mcl-1, nor do they resemble any known inhibitors of Mcl-1. Our results thus demonstrate the utility of DARC for identifying novel inhibitors of protein-protein interactions.

  14. 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

    content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.

  15. Language Philosophy in the context of knowledge organization in the interactive virtual platform

    Directory of Open Access Journals (Sweden)

    Luciana De Souza Gracioso

    2012-12-01

    Full Text Available Over the past years we have pursued epistemological paths that enabled us to reflect on the meaning of language as information, especially in the interactive virtual environments. The main objective of this investigation did not specifically aim at the identification or development of methodological tools, but rather the configuration of a theoretical discourse framework about the pragmatic epistemological possibilities of study and research in the Science of Information within the context of information actions in virtual technology. Thus, we present our thoughts and conjectures about the prerogatives and the obstacles encountered in that theoretical path, concluding with some communicative implications that are inherent to the meaning of information from its use, which in turn, configure the informational activities on the Internet with regard to the existing interactive platforms, better known as Web 2.0, or Pragmatic Web.

  16. Human-scale interaction for virtual model displays: a clear case for real tools

    Science.gov (United States)

    Williams, George C.; McDowall, Ian E.; Bolas, Mark T.

    1998-04-01

    We describe a hand-held user interface for interacting with virtual environments displayed on a Virtual Model Display. The tool, constructed entirely of transparent materials, is see-through. We render a graphical counterpart of the tool on the display and map it one-to-one with the real tool. This feature, combined with a capability for touch- sensitive, discrete input, results in a useful spatial input device that is visually versatile. We discuss the tool's design and interaction techniques it supports. Briefly, we look at the human factors issues and engineering challenges presented by this tool and, in general, by the class of hand-held user interfaces that are see-through.

  17. An Appeal for heritage interpretation and accessibility. Immersive and interactive virtual reality tours for mobile devices

    OpenAIRE

    Guillermo Duclos Bautista; Javier Cousillas Ripoll

    2013-01-01

    We propose an interactive resource for the value enhancement, management, diffusion and accessibility of the architectural and archaeological heritage by means of virtual reality technologies through mobile devices. The resource is, in addition, a tool for the management of the heritage by the employment of intermediate modules that allow the graphical and alphanumeric update of the external and internal databases put in relation with the resource, depending on the interventions and investiga...

  18. A LOW-COST AND LIGHTWEIGHT 3D INTERACTIVE REAL ESTATE-PURPOSED INDOOR VIRTUAL REALITY APPLICATION

    Directory of Open Access Journals (Sweden)

    K. Ozacar

    2017-11-01

    Full Text Available Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.

  19. a Low-Cost and Lightweight 3d Interactive Real Estate-Purposed Indoor Virtual Reality Application

    Science.gov (United States)

    Ozacar, K.; Ortakci, Y.; Kahraman, I.; Durgut, R.; Karas, I. R.

    2017-11-01

    Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.

  20. The virtual mirror: a new interaction paradigm for augmented reality environments.

    Science.gov (United States)

    Bichlmeier, Christoph; Heining, Sandro Michael; Feuerstein, Marco; Navab, Nassir

    2009-09-01

    Medical augmented reality (AR) has been widely discussed within the medical imaging as well as computer aided surgery communities. Different systems for exemplary medical applications have been proposed. Some of them produced promising results. One major issue still hindering AR technology to be regularly used in medical applications is the interaction between physician and the superimposed 3-D virtual data. Classical interaction paradigms, for instance with keyboard and mouse, to interact with visualized medical 3-D imaging data are not adequate for an AR environment. This paper introduces the concept of a tangible/controllable Virtual Mirror for medical AR applications. This concept intuitively augments the direct view of the surgeon with all desired views on volumetric medical imaging data registered with the operation site without moving around the operating table or displacing the patient. We selected two medical procedures to demonstrate and evaluate the potentials of the Virtual Mirror for the surgical workflow. Results confirm the intuitiveness of this new paradigm and its perceptive advantages for AR-based computer aided interventions.

  1. EFFECTIVE 3D DIGITIZATION OF ARCHAEOLOGICAL ARTIFACTS FOR INTERACTIVE VIRTUAL MUSEUM

    Directory of Open Access Journals (Sweden)

    G. Tucci

    2012-09-01

    Full Text Available This paper presents a set of results of an on-going research on digital 3D reproduction of medium and small size archaeological artifacts which is intended to support the elaboration of a virtual and interactive exhibition environment, and also to provide a scientific archive of highly accurate models for specialists. After a short illustration of the background project and its finalities, we present the data acquisition through triangulation-based laser scanning and the post-processing methods we used to face the challenge of obtaining a large number of reliable digital copies at reasonable costs and within a short time frame, giving an account of the most recurrent problematic issues of the established work-flow and how they were solved (the careful placing of the artifacts to be digitized so to achieve the best results, the cleaning operations in order to build a coherent single polygon mesh, how to deal with unavoidable missing parts or defected textures in the generated model, etc..

  2. The role of perceived interactivity in virtual communities: building trust and increasing stickiness

    Science.gov (United States)

    Wang, Hongwei; Meng, Yuan; Wang, Wei

    2013-03-01

    Although previous research has explored factors affecting trust building in websites, little research has been analysed from the perceived interactivity perspective in virtual communities (VCs). A research model for verifying interactivity antecedents to trust and its impact on member stickiness behaviour is presented. Two social interactivity components and two system interactivity components are, respectively, theorised as process-based antecedents and institution-based antecedents to trust in the model. Data were collected from 310 members of VCs to test the model. The results show that connectedness and reciprocity are important antecedents to trust in members, while responsiveness and active control are important antecedents to trust in systems. The results also indicate that trust has significant influence on the members' duration and retention, which are two dimensions of member stickiness measured in this research. These findings have theoretical implications for online interaction-related literature and critical business implications for practitioners of VCs.

  3. Exploring Infiniband Hardware Virtualization in OpenNebula towards Efficient High-Performance Computing

    Energy Technology Data Exchange (ETDEWEB)

    Pais Pitta de Lacerda Ruivo, Tiago [IIT, Chicago; Bernabeu Altayo, Gerard [Fermilab; Garzoglio, Gabriele [Fermilab; Timm, Steven [Fermilab; Kim, Hyun-Woo [Fermilab; Noh, Seo-Young [KISTI, Daejeon; Raicu, Ioan [IIT, Chicago

    2014-11-11

    has been widely accepted that software virtualization has a big negative impact on high-performance computing (HPC) application performance. This work explores the potential use of Infiniband hardware virtualization in an OpenNebula cloud towards the efficient support of MPI-based workloads. We have implemented, deployed, and tested an Infiniband network on the FermiCloud private Infrastructure-as-a-Service (IaaS) cloud. To avoid software virtualization towards minimizing the virtualization overhead, we employed a technique called Single Root Input/Output Virtualization (SRIOV). Our solution spanned modifications to the Linux’s Hypervisor as well as the OpenNebula manager. We evaluated the performance of the hardware virtualization on up to 56 virtual machines connected by up to 8 DDR Infiniband network links, with micro-benchmarks (latency and bandwidth) as well as w a MPI-intensive application (the HPL Linpack benchmark).

  4. THE DEVELOPMENT OF AN INTERACTIVE VIRTUAL ENVIRONMENT FOR HISHAM PALACE IN JERICHO, PALESTINE

    Directory of Open Access Journals (Sweden)

    Shadi Ghadban

    2013-07-01

    Full Text Available This study aims to introduce Virtual Reality (VR techniques as a tool to develop an interactive environment for cultural heritage sites in Palestine; these sites have their own specific problems and challenges, which have significantly affected most of the existing sites and cause their continuous deterioration. The virtual replicas of these sites and landscapes can act as a medium for their preservation, documentation, interpretation and intervention, assisting in education, tourism and an increase in public awareness regarding their significant value. For this purpose, Hisham Palace in Jericho was chosen as a case study. The historical layers of Hisham Palace were studied and visualized using advanced 3D visualization techniques by applying a five-step approach to analyze and model different elements of the palace to assemble them at a later stage. This approach was implemented due to the critical condition of the physical remains and the insufficient literature on the history of the palace. As a result, a initial 3D virtual reality model was obtained, presented and discussed in a 3D immersive  environment at the Virtual Reality Lab (VR Lab at Birzeit University.

  5. Simulations and experimental evaluation of an active orthosis for interaction in virtual environments

    Directory of Open Access Journals (Sweden)

    Tsveov Mihail

    2018-01-01

    Full Text Available In this work, the development of a human arm active orthosis is presented. The orthosis is designed primarily for training and rehabilitation in virtual environments.The orthosis system is intended for embodiment in virtual reality where it is allowing human to perceive forces at different body parts or the weight of lifted objects. In the paper the choice of a mechanical structure is shown equivalent to the structure of the human arm. A mechanical model of the orthosis arm as haptic device is built, where kinematic and dynamic parameters are evaluated. Impedance control scheme is selected as the most suitable for force refection at the hand or arm. An open-loop impedance controller is presented in the paper. Computer experiments are carried out using the dimensions of a real arm orthosis. Computer experiments have been carried out to provide force reflection by VR, according to virtual scenario. The conducted simulations show the range of the forces on the operator hand, orthosis can provide. The results of additional measurements and experimental evaluations of physical quantities in the interaction in a virtual environment are revealed in the paper.

  6. Understanding interactions in virtual HIV communities: a social network analysis approach.

    Science.gov (United States)

    Shi, Jingyuan; Wang, Xiaohui; Peng, Tai-Quan; Chen, Liang

    2017-02-01

    This study investigated the driving mechanism of building interaction ties among the people living with HIV/AIDS in one of the largest virtual HIV communities in China using social network analysis. Specifically, we explained the probability of forming interaction ties with homophily and popularity characteristics. The exponential random graph modeling results showed that members in this community tend to form homophilous ties in terms of shared location and interests. Moreover, we found a tendency away from popularity effect. This suggests that in this community, resources and information were not disproportionally received by a few of members, which could be beneficial to the overall community.

  7. Weak interactions at high energies

    International Nuclear Information System (INIS)

    Ellis, J.

    1978-08-01

    Review lectures are presented on the phenomenological implications of the modern spontaneously broken gauge theories of the weak and electromagnetic interactions, and some observations are made about which high energy experiments probe what aspects of gauge theories. Basic quantum chromodynamics phenomenology is covered including momentum dependent effective quark distributions, the transverse momentum cutoff, search for gluons as sources of hadron jets, the status and prospects for the spectroscopy of fundamental fermions and how fermions may be used to probe aspects of the weak and electromagnetic gauge theory, studies of intermediate vector bosons, and miscellaneous possibilities suggested by gauge theories from the Higgs bosons to speculations about proton decay. 187 references

  8. Virtual interactive musculoskeletal system (VIMS in orthopaedic research, education and clinical patient care

    Directory of Open Access Journals (Sweden)

    Yoshida Hiroaki

    2007-03-01

    Full Text Available Abstract The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System. Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation.

  9. Virtual Interactive Musculoskeletal System (VIMS) in orthopaedic research, education and clinical patient care.

    Science.gov (United States)

    Chao, Edmund Y S; Armiger, Robert S; Yoshida, Hiroaki; Lim, Jonathan; Haraguchi, Naoki

    2007-03-08

    The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System). Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation.

  10. Peripersonal Space: An Index of Multisensory Body–Environment Interactions in Real, Virtual, and Mixed Realities

    Directory of Open Access Journals (Sweden)

    Andrea Serino

    2018-01-01

    Full Text Available Human–environment interactions normally occur in the physical milieu and thus by medium of the body and within the space immediately adjacent to and surrounding the body, the peripersonal space (PPS. However, human interactions increasingly occur with or within virtual environments, and hence novel approaches and metrics must be developed to index human–environment interactions in virtual reality (VR. Here, we present a multisensory task that measures the spatial extent of human PPS in real, virtual, and augmented realities. We validated it in a mixed reality (MR ecosystem in which real environment and virtual objects are blended together in order to administer and control visual, auditory, and tactile stimuli in ecologically valid conditions. Within this mixed-reality environment, participants are asked to respond as fast as possible to tactile stimuli on their body, while task-irrelevant visual or audiovisual stimuli approach their body. Results demonstrate that, in analogy with observations derived from monkey electrophysiology and in real environmental surroundings, tactile detection is enhanced when visual or auditory stimuli are close to the body, and not when far from it. We then calculate the location where this multisensory facilitation occurs as a proxy of the boundary of PPS. We observe that mapping of PPS via audiovisual, as opposed to visual alone, looming stimuli results in sigmoidal fits—allowing for the bifurcation between near and far space—with greater goodness of fit. In sum, our approach is able to capture the boundaries of PPS on a spatial continuum, at the individual-subject level, and within a fully controlled and previously laboratory-validated setup, while maintaining the richness and ecological validity of real-life events. The task can therefore be applied to study the properties of PPS in humans and to index the features governing human–environment interactions in virtual or MR. We propose PPS as an

  11. Social Interaction Behavior in ADHD in Adults in a Virtual Trust Game.

    Science.gov (United States)

    Lis, Stefanie; Baer, Nina; Franzen, Nele; Hagenhoff, Meike; Gerlach, Maika; Koppe, Georgia; Sammer, Gebhard; Gallhofer, Bernd; Kirsch, Peter

    2016-04-01

    Social cognitive functions in adults with ADHD were investigated in a virtual social exchange game. The sample consisted of 40 participants (20 adult ADHD participants, 20 healthy controls). Participants played a multiround trust game with virtual trustees who differed in regard to fairness and presence of emotional facial cues. Investments were higher in ADHD participants than in healthy participants except for partners who played fair with constant neutral expressions. ADHD patients did not adapt their behavior to the fairness of the trustee. In the presence of emotional facial cues, ADHD and healthy participants transferred more monetary units to happy rather than angry-looking trustees. Differences in investment behavior were not linked to deficits in emotion-recognition abilities or cognitive dysfunctions. Alterations in interaction behavior and in the formation of a general attitude toward social partners could be shown in adults with ADHD. © The Author(s) 2013.

  12. An Appeal for heritage interpretation and accessibility. Immersive and interactive virtual reality tours for mobile devices

    Directory of Open Access Journals (Sweden)

    Guillermo Duclos Bautista

    2013-11-01

    Full Text Available We propose an interactive resource for the value enhancement, management, diffusion and accessibility of the architectural and archaeological heritage by means of virtual reality technologies through mobile devices. The resource is, in addition, a tool for the management of the heritage by the employment of intermediate modules that allow the graphical and alphanumeric update of the external and internal databases put in relation with the resource, depending on the interventions and investigations that on the monument are taking place in the time. Furthermore, the resource is a powerful compensatory measure for the virtual accessibility to the heritage by persons with limited mobility and / or sensory deficiencies.

  13. Virtual reality and interactive 3D as effective tools for medical training.

    Science.gov (United States)

    Webb, George; Norcliffe, Alex; Cannings, Peter; Sharkey, Paul; Roberts, Dave

    2003-01-01

    CAVE-like displays allow a user to walk in to a virtual environment, and use natural movement to change the viewpoint of virtual objects which they can manipulate with a hand held device. This maps well to many surgical procedures offering strong potential for training and planning. These devices may be networked together allowing geographically remote users to share the interactive experience. This maps to the strong need for distance training and planning of surgeons. Our paper shows how the properties of a CAVE-Like facility can be maximised in order to provide an ideal environment for medical training. The implementation of a large 3D-eye is described. The resulting application is that of an eye that can be manipulated and examined by trainee medics under the guidance of a medical expert. The progression and effects of different ailments can be illustrated and corrective procedures, demonstrated.

  14. Natural interaction in Virtual Environments for Cultural Heritage: Giotto in 3D and Etruscanning study cases

    Directory of Open Access Journals (Sweden)

    Eva Pietroni

    2012-11-01

    Full Text Available A basic limit of most of VR applications created by the scientific community and reproducing cultural sites or artefacts is that they do not fire up the attention of public, in comparison with the great potentialities of VR system for cultural transmission: they are often lacking in emotional storytelling and difficult to manage. An important factor is the need of more natural and simple interfaces, especially for applications hosted inside museums. Starting from our experience in this domain, we propose new metaphors of narration and paradigm of interaction based on natural interfaces (body movements, presenting three study cases: “The Rule confirmation: virtual experience among Giotto's characters”, “Etruscanning3D”, “Virtual Exploration of the ancient Pharmacy of S. Maria della Scaletta Hospital at Imola”.

  15. Virtual ultrasound sources in high-resolution ultrasound imaging

    DEFF Research Database (Denmark)

    Nikolov, Svetoslav; Jensen, Jørgen Arendt

    2002-01-01

    beamforming procedure for 3D ultrasound imaging. The position of the virtual source, and the created waveform are investigated with simulation, and with pulse-echo measurements. There is good agreement between the estimated wavefront and the theoretically tted one. Several examples of the use of virtual...... source elements are considered. Using SAF on data acquired for a conventional linear array imaging improves the penetration depth for the particular imaging situation from 80 to 110 mm. The independent use of virtual source elements in the elevation plane decreases the respective size of the point spread...

  16. Simple, parallel, high-performance virtual machines for extreme computations

    International Nuclear Information System (INIS)

    Chokoufe Nejad, Bijan; Ohl, Thorsten; Reuter, Jurgen

    2014-11-01

    We introduce a high-performance virtual machine (VM) written in a numerically fast language like Fortran or C to evaluate very large expressions. We discuss the general concept of how to perform computations in terms of a VM and present specifically a VM that is able to compute tree-level cross sections for any number of external legs, given the corresponding byte code from the optimal matrix element generator, O'Mega. Furthermore, this approach allows to formulate the parallel computation of a single phase space point in a simple and obvious way. We analyze hereby the scaling behaviour with multiple threads as well as the benefits and drawbacks that are introduced with this method. Our implementation of a VM can run faster than the corresponding native, compiled code for certain processes and compilers, especially for very high multiplicities, and has in general runtimes in the same order of magnitude. By avoiding the tedious compile and link steps, which may fail for source code files of gigabyte sizes, new processes or complex higher order corrections that are currently out of reach could be evaluated with a VM given enough computing power.

  17. Evaluation for the design of experience in virtual environments: modeling breakdown of interaction and illusion.

    Science.gov (United States)

    Marsh, T; Wright, P; Smith, S

    2001-04-01

    New and emerging media technologies have the potential to induce a variety of experiences in users. In this paper, it is argued that the inducement of experience presupposes that users are absorbed in the illusion created by these media. Looking to another successful visual medium, film, this paper borrows from the techniques used in "shaping experience" to hold spectators' attention in the illusion of film, and identifies what breaks the illusion/experience for spectators. This paper focuses on one medium, virtual reality (VR), and advocates a transparent or "invisible style" of interaction. We argue that transparency keeps users in the "flow" of their activities and consequently enhances experience in users. Breakdown in activities breaks the experience and subsequently provides opportunities to identify and analyze potential causes of usability problems. Adopting activity theory, we devise a model of interaction with VR--through consciousness and activity--and introduce the concept of breakdown in illusion. From this, a model of effective interaction with VR is devised and the occurrence of breakdown in interaction and illusion is identified along a continuum of engagement. Evaluation guidelines for the design of experience are proposed and applied to usability problems detected in an empirical study of a head-mounted display (HMD) VR system. This study shows that the guidelines are effective in the evaluation of VR. Finally, we look at the potential experiences that may be induced in users and propose a way to evaluate user experience in virtual environments (VEs) and other new and emerging media.

  18. Affective interactions using virtual reality: the link between presence and emotions.

    Science.gov (United States)

    Riva, Giuseppe; Mantovani, Fabrizia; Capideville, Claret Samantha; Preziosa, Alessandra; Morganti, Francesca; Villani, Daniela; Gaggioli, Andrea; Botella, Cristina; Alcañiz, Mariano

    2007-02-01

    Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.

  19. A real-time vision-based hand gesture interaction system for virtual EAST

    Energy Technology Data Exchange (ETDEWEB)

    Wang, K.R., E-mail: wangkr@mail.ustc.edu.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Xiao, B.J.; Xia, J.Y. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Li, Dan [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Luo, W.L. [709th Research Institute, Shipbuilding Industry Corporation (China)

    2016-11-15

    Highlights: • Hand gesture interaction is first introduced to EAST model interaction. • We can interact with EAST model by a bared hand and a web camera. • We can interact with EAST model with a distance to screen. • Interaction is free, direct and effective. - Abstract: The virtual Experimental Advanced Superconducting Tokamak device (VEAST) is a very complicated 3D model, to interact with which, the traditional interaction devices are limited and inefficient. However, with the development of human-computer interaction (HCI), the hand gesture interaction has become a much popular choice in recent years. In this paper, we propose a real-time vision-based hand gesture interaction system for VEAST. By using one web camera, we can use our bare hand to interact with VEAST at a certain distance, which proves to be more efficient and direct than mouse. The system is composed of four modules: initialization, hand gesture recognition, interaction control and system settings. The hand gesture recognition method is based on codebook (CB) background modeling and open finger counting. Firstly, we build a background model with CB algorithm. Then, we segment the hand region by detecting skin color regions with “elliptical boundary model” in CbCr flat of YCbCr color space. Open finger which is used as a key feature of gesture can be tracked by an improved curvature-based method. Based on the method, we define nine gestures for interaction control of VEAST. Finally, we design a test to demonstrate effectiveness of our system.

  20. A real-time vision-based hand gesture interaction system for virtual EAST

    International Nuclear Information System (INIS)

    Wang, K.R.; Xiao, B.J.; Xia, J.Y.; Li, Dan; Luo, W.L.

    2016-01-01

    Highlights: • Hand gesture interaction is first introduced to EAST model interaction. • We can interact with EAST model by a bared hand and a web camera. • We can interact with EAST model with a distance to screen. • Interaction is free, direct and effective. - Abstract: The virtual Experimental Advanced Superconducting Tokamak device (VEAST) is a very complicated 3D model, to interact with which, the traditional interaction devices are limited and inefficient. However, with the development of human-computer interaction (HCI), the hand gesture interaction has become a much popular choice in recent years. In this paper, we propose a real-time vision-based hand gesture interaction system for VEAST. By using one web camera, we can use our bare hand to interact with VEAST at a certain distance, which proves to be more efficient and direct than mouse. The system is composed of four modules: initialization, hand gesture recognition, interaction control and system settings. The hand gesture recognition method is based on codebook (CB) background modeling and open finger counting. Firstly, we build a background model with CB algorithm. Then, we segment the hand region by detecting skin color regions with “elliptical boundary model” in CbCr flat of YCbCr color space. Open finger which is used as a key feature of gesture can be tracked by an improved curvature-based method. Based on the method, we define nine gestures for interaction control of VEAST. Finally, we design a test to demonstrate effectiveness of our system.

  1. HapTip: Displaying Haptic Shear Forces at the Fingertips for Multi-Finger Interaction in Virtual Environments

    Directory of Open Access Journals (Sweden)

    Adrien eGirard

    2016-04-01

    Full Text Available The fingertips are one of the most important and sensitive parts of our body.They are the first stimulated areas of the hand when we interact with our environment.Providing haptic feedback to the fingertips in virtual reality could thus drastically improve perception and interaction with virtual environments.In this paper, we present a modular approach called HapTip to display such haptic sensations at the level of the fingertips.This approach relies on a wearable and compact haptic device able to simulate 2 Degree of Freedom (DoF shear forces on the fingertip with a displacement range of +/- 2 mm. Several modules can be added and used jointly in order to address multi-finger and/or bimanual scenarios in virtual environments.For that purpose, we introduce several haptic rendering techniques to cover different cases of 3D interaction such as touching a rough virtual surface, or feeling the inertia or weight of a virtual object.In order to illustrate the possibilities offered by HapTip, we provide four use cases focused on touching or grasping virtual objects.To validate the efficiency of our approach, we also conducted experiments to assess the tactile perception obtained with HapTip.Our results show that participants can successfully discriminate the directions of the 2 DoF stimulation of our haptic device.We found also that participants could well perceive different weights of virtual objects simulated using two HapTip devices. We believe that HapTip could be used in numerous applications in virtual reality for which 3D manipulation and tactile sensations are often crucial, such as in virtual prototyping or virtual training.

  2. Game Channels for Trustless Off-Chain Interactions in Decentralized Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Daniel Kraft

    2016-12-01

    Full Text Available Blockchains can be used to build multi-player online games and virtual worlds that require no central server. This concept is pioneered by Huntercoin, but it leads to large growth of the blockchain and heavy resource requirements. In this paper, we present a new protocol inspired by payment channels and sidechains that allows for trustless off-chain interactions of players in private turn-based games. They are usually performed without requiring space in the public blockchain, but if a dispute arises, the public network can be used to resolve the conflict. We also analyze the resulting security guarantees and describe possible extensions to games with shared turns and for near real-time interaction. Our proposed concept can be used to scale Huntercoin to very large or even infinite worlds and to enable almost real-time interactions between players.

  3. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing.

    Science.gov (United States)

    Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T

    2016-03-18

    In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user's hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning.

  4. Virtual Hand Feedback Reduces Reaction Time in an Interactive Finger Reaching Task.

    Directory of Open Access Journals (Sweden)

    Johannes Brand

    Full Text Available Computer interaction via visually guided hand or finger movements is a ubiquitous part of daily computer usage in work or gaming. Surprisingly, however, little is known about the performance effects of using virtual limb representations versus simpler cursors. In this study 26 healthy right-handed adults performed cued index finger flexion-extension movements towards an on-screen target while wearing a data glove. They received each of four different types of real-time visual feedback: a simple circular cursor, a point light pattern indicating finger joint positions, a cartoon hand and a fully shaded virtual hand. We found that participants initiated the movements faster when receiving feedback in the form of a hand than when receiving circular cursor or point light feedback. This overall difference was robust for three out of four hand versus circle pairwise comparisons. The faster movement initiation for hand feedback was accompanied by a larger movement amplitude and a larger movement error. We suggest that the observed effect may be related to priming of hand information during action perception and execution affecting motor planning and execution. The results may have applications in the use of body representations in virtual reality applications.

  5. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing

    Directory of Open Access Journals (Sweden)

    Sara Invitto

    2016-03-01

    Full Text Available In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects. After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning.

  6. Virtual reality hardware for use in interactive 3D data fusion and visualization

    Science.gov (United States)

    Gourley, Christopher S.; Abidi, Mongi A.

    1997-09-01

    Virtual reality has become a tool for use in many areas of research. We have designed and built a VR system for use in range data fusion and visualization. One major VR tool is the CAVE. This is the ultimate visualization tool, but comes with a large price tag. Our design uses a unique CAVE whose graphics are powered by a desktop computer instead of a larger rack machine making it much less costly. The system consists of a screen eight feet tall by twenty-seven feet wide giving a variable field-of-view currently set at 160 degrees. A silicon graphics Indigo2 MaxImpact with the impact channel option is used for display. This gives the capability to drive three projectors at a resolution of 640 by 480 for use in displaying the virtual environment and one 640 by 480 display for a user control interface. This machine is also the first desktop package which has built-in hardware texture mapping. This feature allows us to quickly fuse the range and intensity data and other multi-sensory data. The final goal is a complete 3D texture mapped model of the environment. A dataglove, magnetic tracker, and spaceball are to be used for manipulation of the data and navigation through the virtual environment. This system gives several users the ability to interactively create 3D models from multiple range images.

  7. Virtual reality interactive simulator for training health care professionals in the use of ionising radiations

    Energy Technology Data Exchange (ETDEWEB)

    Carvalho, Jaime B. de; Silveira, Jefferson Lima da, E-mail: jaimecarvalho4318@hotmail.com [Centro Universitário Carioca (UniCarioca), Rio de Janeiro, RJ (Brazil); Mól, Antônio Carlos de Abreu; Legey, Ana Paula; Santo, André Cotelli E.; Marins, Eugenio; Nascimento, Ana Cristina de Holanda; Suita, Júlio Cezar [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    The application of ionizing radiation in medicine requires a rigorous attention to procedures in order to minimize the risks to the health care professional and to the patient. Risk minimization involves the training of the professional and the adequacy of the facilities. Virtual Reality (VR) is an already consolidated tool for training procedures, including those of the health sciences. In this context, an interactive VR simulator representing a radiotherapy room (bunker) for training health care professionals and the inspectors of such facilities was developed. This VR model allows the user to perform the normal activities on the operation and the inspection procedures of the facility. The model was based on the blueprints of a real radiotherapy clinic. The virtual model of the radiotherapy bunker, developed at the Institute of Nuclear Engineering, was presented to experts of the General Coordination of Medical and Industrial Facilities of CNEN and is in the process of receiving small modifications to the specific needs for its adequateness, as a training tool, in a training course, sponsored by the International Atomic Energy Agency (IAEA), for inspectors of radiotherapy installations. This work shows the possibility of using Virtual Reality in the development of training tools for professionals working in radioactive installations. (author)

  8. Virtual reality interactive media for universitas sumatera utara - a campus introduction and simulation

    Science.gov (United States)

    Rahmat, R. F.; Anthonius; Muchtar, M. A.; Hizriadi, A.; Syahputra, M. F.

    2018-03-01

    Universitas Sumatera Utara is one of the public universities that have over 100 buildings with total area of more than 133.141 square meters. Information delivery on the location of the institutional buildings becomes challenging since the university land reaches 93.4 Ha. The information usually delivers orally, in video presentation and in the form of two-dimensional such as maps, posters, and brochures. These three techniques of information delivery have their advantages and disadvantages. Thus, we know that virtual reality has come to existence, touching every domain of knowledge. In this paper we study and implement virtual reality as a new approach to distribute the information to cover all of the deficiencies. The utilization of virtual reality technology combined with 3D modeling is aims to introduce and inform the location of USU institutional buildings in interactive and innovative ways. With the application existence, the campus introduction is expected to be more convenient so that all the USU students will be able to find the exact location of the building they are headed for.

  9. Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing

    Science.gov (United States)

    Invitto, Sara; Faggiano, Chiara; Sammarco, Silvia; De Luca, Valerio; De Paolis, Lucio T.

    2016-01-01

    In this work, the perception of affordances was analysed in terms of cognitive neuroscience during an interactive experience in a virtual reality environment. In particular, we chose a virtual reality scenario based on the Leap Motion controller: this sensor device captures the movements of the user’s hand and fingers, which are reproduced on a computer screen by the proper software applications. For our experiment, we employed a sample of 10 subjects matched by age and sex and chosen among university students. The subjects took part in motor imagery training and immersive affordance condition (a virtual training with Leap Motion and a haptic training with real objects). After each training sessions the subject performed a recognition task, in order to investigate event-related potential (ERP) components. The results revealed significant differences in the attentional components during the Leap Motion training. During Leap Motion session, latencies increased in the occipital lobes, which are entrusted to visual sensory; in contrast, latencies decreased in the frontal lobe, where the brain is mainly activated for attention and action planning. PMID:26999151

  10. Virtual reality interactive simulator for training health care professionals in the use of ionising radiations

    International Nuclear Information System (INIS)

    Carvalho, Jaime B. de; Silveira, Jefferson Lima da; Mól, Antônio Carlos de Abreu; Legey, Ana Paula; Santo, André Cotelli E.; Marins, Eugenio; Nascimento, Ana Cristina de Holanda; Suita, Júlio Cezar

    2017-01-01

    The application of ionizing radiation in medicine requires a rigorous attention to procedures in order to minimize the risks to the health care professional and to the patient. Risk minimization involves the training of the professional and the adequacy of the facilities. Virtual Reality (VR) is an already consolidated tool for training procedures, including those of the health sciences. In this context, an interactive VR simulator representing a radiotherapy room (bunker) for training health care professionals and the inspectors of such facilities was developed. This VR model allows the user to perform the normal activities on the operation and the inspection procedures of the facility. The model was based on the blueprints of a real radiotherapy clinic. The virtual model of the radiotherapy bunker, developed at the Institute of Nuclear Engineering, was presented to experts of the General Coordination of Medical and Industrial Facilities of CNEN and is in the process of receiving small modifications to the specific needs for its adequateness, as a training tool, in a training course, sponsored by the International Atomic Energy Agency (IAEA), for inspectors of radiotherapy installations. This work shows the possibility of using Virtual Reality in the development of training tools for professionals working in radioactive installations. (author)

  11. A unified treatment of high energy interactions

    International Nuclear Information System (INIS)

    Drescher, H.J.; Werner, K.; Ostapchenko, S.; Centre National de la Recherche Scientifique, 44 - Nantes

    1999-01-01

    It is well known that high energy interactions as different as electron-positron annihilation, deep inelastic lepton-nucleon scattering, proton-proton interactions, and nucleus-nucleus collisions have many features in common. Based upon this observation, a model for all these interactions is constructed which relies on the fundamental hypothesis that the behavior of high energy interactions is universal. (author)

  12. Searching new forms of social and discursive interaction in virtual learning environments

    Directory of Open Access Journals (Sweden)

    Maritza Elena Turizo Arzuza

    2014-01-01

    Full Text Available In contemporary society, the technology provides great benefits to the educational processes and knowledge management. Given the avalanche of media products, education in Latin America welcomes the virtuality, as a complementing to classroom activity or as distance methodology, whose distinguishing feature is the use of Information Technology and Communication (ICT. Thus, we have new forms of social and discursive interaction that give dynamic to academic and research processes, by strengthening collective intelligence enriched by the experiences of the users. As teachers or students, we must prepare to accept with responsibility, the technological tools available.

  13. The Strategy of Creating a Virtual Interactive Platform for the Low-Carbon Open Innovations Relay

    OpenAIRE

    Mykola S. Shestavin

    2013-01-01

    A strategy for the creation of a Virtual Interactive Platform (or Networking Platform) to combine the four web-baseness of expert systems on the transfer and diffusion of low-carbon technologies. It used the concept of “Open Innovation” and “Triple Helix” with regard to theories of “Green Growth” and “Carbon Footprint”. Interpreters expert systems operate on the basis of models of the “Predator-Prey” for the process of transfer and diffusion of technologies, taking into account the features c...

  14. Internet-Enabled High-Resolution Brain Mapping and Virtual Microscopy

    OpenAIRE

    Mikula, Shawn; Trotts, Issac; Stone, James M.; Jones, Edward G.

    2007-01-01

    Virtual microscopy involves the conversion of histological sections mounted on glass microscope slides to high resolution digital images. Virtual microscopy offers several advantages over traditional microscopy, including remote viewing and data-sharing, annotation, and various forms of data-mining.

  15. Academic Instruction at a Distance: An Examination of Holistic Teacher Perceptions in a Virtual High School

    Science.gov (United States)

    Flores, Serena; Walters, Nicole McZeal; Kiekel, Jean

    2018-01-01

    The purpose of this qualitative study was to examine holistic perceptions of teachers in a virtual high school who deliver secondary instruction using an online format. The demand for equitable learning spaces to support both teachers and students have led to the increased demand of virtual schools. The questionnaire administered to eight online…

  16. Investigating Multitasking in High-Functioning Adolescents with Autism Spectrum Disorders Using the Virtual Errands Task

    Science.gov (United States)

    Rajendran, Gnanathusharan; Law, Anna S.; Logie, Robert H.; van der Meulen, Marian; Fraser, Diane; Corley, Martin

    2011-01-01

    Using a modified version of the Virtual Errands Task (VET; McGeorge et al. in "Presence-Teleop Virtual Environ" 10(4):375-383, 2001), we investigated the executive ability of multitasking in 18 high-functioning adolescents with ASD and 18 typically developing adolescents. The VET requires multitasking (Law et al. in "Acta Psychol" 122(1):27-44,…

  17. 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...

  18. Towards the development of run times leveraging virtualization for high performance computing

    International Nuclear Information System (INIS)

    Diakhate, F.

    2010-12-01

    In recent years, there has been a growing interest in using virtualization to improve the efficiency of data centers. This success is rooted in virtualization's excellent fault tolerance and isolation properties, in the overall flexibility it brings, and in its ability to exploit multi-core architectures efficiently. These characteristics also make virtualization an ideal candidate to tackle issues found in new compute cluster architectures. However, in spite of recent improvements in virtualization technology, overheads in the execution of parallel applications remain, which prevent its use in the field of high performance computing. In this thesis, we propose a virtual device dedicated to message passing between virtual machines, so as to improve the performance of parallel applications executed in a cluster of virtual machines. We also introduce a set of techniques facilitating the deployment of virtualized parallel applications. These functionalities have been implemented as part of a runtime system which allows to benefit from virtualization's properties in a way that is as transparent as possible to the user while minimizing performance overheads. (author)

  19. Virtual electrodes for high-density electrode arrays

    Science.gov (United States)

    Cela, Carlos J.; Lazzi, Gianluca

    2015-10-13

    The present embodiments are directed to implantable electrode arrays having virtual electrodes. The virtual electrodes may improve the resolution of the implantable electrode array without the burden of corresponding complexity of electronic circuitry and wiring. In a particular embodiment, a virtual electrode may include one or more passive elements to help steer current to a specific location between the active electrodes. For example, a passive element may be a metalized layer on a substrate that is adjacent to, but not directly connected to an active electrode. In certain embodiments, an active electrode may be directly coupled to a power source via a conductive connection. Beneficially, the passive elements may help to increase the overall resolution of the implantable array by providing additional stimulation points without requiring additional wiring or driver circuitry for the passive elements.

  20. Establishment and preliminary application of the interactive tele-radiologic conference system based on virtual private network

    International Nuclear Information System (INIS)

    Wang Xuejian; Hu Jian; Wang Kang; Yu Hui; Luo Min; Lei Wenyong

    2005-01-01

    Objective: To investigate the establishment and characteristics of the interactive tele-radiological system (IATRS). Methods: Local area network (LAN) of local hospitals with firewall and ADSL Modem was connected into internet, then connected into the Virtual Private Network (VPN) server of the affiliated hospital of Guiyang Medical College (GMCAH) through anti-firewall of GMCAH. The VPN tunnel was acquired and LAN of local hospitals was connected into the PACS server of GMCAH, resulting in sharing of radiological data by both the GMCAH and local hospitals. Results: Radiological data from local hospitals could be transmitted by the PACS server of GMCAH safety and rapidly. The IATRS could provide high-quality images with high-speed, and with ease to perform. Conclusion: IATRS is useful and reliable for transmitting radiological data between remote places. (authors)

  1. Expanding Interaction Potentials within Virtual Environments: Investigating the Usability of Speech and Manual Input Modes for Decoupled Interaction

    Directory of Open Access Journals (Sweden)

    Alex Stedmon

    2011-01-01

    Full Text Available Distributed technologies and ubiquitous computing now support users who may be detached or decoupled from traditional interactions. In order to investigate the potential usability of speech and manual input devices, an evaluation of speech input across different user groups and a usability assessment of independent-user and collaborative-user interactions was conducted. Whilst the primary focus was on a formative usability evaluation, the user group evaluation provided a formal basis to underpin the academic rigor of the exercise. The results illustrate that using a speech interface is important in understanding user acceptance of such technologies. From the usability assessment it was possible to translate interactions and make them compatible with innovative input devices. This approach to interaction is still at an early stage of development, and the potential or validity of this interfacing concept is still under evaluation; however, as a concept demonstrator, the results of these initial evaluations demonstrate the potential usability issues of both input devices as well as highlighting their suitability for advanced virtual applications.

  2. Architectural Principles and Experimentation of Distributed High Performance Virtual Clusters

    Science.gov (United States)

    Younge, Andrew J.

    2016-01-01

    With the advent of virtualization and Infrastructure-as-a-Service (IaaS), the broader scientific computing community is considering the use of clouds for their scientific computing needs. This is due to the relative scalability, ease of use, advanced user environment customization abilities, and the many novel computing paradigms available for…

  3. Integrating 4-d light-sheet imaging with interactive virtual reality to recapitulate developmental cardiac mechanics and physiology

    Science.gov (United States)

    Ding, Yichen; Yu, Jing; Abiri, Arash; Abiri, Parinaz; Lee, Juhyun; Chang, Chih-Chiang; Baek, Kyung In; Sevag Packard, René R.; Hsiai, Tzung K.

    2018-02-01

    There currently is a limited ability to interactively study developmental cardiac mechanics and physiology. We therefore combined light-sheet fluorescence microscopy (LSFM) with virtual reality (VR) to provide a hybrid platform for 3- dimensional (3-D) architecture and time-dependent cardiac contractile function characterization. By taking advantage of the rapid acquisition, high axial resolution, low phototoxicity, and high fidelity in 3-D and 4-D (3-D spatial + 1-D time or spectra), this VR-LSFM hybrid methodology enables interactive visualization and quantification otherwise not available by conventional methods such as routine optical microscopes. We hereby demonstrate multi-scale applicability of VR-LSFM to 1) interrogate skin fibroblasts interacting with a hyaluronic acid-based hydrogel, 2) navigate through the endocardial trabecular network during zebrafish development, and 3) localize gene therapy-mediated potassium channel expression in adult murine hearts. We further combined our batch intensity normalized segmentation (BINS) algorithm with deformable image registration (DIR) to interface a VR environment for the analysis of cardiac contraction. Thus, the VR-LSFM hybrid platform demonstrates an efficient and robust framework for creating a user-directed microenvironment in which we uncovered developmental cardiac mechanics and physiology with high spatiotemporal resolution.

  4. 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...

  5. A novel interaction fingerprint derived from per atom score contributions: exhaustive evaluation of interaction fingerprint performance in docking based virtual screening.

    Science.gov (United States)

    Jasper, Julia B; Humbeck, Lina; Brinkjost, Tobias; Koch, Oliver

    2018-03-16

    Protein ligand interaction fingerprints are a powerful approach for the analysis and assessment of docking poses to improve docking performance in virtual screening. In this study, a novel interaction fingerprint approach (PADIF, protein per atom score contributions derived interaction fingerprint) is presented which was specifically designed for utilising the GOLD scoring functions' atom contributions together with a specific scoring scheme. This allows the incorporation of known protein-ligand complex structures for a target-specific scoring. Unlike many other methods, this approach uses weighting factors reflecting the relative frequency of a specific interaction in the references and penalizes destabilizing interactions. In addition, and for the first time, an exhaustive validation study was performed that assesses the performance of PADIF and two other interaction fingerprints in virtual screening. Here, PADIF shows superior results, and some rules of thumb for a successful use of interaction fingerprints could be identified.

  6. Increasing Reasoning Awareness: Video Analysis of Students' Two-Party Virtual Patient Interactions.

    Science.gov (United States)

    Edelbring, Samuel; Parodis, Ioannis; Lundberg, Ingrid E

    2018-02-27

    Collaborative reasoning occurs in clinical practice but is rarely developed during education. The computerized virtual patient (VP) cases allow for a stepwise exploration of cases and thus stimulate active learning. Peer settings during VP sessions are believed to have benefits in terms of reasoning but have received scant attention in the literature. The objective of this study was to thoroughly investigate interactions during medical students' clinical reasoning in two-party VP settings. An in-depth exploration of students' interactions in dyad settings of VP sessions was performed. For this purpose, two prerecorded VP sessions lasting 1 hour each were observed, transcribed in full, and analyzed. The transcriptions were analyzed using thematic analysis, and short clips from the videos were selected for subsequent analysis in relation to clinical reasoning and clinical aspects. Four categories of interactions were identified: (1) task-related dialogue, in which students negotiated a shared understanding of the task and strategies for information gathering; (2) case-related insights and perspectives were gained, and the students consolidated and applied preexisting biomedical knowledge into a clinical setting; (3) clinical reasoning interactions were made explicit. In these, hypotheses were followed up and clinical examples were used. The researchers observed interactions not only between students and the VP but also (4) interactions with other resources, such as textbooks. The interactions are discussed in relation to theories of clinical reasoning and peer learning. The dyad VP setting is conducive to activities that promote analytic clinical reasoning. In this setting, components such as peer interaction, access to different resources, and reduced time constraints provided a productive situation in which the students pursued different lines of reasoning. ©Samuel Edelbring, Ioannis Parodis, Ingrid E Lundberg. Originally published in JMIR Medical Education (http

  7. Using virtual Lustre clients on the WAN for analysis of data from high energy physics experiments

    International Nuclear Information System (INIS)

    Bourilkov, D; Avery, P; Cheng, M; Fu, Y; Kim, B; Palencia, J; Budden, R; Benninger, K; Shrum, D; Wilgenbusch, J

    2012-01-01

    We describe the work on creating system images of Lustre virtual clients in the ExTENCI project (Extending Science Through Enhanced National Cyberlnfrastructure), using several virtual technologies (Xen, VMware, VirtualBox, KVM). These virtual machines can be built at several levels, from a basic Linux installation (we use Scientific Linux 5 as an example), adding a Lustre client with Kerberos authentication, and up to complete clients including local or distributed (based on CernVM-FS) installations of the full CERN and project specific software stack for typical LHC experiments. The level, and size, of the images are determined by the users on demand. Various sites and individual users can just download and use them out of the box on Linux/UNIX, Windows and Mac OS X based hosts. We compare the performance of virtual clients with that of real physical systems for typical high energy physics applications like Monte Carlo simulations or analysis of data stored in ROOT trees.

  8. You Can Leave Your Head On: Attention Management and Turn-Taking in Multi-party Interaction with a Virtual Human/Robot Duo

    NARCIS (Netherlands)

    Linssen, Jeroen; Berkhoff, Meike; Bode, Max; Rens, Eduard; Theune, Mariet; Wiltenburg, Daan; Beskow, Jonas; Peters, Christopher; Castellano, Ginevra; O'Sullivan, Carol; Leite, Iolanda; Kopp, Stefan

    In two small studies, we investigated how a virtual human/ robot duo can complement each other in joint interaction with one or more users. The robot takes care of turn management while the virtual human draws attention to the robot. Our results show that having the virtual human address the robot,

  9. Virtual Teaming in a Low Trust, High Risk Environment CASHPAC: A Success Story in the Making

    National Research Council Canada - National Science Library

    Collins, George

    1998-01-01

    .... This milestone was accomplished in a low trust, high-risk environment without an increase in U.S. Army staff. The virtual teaming concept uses empowerment, small teams, the ability to create a vision, partnering, and process focusing.

  10. An Interactive 3D Virtual Anatomy Puzzle for Learning and Simulation - Initial Demonstration and Evaluation.

    Science.gov (United States)

    Messier, Erik; Wilcox, Jascha; Dawson-Elli, Alexander; Diaz, Gabriel; Linte, Cristian A

    2016-01-01

    To inspire young students (grades 6-12) to become medical practitioners and biomedical engineers, it is necessary to expose them to key concepts of the field in a way that is both exciting and informative. Recent advances in medical image acquisition, manipulation, processing, visualization, and display have revolutionized the approach in which the human body and internal anatomy can be seen and studied. It is now possible to collect 3D, 4D, and 5D medical images of patient specific data, and display that data to the end user using consumer level 3D stereoscopic display technology. Despite such advancements, traditional 2D modes of content presentation such as textbooks and slides are still the standard didactic equipment used to teach young students anatomy. More sophisticated methods of display can help to elucidate the complex 3D relationships between structures that are so often missed when viewing only 2D media, and can instill in students an appreciation for the interconnection between medicine and technology. Here we describe the design, implementation, and preliminary evaluation of a 3D virtual anatomy puzzle dedicated to helping users learn the anatomy of various organs and systems by manipulating 3D virtual data. The puzzle currently comprises several components of the human anatomy and can be easily extended to include additional organs and systems. The 3D virtual anatomy puzzle game was implemented and piloted using three display paradigms - a traditional 2D monitor, a 3D TV with active shutter glass, and the DK2 version Oculus Rift, as well as two different user interaction devices - a space mouse and traditional keyboard controls.

  11. Axial anomaly and mixing: From real to highly virtual photons

    International Nuclear Information System (INIS)

    Klopot, Yaroslav N.; Teryaev, Oleg V.; Oganesian, Armen G.

    2011-01-01

    The relation for transition form factors of η and η ' is obtained by combining the exact nonperturbative QCD sum rule, following from the dispersive representation of axial anomaly, and quark-hadron duality. It is valid at all virtual photon momenta and allows one to express the transition form factors entirely in terms of meson decay constants. This relation is in a good agreement with experimental data.

  12. Changing learning with new interactive and media-rich instruction environments: virtual labs case study report.

    Science.gov (United States)

    Huang, Camillan

    2003-01-01

    Technology has created a new dimension for visual teaching and learning with web-delivered interactive media. The Virtual Labs Project has embraced this technology with instructional design and evaluation methodologies behind the simPHYSIO suite of simulation-based, online interactive teaching modules in physiology for the Stanford students. In addition, simPHYSIO provides the convenience of anytime web-access and a modular structure that allows for personalization and customization of the learning material. This innovative tool provides a solid delivery and pedagogical backbone that can be applied to developing an interactive simulation-based training tool for the use and management of the Picture Archiving and Communication System (PACS) image information system. The disparity in the knowledge between health and IT professionals can be bridged by providing convenient modular teaching tools to fill the gaps in knowledge. An innovative teaching method in the whole PACS is deemed necessary for its successful implementation and operation since it has become widely distributed with many interfaces, components, and customizations. This paper will discuss the techniques for developing an interactive-based teaching tool, a case study of its implementation, and a perspective for applying this approach to an online PACS training tool. Copyright 2002 Elsevier Science Ltd.

  13. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    Science.gov (United States)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  14. Virtual in Real. Interactive Solutions for Learning and Communication in the National Archaeological Museum of Marche

    Science.gov (United States)

    Clini, P.; Nespeca, R.; Ruggeri, L.

    2017-05-01

    Today the ICTs are favourable additions to museum exhibitions. This work aims to realize an innovative system of digital exploitation of artefacts in the National Archaeological Museum of Marche (MANaM), in order to create a shared museum that will improve the knowledge of cultural contents through the paradigm "learning by interacting" and "edutainment". The main novelty is the implementation of stand-alone multimedia installations for digital artefacts that combine real and virtual scenarios in order to enrich the experience, the knowledge and the multi-sensory perception. A Digital Library (DL) is created using Close Range Photogrammetry (CRP) techniques applied to 21 archaeological artefacts belonging to different categories. Enriched with other data (texts, images, multimedia), all 3D models flow into the cloud data server from which are recalled in the individual exhibitions. In particular, we have chosen three types of technological solutions: VISUAL, TACTILE, SPATIAL. All the solutions take into account the possibility of group interaction, allowing the participation of the interaction to an appropriate number of users. Sharing the experience enables greater involvement, generating communicative effectiveness much higher than it would get from a lonely visit. From the "Museum Visitors Behaviour Analysis" we obtain a survey about users' needs and efficiency of the interactive solutions. The main result of this work is the educational impact in terms of increase in visitors, specially students, learning increase of historical and cultural content, greater user involvement during the visit to the museum.

  15. A System for Multimodal Interaction with Kinect-Enabled Virtual Windows

    Directory of Open Access Journals (Sweden)

    Ana M. Bernardos

    2015-11-01

    Full Text Available Commercial off-the-shelf gaming devices (e.g. such as Kinect are demonstrating to have a great potential beyond their initial service purpose. In particular, when integrated within the environment or as part of smart objects, peripheral COTS for gaming may facilitate the definition of novel interaction methods, particularly applicable to smart spaces service concepts. In this direction, this paper describes a system prototype that makes possible to deliver multimodal interaction with the media contents in a Virtual Window. Using a Kinect device, the Interactive Window itself adjusts the video clipping to the real time perspective of the user – who can freely move within the sensor coverage are. On the clipped video, the user is able to select objects by pointing at meaningful image sections and to initiate actions related to them. Voice orders may also complete the interaction when necessary. Although implemented for smart spaces, the service concept can also be applied to learning, remote control processes or teleconference.

  16. Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

    Science.gov (United States)

    Skip Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-03-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. © 2011 Diabetes Technology Society.

  17. Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes

    Science.gov (United States)

    “Skip” Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-01-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. PMID:21527091

  18. 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

  19. Body Space in Social Interactions: A Comparison of Reaching and Comfort Distance in Immersive Virtual Reality

    Science.gov (United States)

    Iachini, Tina; Coello, Yann; Frassinetti, Francesca; Ruggiero, Gennaro

    2014-01-01

    Background Do peripersonal space for acting on objects and interpersonal space for interacting with con-specifics share common mechanisms and reflect the social valence of stimuli? To answer this question, we investigated whether these spaces refer to a similar or different physical distance. Methodology Participants provided reachability-distance (for potential action) and comfort-distance (for social processing) judgments towards human and non-human virtual stimuli while standing still (passive) or walking toward stimuli (active). Principal Findings Comfort-distance was larger than other conditions when participants were passive, but reachability and comfort distances were similar when participants were active. Both spaces were modulated by the social valence of stimuli (reduction with virtual females vs males, expansion with cylinder vs robot) and the gender of participants. Conclusions These findings reveal that peripersonal reaching and interpersonal comfort spaces share a common motor nature and are sensitive, at different degrees, to social modulation. Therefore, social processing seems embodied and grounded in the body acting in space. PMID:25405344

  20. Using Virtual Technology to Promote Functional Communication in Aphasia: Preliminary Evidence From Interactive Dialogues With Human and Virtual Clinicians.

    Science.gov (United States)

    Kalinyak-Fliszar, Michelene; Martin, Nadine; Keshner, Emily; Rudnicky, Alex; Shi, Justin; Teodoro, Gregory

    2015-11-01

    We investigated the feasibility of using a virtual clinician (VC) to promote functional communication abilities of persons with aphasia (PWAs). We aimed to determine whether the quantity and quality of verbal output in dialogues with a VC would be the same or greater than those with a human clinician (HC). Four PWAs practiced dialogues for 2 sessions each with a HC and VC. Dialogues from before and after practice were transcribed and analyzed for content. We compared measures taken before and after practice in the VC and HC conditions. Results were mixed. Participants either produced more verbal output with the VC or showed no difference on this measure between the VC and HC conditions. Participants also showed some improvement in postpractice narratives. Results provide support for the feasibility and applicability of virtual technology to real-life communication contexts to improve functional communication in PWAs.

  1. Performing Re-mediation in Graphical Cyberspace: Mediating Agency, Body and Identity in Virtual Interactional Practices

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    and spectacular multi-media event raises many questions. How do we conceive of the recent developments in media technology and social computing that are impacting on what we have traditionally called 'the mass media'? How is interaction and talk mediated and adapted to new media genres? And how do participants......Promoted as the first academic conference to be held completely in graphical cyberspace, Avatars 98 took place in November 1998. The virtual conference site was built and inhabited using software that supports multi-party presence over the Internet in a simulated, navigable environment. During...... frameworks through the multimedia representations that were 'cast' and 'served' across the Internet. If such a ceremonial event had been broadcast through the institutional medium of television, broadcast talk would have been produced for an eavesdropping 'mass audience'. Instead, the digitally re...

  2. A hyper elasticity method for interactive virtual design of hearing aids

    DEFF Research Database (Denmark)

    Darkner, Sune; Erleben, Kenny

    2011-01-01

    We present a computational efficient method for isotropic hyper elasticity based on functional analysis. By selecting a class of shape functions, we arrive at a computational scheme which yields very sparse tensors. This enables fast computations of the hyper elastic energy potential and its...... derivatives. We achieve efficiency and performance through the use of shape functions that are linear in their parameters and through rotation into the eigenspace of the right Cauchy–Green strain tensor. This makes near real time evaluation of hyper elasticity of complex meshes on CPU relatively easy...... to implement. The approach does not rely on a specific shape function or material model but offers a general framework for isotropic hyper elasticity. The method is aimed at interactive and accurate non-linear hyper elastic modeling for a wide range of industrial virtual design applications, which we exemplify...

  3. New Exoskeleton Arm Concept Design And Actuation For Haptic Interaction With Virtual Objects

    Science.gov (United States)

    Chakarov, D.; Veneva, I.; Tsveov, M.; Tiankov, T.

    2014-12-01

    In the work presented in this paper the conceptual design and actuation of one new exoskeleton of the upper limb is presented. The device is designed for application where both motion tracking and force feedback are required, such as human interaction with virtual environment or rehabilitation tasks. The choice is presented of mechanical structure kinematical equivalent to the structure of the human arm. An actuation system is selected based on braided pneumatic muscle actuators. Antagonistic drive system for each joint is shown, using pulley and cable transmissions. Force/displacement diagrams are presented of two antagonistic acting muscles. Kinematics and dynamic estimations are performed of the system exoskeleton and upper limb. Selected parameters ensure in the antagonistic scheme joint torque regulation and human arm range of motion.

  4. Medieval Victoria-Gasteiz Interaction between virtual and augmented reality in the 16th century

    Directory of Open Access Journals (Sweden)

    Ainhoa Pérez-Valle

    2013-11-01

    Full Text Available Medieval Vitoria-Gasteiz’s game provides information about the history and lifestyle of this town in the 16th century, which has been rebuilt through procedural software. This interactive application allows you to enjoy an experience that merges the virtual party with an ‘in situ’ visit to the city’s streets nowadays, enabling travel through time. The game becomes a competition in which users have to overcome challenges and could enjoy Augmented Reality’s benefits. The main goal of the project is the cultural heritage transmission. And this is done through one of the best ways to do this, in a funny way. Learn “playing”. Being education and tourism the main application fields.

  5. High-power microwave generation from a frequency-stabilized virtual cathode source

    International Nuclear Information System (INIS)

    Fazio, M.V.; Hoeberling, R.F.; Kinross-Wright, J.

    1988-01-01

    The evolution of virtual cathode based high-power microwave-source technology has been directed primarily toward achieving higher peak-power levels. As peak powers in excess of 10 GW have been reported, attention has begun to focus on techniques for producing a more frequency- and phase-stable virtual cathode source. Free-running virtual cathode microwave sources characteristically exhibit bandwidths in a single pulse of tens of percent, which makes them unsuitable for many applications such as power sources for phased array antennas and microwave linear accelerators. Presented here are results of an experimental approach utilizing a high-Q, resonant cavity surrounding the oscillating virtual cathode to achieve frequency stabilization and repeatable narrow-band operation. A cylindrical cavity resonator is used with the microwave power being extracted radially through circumferential slot apertures into L-band waveguide

  6. Earth Experiments in a Virtual World: Introducing Climate & Coding to High School Girls

    Science.gov (United States)

    Singh, H. A.; Twedt, J. R.

    2017-12-01

    In our increasingly technologically-driven and information-saturated world, literacy in STEM fields can be crucial for career advancement. Nevertheless, both systemic and interpersonal barriers can prevent individuals, particularly members of under-represented groups, from engaging in these fields. Here, we present a high school-level workshop developed to foster basic understanding of climate science while exposing students to the Python programming language. For the past four years, the workshop has been a part of the annual Expanding Your Horizons conference for high school girls, whose mission is to spark interest in STEM fields. Moving through current events in the realm of global climate policy, the fundamentals of climate, and the mathematical representation of planetary energy balance, the workshop culminates in an under-the-hood exploration of a basic climate model coded in the Python programming language. Students interact directly with the underlying code to run `virtual world' experiments that explore the impact of solar insolation, planetary albedo, the greenhouse effect, and meridional energy transport on global temperatures. Engagement with Python is through the Jupyter Notebook interface, which permits direct interaction with the code but is more user-friendly for beginners than a command-line approach. We conclude with further ideas for providing online access to workshop materials for educators, and additional venues for presenting such workshops to under-represented groups in STEM.

  7. Design and evaluation of a virtual reality exposure therapy system with automatic free speech interaction

    NARCIS (Netherlands)

    Ter Heijden, N.; Brinkman, W.P.

    2011-01-01

    Research on Virtual Reality Exposure Therapy (VRET) to treat social phobia is not new. Still few studies focus on creating an elaborate conversation between the patient and characters in a virtual environment. This study focuses on techniques to run a semi-scripted conversation between virtual

  8. Analysis of scalability of high-performance 3D image processing platform for virtual colonoscopy.

    Science.gov (United States)

    Yoshida, Hiroyuki; Wu, Yin; Cai, Wenli

    2014-03-19

    One of the key challenges in three-dimensional (3D) medical imaging is to enable the fast turn-around time, which is often required for interactive or real-time response. This inevitably requires not only high computational power but also high memory bandwidth due to the massive amount of data that need to be processed. For this purpose, we previously developed a software platform for high-performance 3D medical image processing, called HPC 3D-MIP platform, which employs increasingly available and affordable commodity computing systems such as the multicore, cluster, and cloud computing systems. To achieve scalable high-performance computing, the platform employed size-adaptive, distributable block volumes as a core data structure for efficient parallelization of a wide range of 3D-MIP algorithms, supported task scheduling for efficient load distribution and balancing, and consisted of a layered parallel software libraries that allow image processing applications to share the common functionalities. We evaluated the performance of the HPC 3D-MIP platform by applying it to computationally intensive processes in virtual colonoscopy. Experimental results showed a 12-fold performance improvement on a workstation with 12-core CPUs over the original sequential implementation of the processes, indicating the efficiency of the platform. Analysis of performance scalability based on the Amdahl's law for symmetric multicore chips showed the potential of a high performance scalability of the HPC 3D-MIP platform when a larger number of cores is available.

  9. DARC 2.0: Improved Docking and Virtual Screening at Protein Interaction Sites.

    Directory of Open Access Journals (Sweden)

    Ragul Gowthaman

    Full Text Available Over the past decade, protein-protein interactions have emerged as attractive but challenging targets for therapeutic intervention using small molecules. Due to the relatively flat surfaces that typify protein interaction sites, modern virtual screening tools developed for optimal performance against "traditional" protein targets perform less well when applied instead at protein interaction sites. Previously, we described a docking method specifically catered to the shallow binding modes characteristic of small-molecule inhibitors of protein interaction sites. This method, called DARC (Docking Approach using Ray Casting, operates by comparing the topography of the protein surface when "viewed" from a vantage point inside the protein against the topography of a bound ligand when "viewed" from the same vantage point. Here, we present five key enhancements to DARC. First, we use multiple vantage points to more accurately determine protein-ligand surface complementarity. Second, we describe a new scheme for rapidly determining optimal weights in the DARC scoring function. Third, we incorporate sampling of ligand conformers "on-the-fly" during docking. Fourth, we move beyond simple shape complementarity and introduce a term in the scoring function to capture electrostatic complementarity. Finally, we adjust the control flow in our GPU implementation of DARC to achieve greater speedup of these calculations. At each step of this study, we evaluate the performance of DARC in a "pose recapitulation" experiment: predicting the binding mode of 25 inhibitors each solved in complex with its distinct target protein (a protein interaction site. Whereas the previous version of DARC docked only one of these inhibitors to within 2 Å RMSD of its position in the crystal structure, the newer version achieves this level of accuracy for 12 of the 25 complexes, corresponding to a statistically significant performance improvement (p < 0.001. Collectively then, we find

  10. High-Energy Neutrino Interactions

    CERN Multimedia

    2002-01-01

    This experiment studies neutrino interactions in iron at the highest available energies using the narrow-band neutrino beam N3 and the wide-band neutrino beam N1. The basis of the detector is a massive target-calorimeter in which the energy deposited by a neutrino (or antineutrino) is measured by electronic techniques and the momentum of outgoing muons is determined by magnetic deflection. The detector is constructed in the form of a 20 m long iron-cored toroidal magnet, composed of modules of length 70~cm and 90~cm, and of 3.75~m diameter. Drift chambers placed in between each module measure the trajectory of muons from the neutrino interactions. The modules are of three types. The first ten modules are constructed of 2.5~cm iron plates with 20~scintillator planes inserted between the plates. The next five modules are constructed of 5~cm plates with 15~planes of scintillator and the last six modules are constructed of 15~cm plates with 5~planes of scintillators. The total mass of the detector is @=~1400 tons...

  11. Research on multi - channel interactive virtual assembly system for power equipment under the “VR+” era

    Science.gov (United States)

    Ren, Yilong; Duan, Xitong; Wu, Lei; He, Jin; Xu, Wu

    2017-06-01

    With the development of the “VR+” era, the traditional virtual assembly system of power equipment has been unable to satisfy our growing needs. In this paper, based on the analysis of the traditional virtual assembly system of electric power equipment and the application of VR technology in the virtual assembly system of electric power equipment in our country, this paper puts forward the scheme of establishing the virtual assembly system of power equipment: At first, we should obtain the information of power equipment, then we should using OpenGL and multi texture technology to build 3D solid graphics library. After the completion of three-dimensional modeling, we can use the dynamic link library DLL package three-dimensional solid graphics generation program to realize the modularization of power equipment model library and power equipment model library generated hidden algorithm. After the establishment of 3D power equipment model database, we set up the virtual assembly system of 3D power equipment to separate the assembly operation of the power equipment from the space. At the same time, aiming at the deficiency of the traditional gesture recognition algorithm, we propose a gesture recognition algorithm based on improved PSO algorithm for BP neural network data glove. Finally, the virtual assembly system of power equipment can really achieve multi-channel interaction function.

  12. Experience of Adult Facilitators in a Virtual-Reality-Based Social Interaction Program for Children with Autism

    Science.gov (United States)

    Ke, Fengfeng; Im, Tami; Xue, Xinrong; Xu, Xinhao; Kim, Namju; Lee, Sungwoong

    2015-01-01

    This phenomenological study explored and described the experiences and perceptions of adult facilitators who facilitated virtual-reality-based social interaction for children with autism. Extensive data were collected from iterative, in-depth interviews; online activities observation; and video analysis. Four salient themes emerged through the…

  13. Virtual Environments for Intuitive Human-System Interaction (Environnements virtuels d'interaction Homme-Systeme Intuitive) (CD-ROM)

    National Research Council Canada - National Science Library

    2007-01-01

    ...: Changing missions and development of new virtual and augmented reality technologies require the alliance to investigate and integrate new concepts for preparing their militaries and for evaluating...

  14. US-CERN Virtual Visits: Building Transcontinental Connections for High Energy Physics

    CERN Document Server

    Gonski, Julia; The ATLAS collaboration

    2017-01-01

    For nearly fifteen years, Virtual Visits at CERN have been bringing high-energy physics research directly to the public, through the use of videoconferencing systems at both ATLAS and CMS experimental sites. Over 30,000 people from all seven continents have participated in Virtual Visits to date, engaging students, teachers, artists, and general enthusiasts alike. While these connections often take place in science festivals or classrooms, the versatility of the medium allows the visit to be customized for any audience. In particular, Virtual Visit connections to the United States can integrate a population for which distance from the experiment may hinder education and awareness. Examples of such targeted audiences include US Congressional offices and other governmental institutions, to enhance dialogue about the benefits of global basic research, and historically underrepresented or underserved minority groups. Both the foundational work and future possibilities of US Virtual Visit connections is discussed.

  15. Interactive volume exploration of petascale microscopy data streams using a visualization-driven virtual memory approach

    KAUST Repository

    Hadwiger, Markus

    2012-12-01

    This paper presents the first volume visualization system that scales to petascale volumes imaged as a continuous stream of high-resolution electron microscopy images. Our architecture scales to dense, anisotropic petascale volumes because it: (1) decouples construction of the 3D multi-resolution representation required for visualization from data acquisition, and (2) decouples sample access time during ray-casting from the size of the multi-resolution hierarchy. Our system is designed around a scalable multi-resolution virtual memory architecture that handles missing data naturally, does not pre-compute any 3D multi-resolution representation such as an octree, and can accept a constant stream of 2D image tiles from the microscopes. A novelty of our system design is that it is visualization-driven: we restrict most computations to the visible volume data. Leveraging the virtual memory architecture, missing data are detected during volume ray-casting as cache misses, which are propagated backwards for on-demand out-of-core processing. 3D blocks of volume data are only constructed from 2D microscope image tiles when they have actually been accessed during ray-casting. We extensively evaluate our system design choices with respect to scalability and performance, compare to previous best-of-breed systems, and illustrate the effectiveness of our system for real microscopy data from neuroscience. © 1995-2012 IEEE.

  16. Interactive volume exploration of petascale microscopy data streams using a visualization-driven virtual memory approach

    KAUST Repository

    Hadwiger, Markus; Beyer, Johanna; Jeong, Wonki; Pfister, Hanspeter

    2012-01-01

    This paper presents the first volume visualization system that scales to petascale volumes imaged as a continuous stream of high-resolution electron microscopy images. Our architecture scales to dense, anisotropic petascale volumes because it: (1) decouples construction of the 3D multi-resolution representation required for visualization from data acquisition, and (2) decouples sample access time during ray-casting from the size of the multi-resolution hierarchy. Our system is designed around a scalable multi-resolution virtual memory architecture that handles missing data naturally, does not pre-compute any 3D multi-resolution representation such as an octree, and can accept a constant stream of 2D image tiles from the microscopes. A novelty of our system design is that it is visualization-driven: we restrict most computations to the visible volume data. Leveraging the virtual memory architecture, missing data are detected during volume ray-casting as cache misses, which are propagated backwards for on-demand out-of-core processing. 3D blocks of volume data are only constructed from 2D microscope image tiles when they have actually been accessed during ray-casting. We extensively evaluate our system design choices with respect to scalability and performance, compare to previous best-of-breed systems, and illustrate the effectiveness of our system for real microscopy data from neuroscience. © 1995-2012 IEEE.

  17. From Geocaching to Virtual Reality: Technology tools that can transform courses into interactive learning expeditions

    Science.gov (United States)

    Moysey, S. M.; Lazar, K.; Boyer, D. M.; Mobley, C.; Sellers, V.

    2016-12-01

    Transforming classrooms into active learning environments is a key challenge in introductory-level courses. The technology explosion over the last decade, from the advent of mobile devices to virtual reality, is creating innumerable opportunities to engage students within and outside of traditional classroom settings. In particular, technology can be an effective tool for providing students with field experiences that would otherwise be logistically difficult in large, introductory earth science courses. For example, we have created an integrated platform for mobile devices using readily accessible "off the shelf" components (e.g., Google Apps, Geocaching.com, and Facebook) that allow individual students to navigate to geologically relevant sites, perform and report on activities at these locations, and share their findings through social media by posting "geoselfies". Students compete with their friends on a leaderboard, while earning incentives for completing extracurricular activities in courses. Thus in addition to exposing students to a wider range of meaningful and accessible geologic field experiences, they also build a greater sense of community and identity within the context of earth science classrooms. Rather than sending students to the field, we can also increasingly bring the field to students in classrooms using virtual reality. Ample mobile platforms are emerging that easily allow for the creation, curation, and viewing of photospheres (i.e., 360o images) with mobile phones and low-cost headsets; Google Street View, Earth, and Expeditions are leading the way in terms of ease of content creation and implementation in the classroom. While these tools are an excellent entry point to show students real-world sites, they currently lack the capacity for students to interact with the environment. We have therefore also developed an immersive virtual reality game that allows students to study the geology of the Grand Canyon using their smartphone and Google

  18. Intermolecular Interactions at high pressure

    DEFF Research Database (Denmark)

    Eikeland, Espen Zink

    2016-01-01

    In this project high-pressure single crystal X-ray diffraction has been combined with quantitative energy calculations to probe the energy landscape of three hydroquinone clathrates enclosing different guest molecules. The simplicity of the hydroquinone clathrate structures together with their st...

  19. Characteristics of social anxiety from virtual interpersonal interactions in patients with schizophrenia.

    Science.gov (United States)

    Park, Il Ho; Kim, Jae-Jin; Ku, Jeonghun; Jang, Hee Jeong; Park, Sung-Hyouk; Kim, Chan-Hyung; Kim, In Young; Kim, Sun I

    2009-01-01

    Dysfunctional emotional processing affects social functioning in patients with schizophrenia. However, the relationship between emotional perception and response in social interaction has not been elucidated. Twenty-seven patients with schizophrenia and 27 normal controls performed a virtual reality social encounter task in which they introduced themselves to avatars expressing happy, neutral, or angry emotions while verbal response duration and onset time were measured and perception of emotional valence and arousal, and state anxiety were rated afterwards. Self-reported trait-affective scale scores and the Positive and Negative Syndrome Scale (PANSS) ratings were also obtained. Patient group significantly underestimated the valence and arousal of angry emotions expressed by an avatar. While valence and arousal ratings of happy avatars were comparable between groups, patient group reported significantly higher state anxiety in response to happy avatars. State anxiety ratings significantly decreased from encounters with neutral to happy avatars in normal controls while no significant decrease was observed in the patient group. The Social Anhedonia Scale and PANSS negative symptom subscale scores (blunted affect, emotional withdrawal, and passive/ apathetic social withdrawal items) were significantly correlated with state anxiety ratings of the encounters with happy avatars. These results suggest that patients with schizophrenia have interference with the experience of pleasure in social interactions which may be associated with negative symptoms.

  20. THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE

    Directory of Open Access Journals (Sweden)

    T. P. Kersten

    2017-05-01

    Full Text Available Recent advances in contemporary Virtual Reality (VR technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments of such a VR visualisation for a CH monument is discussed in this contribution.

  1. Possible applications of the LEAP motion controller for more interactive simulated experiments in augmented or virtual reality

    Science.gov (United States)

    Wozniak, Peter; Vauderwange, Oliver; Mandal, Avikarsha; Javahiraly, Nicolas; Curticapean, Dan

    2016-09-01

    Practical exercises are a crucial part of many curricula. Even simple exercises can improve the understanding of the underlying subject. Most experimental setups require special hardware. To carry out e. g. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen. In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). The most significant difference is the possibility to allow interactions beyond touching a screen. The LEAP Motion controller is a small inexpensive device that allows for the tracking of the user's hands and fingers in three dimensions. It is conceivable to allow the user to interact with the simulation's virtual elements by the user's very hand position, movement and gesture. In this paper we evaluate possible applications of the LEAP Motion controller for simulated experiments in augmented and virtual reality. We pay particular attention to the devices strengths and weaknesses and want to point out useful and less useful application scenarios.

  2. Virtual reality visualization algorithms for the ALICE high energy physics experiment on the LHC at CERN

    Science.gov (United States)

    Myrcha, Julian; Trzciński, Tomasz; Rokita, Przemysław

    2017-08-01

    Analyzing massive amounts of data gathered during many high energy physics experiments, including but not limited to the LHC ALICE detector experiment, requires efficient and intuitive methods of visualisation. One of the possible approaches to that problem is stereoscopic 3D data visualisation. In this paper, we propose several methods that provide high quality data visualisation and we explain how those methods can be applied in virtual reality headsets. The outcome of this work is easily applicable to many real-life applications needed in high energy physics and can be seen as a first step towards using fully immersive virtual reality technologies within the frames of the ALICE experiment.

  3. Teachers' Perspectives on Online Virtual Labs vs. Hands-On Labs in High School Science

    Science.gov (United States)

    Bohr, Teresa M.

    This study of online science teachers' opinions addressed the use of virtual labs in online courses. A growing number of schools use virtual labs that must meet mandated laboratory standards to ensure they provide learning experiences comparable to hands-on labs, which are an integral part of science curricula. The purpose of this qualitative case study was to examine teachers' perceptions of the quality and effectiveness of high school virtual labs. The theoretical foundation was constructivism, as labs provide student-centered activities for problem solving, inquiry, and exploration of phenomena. The research questions focused on experienced teachers' perceptions of the quality of virtual vs. hands-on labs. Data were collected through survey questions derived from the lab objectives of The Next Generation Science Standards . Eighteen teachers rated the degree of importance of each objective and also rated how they felt virtual labs met these objectives; these ratings were reported using descriptive statistics. Responses to open-ended questions were few and served to illustrate the numerical results. Many teachers stated that virtual labs are valuable supplements but could not completely replace hands-on experiences. Studies on the quality and effectiveness of high school virtual labs are limited despite widespread use. Comprehensive studies will ensure that online students have equal access to quality labs. School districts need to define lab requirements, and colleges need to specify the lab experience they require. This study has potential to inspire positive social change by assisting science educators, including those in the local school district, in evaluating and selecting courseware designed to promote higher order thinking skills, real-world problem solving, and development of strong inquiry skills, thereby improving science instruction for all high school students.

  4. Interactive Virtual Reactor and Control Room for Education and Training at Universities and Nuclear Power Plants

    International Nuclear Information System (INIS)

    Satoh, Yoshinori; Li, Ye; Zhu, Xuefeng; Rizwan, Uddin

    2014-01-01

    Efficient and effective education and training of nuclear engineering students and nuclear workers are critical for the safe operation and maintenance of nuclear power plants. With an eye toward this need, we have focused on the development of 3D models of virtual labs for education, training as well as to conduct virtual experiments. These virtual labs, that are expected to supplement currently available resources, and have the potential to reduce the cost of education and training, are most easily developed on game-engine platforms. We report some recent extensions to the virtual model of the University of Illinois TRIGA reactor

  5. Interactive Virtual Reactor and Control Room for Education and Training at Universities and Nuclear Power Plants

    Energy Technology Data Exchange (ETDEWEB)

    Satoh, Yoshinori; Li, Ye; Zhu, Xuefeng; Rizwan, Uddin [University of Illinois, Urbana (United States)

    2014-08-15

    Efficient and effective education and training of nuclear engineering students and nuclear workers are critical for the safe operation and maintenance of nuclear power plants. With an eye toward this need, we have focused on the development of 3D models of virtual labs for education, training as well as to conduct virtual experiments. These virtual labs, that are expected to supplement currently available resources, and have the potential to reduce the cost of education and training, are most easily developed on game-engine platforms. We report some recent extensions to the virtual model of the University of Illinois TRIGA reactor.

  6. A methodological proposal for comprehensive research: Communicative interactions in a virtual learning environment [Propuesta metodológica para la investigación comprensiva: Interacciones comunicativas en un entorno virtual de aprendizaje

    OpenAIRE

    Lopera C.V.; Vasquez S.A.

    2011-01-01

    To understand the communicative interactions that come up in the relationships of students in a virtual learning environment, the project "Communicative interactions in a virtual learning environment" was developed within a comprehensive research framework that refers to the structure of epistemological and methodological decisions and acts that allows a person to comprehensively access to the sense of life practices. Departing from an etnomethodological focus, the data obtaining, the analysi...

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

    Science.gov (United States)

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

    2013-01-01

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

  8. The Development of Virtual Laboratory Using ICT for Physics in Senior High School

    Science.gov (United States)

    Masril, M.; Hidayati, H.; Darvina, Y.

    2018-04-01

    One of the problems found in the implementation of the curriculum in 2013 is not all competency skills can be performed well. Therefore, to overcome these problems, virtual laboratory designed to improve the mastery of concepts of physics. One of the design objectives virtual laboratories is to improve the quality of education and learning in physics in high school. The method used in this study is a research method development four D model with the definition phase, design phase, development phase, and dissemination phase. Research has reached the stage of development and has been tested valid specialist. The instrument used in the research is a questionnaire consisting of: 1) the material substance; 2) The display of visual communication; 3) instructional design; 4) the use of software; and 5) Linguistic. The research results is validity in general has been a very good category (85.6), so that the design of virtual labs designed can already be used in high school.

  9. A high-fidelity virtual environment for the study of paranoia.

    Science.gov (United States)

    Broome, Matthew R; Zányi, Eva; Hamborg, Thomas; Selmanovic, Elmedin; Czanner, Silvester; Birchwood, Max; Chalmers, Alan; Singh, Swaran P

    2013-01-01

    Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.

  10. A High-Fidelity Virtual Environment for the Study of Paranoia

    Directory of Open Access Journals (Sweden)

    Matthew R. Broome

    2013-01-01

    Full Text Available Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n=32 entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.

  11. Building a Virtual High School...Click by Click

    Science.gov (United States)

    Podoll, Sue; Randle, Darcy

    2005-01-01

    The Rapid City Academy is the alternative high school program for South Dakota's Rapid City Area Schools, which has an enrollment of about 13,000 K-12 students, with five middle schools feeding two large traditional high schools and the alternative program. A high percentage of students at the academy are considered "at-risk" due to…

  12. 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)

  13. Low-Cost Solutions Using the Infrastructure as a Service with High Availability and Virtualization Model

    Directory of Open Access Journals (Sweden)

    Cesar Armando Moreira Zambrano

    2017-02-01

    Full Text Available This paper presents the results obtained from the implementation of an infrastructure to improve technological services of email, virtual learning environment, digital repository and virtual library at the Polytechnic Agricultural Higher School of Manabí (Polytechnic School of Agriculture of Manabí, ESPAM, through the use of high availability and virtualization mechanisms to provide more reliable resources. Virtualization is an empowering and cutting-edge technology that is transforming the operation of technological services, but it involves a paradigm shift in serviceoriented information technologies and cloud computing. To execute each of the processes the V-cycle methodology was used as a strategy. Virtualization services empowers companies and institutions by transforming how they operate to be at the forefront of innovation in their services as a technological solution. So the implementation of redundant technology in the ESPAM, has allowed its technological services are always operative, for the benefit of the university community, because if there were failures in the main system or services, the backups will be enabled quickly allowing the systems come into operation immediately.

  14. Performance Analysis of Ivshmem for High-Performance Computing in Virtual Machines

    Science.gov (United States)

    Ivanovic, Pavle; Richter, Harald

    2018-01-01

    High-Performance computing (HPC) is rarely accomplished via virtual machines (VMs). In this paper, we present a remake of ivshmem which can change this. Ivshmem was a shared memory (SHM) between virtual machines on the same server, with SHM-access synchronization included, until about 5 years ago when newer versions of Linux and its virtualization library libvirt evolved. We restored that SHM-access synchronization feature because it is indispensable for HPC and made ivshmem runnable with contemporary versions of Linux, libvirt, KVM, QEMU and especially MPICH, which is an implementation of MPI - the standard HPC communication library. Additionally, MPICH was transparently modified by us to get ivshmem included, resulting in a three to ten times performance improvement compared to TCP/IP. Furthermore, we have transparently replaced MPI_PUT, a single-side MPICH communication mechanism, by an own MPI_PUT wrapper. As a result, our ivshmem even surpasses non-virtualized SHM data transfers for block lengths greater than 512 KBytes, showing the benefits of virtualization. All improvements were possible without using SR-IOV.

  15. 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…

  16. Emmanuel Levinas & Paulo Freire: The Ethics of Responsibility for the Face-to-Face Interaction in the Virtual World

    Science.gov (United States)

    Gomez, Margarita Victoria

    2009-01-01

    The objective of this work is a reflection on the ethics of education on the net as a contribution to the face-to-face interaction in the virtual world. We think the ethics is a result of a process of responsible interchange with others. Two important thinkers of the last few decades, Emmanuel Levinas e Paulo Freire contribute each one with one's…

  17. Virtual high screening throughput and design of 14α-lanosterol ...

    African Journals Online (AJOL)

    STORAGESEVER

    2009-07-06

    Jul 6, 2009 ... Virtual high screening throughput and design of. 14α-lanosterol demethylase inhibitors against. Mycobacterium tuberculosis. Hildebert B. Maurice1*, Esther Tuarira1 and Kennedy Mwambete2. 1School of Pharmaceutical Sciences, Institute of Allied Health Sciences, Muhimbili University of Health and.

  18. Virtual Reality Social Cognition Training for Young Adults with High-Functioning Autism

    Science.gov (United States)

    Kandalaft, Michelle R.; Didehbani, Nyaz; Krawczyk, Daniel C.; Allen, Tandra T.; Chapman, Sandra B.

    2013-01-01

    Few evidence-based social interventions exist for young adults with high-functioning autism, many of whom encounter significant challenges during the transition into adulthood. The current study investigated the feasibility of an engaging Virtual Reality Social Cognition Training intervention focused on enhancing social skills, social cognition,…

  19. Effect on High versus Low Fidelity Haptic Feedback in a Virtual Reality Baseball Simulation

    DEFF Research Database (Denmark)

    Ryge, Andreas Nicolaj; Thomsen, Lui Albæk; Berthelsen, Theis

    2017-01-01

    In this paper we present a within-subjects study (n=26) comparing participants' experience of three kinds of haptic feedback (no haptic feedback, low fidelity haptic feedback and high fidelity haptic feedback) simulating the impact between a virtual baseball bat and ball. We noticed some minor ef...

  20. Expectations for ultra-high energy interactions

    International Nuclear Information System (INIS)

    Feynman, R.P.

    1978-01-01

    Strong interactions at ultra-high energies are discussed with emphasis on the hadrons produced in high energy collisions. Evidence is considered that quantum chromodynamics might be the right theory, and also some estimates are given of quantum chromodynamics asymptotic-freedom phenomena, the work under discussion being very preliminary. 6 references

  1. INTERACTIVE 3D SYSTEMS OF VIRTUAL REALITY AS ONE OF THE DIRECTIONS FOR EVOLUTION OF DISTANCE LEARNING TECHNOLOGIES IN HIGHER SCOOL

    Directory of Open Access Journals (Sweden)

    Д В Сенашенко

    2016-12-01

    Full Text Available The article describes history of 3D virtual interactive technology developing and gives story of it’s using for different business companies and universities. Statistical analysis of target audience is provided. Features of such systems are described. Particularly author mentions functionality and advantages of 3D-systmes as one of long-term distant learning technology during educational program realization and formulates arguments for introduction of this technology to distant education systems of Russian Higher school. Discusses usability of it for distance learning in high school.

  2. TVB-EduPack - An interactive learning and scripting platform for The Virtual Brain

    Directory of Open Access Journals (Sweden)

    Henrik eMatzke

    2015-11-01

    Full Text Available The Virtual Brain (TVB; www.thevirtualbrain.org is a neuroinformatics platform for full brain network simulation based on individual anatomical connectivity data. The framework addresses clinical and neuroscientific questions by simulating multi-scale neural dynamics that range from local population activity to large-scale brain function and related macroscopic signals like electroencephalography and functional magnetic resonance imaging. TVB is equipped with a graphical and a command-line interface to create models that capture the characteristic biological variability to predict the brain activity of individual subjects. To enable researchers from various backgrounds a quick start into TVB and brain network modelling in general, we developed an educational module: TVB-EduPack. EduPack offers two educational functionalities that seamlessly integrate into TVB’s graphical user interface (GUI: (i interactive tutorials introduce GUI elements, guide through the basic mechanics of software usage and develop complex use-case scenarios; animations, videos and textual descriptions transport essential principles of computational neuroscience and brain modelling; (ii an automatic script generator records model parameters and produces input files for TVB’s Python programming interface; thereby, simulation configurations can be exported as scripts that allow flexible customization of the modelling process and self-defined batch- and post-processing applications while benefitting from the full power of the Python language and its toolboxes. This article covers the implementation of TVB-EduPack and its integration into TVB architecture. Like TVB, EduPack is an open source community project that lives from the participation and contribution of its users. TVB-EduPack can be obtained as part of TVB from thevirtualbrain.org.

  3. The use of virtual characters to assess and train non-verbal communication in high-functioning autism.

    Science.gov (United States)

    Georgescu, Alexandra Livia; Kuzmanovic, Bojana; Roth, Daniel; Bente, Gary; Vogeley, Kai

    2014-01-01

    High-functioning autism (HFA) is a neurodevelopmental disorder, which is characterized by life-long socio-communicative impairments on the one hand and preserved verbal and general learning and memory abilities on the other. One of the areas where particular difficulties are observable is the understanding of non-verbal communication cues. Thus, investigating the underlying psychological processes and neural mechanisms of non-verbal communication in HFA allows a better understanding of this disorder, and potentially enables the development of more efficient forms of psychotherapy and trainings. However, the research on non-verbal information processing in HFA faces several methodological challenges. The use of virtual characters (VCs) helps to overcome such challenges by enabling an ecologically valid experience of social presence, and by providing an experimental platform that can be systematically and fully controlled. To make this field of research accessible to a broader audience, we elaborate in the first part of the review the validity of using VCs in non-verbal behavior research on HFA, and we review current relevant paradigms and findings from social-cognitive neuroscience. In the second part, we argue for the use of VCs as either agents or avatars in the context of "transformed social interactions." This allows for the implementation of real-time social interaction in virtual experimental settings, which represents a more sensitive measure of socio-communicative impairments in HFA. Finally, we argue that VCs and environments are a valuable assistive, educational and therapeutic tool for HFA.

  4. 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

  5. Immersive and interactive virtual reality to improve learning and retention of neuroanatomy in medical students: a randomized controlled study.

    Science.gov (United States)

    Ekstrand, Chelsea; Jamal, Ali; Nguyen, Ron; Kudryk, Annalise; Mann, Jennifer; Mendez, Ivar

    2018-02-23

    Spatial 3-dimensional understanding of the brain is essential to learning neuroanatomy, and 3-dimensional learning techniques have been proposed as tools to enhance neuroanatomy training. The aim of this study was to examine the impact of immersive virtual-reality neuroanatomy training and compare it to traditional paper-based methods. In this randomized controlled study, participants consisted of first- or second-year medical students from the University of Saskatchewan recruited via email and posters displayed throughout the medical school. Participants were randomly assigned to the virtual-reality group or the paper-based group and studied the spatial relations between neural structures for 12 minutes after performing a neuroanatomy baseline test, with both test and control questions. A postintervention test was administered immediately after the study period and 5-9 days later. Satisfaction measures were obtained. Of the 66 participants randomly assigned to the study groups, 64 were included in the final analysis, 31 in the virtual-reality group and 33 in the paper-based group. The 2 groups performed comparably on the baseline questions and showed significant performance improvement on the test questions following study. There were no significant differences between groups for the control questions, the postintervention test questions or the 7-day postintervention test questions. Satisfaction survey results indicated that neurophobia was decreased. Results from this study provide evidence that training in neuroanatomy in an immersive and interactive virtual-reality environment may be an effective neuroanatomy learning tool that warrants further study. They also suggest that integration of virtual-reality into neuroanatomy training may improve knowledge retention, increase study motivation and decrease neurophobia. Copyright 2018, Joule Inc. or its licensors.

  6. Time Course of Visual Attention to High-Calorie Virtual Food in Individuals with Bulimic Tendencies.

    Science.gov (United States)

    Kim, Jiwon; Kim, Kiho; Lee, Jang-Han

    2016-01-01

    The aim of the present study was to use an eye-tracking device to investigate attention bias and its mechanism toward high-calorie virtual food in individuals with bulimic tendencies (BT). A total of 76 participants were divided into two groups: a BT group (n = 38) and a control group (n = 38). The eye movements of all participants were continuously measured while the participants were confronted with pairs of high-calorie, low-calorie, and nonfood virtual stimuli (pictures). It was found that the BT group detected high-calorie food more quickly than they did the low-calorie food and nonfood stimuli, but they also avoided the high-calorie food. These results indicate that individuals with BT automatically allocate their attention toward high-calorie food and, subsequently, try to avoid it. Based on these results, we suggest that this approach-avoidance pattern for high-calorie virtual food could be a factor in the development and maintenance of bulimia symptoms by encouraging individuals with BT to be in conflict with the urge to overeat.

  7. Charged current weak interactions at high energy

    International Nuclear Information System (INIS)

    Cline, D.

    1977-01-01

    We review high energy neutrino and antineutrino charged current interactions. An overview of the experimental data is given, including a discussion of the experimental status of the y anomaly. Locality tests, μ-e universality and charge symmetry invariance tests are discussed. Charm production is discussed. The experimental status of trimuon events and possible phenomenological models for these events are presented. (orig.) [de

  8. Analytical study on discrete model of virtual cathode in a high-current diode

    International Nuclear Information System (INIS)

    Privezentsev, A.P.

    1988-01-01

    Interest in investigation of virtual cathode dynamics related to the development of high-current accelerator equipment is caused by the possibility of its application for ion collective acceleration in direct high-current electron beams and generation of power electromagnetic radiation. The Hamiltonian form of a plane sheet model for a high-current flux in a plane diode is investigated. Variables used permit to carry out the investigation of dynamics of the virtual cathode flux by the method of coordinate point transformations in a phase space. The necessity of numerical integration of sheet motion equations is dropped out in this case. Analytical solution of the suggested iterative circuit for total flux passage is presented as an example. The solution obtained is equivalent to the known results of the plane diode theory, obtained in the hydrodynamic approximation

  9. Enabling Diverse Software Stacks on Supercomputers using High Performance Virtual Clusters.

    Energy Technology Data Exchange (ETDEWEB)

    Younge, Andrew J. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Pedretti, Kevin [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Grant, Ryan [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Brightwell, Ron [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2017-05-01

    While large-scale simulations have been the hallmark of the High Performance Computing (HPC) community for decades, Large Scale Data Analytics (LSDA) workloads are gaining attention within the scientific community not only as a processing component to large HPC simulations, but also as standalone scientific tools for knowledge discovery. With the path towards Exascale, new HPC runtime systems are also emerging in a way that differs from classical distributed com- puting models. However, system software for such capabilities on the latest extreme-scale DOE supercomputing needs to be enhanced to more appropriately support these types of emerging soft- ware ecosystems. In this paper, we propose the use of Virtual Clusters on advanced supercomputing resources to enable systems to support not only HPC workloads, but also emerging big data stacks. Specifi- cally, we have deployed the KVM hypervisor within Cray's Compute Node Linux on a XC-series supercomputer testbed. We also use libvirt and QEMU to manage and provision VMs directly on compute nodes, leveraging Ethernet-over-Aries network emulation. To our knowledge, this is the first known use of KVM on a true MPP supercomputer. We investigate the overhead our solution using HPC benchmarks, both evaluating single-node performance as well as weak scaling of a 32-node virtual cluster. Overall, we find single node performance of our solution using KVM on a Cray is very efficient with near-native performance. However overhead increases by up to 20% as virtual cluster size increases, due to limitations of the Ethernet-over-Aries bridged network. Furthermore, we deploy Apache Spark with large data analysis workloads in a Virtual Cluster, ef- fectively demonstrating how diverse software ecosystems can be supported by High Performance Virtual Clusters.

  10. ESA NEOCC effort to eliminate high Palermo Scale virtual impactors

    Science.gov (United States)

    Micheli, M.; Koschny, D.; Hainaut, O.; Bernardi, F.

    2014-07-01

    recovery observations of a few very faint high-PS objects, and the follow-up observations of recently discovered objects during the outgoing phase of their apparition, down to magnitude 25 or so. Most of these observations were obtained within an accepted DDT proposal of an ESA/ESO team, which gives us access on short notice to the observational capabilities of the 8.2 meter Very Large Telescope at Cerro Paranal, Chile. The instrument has been used to successfully detect targets fainter than V=25, and provide high-accuracy astrometry which in most cases has been sufficient to remove the impact solutions from the allowed future dynamics of the object. As a main focus of our activities at the ESA NEOCC we are also actively soliciting observations of NEOs by other worldwide observers which are known to have access to the most appropriate facilities for each target (in terms of telescope aperture, camera FoV and/or geographic location). We will also quickly summarize the results of some of these activities. In the second part of this contribution, we will present the result of a focused precovery effort by our team, which led to the identification, measurement and submission of previously unrecognized archival detections of possible impactors, most of which scored particularly high in the PS ranking, but would nevertheless have been unobservable for the imminent future. We will discuss a couple of interesting cases which could be entirely excluded as a risk thanks to the addition of faint detections we located in data from the Canada- France-Hawaii Telescope (CFHT), and an interesting case of a ''chain of precoveries'' where a first short-arc precovery allowed for the identification of additional observations obtained more than a decade earlier, which in turn lead to the elimination of the impact risk from that object. We will also discuss how a real time access to the data of current surveys like Pan-STARRS can allow almost immediate precovery observations of recently

  11. 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...

  12. Zc(3900)/Zc(3885) as a virtual state from πJ/ψ - anti D*D interaction

    International Nuclear Information System (INIS)

    He, Jun; Chen, Dian-Yong

    2018-01-01

    In this work, we study the πJ/ψ and anti D*D invariant mass spectra of the Y(4260) decay to find out the origin of the Z c (3900) and Z c (3885) structures. The πJ/ψ - anti D*D interaction is studied in a coupled-channel quasipotential Bethe-Saltpeter equation approach, and embedded to the Y(4260) decay process to reproduce both π - J/ψ and D *- D 0 invariant mass spectra observed at BESIII simultaneously. It is found out that a virtual state at energy about 3870 MeV is produced from the interaction when both invariant mass spectra are comparable with the experiment. The results support that both Z c (3900) and Z c (3885) have the same origin, that is, a virtual state from πJ/ψ - anti D*D interaction, in which the anti D*D interaction is more important and the coupling between anti D*D and πJ/ψ channels plays a minor role. (orig.)

  13. 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…

  14. An interactive physics-based unmanned ground vehicle simulator leveraging open source gaming technology: progress in the development and application of the virtual autonomous navigation environment (VANE) desktop

    Science.gov (United States)

    Rohde, Mitchell M.; Crawford, Justin; Toschlog, Matthew; Iagnemma, Karl D.; Kewlani, Guarav; Cummins, Christopher L.; Jones, Randolph A.; Horner, David A.

    2009-05-01

    It is widely recognized that simulation is pivotal to vehicle development, whether manned or unmanned. There are few dedicated choices, however, for those wishing to perform realistic, end-to-end simulations of unmanned ground vehicles (UGVs). The Virtual Autonomous Navigation Environment (VANE), under development by US Army Engineer Research and Development Center (ERDC), provides such capabilities but utilizes a High Performance Computing (HPC) Computational Testbed (CTB) and is not intended for on-line, real-time performance. A product of the VANE HPC research is a real-time desktop simulation application under development by the authors that provides a portal into the HPC environment as well as interaction with wider-scope semi-automated force simulations (e.g. OneSAF). This VANE desktop application, dubbed the Autonomous Navigation Virtual Environment Laboratory (ANVEL), enables analysis and testing of autonomous vehicle dynamics and terrain/obstacle interaction in real-time with the capability to interact within the HPC constructive geo-environmental CTB for high fidelity sensor evaluations. ANVEL leverages rigorous physics-based vehicle and vehicle-terrain interaction models in conjunction with high-quality, multimedia visualization techniques to form an intuitive, accurate engineering tool. The system provides an adaptable and customizable simulation platform that allows developers a controlled, repeatable testbed for advanced simulations. ANVEL leverages several key technologies not common to traditional engineering simulators, including techniques from the commercial video-game industry. These enable ANVEL to run on inexpensive commercial, off-the-shelf (COTS) hardware. In this paper, the authors describe key aspects of ANVEL and its development, as well as several initial applications of the system.

  15. Toward Optimization of Gaze-Controlled Human-Computer Interaction: Application to Hindi Virtual Keyboard for Stroke Patients.

    Science.gov (United States)

    Meena, Yogesh Kumar; Cecotti, Hubert; Wong-Lin, Kongfatt; Dutta, Ashish; Prasad, Girijesh

    2018-04-01

    Virtual keyboard applications and alternative communication devices provide new means of communication to assist disabled people. To date, virtual keyboard optimization schemes based on script-specific information, along with multimodal input access facility, are limited. In this paper, we propose a novel method for optimizing the position of the displayed items for gaze-controlled tree-based menu selection systems by considering a combination of letter frequency and command selection time. The optimized graphical user interface layout has been designed for a Hindi language virtual keyboard based on a menu wherein 10 commands provide access to type 88 different characters, along with additional text editing commands. The system can be controlled in two different modes: eye-tracking alone and eye-tracking with an access soft-switch. Five different keyboard layouts have been presented and evaluated with ten healthy participants. Furthermore, the two best performing keyboard layouts have been evaluated with eye-tracking alone on ten stroke patients. The overall performance analysis demonstrated significantly superior typing performance, high usability (87% SUS score), and low workload (NASA TLX with 17 scores) for the letter frequency and time-based organization with script specific arrangement design. This paper represents the first optimized gaze-controlled Hindi virtual keyboard, which can be extended to other languages.

  16. Natural interfaces for interacting with a virtual control desk of a nuclear power plant simulator; Interfaces naturais para interacao com uma mesa de controle virtual de um simulador de uma usina nuclear

    Energy Technology Data Exchange (ETDEWEB)

    Aghina, Mauricio Alves da Cunha e

    2012-07-01

    Due to very strict standards of safe operation of a nuclear power plant operators must be well trained so they can operate it within the necessary safety procedures. This is done through training simulators, which enable the user operation, as close as possible to the real control desk, and can be inserted accident situations, so they train, how to return the plant to a normal operating condition. Normally is used two types of simulator. Preferred is the full scope simulator, what is a computational dynamics program of the plant used in conjunction with a physical replica of the control desk, but this type of simulator involves a high construction cost. The second type is what uses synoptic windows of various regions of the original control desk, its construction cost is smaller, but it have a little fidelity to the original appearance of the table. Currently, with the use of virtual reality, control desks can be modeled in 3D, making the simulator interface is very similar to the appearance of the real control desk with a low cost construction. This work shows the use of natural interfaces for operator interaction with the virtual control desk, in order that it does not use any mechanical device for displaying and acting with it. For procedures that were used, such as: computer vision to recognize the position of the operator's and observation of their hands to the work of the desk controls and voice recognition. (author)

  17. Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts: Interaction versus Observation.

    Science.gov (United States)

    Calvert, Sandra L.; Tan, Siu-Lan

    1994-01-01

    Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…

  18. The usability of interacting with the virtual and the real in COMRIS

    NARCIS (Netherlands)

    Haan, de G.; Nijholt, A.; Donk, O.; Dijk, van B.

    1999-01-01

    COMRIS (Cohabited Mixed Reality Information spaces) is a research project that aims to create a wearable assistant that provides contex-sensitive information about interesting persons and events to conference and workshop Visitors. Virtual and augmented reality applications generally require users

  19. 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…

  20. Affordances and Cognitive Walkthrough for Analyzing Human-Virtual Human Interaction

    NARCIS (Netherlands)

    Ruttkay, Z.M.; op den Akker, Hendrikus J.A.; Esposito, A.; Bourbakis, N.; Avouris, N.; Hatzilygeroudis, I.

    2008-01-01

    This study investigates how the psychological notion of affordance, known from human computer interface design, can be adopted for the analysis and design of communication of a user with a Virtual Human (VH), as a novel interface. We take as starting point the original notion of affordance, used to

  1. Shop 'til you hear it drop - Influence of Interactive Auditory Feedback in a Virtual Reality Supermarket

    DEFF Research Database (Denmark)

    Sikström, Erik; Høeg, Emil Rosenlund; Mangano, Luca

    2016-01-01

    In this paper we describe an experiment aiming to investigate the impact of auditory feedback in a virtual reality supermarket scenario. The participants were asked to read a shopping list and collect items one by one and place them into a shopping cart. Three conditions were presented randomly...

  2. Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality.

    Science.gov (United States)

    Galvan Debarba, Henrique; Bovet, Sidney; Salomon, Roy; Blanke, Olaf; Herbelin, Bruno; Boulic, Ronan

    2017-01-01

    Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruence) and visual perspective (first and third person perspective) on the sense of embodying a virtual body that was exposed to a virtual threat. We also investigated how subjects behave when the possibility of alternating between first and third person perspective at will was presented. Our results support that illusory ownership of a virtual body can be achieved in both first and third person perspectives under congruent visuo-motor-tactile condition. However, subjective body ownership and reaction to threat were generally stronger for first person perspective and alternating condition than for third person perspective. This suggests that the possibility of alternating perspective is compatible with a strong sense of embodiment, which is meaningful for the design of new embodied VR experiences.

  3. Teaching and Learning Logic Programming in Virtual Worlds Using Interactive Microworld Representations

    Science.gov (United States)

    Vosinakis, Spyros; Anastassakis, George; Koutsabasis, Panayiotis

    2018-01-01

    Logic Programming (LP) follows the declarative programming paradigm, which novice students often find hard to grasp. The limited availability of visual teaching aids for LP can lead to low motivation for learning. In this paper, we present a platform for teaching and learning Prolog in Virtual Worlds, which enables the visual interpretation and…

  4. Usage of a learning virtual environment with interactive virtual reality for helping in reactor engineering teaching; Utilização de um ambiente virtual de aprendizagem com realidade virtual interativa no auxílio de ensino de engenharia de reatores

    Energy Technology Data Exchange (ETDEWEB)

    Miguel, Lucas de Castro

    2017-07-01

    In the last few decades, several studies have been conducted regarding the effectiveness of the use of virtual reality as a teaching tool. New and complex IT tools (Information and Communication Technologies) have also been developed. One such tool, is the Virtual Learning Environment (VLE). VLEs are internet media that use cyberspace to convey didactic content and can complement the orthodox teaching method, allowing students a new way of understanding complex content through digital interaction. This work aims to teach the operation of the first and second cycles of a pressurized water nuclear reactor through the development and use of a VLE. The VLE will use interactive virtual reality to demonstrate to the student the 'anatomy' of a generating nuclear power plant. There are several possibilities for future work using this VLE. One is the use as a data repository and 'virtual exhibition room' of each component of the nuclear reactor that researchers are modelling and developing. With these virtual objects allocated in a category, teachers could use this VLE in the classroom as a teaching tool while researchers could use the platform as a quick and practical way of viewing their online work and sharing it with other researchers. Thus, this VLE will be an effective tool for spreading knowledge of nuclear power more easily within, as well as outside of the research community. (author)

  5. Socially anxious and confident men interact with a forward virtual woman: an experimental study.

    Directory of Open Access Journals (Sweden)

    Xueni Pan

    Full Text Available Male volunteers entered an immersive virtual reality that depicted a party, where they were approached by a lone virtual woman who initiated a conversation. The goal was to study how socially anxious and socially confident men would react to this event. Interest focused on whether the socially anxious participants would exhibit sustained anxiety during the conversation or whether this would diminish over time, and differ from the responses of the more socially confident men.The scenario was a party with five virtual characters, four sitting at a distance from the participant and talking amongst themselves and one lone woman standing closer. The woman approached the participant, introduced herself and initiated a conversation that was first about mundane matters and then became more personal and intimate. Participants were men who were either relatively socially confident (18 or socially anxious in their relationships with women (18. A second experimental factor was whether or not the other four characters occasionally looked towards the participant. There was a post-trial questionnaire about social anxiety in relation to the experience, and skin conductance and ECG physiological measures were recorded. Our expectation was that the socially anxious participants would show greater anxiety throughout.Compared to baseline readings both socially confident and socially anxious groups on average showed signs of significantly increased stress at the initial approach of the virtual woman. The stress then diminished once the conversation entered into the mundane phase and then did not significantly change. Comparing pre- and post-questionnaire anxiety scores there was no change for the more confident participants but a significant decrease in average score amongst the anxious group. The methodology of placing socially anxious participants in a virtual reality where they can gain experience of how to act in a stressful situation promises a novel way

  6. Socially Anxious and Confident Men Interact with a Forward Virtual Woman: An Experimental Study

    Science.gov (United States)

    Pan, Xueni; Gillies, Marco; Barker, Chris; Clark, David M.; Slater, Mel

    2012-01-01

    Background Male volunteers entered an immersive virtual reality that depicted a party, where they were approached by a lone virtual woman who initiated a conversation. The goal was to study how socially anxious and socially confident men would react to this event. Interest focused on whether the socially anxious participants would exhibit sustained anxiety during the conversation or whether this would diminish over time, and differ from the responses of the more socially confident men. Methodology The scenario was a party with five virtual characters, four sitting at a distance from the participant and talking amongst themselves and one lone woman standing closer. The woman approached the participant, introduced herself and initiated a conversation that was first about mundane matters and then became more personal and intimate. Participants were men who were either relatively socially confident (18) or socially anxious in their relationships with women (18). A second experimental factor was whether or not the other four characters occasionally looked towards the participant. There was a post-trial questionnaire about social anxiety in relation to the experience, and skin conductance and ECG physiological measures were recorded. Our expectation was that the socially anxious participants would show greater anxiety throughout. Conclusions Compared to baseline readings both socially confident and socially anxious groups on average showed signs of significantly increased stress at the initial approach of the virtual woman. The stress then diminished once the conversation entered into the mundane phase and then did not significantly change. Comparing pre- and post-questionnaire anxiety scores there was no change for the more confident participants but a significant decrease in average score amongst the anxious group. The methodology of placing socially anxious participants in a virtual reality where they can gain experience of how to act in a stressful situation promises

  7. Defining Virtual Reality: Dimensions Determining Telepresence.

    Science.gov (United States)

    Steuer, Jonathan

    1992-01-01

    Defines virtual reality as a particular type of experience (in terms of "presence" and "telepresence") rather than as a collection of hardware. Maintains that media technologies can be classified and studied in terms of vividness and interactivity, two attributes on which virtual reality ranks very high. (SR)

  8. The use of the virtual reality Helmet Samsung gear VR as interaction interface of a radioactive waste repository simulator

    Energy Technology Data Exchange (ETDEWEB)

    Santos, Julio A. dos; Mól, Antônio C. de A.; Santo, André C. Do E., E-mail: julio_andrade11@hotmail.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Centro Universitário Carioca (UniCarioca), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    Radioactive waste is all material resulting from human activity that contains elements that emit radiation that can generate risks to health and the environment. In this sense, they are very toxic also for those who perform the storage of radioactive waste in nuclear facilities. On the other hand, the virtual reality (VR) has been destined to the most diverse purposes, like simulations for educational systems, for military purposes as for diverse training. VR can be considered as the junction of three basic principles: immersion, interaction and involvement. Bases on these principles of VR, this work aimed to develop a simulator of a repository of nuclear tailings, for mobile computing, whose interaction interface will be through the Samsung Gear VR helmet. The simulator of the nuclear waste repository was developed in the unity 3D tool and the elements that make up the scenario in the 3D MAX program. In this work we tried to put virtual reality under scrutiny in conjunction with Gear VR, to help in the sensation of immersion, as well as, the possibility of interaction with joysticks. The purpose was to provide greater insight into the operating environment. (author)

  9. The use of the virtual reality Helmet Samsung gear VR as interaction interface of a radioactive waste repository simulator

    International Nuclear Information System (INIS)

    Santos, Julio A. dos; Mól, Antônio C. de A.; Santo, André C. Do E.

    2017-01-01

    Radioactive waste is all material resulting from human activity that contains elements that emit radiation that can generate risks to health and the environment. In this sense, they are very toxic also for those who perform the storage of radioactive waste in nuclear facilities. On the other hand, the virtual reality (VR) has been destined to the most diverse purposes, like simulations for educational systems, for military purposes as for diverse training. VR can be considered as the junction of three basic principles: immersion, interaction and involvement. Bases on these principles of VR, this work aimed to develop a simulator of a repository of nuclear tailings, for mobile computing, whose interaction interface will be through the Samsung Gear VR helmet. The simulator of the nuclear waste repository was developed in the unity 3D tool and the elements that make up the scenario in the 3D MAX program. In this work we tried to put virtual reality under scrutiny in conjunction with Gear VR, to help in the sensation of immersion, as well as, the possibility of interaction with joysticks. The purpose was to provide greater insight into the operating environment. (author)

  10. Weak Deeply Virtual Compton Scattering

    International Nuclear Information System (INIS)

    Ales Psaker; Wolodymyr Melnitchouk; Anatoly Radyushkin

    2006-01-01

    We extend the analysis of the deeply virtual Compton scattering process to the weak interaction sector in the generalized Bjorken limit. The virtual Compton scattering amplitudes for the weak neutral and charged currents are calculated at the leading twist within the framework of the nonlocal light-cone expansion via coordinate space QCD string operators. Using a simple model, we estimate cross sections for neutrino scattering off the nucleon, relevant for future high intensity neutrino beam facilities

  11. 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...

  12. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    Science.gov (United States)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  13. Palacios and Kitten : high performance operating systems for scalable virtualized and native supercomputing.

    Energy Technology Data Exchange (ETDEWEB)

    Widener, Patrick (University of New Mexico); Jaconette, Steven (Northwestern University); Bridges, Patrick G. (University of New Mexico); Xia, Lei (Northwestern University); Dinda, Peter (Northwestern University); Cui, Zheng.; Lange, John (Northwestern University); Hudson, Trammell B.; Levenhagen, Michael J.; Pedretti, Kevin Thomas Tauke; Brightwell, Ronald Brian

    2009-09-01

    Palacios and Kitten are new open source tools that enable applications, whether ported or not, to achieve scalable high performance on large machines. They provide a thin layer over the hardware to support both full-featured virtualized environments and native code bases. Kitten is an OS under development at Sandia that implements a lightweight kernel architecture to provide predictable behavior and increased flexibility on large machines, while also providing Linux binary compatibility. Palacios is a VMM that is under development at Northwestern University and the University of New Mexico. Palacios, which can be embedded into Kitten and other OSes, supports existing, unmodified applications and operating systems by using virtualization that leverages hardware technologies. We describe the design and implementation of both Kitten and Palacios. Our benchmarks show that they provide near native, scalable performance. Palacios and Kitten provide an incremental path to using supercomputer resources that is not performance-compromised.

  14. Prediction of the ledge thickness inside a high-temperature metallurgical reactor using a virtual sensor

    International Nuclear Information System (INIS)

    LeBreux, Marc; Désilets, Martin; Lacroix, Marcel

    2012-01-01

    A non-intrusive inverse heat transfer procedure for predicting the time-varying thickness of the phase-change ledge on the inner surface of the walls of a high-temperature metallurgical reactor is presented. An extended Kalman filter with augmented state is coupled with a nonlinear state-space model of the reactor in order to estimate on-line the position of the phase front. The data are collected by a heat flux sensor located inside or outside of the reactor wall. This non-intrusive method can be seen as a virtual sensor which is defined as the combination of an estimation algorithm with measurements for the estimation of 'hard to measure' on-line process variables. The inverse prediction of the ledge thickness with the virtual sensor is thoroughly tested for typical operating conditions that prevail inside an industrial facility. Due to the fact that the melting/solidification process inside the reactor is highly nonlinear, results show that the accuracy of the state-space identification and the virtual sensor estimation is far superior when a nonlinear state-space model and the extended Kalman filter are employed, as opposed to a linear state-space model and the classic Kalman filter. In the former, it is shown that the discrepancy between the exact and the estimated ledge thickness remains smaller than 10% at all times.

  15. A Framework for Interactive Teaching of Virtual Borders to Mobile Robots

    OpenAIRE

    Sprute, Dennis; Rasch, Robin; Tönnies, Klaus; König, Matthias

    2017-01-01

    The increasing number of robots in home environments leads to an emerging coexistence between humans and robots. Robots undertake common tasks and support the residents in their everyday life. People appreciate the presence of robots in their environment as long as they keep the control over them. One important aspect is the control of a robot's workspace. Therefore, we introduce virtual borders to precisely and flexibly define the workspace of mobile robots. First, we propose a novel framewo...

  16. ARC+(Registered Trademark) and ARC PC Welding Simulators: Teach Welders with Virtual Interactive 3D Technologies

    Science.gov (United States)

    Choquet, Claude

    2011-01-01

    123 Certification Inc., a Montreal based company, has developed an innovative hands-on welding simulator solution to help build the welding workforce in the most simple way. The solution lies in virtual reality technology, which has been fully tested since the early 90's. President and founder of 123 Certification Inc., Mr. Claude Choquet Ing. Msc. IWE. acts as a bridge between the welding and the programming world. Working in these fields for more than 20 years. he has filed 12 patents world-wide for a gesture control platform with leading edge hardware related to simulation. In the summer of 2006. Mr Choquet was proud to be invited to the annual IIW International Weld ing Congress in Quebec City to launch the ARC+ welding simulator. A 100% virtual reality system and web based training center was developed to simulate multi process. multi-materiaL multi-position and multi pass welding. The simulator is intended to train welding students and apprentices in schools or industries. The welding simulator is composed of a real welding e[eetrode holder (SMAW-GTAW) and gun (GMAW-FCAW). a head mounted display (HMD), a 6 degrees of freedom tracking system for interaction between the user's hands and head. as well as external audio speakers. Both guns and HMD are interacting online and simultaneously. The welding simulation is based on the law of physics and empirical results from detailed analysis of a series of welding tests based on industrial applications tested over the last 20 years. The simulation runs in real-time, using a local logic network to determine the quality and shape of the created weld. These results are based on the orientation distance. and speed of the welding torch and depth of penetration. The welding process and resulting weld bc.1d are displayed in a virtual environment with screenplay interactive training modules. For review. weld quality and recorded process values can be displayed and diagnosed after welding. To help in the le.tming process, a

  17. High-field electron-photon interactions

    International Nuclear Information System (INIS)

    Hartemann, F V.

    1999-01-01

    Recent advances in novel technologies (including chirped-pulse amplification, femtosecond laser systems operating in the TW-PW range, high-gradient rf photoinjectors, and synchronized relativistic electron bunches with subpicosecond durations and THz bandwidths) allow experimentalists to study the interaction of relativistic electrons with ultrahigh-intensity photon fields. Ponderomotive scattering can accelerate these electrons with extremely high gradients in a three-dimensional vacuum laser focus. The nonlinear Doppler shift induced by relativistic radiation pressure in Compton backscattering is shown to yield complex nonlinear spectra which can be modified by using temporal laser pulse shaping techniques. Colliding laser pulses, where ponderomotive acceleration and Compton backscattering are combined, could also yield extremely short wavelength photons. Finally, one expects strong radiative corrections when the Doppler-upshifted laser wavelength approaches the Compton scale. These are discussed within the context of high-field classical electrodynamics, a new discipline borne out of the aforementioned innovations

  18. High-energy electroweak neutrino-nucleon deeply virtual Compton scattering

    International Nuclear Information System (INIS)

    Machado, Magno V. T.

    2007-01-01

    In this work we estimate the differential and total cross sections for the high-energy deeply virtual Compton scattering in the weak sector. In the weak neutral sector one considers neutrino scattering off an unpolarized proton target through the exchange of Z 0 . We numerically compute the process Z*p→γp within the QCD color dipole formalism, which successfully describes the current high-energy electromagnetic DVCS experimental data. We also discuss possible applications for the weak charged sector and perform predictions for scattering on nuclear targets

  19. Surgical virtual reality - highlights in developing a high performance surgical haptic device.

    Science.gov (United States)

    Custură-Crăciun, D; Cochior, D; Constantinoiu, S; Neagu, C

    2013-01-01

    Just like simulators are a standard in aviation and aerospace sciences, we expect for surgical simulators to soon become a standard in medical applications. These will correctly instruct future doctors in surgical techniques without there being a need for hands on patient instruction. Using virtual reality by digitally transposing surgical procedures changes surgery in are volutionary manner by offering possibilities for implementing new, much more efficient, learning methods, by allowing the practice of new surgical techniques and by improving surgeon abilities and skills. Perfecting haptic devices has opened the door to a series of opportunities in the fields of research,industry, nuclear science and medicine. Concepts purely theoretical at first, such as telerobotics, telepresence or telerepresentation,have become a practical reality as calculus techniques, telecommunications and haptic devices evolved,virtual reality taking a new leap. In the field of surgery barrier sand controversies still remain, regarding implementation and generalization of surgical virtual simulators. These obstacles remain connected to the high costs of this yet fully sufficiently developed technology, especially in the domain of haptic devices. Celsius.

  20. Hadron interactions at high energy in QCD

    International Nuclear Information System (INIS)

    Levin, E.M.; Ryskin, M.G.

    1988-01-01

    Well known the typical hadronic interactions at high energy are soft processes occurring at large distances where the mysterious confinement forces should be essential. Due to this fact, discussing these processes at first sight the authors are to use and really use some models that incorporate their educated guess about the confinement and utilize the QCD degrees of freedom. But really these models use the QCD terminology rather than the explicit form of the QCD interaction. Up to now the multiparticle dynamics had been the dynamics of reggeons with some detailization coming from their hypothesis about confinement. It is the Reggeon Calculus or the reggeon phenomenology that allows them to describe the main properties of exclusive and inclusive reactions at high energy in agreement with experiment. This paper discusses this problem at this Symposium in many details. However, such pure phenomenological understanding cannot satisfy all of us at the moment. The authors would like to understand the multiparticle production and other soft processes at high energy in more microscopic way using directly the form of the QCD Lagrangian

  1. Weak interactions at high energies. [Lectures, review

    Energy Technology Data Exchange (ETDEWEB)

    Ellis, J.

    1978-08-01

    Review lectures are presented on the phenomenological implications of the modern spontaneously broken gauge theories of the weak and electromagnetic interactions, and some observations are made about which high energy experiments probe what aspects of gauge theories. Basic quantum chromodynamics phenomenology is covered including momentum dependent effective quark distributions, the transverse momentum cutoff, search for gluons as sources of hadron jets, the status and prospects for the spectroscopy of fundamental fermions and how fermions may be used to probe aspects of the weak and electromagnetic gauge theory, studies of intermediate vector bosons, and miscellaneous possibilities suggested by gauge theories from the Higgs bosons to speculations about proton decay. 187 references. (JFP)

  2. Virtual Inertia Control-Based Model Predictive Control for Microgrid Frequency Stabilization Considering High Renewable Energy Integration

    Directory of Open Access Journals (Sweden)

    Thongchart Kerdphol

    2017-05-01

    Full Text Available Renewable energy sources (RESs, such as wind and solar generations, equip inverters to connect to the microgrids. These inverters do not have any rotating mass, thus lowering the overall system inertia. This low system inertia issue could affect the microgrid stability and resiliency in the situation of uncertainties. Today’s microgrids will become unstable if the capacity of RESs become larger and larger, leading to the weakening of microgrid stability and resilience. This paper addresses a new concept of a microgrid control incorporating a virtual inertia system based on the model predictive control (MPC to emulate virtual inertia into the microgrid control loop, thus stabilizing microgrid frequency during high penetration of RESs. The additional controller of virtual inertia is applied to the microgrid, employing MPC with virtual inertia response. System modeling and simulations are carried out using MATLAB/Simulink® software. The simulation results confirm the superior robustness and frequency stabilization effect of the proposed MPC-based virtual inertia control in comparison to the fuzzy logic system and conventional virtual inertia control in a system with high integration of RESs. The proposed MPC-based virtual inertia control is able to improve the robustness and frequency stabilization of the microgrid effectively.

  3. Virtual Testing of Composite Structures Made of High Entropy Alloys and Steel

    Directory of Open Access Journals (Sweden)

    Victor Geantă

    2017-11-01

    Full Text Available High entropy alloys (HEA are metallic materials obtained from a mixture of at least five atomic-scale chemical elements. They are characterized by high mechanical strength, good thermal stability and hardenability. AlCrFeCoNi alloys have high compression strength and tensile strength values of 2004 MPa, respectively 1250 MPa and elongation of about 32.7%. These materials can be used to create HEA-steel type composite structures which resist to dynamic deformation during high speed impacts. The paper presents four different composite structures made from a combination of HEA and carbon steel plates, using different joining processes. The numerical simulation of the impact behavior of the composite structures was performed by virtual methods, taking into account the mechanical properties of both materials. For analyzing each constructive variant, three virtual shootings were designed, using a 7.62 × 39 mm cal. incendiary armor-piercing bullet and different impact velocities. The best ballistic behavior was provided by the composite structures obtained by welding and brazing that have good continuity and rigidity. The other composite structures, which do not have good surface adhesion, show high fragmentation risk, because the rear plate can fragment on the axis of shooting due to the combination between the shock waves and the reflected ones. The order of materials in the composite structure has a very important role in decreasing the impact energy.

  4. Software for virtual accelerator designing

    International Nuclear Information System (INIS)

    Kulabukhova, N.; Ivanov, A.; Korkhov, V.; Lazarev, A.

    2012-01-01

    The article discusses appropriate technologies for software implementation of the Virtual Accelerator. The Virtual Accelerator is considered as a set of services and tools enabling transparent execution of computational software for modeling beam dynamics in accelerators on distributed computing resources. Distributed storage and information processing facilities utilized by the Virtual Accelerator make use of the Service-Oriented Architecture (SOA) according to a cloud computing paradigm. Control system tool-kits (such as EPICS, TANGO), computing modules (including high-performance computing), realization of the GUI with existing frameworks and visualization of the data are discussed in the paper. The presented research consists of software analysis for realization of interaction between all levels of the Virtual Accelerator and some samples of middle-ware implementation. A set of the servers and clusters at St.-Petersburg State University form the infrastructure of the computing environment for Virtual Accelerator design. Usage of component-oriented technology for realization of Virtual Accelerator levels interaction is proposed. The article concludes with an overview and substantiation of a choice of technologies that will be used for design and implementation of the Virtual Accelerator. (authors)

  5. Virtual Resonance and Frequency Difference Generation by van der Waals Interaction

    Science.gov (United States)

    Tetard, L.; Passian, A.; Eslami, S.; Jalili, N.; Farahi, R. H.; Thundat, T.

    2011-05-01

    The ability to explore the interior of materials for the presence of inhomogeneities was recently demonstrated by mode synthesizing atomic force microscopy [L. Tetard, A. Passian, and T. Thundat, Nature Nanotech. 5, 105 (2009).NNAABX1748-338710.1038/nnano.2009.454]. Proposing a semiempirical nonlinear force, we show that difference frequency ω- generation, regarded as the simplest synthesized mode, occurs optimally when the force is tuned to van der Waals form. From a parametric study of the probe-sample excitation, we show that the predicted ω- oscillation agrees well with experiments. We then introduce the concept of virtual resonance to show that probe oscillations at ω- can efficiently be enhanced.

  6. The Use of Virtual Characters to Assess and Train Non-Verbal Communication in High-Functioning Autism

    Science.gov (United States)

    Georgescu, Alexandra Livia; Kuzmanovic, Bojana; Roth, Daniel; Bente, Gary; Vogeley, Kai

    2014-01-01

    High-functioning autism (HFA) is a neurodevelopmental disorder, which is characterized by life-long socio-communicative impairments on the one hand and preserved verbal and general learning and memory abilities on the other. One of the areas where particular difficulties are observable is the understanding of non-verbal communication cues. Thus, investigating the underlying psychological processes and neural mechanisms of non-verbal communication in HFA allows a better understanding of this disorder, and potentially enables the development of more efficient forms of psychotherapy and trainings. However, the research on non-verbal information processing in HFA faces several methodological challenges. The use of virtual characters (VCs) helps to overcome such challenges by enabling an ecologically valid experience of social presence, and by providing an experimental platform that can be systematically and fully controlled. To make this field of research accessible to a broader audience, we elaborate in the first part of the review the validity of using VCs in non-verbal behavior research on HFA, and we review current relevant paradigms and findings from social-cognitive neuroscience. In the second part, we argue for the use of VCs as either agents or avatars in the context of “transformed social interactions.” This allows for the implementation of real-time social interaction in virtual experimental settings, which represents a more sensitive measure of socio-communicative impairments in HFA. Finally, we argue that VCs and environments are a valuable assistive, educational and therapeutic tool for HFA. PMID:25360098

  7. Development of a virtual probe tip with an application to high aspect ratio microscale features

    International Nuclear Information System (INIS)

    Bauza, Marcin B.; Hocken, Robert J.; Smith, Stuart T.; Woody, Shane C.

    2005-01-01

    Nondestructive measurement of microscale features remains a challenging metrology problem. For example, to assess a high aspect ratio small hole it is currently common to cut a cross section and measure the features of interest using an atomic force microscope, scanning probe microscope, or scanning electron microscope. Typically, these metrology tools may be suitable for surface finish measurement but often lack the capability for dimensional metrology. The aim of this article is to discuss the development of a high aspect-ratio microscale probe for measurement of microscale features. A 700:1 high aspect ratio probe shank is fabricated with a 7 μm diameter, and attached at one end to an oscillator. The oscillator produces a standing wave in the oscillating probe shank as opposed to conventional probes that use a microscale sphere on the end of a comparatively rigid shank. As a result of the standing wave formed in steady state vibration, the free end of the shank generates an amplitude of oscillation greater than the probe shank diameter. Thus, the probe does not require a spherical ball to serve as the contact point and simply uses the contact diameter of the free end of the vibrating shank. This methodology is referred to as a virtual probe tip. The virtual probe tip in conjunction with a nanopositioning scanner is used to measure surface profile measurements over traverse lengths of 130 μm. In this article, results from profiles of a 500 nm step height and a ruby sphere of diameter 1 mm are presented. Experiments in this article indicate the ability to repeatedly resolve surface features of less than 5 nm while maintaining bandwidths greater than 1 kHz. Furthermore, adhesion problems often encountered with micrometer scaled probes were not observed during profile measurements with this virtual probe

  8. Multi-Sensory-Motor Research: Investigating Auditory, Visual, and Motor Interaction in Virtual Reality Environments

    Directory of Open Access Journals (Sweden)

    Thorsten Kluss

    2011-10-01

    Full Text Available Perception in natural environments is inseparably linked to motor action. In fact, we consider action an essential component of perceptual representation. But these representations are inherently difficult to investigate: Traditional experimental setups are limited by the lack of flexibility in manipulating spatial features. To overcome these problems, virtual reality (VR experiments seem to be a feasible alternative, but these setups typically lack ecological realism due to the use of “unnatural” interface-devices (joystick. Thus, we propose an experimental apparatus which combines multisensory perception and action in an ecologically realistic way. The basis is a 10-foot hollow sphere (VirtuSphere placed on a platform that allows free rotation. A subject inside can walk in any direction for any distance immersed into virtual environment. Both the rotation of the sphere and movement of the subject's head are tracked to process the subject's view within the VR-environment presented on a head-mounted display. Moreover, auditory features are dynamically processed taking greatest care of exact alignment of sound-sources and visual objects using ambisonic-encoded audio processed by a HRTF-filterbank. We present empirical data that confirm ecological realism of this setup and discuss its suitability for multi-sensory-motor research.

  9. 2D and 3D virtual interactive laboratories of physics on Unity platform

    Science.gov (United States)

    González, J. D.; Escobar, J. H.; Sánchez, H.; De la Hoz, J.; Beltrán, J. R.

    2017-12-01

    Using the cross-platform game engine Unity, we develop virtual laboratories for PC, consoles, mobile devices and website as an innovative tool to study physics. There is extensive uptake of ICT in the teaching of science and its impact on the learning, and considering the limited availability of laboratories for physics teaching and the difficulties this causes in the learning of school students, we design the virtual laboratories to enhance studentâĂŹs knowledge of concepts in physics. To achieve this goal, we use Unity due to provide support bump mapping, reflection mapping, parallax mapping, dynamics shadows using shadows maps, full-screen post-processing effects and render-to-texture. Unity can use the best variant for the current video hardware and, if none are compatible, to use an alternative shader that may sacrifice features for performance. The control over delivery to mobile devices, web browsers, consoles and desktops is the main reason Unity is the best option among the same kind cross-platform. Supported platforms include Android, Apple TV, Linux, iOS, Nintendo 3DS line, macOS, PlayStation 4, Windows Phone 8, Wii but also an asset server and Nvidia’s PhysX physics engine which is the most relevant tool on Unity for our PhysLab.

  10. Performance implications of virtualization and hyper-threading on high energy physics applications in a Grid environment

    CERN Document Server

    Gilbert, Laura; Cobban, M; Iqbal, Saima; Jenwei, Hsieh; Newman, R; Pepper, R; Tseng, Jeffrey

    2005-01-01

    The simulations used in the field of high energy physics are compute intensive and exhibit a high level of data parallelism. These features make such simulations ideal candidates for Grid computing. We are taking as an example the GEANT4 detector simulation used for physics studies within the ATLAS experiment at CERN. One key issue in Grid computing is that of network and system security, which can potentially inhibit the wide spread use of such simulations. Virtualization provides a feasible solution because it allows the creation of virtual compute nodes in both local and remote compute clusters, thus providing an insulating layer which can play an important role in satisfying the security concerns of all parties involved. However, it has performance implications. This study provides quantitative estimates of the virtualization and hyper- threading overhead for GEANT on commodity clusters. Results show that virtualization has less than 15% run-time overhead, and that the best run time (with the non-SMP lice...

  11. 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.

  12. Development of a virtual metrology for high-mix TFT-LCD manufacturing processes

    International Nuclear Information System (INIS)

    Chen Shan; Pan Tianhong; Jang Shishang

    2010-01-01

    Nowadays, TFT-LCD manufacturing has become a very complex process, in which many different products being manufactured with many different tools. The ability to predict the quality of product in such a high-mix system is critical to developing and maintaining a high yield. In this paper, a statistical method is proposed for building a virtual metrology model from a number of products using a high-mix manufacturing process. Stepwise regression is used to select 'key variables' that really affect the quality of the products. Multivariate analysis of covariance is also proposed for simultaneously applying the selected variables and product effect. This framework provides a systematic method of building a processing quality prediction system for a high-mix manufacturing process. The experimental results show that the proposed quality prognostic system can not only estimate the critical dimension accurately but also detect potentially faulty glasses.

  13. Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape.

    Science.gov (United States)

    Pan, Xueni; Hamilton, Antonia F de C

    2018-03-05

    As virtual reality (VR) technology and systems become more commercially available and accessible, more and more psychologists are starting to integrate VR as part of their methods. This approach offers major advantages in experimental control, reproducibility, and ecological validity, but also has limitations and hidden pitfalls which may distract the novice user. This study aimed to guide the psychologist into the novel world of VR, reviewing available instrumentation and mapping the landscape of possible systems. We use examples of state-of-the-art research to describe challenges which research is now solving, including embodiment, uncanny valley, simulation sickness, presence, ethics, and experimental design. Finally, we propose that the biggest challenge for the field would be to build a fully interactive virtual human who can pass a VR Turing test - and that this could only be achieved if psychologists, VR technologists, and AI researchers work together. © 2018 The Authors British Journal of Psychology published by John Wiley & Sons Ltd on behalf of British Psychological Society.

  14. 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.

  15. Optimal learning in a virtual patient simulation of cranial nerve palsies: the interaction between social learning context and student aptitude.

    Science.gov (United States)

    Johnson, Teresa R; Lyons, Rebecca; Chuah, Joon Hao; Kopper, Regis; Lok, Benjamin C; Cendan, Juan C

    2013-01-01

    Simulation in medical education provides students with opportunities to practice interviews, examinations, and diagnosis formulation related to complex conditions without risks to patients. To examine differences between individual and team participation on learning outcomes and student perspectives through use of virtual patients (VPs) for teaching cranial nerve (CN) evaluation. Fifty-seven medical students were randomly assigned to complete simulation exercises either as individuals or as members of three-person teams. Students interviewed, examined, and diagnosed VPs with possible CN damage in the neurological exam rehearsal virtual environment (NERVE). Knowledge of CN abnormalities was assessed pre- and post-simulation. Student perspectives of system usability were evaluated post-simulation. An aptitude-treatment interaction (ATI) effect was detected; at pre-test scores ≤ 50%, students in teams scored higher (83%) at post-test than did students as individuals (62%, p = 0.02). Post-simulation, students in teams reported greater confidence in their ability to diagnose CN abnormalities than did students as individuals (p = 0.02; mean rating = 4.0/5.0 and 3.4/5.0, respectively). The ATI effect allows us to begin defining best practices for the integration of VP simulators into the medical curriculum. We are persuaded to implement future NERVE exercises with small teams of medical students.

  16. Optimal learning in a virtual patient simulation of cranial nerve palsies: The interaction between social learning context and student aptitude

    Science.gov (United States)

    JOHNSON, TERESA R.; LYONS, REBECCA; CHUAH, JOON HAO; KOPPER, REGIS; LOK, BENJAMIN C.; CENDAN, JUAN C.

    2013-01-01

    Background Simulation in medical education provides students with opportunities to practice interviews, examinations, and diagnosis formulation related to complex conditions without risks to patients. Aim To examine differences between individual and team participation on learning outcomes and student perspectives through use of virtual patients (VPs) for teaching cranial nerve (CN) evaluation. Methods Fifty-seven medical students were randomly assigned to complete simulation exercises either as individuals or as members of three-person teams. Students interviewed, examined, and diagnosed VPs with possible CN damage in the Neurological Exam Rehearsal Virtual Environment (NERVE). Knowledge of CN abnormalities was assessed pre- and post-simulation. Student perspectives of system usability were evaluated post-simulation. Results An aptitude-treatment interaction (ATI) effect was detected; at pre-test scores ≤50%, students in teams scored higher (83%) at post-test than did students as individuals (62%, p = 0.02). Post-simulation, students in teams reported greater confidence in their ability to diagnose CN abnormalities than did students as individuals (p = 0.02; mean rating = 4.0/5.0 and 3.4/5.0, respectively). Conclusion The ATI effect allows us to begin defining best practices for the integration of VP simulators into the medical curriculum. We are persuaded to implement future NERVE exercises with small teams of medical students. PMID:22938679

  17. Using Virtual Worlds to Identify Multidimensional Student Engagement in High School Foreign Language Learning Classrooms

    Science.gov (United States)

    Jacob, Laura Beth

    2012-01-01

    Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…

  18. Virtual Reality Simulations and Animations in a Web-Based Interactive Manufacturing Engineering Module

    Science.gov (United States)

    Ong, S. K.; Mannan, M. A.

    2004-01-01

    This paper presents a web-based interactive teaching package that provides a comprehensive and conducive yet dynamic and interactive environment for a module on automated machine tools in the Manufacturing Division at the National University of Singapore. The use of Internet technologies in this teaching tool makes it possible to conjure…

  19. Modeling object pursuit for 3D interactive tasks in virtual reality

    NARCIS (Netherlands)

    Liu, L.; Liere, van R.

    2011-01-01

    Models of interaction tasks are quantitative descriptions of relationships between human temporal performance and the spatial characteristics of the interactive tasks. Examples include Fitts' law for modeling the pointing task and Accot and Zhai's steering law for the path steering task, etc. Models

  20. The dynamics of student learning within a high school virtual reality design class

    Science.gov (United States)

    Morales, Teresa M.

    This mixed method study investigated knowledge and skill development of high school students in a project-based VR design class, in which 3-D projects were developed within a student-centered, student-directed environment. This investigation focused on student content learning, and problem solving. Additionally the social dynamics of the class and the role of peer mentoring were examined to determine how these factors influenced student behavior and learning. Finally, parent and teachers perceptions of the influence of the class were examined. The participants included freshmen through senior students, parents, teachers and the high school principal. Student interviews and classroom observations were used to collect data from students, while teachers and parents completed surveys. The results of this study suggested that this application of virtual reality (VR) learning environment promoted the development of; meaningful cognitive experiences, creativity, leadership, global socialization, problem solving and a deeper understanding of academic content. Further theoretical implications for 3-D virtual reality technology are exceedingly promising, and warrant additional research and development as an instructional tool for practical use.

  1. 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...

  2. 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...

  3. 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.

  4. Natural Touch Interaction for Virtual Reality and Teleoperation via Ungrounded Tactile Shear Feedback, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed research innovation will create a low-cost, intuitive means for people to have multi-fingered interaction with Robonaut 2 and training simulations via...

  5. Virtual reality/ augmented reality technology : the next chapter of human-computer interaction

    OpenAIRE

    Huang, Xing

    2015-01-01

    No matter how many different size and shape the computer has, the basic components of computers are still the same. If we use the user perspective to look for the development of computer history, we can surprisingly find that it is the input output device that leads the development of the industry development, in one word, human-computer interaction changes the development of computer history. Human computer interaction has been gone through three stages, the first stage relies on the inpu...

  6. JACEE results on very high energy interactions

    International Nuclear Information System (INIS)

    Wilczynski, H.

    1996-01-01

    Direct observations of cosmic ray interactions in emulsion chambers of the JACEE experiment at energies above 1 TeV/nucleon are presented. An analysis of two decay of short lived particles produced in cosmic ray interactions is described. The known decay modes of bottom and charged particles do not account satisfactorily for the observations. This could possibly indicate a new decay channel of a heavy particle. The JACEE results support the hypothesis of existence of a long-flying component in cosmic ray showers. An interaction event was observed which may be the first direct observation of (mini)anticentauro interaction. (author)

  7. Type 2 Diabetes Education and Support in a Virtual Environment: A Secondary Analysis of Synchronously Exchanged Social Interaction and Support.

    Science.gov (United States)

    Lewinski, Allison A; Anderson, Ruth A; Vorderstrasse, Allison A; Fisher, Edwin B; Pan, Wei; Johnson, Constance M

    2018-02-21

    Virtual environments (VEs) facilitate interaction and support among individuals with chronic illness, yet the characteristics of these VE interactions remain unknown. The objective of this study was to describe social interaction and support among individuals with type 2 diabetes (T2D) who interacted in a VE. Data included VE-mediated synchronous conversations and text-chat and asynchronous emails and discussion board posts from a study that facilitated interaction among individuals with T2D and diabetes educators (N=24) in 2 types of sessions: education and support. VE interactions consisted of communication techniques (how individuals interact in the VE), expressions of self-management (T2D-related topics), depth (personalization of topics), and breadth (number of topics discussed). Individuals exchanged support more often in the education (723/1170, 61.79%) than in the support (406/1170, 34.70%) sessions or outside session time (41/1170, 3.50%). Of all support exchanges, 535/1170 (45.73%) were informational, 377/1170 (32.22%) were emotional, 217/1170 (18.55%) were appraisal, and 41/1170 (3.50%) were instrumental. When comparing session types, education sessions predominately provided informational support (357/723, 49.4%), and the support sessions predominately provided emotional (159/406, 39.2%) and informational (159/406, 39.2%) support. VE-mediated interactions resemble those in face-to-face environments, as individuals in VEs engage in bidirectional exchanges with others to obtain self-management education and support. Similar to face-to-face environments, individuals in the VE revealed personal information, sought information, and exchanged support during the moderated education sessions and unstructured support sessions. With this versatility, VEs are able to contribute substantially to support for those with diabetes and, very likely, other chronic diseases. ©Allison A Lewinski, Ruth A Anderson, Allison A Vorderstrasse, Edwin B Fisher, Wei Pan, Constance

  8. The Avenor Virtual Trainer Project--A 3D Interactive Training Module on Energy Control Procedures: Development and First Validation Results.

    Science.gov (United States)

    Giardina, Max

    This paper examines the implementation of 3D simulation through the development of the Avenor Virtual Trainer and how situated learning and fidelity of model representation become the basis for more effective Interactive Multimedia Training Situations. The discussion will focus of some principles concerned with situated training, simulation,…

  9. R3D3 in the Wild: Using A Robot for Turn Management in Multi-Party Interaction with a Virtual Human

    NARCIS (Netherlands)

    Theune, Mariet; Wiltenburg, Daan; Bode, Max; Linssen, Jeroen

    R3D3 is a combination of a virtual human with a non-speaking robot capable of head gestures and emotive gaze behaviour. We use the robot to implement various turn management functions for use in multi-party interaction with R3D3, and present the results of a field study investigating their effects

  10. The influence of regulatory fit and interactivity on brand satisfaction and trust in E-health marketing inside 3D virtual worlds (Second Life).

    Science.gov (United States)

    Jin, Seung-A Annie; Lee, Kwan Min

    2010-12-01

    Interactive three-dimensional (3D) virtual environments like Second Life have great potential as venues for effective e-health marketing and e-brand management. Drawing from regulatory focus and interactivity literatures, this study examined the effects of the regulatory fit that consumers experience in interactive e-health marketing on their brand satisfaction and brand trust. The results of a two-group comparison experiment conducted within Second Life revealed that consumers in the regulatory fit condition show greater brand satisfaction and brand trust than those in the regulatory misfit condition, thus confirming the persuasive influence of regulatory fit in e-brand management inside 3D virtual worlds. In addition, a structural equation modeling analysis demonstrated the mediating role of consumers' perceived interactivity in explaining the processional link between regulatory fit and brand evaluation. Theoretical contributions and managerial implications of these findings are discussed.

  11. Realistic natural atmospheric phenomena and weather effects for interactive virtual environments

    Science.gov (United States)

    McLoughlin, Leigh

    Clouds and the weather are important aspects of any natural outdoor scene, but existing dynamic techniques within computer graphics only offer the simplest of cloud representations. The problem that this work looks to address is how to provide a means of simulating clouds and weather features such as precipitation, that are suitable for virtual environments. Techniques for cloud simulation are available within the area of meteorology, but numerical weather prediction systems are computationally expensive, give more numerical accuracy than we require for graphics and are restricted to the laws of physics. Within computer graphics, we often need to direct and adjust physical features or to bend reality to meet artistic goals, which is a key difference between the subjects of computer graphics and physical science. Pure physically-based simulations, however, evolve their solutions according to pre-set rules and are notoriously difficult to control. The challenge then is for the solution to be computationally lightweight and able to be directed in some measure while at the same time producing believable results. This work presents a lightweight physically-based cloud simulation scheme that simulates the dynamic properties of cloud formation and weather effects. The system simulates water vapour, cloud water, cloud ice, rain, snow and hail. The water model incorporates control parameters and the cloud model uses an arbitrary vertical temperature profile, with a tool described to allow the user to define this. The result of this work is that clouds can now be simulated in near real-time complete with precipitation. The temperature profile and tool then provide a means of directing the resulting formation..

  12. Tachyons and virtual fields for elementary particles in strong interactions. Part 1

    International Nuclear Information System (INIS)

    Van der Spuy, E.

    1978-01-01

    An infinite component free field is constructed and carries an infinite tower of unstable selfcompounds which is defined by a mass-squared trajectory. The field transforms locally under the Poincare group, being a direct sum of spinor representations. The norm or propagator of the field can be written as an infinite partial series (in spin j) of contributions of positive definite metric, which permits transformation to a Regge pole plus background contribution. The Regge pole dominates in the relativistic domain p→infinity. The associated continuation to complex j values introduces an indefinite metric into the propagator and has associated oscillatory characteristic functions of the spinor representation. The constraint on the mass-squared function permits the propogator to be written in terms of partial propagators such that the resonances appear in the correct position on the second z sheet and the Regge poles in the correct Regge j-quadrants. The partial propagator can be written in a TCP invariant form in terms of a spectral function determined by the dispersion integral for a particular condition on the mass-squared trajectory and involving continua of the real mass-squared variable r (r>=4m 2 0 and r 0 is the stable mass corresponding to spin j=0). This allows the complete infinite component free field corresponding to the real mass-squared and spin spectrum to be constructed in such a way that it transforms locally under Lorentz transformatons and has a propagator which has the right resonances and motion of Regge poles. Since there is one mass spectral function, the field should be considered in toto and as a fully virtual field, and furthermore as a possible solution of nonlinear field equation of motion. The tachyonic field component r [af

  13. Conceptual design of the Virtual Engineering System for High Level Radioactive Waste Geological Disposal

    International Nuclear Information System (INIS)

    1999-06-01

    The Virtual Engineering System for the High Level Radioactive Waste Geological Disposal (hereafter the VE) adopts such computer science technologies as advanced numerical simulation technology with special emphasis upon computer graphics, massive parallel computing, high speed networking, knowledge engineering, database technology to virtually construct the natural and the part of social environment of disposal site in syberspace to realize the disposal OS as its final target. The principle of tile VE is to provide for a firm business standpoint after The 2000 Report by JNC and supply decision support system which promotes various evaluations needed to be done from the year of 2000 to the licensing application for disposal to the government. The VE conceptual design was performed in the year of 1998. The functions of the VE are derived from the analysis of work scope of implementing organization in each step of geological waste disposal: the VE functions need the safety performance assessment, individual process analysis, facility designing, cost evaluation, site surveillance, research and development, public acceptance. Then the above functions are materialized by integrating such individual system as geology database, groundwater database, safety performance assessment system, coupled phenomena analysis system, decision support system, cost evaluation system, and public acceptance system. The integration method of the systems was studied. The concept of the integration of simulators has also been studied from the view point of CAPASA program. Parallel computing, networking, and computer graphic for high speed massive scientific calculation were studied in detail as the element technology to achieve the VE. Based on studies stated above, the concept of the waste disposal project and subjects that arise from 1999 to licensing application are decided. (author)

  14. Sound Synthesis and Evaluation of Interactive Footsteps for Virtual Reality Applications

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Serafin, Stefania; Turchet, Luca

    2010-01-01

    A system to synthesize in real-time the sound of footsteps on different materials is presented. The system is based on microphones which allow the user to interact with his own footwear. This solution distinguishes our system from previous efforts that require specific shoes enhanced with sensors...

  15. An interactive virtual guide for the AR based visit of archaeological sites

    NARCIS (Netherlands)

    Acampora, G.; Abate, A.F.; Ricciardi, S.

    2011-01-01

    One of the most interesting research lines about avatars is the design and the implementation of a synthetic behaviour able to drive avatar's actions according to an adaptive interaction paradigm. This aspect, indeed, is of fundamental importance to many advanced applications involving avatars and

  16. A multimodal virtual reality interface for 3D interaction with VTK

    NARCIS (Netherlands)

    Kok, A.J.F.; Liere, van R.

    2007-01-01

    The object-oriented visualization Toolkit (VTK) is widely used for scientific visualization. VTK is a visualization library that provides a large number of functions for presenting three-dimensional data. Interaction with the visualized data is controlled with two-dimensional input devices, such as

  17. On Virtual Face-Work: An Ethnography of Communication Approach to a Live Chat Reference Interaction

    Science.gov (United States)

    Radford, Marie L.; Radford, Gary P.; Connaway, Lynn Silipigni; DeAngelis, Jocelyn A.

    2011-01-01

    Erving Goffman's theoretical framework and concept of face-work has the potential to greatly increase the understanding of interpersonal dynamics in computer-mediated communication realms. This research used an ethnography of communication approach and the concept of face-work to analyze the transcript of an interaction between a librarian and a…

  18. Virtual Interaction through Video-Web Communication: A Step towards Enriching and Internationalizing Language Learning Programs

    Science.gov (United States)

    Jauregi, Kristi; Banados, Emerita

    2008-01-01

    This paper describes an intercontinental project with the use of interactive tools, both synchronous and asynchronous, which was set up to internationalize academic learning of Spanish language and culture. The objective of this case study was to investigate whether video-web communication tools can contribute to enriching the quality of foreign…

  19. Replication Kits for the papers "Automated Usability Evaluation of Virtual Reality Applications" and "VR Interaction Modalities for the Evaluation of Technical Device Prototypes" submitted to the CHI 2018

    OpenAIRE

    Harms, Patrick; Holderied, Hanna

    2017-01-01

    This replication kit contains all necessary data to reproduce the setup and results of both papers 'Automated Usability Evaluation of Virtual Reality Applications' and 'VR Interaction Modalities for the Evaluation of Technical Device Prototypes' as submitted to the CHI 2018. It includes the Unity Projects that show a coffee machine and a copier scene (sometimes refered to as printer scene, as well, as it is an integrated device) that can be interacted with with the help of the four interactio...

  20. D Virtual CH Interactive Information Systems for a Smart Web Browsing Experience for Desktop Pcs and Mobile Devices

    Science.gov (United States)

    Scianna, A.; La Guardia, M.

    2018-05-01

    Recently, the diffusion of knowledge on Cultural Heritage (CH) has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on UAV Unmanned Aerial Vehicles (UAV) technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR) environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, starting from a basic survey and the further photogrammetric reconstruction of a cultural good, is possible to built a 3D CH interactive information system useful for desktop and mobile devices. For this experimentation the Arab-Norman church of the Trinity of Delia (in Castelvetrano-Sicily-Italy) has been adopted as case study. The survey operations have been carried out considering different rapid methods of acquisition (UAV camera, SLR camera and smartphone camera). The web platform to publish the 3D information has been built using HTML5 markup language and WebGL JavaScript libraries (Three.js libraries). This work presents the construction of a 3D navigation system for a web-browsing of a virtual CH environment, with the integration of first person controls and 3D popup links. This contribution adds a further step to enrich the possibilities of open-source technologies applied to the world of CH valorization on web.

  1. 3D Virtual CH Interactive Information Systems for a smart web browsing experience for desktop PCs and mobile devices

    Directory of Open Access Journals (Sweden)

    A. Scianna

    2018-05-01

    Full Text Available Recently, the diffusion of knowledge on Cultural Heritage (CH has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on UAV Unmanned Aerial Vehicles (UAV technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, starting from a basic survey and the further photogrammetric reconstruction of a cultural good, is possible to built a 3D CH interactive information system useful for desktop and mobile devices. For this experimentation the Arab-Norman church of the Trinity of Delia (in Castelvetrano-Sicily-Italy has been adopted as case study. The survey operations have been carried out considering different rapid methods of acquisition (UAV camera, SLR camera and smartphone camera. The web platform to publish the 3D information has been built using HTML5 markup language and WebGL JavaScript libraries (Three.js libraries. This work presents the construction of a 3D navigation system for a web-browsing of a virtual CH environment, with the integration of first person controls and 3D popup links. This contribution adds a further step to enrich the possibilities of open-source technologies applied to the world of CH valorization on web.

  2. Development and Evaluation of Senior High School Courses on Emerging Technology: A Case Study of a Course on Virtual Reality

    Science.gov (United States)

    Chen, Chi-Tung

    2012-01-01

    In Taiwan, the National Science Council has implemented the High Scope Program (HSP) since 2006. The purpose of this study was to analyze the development and effectiveness of senior high school HSP courses on emerging technology. This study used a course on virtual reality as an example, to investigate the influence of emerging technology courses…

  3. Brain Process for Perception of the “Out of the Body” Tactile Illusion for Virtual Object Interaction

    Directory of Open Access Journals (Sweden)

    Hye Jin Lee

    2015-04-01

    Full Text Available “Out of the body” tactile illusion refers to the phenomenon in which one can perceive tactility as if emanating from a location external to the body without any stimulator present there. Taking advantage of such a tactile illusion is one way to provide and realize richer interaction feedback without employing and placing actuators directly at all stimulation target points. However, to further explore its potential, it is important to better understand the underlying physiological and neural mechanism. As such, we measured the brain wave patterns during such tactile illusion and mapped out the corresponding brain activation areas. Participants were given stimulations at different levels with the intention to create veridical (i.e., non-illusory and phantom sensations at different locations along an external hand-held virtual ruler. The experimental data and analysis indicate that both veridical and illusory sensations involve, among others, the parietal lobe, one of the most important components in the tactile information pathway. In addition, we found that as for the illusory sensation, there is an additional processing resulting in the delay for the ERP (event-related potential and involvement by the limbic lobe. These point to regarding illusion as a memory and recognition task as a possible explanation. The present study demonstrated some basic understanding; how humans process “virtual” objects and the way associated tactile illusion is generated will be valuable for HCI (Human-Computer Interaction.

  4. Towards the Efficient Creation of Accurate and High-Performance Virtual Prototypes

    OpenAIRE

    Hufnagel, Simon

    2014-01-01

    As the complexity of embedded systems continuously rises, their development becomes more and more challenging. One technique to cope with this complexity is the employment of virtual prototypes. The virtual prototypes are intended to represent the embedded system’s properties on different levels of detail like register transfer level or transaction level. Virtual prototypes can be used for different tasks throughout the development process. They can act as executable specification, can be use...

  5. Affective Decision Making in Artificial Intelligence : Making Virtual Characters With High Believability

    OpenAIRE

    Johansson, Anja

    2012-01-01

    Artificial intelligence is often used when creating believable virtual characters in games or in other types of virtual environments. The intelligent behavior these characters show to the player is often flawed, leading to a worse gameplay experience. In particular, there is often little or no emotional impact on the decision making of the characters. This thesis focuses on extending decision-making and pathfinding mechanisms for virtual characters, with a particular focus on the use of emoti...

  6. Virtually simulated social pressure influences early visual processing more in low compared to high autonomous participants.

    Science.gov (United States)

    Trautmann-Lengsfeld, Sina Alexa; Herrmann, Christoph Siegfried

    2014-02-01

    In a previous study, we showed that virtually simulated social group pressure could influence early stages of perception after only 100  ms. In the present EEG study, we investigated the influence of social pressure on visual perception in participants with high (HA) and low (LA) levels of autonomy. Ten HA and ten LA individuals were asked to accomplish a visual discrimination task in an adapted paradigm of Solomon Asch. Results indicate that LA participants adapted to the incorrect group opinion more often than HA participants (42% vs. 30% of the trials, respectively). LA participants showed a larger posterior P1 component contralateral to targets presented in the right visual field when conforming to the correct compared to conforming to the incorrect group decision. In conclusion, our ERP data suggest that the group context can have early effects on our perception rather than on conscious decision processes in LA, but not HA participants. Copyright © 2013 Society for Psychophysiological Research.

  7. Virtual cathode regime in nonstationary electric high-current discharge in hydrogen

    International Nuclear Information System (INIS)

    Baksht, F.G.; Borodin, V.S.; Zhuravlev, V.N.

    1988-01-01

    Virtual cathode (VC) regime in a non-stationary high-current hydrogen arch is constructed. Basic calculational characteristics of the near-the-cathode layer are presented. The calculation was conducted for a 1 cm long cathode under 2x10 4 A/cm 2 current density in pulse and 10 atm. pressure. A rectangular current pulse was considered. It is shown that VC formation is caused by electron temperature reduction in the near-the-cathode area. This results in the reduction of ion flux from plasma to the cathode surface and finally in the change of a sign of space charge and field intensity near the surface. Under the transition to VC regime only the cathode temperature and its effective work function are practically changed, while the rest of parameters remain approximately constant

  8. Braids and phase gates through high-frequency virtual tunneling of Majorana zero modes

    Science.gov (United States)

    Gorantla, Pranay; Sensarma, Rajdeep

    2018-05-01

    Braiding of non-Abelian Majorana anyons is a first step towards using them in quantum computing. We propose a protocol for braiding Majorana zero modes formed at the edges of nanowires with strong spin-orbit coupling and proximity-induced superconductivity. Our protocol uses high-frequency virtual tunneling between the ends of the nanowires in a trijunction, which leads to an effective low-frequency coarse-grained dynamics for the system, to perform the braid. The braiding operation is immune to amplitude noise in the drives and depends only on relative phase between the drives, which can be controlled by the usual phase-locking techniques. We also show how a phase gate, which is necessary for universal quantum computation, can be implemented with our protocol.

  9. High correlation between performance on a virtual-reality simulator and real-life cataract surgery

    DEFF Research Database (Denmark)

    Thomsen, Ann Sofia Skou; Smith, Phillip; Subhi, Yousif

    2017-01-01

    -tracking software of cataract surgical videos with a Pearson correlation coefficient of -0.70 (p = 0.017). CONCLUSION: Performance on the EyeSi simulator is significantly and highly correlated to real-life surgical performance. However, it is recommended that performance assessments are made using multiple data......PURPOSE: To investigate the correlation in performance of cataract surgery between a virtual-reality simulator and real-life surgery using two objective assessment tools with evidence of validity. METHODS: Cataract surgeons with varying levels of experience were included in the study. All...... antitremor training, forceps training, bimanual training, capsulorhexis and phaco divide and conquer. RESULTS: Eleven surgeons were enrolled. After a designated warm-up period, the proficiency-based test on the EyeSi simulator was strongly correlated to real-life performance measured by motion...

  10. High energy deeply virtual Compton scattering on a photon and related meson exclusive production

    International Nuclear Information System (INIS)

    Machado, Magno V. T.

    2007-01-01

    In this work we estimate the differential cross section for the high energy deeply virtual Compton scattering on a photon target, γ*γ→γγ, within the QCD dipole-dipole scattering formalism. For the phenomenology, a saturation model for the dipole-dipole cross section for two photon scattering is considered. Its robustness is supported by a good description of current accelerator data. In addition, we consider the related exclusive vector meson production processes, γ*γ→Vγ. This analysis is focused on the light ρ and φ meson production, which produces larger cross sections. The phenomenological results are compared with the theoretical calculation using the color-dipole Balitsky-Fadin-Kuraev-Lipatov approach

  11. Evaluation of virtual environment as a form of interactive resuscitation exam

    Science.gov (United States)

    Leszczyński, Piotr; Charuta, Anna; Kołodziejczak, Barbara; Roszak, Magdalena

    2017-10-01

    There is scientific evidence confirming the effectiveness of e-learning within resuscitation, however, there is not enough research on modern examination techniques within the scope. The aim of the pilot research is to compare the exam results in the field of Advanced Life Support in a traditional (paper) and interactive (computer) form as well as to evaluate satisfaction of the participants. A survey was conducted which meant to evaluate satisfaction of exam participants. Statistical analysis of the collected data was conducted at a significance level of α = 0.05 using STATISTICS v. 12. Final results of the traditional exam (67.5% ± 15.8%) differed significantly (p test. Significant differences between the results of a traditional test and the one supported by Computer Based Learning system showed the possibility of achieving a more detailed competence verification in the field of resuscitation thanks to interactive solutions.

  12. The construction of gender through discourse on the social network Badoo: exploring virtual interaction

    OpenAIRE

    Martínez Lirola, María

    2013-01-01

    Nowadays many meetings and conversations take place through social networks. Badoo.com is one of the best known, with more than 102 million users in 2010. This article concentrates on communication through the chat in Badoo between 150 men and the author. The study analyses the main linguistic characteristics in the conversations (orthography, use of capital letters, emoticons and strategies of courtesy and discourtesy) in order to observe how gender is constructed in interaction. The analysi...

  13. Radiation interactions in high-pressure gases

    International Nuclear Information System (INIS)

    Christophorou, L.G.

    1990-01-01

    This article is on basic radiation interaction processes in dense fluids and on interphase studies aiming at the interfacing of knowledge on radiation interaction processes in the gaseous and the liquid state of matter. It is specifically focused on the effect of the density and nature of the medium on electron production in irradiated fluids and on the state, energy, transport, and attachment of slow excess electrons in dense fluids especially dielectric liquids which possess excess-electron conduction bands (V 0 < 0 eV). Studies over the past two decades have shown that the interactions of low-energy electrons with molecules embedded in dense media depend not only on the molecules themselves and their internal state of excitation, but also on the electron state and energy in -- and the nature and density of -- the medium in which the interactions occur

  14. Radiation interactions in high-pressure gases

    Energy Technology Data Exchange (ETDEWEB)

    Christophorou, L.G. (Oak Ridge National Lab., TN (USA) Tennessee Univ., Knoxville, TN (USA))

    1990-01-01

    This article is on basic radiation interaction processes in dense fluids and on interphase studies aiming at the interfacing of knowledge on radiation interaction processes in the gaseous and the liquid state of matter. It is specifically focused on the effect of the density and nature of the medium on electron production in irradiated fluids and on the state, energy, transport, and attachment of slow excess electrons in dense fluids especially dielectric liquids which possess excess-electron conduction bands (V{sub 0} < 0 eV). Studies over the past two decades have shown that the interactions of low-energy electrons with molecules embedded in dense media depend not only on the molecules themselves and their internal state of excitation, but also on the electron state and energy in -- and the nature and density of -- the medium in which the interactions occur.

  15. Use of a three-dimensional virtual environment to teach drug-receptor interactions.

    Science.gov (United States)

    Richardson, Alan; Bracegirdle, Luke; McLachlan, Sarah I H; Chapman, Stephen R

    2013-02-12

    Objective. To determine whether using 3-dimensional (3D) technology to teach pharmacy students about the molecular basis of the interactions between drugs and their targets is more effective than traditional lecture using 2-dimensional (2D) graphics.Design. Second-year students enrolled in a 4-year masters of pharmacy program in the United Kingdom were randomly assigned to attend either a 3D or 2D presentation on 3 drug targets, the β-adrenoceptor, the Na(+)-K(+) ATPase, and the nicotinic acetylcholine receptor.Assessment. A test was administered to assess the ability of both groups of students to solve problems that required analysis of molecular interactions in 3D space. The group that participated in the 3D teaching presentation performed significantly better on the test than the group who attended the traditional lecture with 2D graphics. A questionnaire was also administered to solicit students' perceptions about the 3D experience. The majority of students enjoyed the 3D session and agreed that the experience increased their enthusiasm for the course.Conclusions. Viewing a 3D presentation of drug-receptor interactions improved student learning compared to learning from a traditional lecture and 2D graphics.

  16. Modeling of dislocation generation and interaction during high-speed deformation of metals

    DEFF Research Database (Denmark)

    Schiøtz, J.; Leffers, T.; Singh, B.N.

    2002-01-01

    Recent experiments by Kiritani et al. [1] have revealed a surprisingly high rate of vacancy production during highspeed deformation of thin foils of fcc metals. Virtually no dislocations are seen after the deformation. This is interpreted as evidence for a dislocation-free deformation mechanism...... at very high strain rates. We have used molecular-dynamics simulations to investigate high-speed deformation of copper crystals. Even though no pre-existing dislocation sources are present in the initial system, dislocations are quickly nucleated and a very high dislocation density is reached during...... the deformation. Due to the high density of dislocations, many inelastic interactions occur between dislocations, resulting in the generation of vacancies. After the deformation, a very high density of vacancies is observed, in agreement with the experimental observations. The processes responsible...

  17. Low-Cost Interactive Image-Based Virtual Endoscopy for the Diagnosis and Surgical Planning of Suprasellar Arachnoid Cysts.

    Science.gov (United States)

    Li, Ye; Zhao, Yining; Zhang, Jiashu; Zhang, Zhizhong; Dong, Guojun; Wang, Qun; Liu, Lei; Yu, Xinguang; Xu, Bainan; Chen, Xiaolei

    2016-04-01

    To investigate the feasibility and reliability of virtual endoscopy (VE) as a rapid, low-cost, and interactive tool for the diagnosis and surgical planning of suprasellar arachnoid cysts (SACs). Eighteen patients with SACs treated with endoscopic ventriculocystostomy were recruited, and 18 endoscopic patients treated with third ventriculostomy were randomly selected as a VE reconstruction control group. After loading their DICOM data into free 3D Slicer software, VE reconstruction was independently performed by 3 blinded clinicians and the time required for each reconstruction was recorded. Another 3 blinded senior neurosurgeons interactively graded the visibility of VE by watching video recordings of the endoscopic procedures. Based on the visibility scores, receiver operating characteristic curve analysis was used to investigate the reliability of VE to diagnose SACs, and Bland-Altman plots were used to assess the reliability of VE for surgical planning. In addition, the intraclass correlation coefficient was calculated to estimate the consistency among the results of 3 reconstruction performers. All 3 independent reconstructing performers successfully completed VE simulation for all cases, and the average reconstruction time was 10.2 ± 9.7 minutes. The area under the receiver operating characteristic curve of the cyst visibility score was 0.96, implying its diagnostic value for SACs. The Bland-Altman plot indicated good agreement between VE and intraoperative viewings, suggesting the anatomic accuracy of the VE for surgical planning. In addition, the intraclass correlation coefficient was 0.81, which revealed excellent interperformer consistency of our simulation method. This study substantiated the feasibility and reliability of VE as a rapid, low-cost, and interactive modality for diagnosis and surgical planning of SACs. Copyright © 2016 Elsevier Inc. All rights reserved.

  18. Possible Application of Virtual Reality in Geography Teaching

    OpenAIRE

    Ivan Stojšić; Anđelija Ivkov Džigurski; Olja Maričić; Ljubica Ivanović Bibić; Smiljana Đukičin Vučković

    2017-01-01

    Abstract Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oc...

  19. Can social support work virtually? Evaluation of rheumatoid arthritis patients' experiences with an interactive online tool.

    Science.gov (United States)

    Kostova, Zlatina; Caiata-Zufferey, Maria; Schulz, Peter J

    2015-01-01

    There is strong empirical evidence that the support that chronic patients receive from their environment is fundamental for the way they cope with physical and psychological suffering. Nevertheless, in the case of rheumatoid arthritis (RA), providing the appropriate social support is still a challenge, and such support has often proven to be elusive and unreliable in helping patients to manage the disease. To explore whether and how social support for RA patients can be provided online, and to assess the conditions under which such support is effective. An online support tool was designed to provide patients with both tailored information and opportunities to interact online with health professionals and fellow sufferers. The general purpose was to identify where the support provided did - or did not - help patients, and to judge whether the determinants of success lay more within patients - their engagement and willingness to participate - or within the design of the website itself. The present study reports qualitative interviews with 19 users of the tool. A more specific purpose was to elaborate qualitatively on results from a quantitative survey of users, which indicated that any positive impact was confined to practical matters of pain management rather than extending to more fundamental psychological outcomes such as acceptance. Overall, online learning and interaction can do much to help patients with the everyday stresses of their disease; however, its potential for more durable positive impact depends on various individual characteristics such as personality traits, existing social networks, and the severity and longevity of the disease.

  20. 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.

  1. Experimental progress on virtual-cathode very high power microwave source development

    International Nuclear Information System (INIS)

    Fazio, M.V.; Hoeberling, R.F.

    1987-01-01

    The evolution of rf accelerator technology toward high-power, high-current, low-emittance beams produces an ever-increasing demand for efficient, very high power microwave sources. The present klystron technology has performed very well but is not expected to produce reliable gigawatt peak-power units in the 1- to 10-GHz regime. Further major advancements must involve other types of sources. The reflexing electron sources can produce microwave powers at the gigawatt level and have demonstrated operation from 800 MHz to 40 GHz. Pulse length appears to be limited by electron-beam diode closure, and reflexing electron devices have been operated in a repetitively pulsed mode. An experiment is under way to investigate concepts to stabilize the frequency of the virtual cathode source. If one can successfully frequency and phase lock this source to an external signal, then this source can operate as a very high power microwave amplifier making it practical for accelerator applications. The progress on an experiment to test these concepts will be discussed

  2. Virtual reality simulation training in a high-fidelity procedure suite

    DEFF Research Database (Denmark)

    Lönn, Lars; Edmond, John J; Marco, Jean

    2012-01-01

    To assess the face and content validity of a novel, full physics, full procedural, virtual reality simulation housed in a hybrid procedure suite.......To assess the face and content validity of a novel, full physics, full procedural, virtual reality simulation housed in a hybrid procedure suite....

  3. Cardiopulmonary resuscitation training in high school using avatars in virtual worlds: an international feasibility study.

    Science.gov (United States)

    Creutzfeldt, Johan; Hedman, Leif; Heinrichs, LeRoy; Youngblood, Patricia; Felländer-Tsai, Li

    2013-01-14

    Approximately 300,000 people suffer sudden cardiac arrest (SCA) annually in the United States. Less than 30% of out-of-hospital victims receive cardiopulmonary resuscitation (CPR) despite the American Heart Association training over 12 million laypersons annually to conduct CPR. New engaging learning methods are needed for CPR education, especially in schools. Massively multiplayer virtual worlds (MMVW) offer platforms for serious games that are promising learning methods that take advantage of the computer capabilities of today's youth (ie, the digital native generation). Our main aim was to assess the feasibility of cardiopulmonary resuscitation training in high school students by using avatars in MMVM. We also analyzed experiences, self-efficacy, and concentration in response to training. In this prospective international collaborative study, an e-learning method was used with high school students in Sweden and the United States. A software game platform was modified for use as a serious game to train in emergency medical situations. Using MMVW technology, participants in teams of 3 were engaged in virtual-world scenarios to learn how to treat victims suffering cardiac arrest. Short debriefings were carried out after each scenario. A total of 36 high school students (Sweden, n=12; United States, n=24) participated. Their self-efficacy and concentration (task motivation) were assessed. An exit questionnaire was used to solicit experiences and attitudes toward this type of training. Among the Swedish students, a follow-up was carried out after 6 months. Depending on the distributions, t tests or Mann-Whitney tests were used. Correlation between variables was assessed by using Spearman rank correlation. Regression analyses were used for time-dependent variables. The participants enjoyed the training and reported a self-perceived benefit as a consequence of training. The mean rating for self-efficacy increased from 5.8/7 (SD 0.72) to 6.5/7 (SD 0.57, Ponline MMVWs

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

    Science.gov (United States)

    Maloney, Rebecca Scudari

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

  5. Stepwise high-throughput virtual screening of Rho kinase inhibitors from natural product library and potential therapeutics for pulmonary hypertension.

    Science.gov (United States)

    Su, Hao; Yan, Ji; Xu, Jian; Fan, Xi-Zhen; Sun, Xian-Lin; Chen, Kang-Yu

    2015-08-01

    Pulmonary hypertension (PH) is a devastating disease characterized by progressive elevation of pulmonary arterial pressure and vascular resistance due to pulmonary vasoconstriction and vessel remodeling. The activation of RhoA/Rho-kinase (ROCK) pathway plays a central role in the pathologic progression of PH and thus the Rho kinase, an essential effector of the ROCK pathway, is considered as a potential therapeutic target to attenuate PH. In the current study, a synthetic pipeline is used to discover new potent Rho inhibitors from various natural products. In the pipeline, the stepwise high-throughput virtual screening, quantitative structure-activity relationship (QSAR)-based rescoring, and kinase assay were integrated. The screening was performed against a structurally diverse, drug-like natural product library, from which six identified compounds were tested to determine their inhibitory potencies agonist Rho by using a standard kinase assay protocol. With this scheme, we successfully identified two potent Rho inhibitors, namely phloretin and baicalein, with activity values of IC50 = 0.22 and 0.95 μM, respectively. Structural examination suggested that complicated networks of non-bonded interactions such as hydrogen bonding, hydrophobic forces, and van der Waals contacts across the complex interfaces of Rho kinase are formed with the screened compounds.

  6. 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....

  7. Local imaging of high mobility two-dimensional electron systems with virtual scanning tunneling microscopy

    Energy Technology Data Exchange (ETDEWEB)

    Pelliccione, M. [Department of Applied Physics, Stanford University, 348 Via Pueblo Mall, Stanford, California 94305 (United States); Stanford Institute for Materials and Energy Sciences, SLAC National Accelerator Laboratory, 2575 Sand Hill Road, Menlo Park, California 94025 (United States); Department of Physics, University of California, Santa Barbara, Santa Barbara, California 93106 (United States); Bartel, J.; Goldhaber-Gordon, D. [Stanford Institute for Materials and Energy Sciences, SLAC National Accelerator Laboratory, 2575 Sand Hill Road, Menlo Park, California 94025 (United States); Department of Physics, Stanford University, 382 Via Pueblo Mall, Stanford, California 94305 (United States); Sciambi, A. [Department of Applied Physics, Stanford University, 348 Via Pueblo Mall, Stanford, California 94305 (United States); Stanford Institute for Materials and Energy Sciences, SLAC National Accelerator Laboratory, 2575 Sand Hill Road, Menlo Park, California 94025 (United States); Pfeiffer, L. N.; West, K. W. [Department of Electrical Engineering, Princeton University, Princeton, New Jersey 08544 (United States)

    2014-11-03

    Correlated electron states in high mobility two-dimensional electron systems (2DESs), including charge density waves and microemulsion phases intermediate between a Fermi liquid and Wigner crystal, are predicted to exhibit complex local charge order. Existing experimental studies, however, have mainly probed these systems at micron to millimeter scales rather than directly mapping spatial organization. Scanning probes should be well-suited to study the spatial structure of these states, but high mobility 2DESs are found at buried semiconductor interfaces, beyond the reach of conventional scanning tunneling microscopy. Scanning techniques based on electrostatic coupling to the 2DES deliver important insights, but generally with resolution limited by the depth of the 2DES. In this letter, we present our progress in developing a technique called “virtual scanning tunneling microscopy” that allows local tunneling into a high mobility 2DES. Using a specially designed bilayer GaAs/AlGaAs heterostructure where the tunnel coupling between two separate 2DESs is tunable via electrostatic gating, combined with a scanning gate, we show that the local tunneling can be controlled with sub-250 nm resolution.

  8. High-Performance Integrated Virtual Environment (HIVE) Tools and Applications for Big Data Analysis.

    Science.gov (United States)

    Simonyan, Vahan; Mazumder, Raja

    2014-09-30

    The High-performance Integrated Virtual Environment (HIVE) is a high-throughput cloud-based infrastructure developed for the storage and analysis of genomic and associated biological data. HIVE consists of a web-accessible interface for authorized users to deposit, retrieve, share, annotate, compute and visualize Next-generation Sequencing (NGS) data in a scalable and highly efficient fashion. The platform contains a distributed storage library and a distributed computational powerhouse linked seamlessly. Resources available through the interface include algorithms, tools and applications developed exclusively for the HIVE platform, as well as commonly used external tools adapted to operate within the parallel architecture of the system. HIVE is composed of a flexible infrastructure, which allows for simple implementation of new algorithms and tools. Currently, available HIVE tools include sequence alignment and nucleotide variation profiling tools, metagenomic analyzers, phylogenetic tree-building tools using NGS data, clone discovery algorithms, and recombination analysis algorithms. In addition to tools, HIVE also provides knowledgebases that can be used in conjunction with the tools for NGS sequence and metadata analysis.

  9. High-Performance Integrated Virtual Environment (HIVE Tools and Applications for Big Data Analysis

    Directory of Open Access Journals (Sweden)

    Vahan Simonyan

    2014-09-01

    Full Text Available The High-performance Integrated Virtual Environment (HIVE is a high-throughput cloud-based infrastructure developed for the storage and analysis of genomic and associated biological data. HIVE consists of a web-accessible interface for authorized users to deposit, retrieve, share, annotate, compute and visualize Next-generation Sequencing (NGS data in a scalable and highly efficient fashion. The platform contains a distributed storage library and a distributed computational powerhouse linked seamlessly. Resources available through the interface include algorithms, tools and applications developed exclusively for the HIVE platform, as well as commonly used external tools adapted to operate within the parallel architecture of the system. HIVE is composed of a flexible infrastructure, which allows for simple implementation of new algorithms and tools. Currently, available HIVE tools include sequence alignment and nucleotide variation profiling tools, metagenomic analyzers, phylogenetic tree-building tools using NGS data, clone discovery algorithms, and recombination analysis algorithms. In addition to tools, HIVE also provides knowledgebases that can be used in conjunction with the tools for NGS sequence and metadata analysis.

  10. A Virtual Study of Grid Resolution on Experiments of a Highly-Resolved Turbulent Plume

    Science.gov (United States)

    Maisto, Pietro M. F.; Marshall, Andre W.; Gollner, Michael J.; Fire Protection Engineering Department Collaboration

    2017-11-01

    An accurate representation of sub-grid scale turbulent mixing is critical for modeling fire plumes and smoke transport. In this study, PLIF and PIV diagnostics are used with the saltwater modeling technique to provide highly-resolved instantaneous field measurements in unconfined turbulent plumes useful for statistical analysis, physical insight, and model validation. The effect of resolution was investigated employing a virtual interrogation window (of varying size) applied to the high-resolution field measurements. Motivated by LES low-pass filtering concepts, the high-resolution experimental data in this study can be analyzed within the interrogation windows (i.e. statistics at the sub-grid scale) and on interrogation windows (i.e. statistics at the resolved scale). A dimensionless resolution threshold (L/D*) criterion was determined to achieve converged statistics on the filtered measurements. Such a criterion was then used to establish the relative importance between large and small-scale turbulence phenomena while investigating specific scales for the turbulent flow. First order data sets start to collapse at a resolution of 0.3D*, while for second and higher order statistical moments the interrogation window size drops down to 0.2D*.

  11. The high throughput virtual slit enables compact, inexpensive Raman spectral imagers

    Science.gov (United States)

    Gooding, Edward; Deutsch, Erik R.; Huehnerhoff, Joseph; Hajian, Arsen R.

    2018-02-01

    Raman spectral imaging is increasingly becoming the tool of choice for field-based applications such as threat, narcotics and hazmat detection; air, soil and water quality monitoring; and material ID. Conventional fiber-coupled point source Raman spectrometers effectively interrogate a small sample area and identify bulk samples via spectral library matching. However, these devices are very slow at mapping over macroscopic areas. In addition, the spatial averaging performed by instruments that collect binned spectra, particularly when used in combination with orbital raster scanning, tends to dilute the spectra of trace particles in a mixture. Our design, employing free space line illumination combined with area imaging, reveals both the spectral and spatial content of heterogeneous mixtures. This approach is well suited to applications such as detecting explosives and narcotics trace particle detection in fingerprints. The patented High Throughput Virtual Slit1 is an innovative optical design that enables compact, inexpensive handheld Raman spectral imagers. HTVS-based instruments achieve significantly higher spectral resolution than can be obtained with conventional designs of the same size. Alternatively, they can be used to build instruments with comparable resolution to large spectrometers, but substantially smaller size, weight and unit cost, all while maintaining high sensitivity. When used in combination with laser line imaging, this design eliminates sample photobleaching and unwanted photochemistry while greatly enhancing mapping speed, all with high selectivity and sensitivity. We will present spectral image data and discuss applications that are made possible by low cost HTVS-enabled instruments.

  12. CHIPMUNK: A Virtual Synthesizable Small-Molecule Library for Medicinal Chemistry, Exploitable for Protein-Protein Interaction Modulators.

    Science.gov (United States)

    Humbeck, Lina; Weigang, Sebastian; Schäfer, Till; Mutzel, Petra; Koch, Oliver

    2018-03-20

    A common issue during drug design and development is the discovery of novel scaffolds for protein targets. On the one hand the chemical space of purchasable compounds is rather limited; on the other hand artificially generated molecules suffer from a grave lack of accessibility in practice. Therefore, we generated a novel virtual library of small molecules which are synthesizable from purchasable educts, called CHIPMUNK (CHemically feasible In silico Public Molecular UNiverse Knowledge base). Altogether, CHIPMUNK covers over 95 million compounds and encompasses regions of the chemical space that are not covered by existing databases. The coverage of CHIPMUNK exceeds the chemical space spanned by the Lipinski rule of five to foster the exploration of novel and difficult target classes. The analysis of the generated property space reveals that CHIPMUNK is well suited for the design of protein-protein interaction inhibitors (PPIIs). Furthermore, a recently developed structural clustering algorithm (StruClus) for big data was used to partition the sub-libraries into meaningful subsets and assist scientists to process the large amount of data. These clustered subsets also contain the target space based on ChEMBL data which was included during clustering. © 2018 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

  13. The Whole World In Your Hands: Using an Interactive Virtual Reality Sandbox for Geospatial Education and Outreach

    Science.gov (United States)

    Clucas, T.; Wirth, G. S.; Broderson, D.

    2014-12-01

    Traditional geospatial education tools such as maps and computer screens don't convey the rich topography present on Earth. Translating lines on a contour lines on a topo map to relief in a landscape can be a challenging concept to convey.A partnership between Alaska EPSCoR and the Geographic Information Network of Alaska has successfully constructed an Interactive Virtual Reality Sandbox, an education tool that in real-time projects and updates topographic contours on the surface of a sandbox. The sandbox has been successfully deployed at public science events as well as professional geospatial and geodesy conferences. Landscape change, precipitation, and evaporation can all be modeled, much to the delight of our enthusiasts, who range in age from 3 to 90. Visually, as well as haptically, demonstrating the effects of events (such as dragging a hand through the sand) on a landscape, as well as the intuitive realization of meaning of topographic contour lines, has proven to be engaging.

  14. Development of a system based on 3D vision, interactive virtual environments, ergonometric signals and a humanoid for stroke rehabilitation.

    Science.gov (United States)

    Ibarra Zannatha, Juan Manuel; Tamayo, Alejandro Justo Malo; Sánchez, Angel David Gómez; Delgado, Jorge Enrique Lavín; Cheu, Luis Eduardo Rodríguez; Arévalo, Wilson Alexander Sierra

    2013-11-01

    This paper presents a stroke rehabilitation (SR) system for the upper limbs, developed as an interactive virtual environment (IVE) based on a commercial 3D vision system (a Microsoft Kinect), a humanoid robot (an Aldebaran's Nao), and devices producing ergonometric signals. In one environment, the rehabilitation routines, developed by specialists, are presented to the patient simultaneously by the humanoid and an avatar inside the IVE. The patient follows the rehabilitation task, while his avatar copies his gestures that are captured by the Kinect 3D vision system. The information of the patient movements, together with the signals obtained from the ergonometric measurement devices, is used also to supervise and to evaluate the rehabilitation progress. The IVE can also present an RGB image of the patient. In another environment, that uses the same base elements, four game routines--Touch the balls 1 and 2, Simon says, and Follow the point--are used for rehabilitation. These environments are designed to create a positive influence in the rehabilitation process, reduce costs, and engage the patient. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  15. A Virtual Reality avatar interaction (VRai) platform to assess residual executive dysfunction in active military personnel with previous mild traumatic brain injury: proof of concept.

    Science.gov (United States)

    Robitaille, Nicolas; Jackson, Philip L; Hébert, Luc J; Mercier, Catherine; Bouyer, Laurent J; Fecteau, Shirley; Richards, Carol L; McFadyen, Bradford J

    2017-10-01

    This proof of concept study tested the ability of a dual task walking protocol using a recently developed avatar-based virtual reality (VR) platform to detect differences between military personnel post mild traumatic brain injury (mTBI) and healthy controls. The VR platform coordinated motion capture, an interaction and rendering system, and a projection system to present first (participant-controlled) and third person avatars within the context of a specific military patrol scene. A divided attention task was also added. A healthy control group was compared to a group with previous mTBI (both groups comprised of six military personnel) and a repeated measures ANOVA tested for differences between conditions and groups based on recognition errors, walking speed and fluidity and obstacle clearance. The VR platform was well tolerated by both groups. Walking fluidity was degraded for the control group within the more complex navigational dual tasking involving avatars, and appeared greatest in the dual tasking with the interacting avatar. This navigational behaviour was not seen in the mTBI group. The present findings show proof of concept for using avatars, particularly more interactive avatars, to expose differences in executive functioning when applying context-specific protocols (here for the military). Implications for rehabilitation Virtual reality provides a means to control context-specific factors for assessment and intervention. Adding human interaction and agency through avatars increases the ecologic nature of the virtual environment. Avatars in the present application of the Virtual Reality avatar interaction platform appear to provide a better ability to reveal differences between trained, military personal with and without mTBI.

  16. Online virtual isocenter based radiation field targeting for high performance small animal microirradiation

    Science.gov (United States)

    Stewart, James M. P.; Ansell, Steve; Lindsay, Patricia E.; Jaffray, David A.

    2015-12-01

    Advances in precision microirradiators for small animal radiation oncology studies have provided the framework for novel translational radiobiological studies. Such systems target radiation fields at the scale required for small animal investigations, typically through a combination of on-board computed tomography image guidance and fixed, interchangeable collimators. Robust targeting accuracy of these radiation fields remains challenging, particularly at the millimetre scale field sizes achievable by the majority of microirradiators. Consistent and reproducible targeting accuracy is further hindered as collimators are removed and inserted during a typical experimental workflow. This investigation quantified this targeting uncertainty and developed an online method based on a virtual treatment isocenter to actively ensure high performance targeting accuracy for all radiation field sizes. The results indicated that the two-dimensional field placement uncertainty was as high as 1.16 mm at isocenter, with simulations suggesting this error could be reduced to 0.20 mm using the online correction method. End-to-end targeting analysis of a ball bearing target on radiochromic film sections showed an improved targeting accuracy with the three-dimensional vector targeting error across six different collimators reduced from 0.56+/- 0.05 mm (mean  ±  SD) to 0.05+/- 0.05 mm for an isotropic imaging voxel size of 0.1 mm.

  17. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice

    OpenAIRE

    Thisgaard, Malene; Makransky, Guido

    2017-01-01

    The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increas...

  18. High-Power, High-Intensity Laser Propagation and Interactions

    Science.gov (United States)

    2014-03-10

    intensity as the weighting function. The full refractive index associated with the laser plasma interaction having a parabolic density variation ...radiation in turn enhances the electron density wave further amplifying the radiation. Considering spatial variations in the z direction only the FEL...effL/ at the entrance to the wiggler where effL is the effective interaction length. This requirement can be expressed by the following inequality

  19. Gelotophobia and the Challenges of Implementing Laughter into Virtual Agents Interactions

    Science.gov (United States)

    Ruch, Willibald F.; Platt, Tracey; Hofmann, Jennifer; Niewiadomski, Radosław; Urbain, Jérôme; Mancini, Maurizio; Dupont, Stéphane

    2014-01-01

    This study investigated which features of AVATAR laughter are perceived threatening for individuals with a fear of being laughed at (gelotophobia), and individuals with no gelotophobia. Laughter samples were systematically varied (e.g., intensity, laughter pitch, and energy for the voice, intensity of facial actions of the face) in three modalities: animated facial expressions, synthesized auditory laughter vocalizations, and motion capture generated puppets displaying laughter body movements. In the online study 123 adults completed, the GELOPH (Ruch and Proyer, 2008a,b) and rated randomly presented videos of the three modalities for how malicious, how friendly, how real the laughter was (0 not at all to 8 extremely). Additionally, an open question asked which markers led to the perception of friendliness/maliciousness. The current study identified features in all modalities of laughter stimuli that were perceived as malicious in general, and some that were gelotophobia specific. For facial expressions of AVATARS, medium intensity laughs triggered highest maliciousness in the gelotophobes. In the auditory stimuli, the fundamental frequency modulations and the variation in intensity were indicative of maliciousness. In the body, backwards and forward movements and rocking vs. jerking movements distinguished the most malicious from the least malicious laugh. From the open answers, the shape and appearance of the lips curling induced feelings that the expression was malicious for non-gelotophobes and that the movement round the eyes, elicited the face to appear as friendly. This was opposite for gelotophobes. Gelotophobia savvy AVATARS should be of high intensity, containing lip and eye movements and be fast, non-repetitive voiced vocalization, variable and of short duration. It should not contain any features that indicate a down-regulation in the voice or body, or indicate voluntary/cognitive modulation. PMID:25477803

  20. Conceptual design of the virtual engineering system for high level radioactive waste geological disposal

    International Nuclear Information System (INIS)

    2000-02-01

    The role of Virtual Engineering System for High Level Radioactive Waste Geological Disposal (hereafter the VES) is to accumulate and unify the results of research and development which JNC had been carried out for the completion of the second progress report on a computer system. The purpose and functions of VES with considering the long-term plan for geological disposal in Japan was studied. The analysis between geological environment assessment, safety performance assessment, and engineering technology had not been integrated mutually in the conventional study. The iterative analysis performed by VES makes it possible to analyze natural barrier and engineering barrier more quantitatively for obtaining safety margin and rationalization of the design of a waste repository. We have examined the system functions to achieve the above purpose of VES. Next, conceptual design for codes, databases, and utilities that consist of VES were performed by examining their purpose and functions. The conceptual design of geological environment assessment system, safety performance assessment system, waste repository element database, economical assessment system, investigation support system, quality assurance system, and visualization system are preformed. The whole system configuration, examination of suitable configuration of hardware and software, examination of system implementation, the confirmation of parallel calculation technology, the conceptual design of platform, the development of demonstration program of platform are performed. Based upon studies stated above, the VES development plan including prototype development during the period of selection of the site candidate was studied. The concept of VES was build based on the examination stated above. (author)

  1. DEEP SPACE: High Resolution VR Platform for Multi-user Interactive Narratives

    Science.gov (United States)

    Kuka, Daniela; Elias, Oliver; Martins, Ronald; Lindinger, Christopher; Pramböck, Andreas; Jalsovec, Andreas; Maresch, Pascal; Hörtner, Horst; Brandl, Peter

    DEEP SPACE is a large-scale platform for interactive, stereoscopic and high resolution content. The spatial and the system design of DEEP SPACE are facing constraints of CAVETM-like systems in respect to multi-user interactive storytelling. To be used as research platform and as public exhibition space for many people, DEEP SPACE is capable to process interactive, stereoscopic applications on two projection walls with a size of 16 by 9 meters and a resolution of four times 1080p (4K) each. The processed applications are ranging from Virtual Reality (VR)-environments to 3D-movies to computationally intensive 2D-productions. In this paper, we are describing DEEP SPACE as an experimental VR platform for multi-user interactive storytelling. We are focusing on the system design relevant for the platform, including the integration of the Apple iPod Touch technology as VR control, and a special case study that is demonstrating the research efforts in the field of multi-user interactive storytelling. The described case study, entitled "Papyrate's Island", provides a prototypical scenario of how physical drawings may impact on digital narratives. In this special case, DEEP SPACE helps us to explore the hypothesis that drawing, a primordial human creative skill, gives us access to entirely new creative possibilities in the domain of interactive storytelling.

  2. Interactive virtual reality Wii in geriatric day hospital: a study to assess its feasibility, acceptability and efficacy.

    Science.gov (United States)

    Chan, Tuen Ching; Chan, Fei; Shea, Yat Fung; Lin, Oi Yee; Luk, James Ka Hay; Chan, Felix Hon Wai

    2012-10-01

    Rehabilitation using interactive virtual reality Wii (Wii-IVR) was shown to be feasible in patients with different medical problems, but there was no study examining its use in a geriatric day hospital (GDH). The aim of the present study was to test the feasibility, acceptability and efficacy of Wii-IVR in GDH. It was a clinical trial with matched historic controls. Patients of a GDH were recruited to participate in Wii-IVR by playing "Wii Fit". Participants used a Wii controller to carry out movements involved in an arm ergometer. Each participant received eight sessions of Wii-IVR in addition to conventional GDH rehabilitation. Feasibility was assessed by the total time receiving Wii-IVR, the percentage of maximal heart rate reserve (%MHR) and Borg perceived exertion scale (BS) after participating in Wii-IVR. %MHR and BS were compared with those after carrying out an arm ergometer for the same duration. Acceptability was assessed by an interviewer-administered questionnaire. Efficacy was assessed by comparing improvements in Functional Independence Measure (FIM) between participants and matched historic controls, who received conventional GDH rehabilitations only. A total of 30 patients completed the study. Participants completed a total of 1941 min of event-free Wii-IVR. The mean %MHR was 15.9% ± 9.9% and the mean BS was 7.9 ± 2.3. There was no significant difference in %MHR and BS between participating in Wii-IVR and arm ergometer. Most participants found Wii-IVR similar to the arm ergometer, and would like to continue Wii-IVR if they had Wii at home. Improvements in FIM of participants were significantly more than that of historic controls. Wii-IVR in GDH was feasible and most participants accepted it. Participants had more improvements in FIM. © 2012 Japan Geriatrics Society.

  3. Virtual reality internet retailing: experimental examination of interactive shopping interface – Store atmosphere effects on user-consumer behaviour

    OpenAIRE

    Krasonikolakis, I

    2010-01-01

    The objective of the present dissertation is to explore Virtual Reality as a new retailing channel through an interdisciplinary approach; Information Systems and Marketing. It is attempted to explore how new IS environments create new challenges for marketing and understanding online consumer behavior. The expected final outcome will be twofold. Primary, to provide evidence regarding causal relationships between Virtual Reality Retailing Store Atmosphere (VRRSA) components and Consumer Behavi...

  4. Virtualization Security Combining Mandatory Access Control and Virtual Machine Introspection

    OpenAIRE

    Win, Thu Yein; Tianfield, Huaglory; Mair, Quentin

    2014-01-01

    Virtualization has become a target for attacks in cloud computing environments. Existing approaches to protecting the virtualization environment against the attacks are limited in protection scope and are with high overheads. This paper proposes a novel virtualization security solution which aims to provide comprehensive protection of the virtualization environment.

  5. DockoMatic: automated peptide analog creation for high throughput virtual screening.

    Science.gov (United States)

    Jacob, Reed B; Bullock, Casey W; Andersen, Tim; McDougal, Owen M

    2011-10-01

    The purpose of this manuscript is threefold: (1) to describe an update to DockoMatic that allows the user to generate cyclic peptide analog structure files based on protein database (pdb) files, (2) to test the accuracy of the peptide analog structure generation utility, and (3) to evaluate the high throughput capacity of DockoMatic. The DockoMatic graphical user interface interfaces with the software program Treepack to create user defined peptide analogs. To validate this approach, DockoMatic produced cyclic peptide analogs were tested for three-dimensional structure consistency and binding affinity against four experimentally determined peptide structure files available in the Research Collaboratory for Structural Bioinformatics database. The peptides used to evaluate this new functionality were alpha-conotoxins ImI, PnIA, and their published analogs. Peptide analogs were generated by DockoMatic and tested for their ability to bind to X-ray crystal structure models of the acetylcholine binding protein originating from Aplysia californica. The results, consisting of more than 300 simulations, demonstrate that DockoMatic predicts the binding energy of peptide structures to within 3.5 kcal mol(-1), and the orientation of bound ligand compares to within 1.8 Å root mean square deviation for ligand structures as compared to experimental data. Evaluation of high throughput virtual screening capacity demonstrated that Dockomatic can collect, evaluate, and summarize the output of 10,000 AutoDock jobs in less than 2 hours of computational time, while 100,000 jobs requires approximately 15 hours and 1,000,000 jobs is estimated to take up to a week. Copyright © 2011 Wiley Periodicals, Inc.

  6. A modification of projective spacetime by finite self-interaction models of virtual leptons and quarks and the electroweak GWS standard model

    International Nuclear Information System (INIS)

    Scheurich, H.

    1986-01-01

    From the projective Dirac equation in a six-dimensional Kleinian space R(3, 3) are derived finite-rotation-group models as self-interaction models of virtual leptons and quarks. The quaternion group underlying them is considered as a substructure group of projective spacetime. A finite hyperspherical carrier of the self-interaction models is embedded into projective spacetime by means of the Planck length L 0 = (hG/c 3 )/sup 1/2/ as a physical unit length. The corresponding modification of metrics in the Planck domain becomes apparent to be equivalent to the role of the Higgs field in the electroweak GWS standard model. (author)

  7. 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…

  8. 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...

  9. Opportunities in Participatory Science and Citizen Science with MRO's High Resolution Imaging Science Experiment: A Virtual Science Team Experience

    Science.gov (United States)

    Gulick, Ginny

    2009-09-01

    We report on the accomplishments of the HiRISE EPO program over the last two and a half years of science operations. We have focused primarily on delivering high impact science opportunities through our various participatory science and citizen science websites. Uniquely, we have invited students from around the world to become virtual HiRISE team members by submitting target suggestions via our HiRISE Quest Image challenges using HiWeb the team's image suggestion facility web tools. When images are acquired, students analyze their returned images, write a report and work with a HiRISE team member to write a image caption for release on the HiRISE website (http://hirise.lpl.arizona.edu). Another E/PO highlight has been our citizen scientist effort, HiRISE Clickworkers (http://clickworkers.arc.nasa.gov/hirise). Clickworkers enlists volunteers to identify geologic features (e.g., dunes, craters, wind streaks, gullies, etc.) in the HiRISE images and help generate searchable image databases. In addition, the large image sizes and incredible spatial resolution of the HiRISE camera can tax the capabilities of the most capable computers, so we have also focused on enabling typical users to browse, pan and zoom the HiRISE images using our HiRISE online image viewer (http://marsoweb.nas.nasa.gov/HiRISE/hirise_images/). Our educational materials available on the HiRISE EPO web site (http://hirise.seti.org/epo) include an assortment of K through college level, standards-based activity books, a K through 3 coloring/story book, a middle school level comic book, and several interactive educational games, including Mars jigsaw puzzles, crosswords, word searches and flash cards.

  10. Review of high energy diffraction in real and virtual photon proton scattering at HERA

    Energy Technology Data Exchange (ETDEWEB)

    Wolf, G.

    2009-07-15

    The electron-proton collider HERA at DESY opened the door for the study of diffraction in real and virtual photon-proton scattering at center-of-mass energies W up to 250 GeV and for large negative mass squared -Q{sup 2} of the virtual photon up to Q{sup 2}=1600 GeV{sup 2}. At W = 220 GeV and Q{sup 2}=4 GeV{sup 2}, diffraction accounts for about 15% of the total virtual photon proton cross section decreasing to {approx}5% at Q{sup 2}=200 GeV{sup 2}. An overview of the results obtained by the experiments H1 and ZEUS on the production of neutral vector mesons and on inclusive diffraction up to the year 2008 is presented. (orig.)

  11. High power laser-matter interaction

    CERN Document Server

    Mulser, Peter

    2010-01-01

    This book intended as a guide for scientists and students who have just discovered the field as a new and attractive area of research, and for scientists who have worked in another field and want to join now the subject of laser plasmas. In the first chapter the plasma dynamics is described phenomenologically by a two fluid model and similarity relations from dimensional analysis. Chapter 2 is devoted to plasma optics and collisional absorption in the dielectric and ballistic model. Linear resonance absorption at the plasma frequency and its mild nonlinearities as well as the self-quenching of high amplitude electron plasma waves by wave breaking are discussed in Chapter 3. With increasing laser intensity the plasma dynamics is dominated by radiation pressure, at resonance producing all kinds of parametric instabilities and out of resonance leading to density steps, self-focusing and filamentation, described in Chapters 4 and 5. A self-contained treatment of field ionization of atoms and related phenomena ar...

  12. Interactive lighting art installation in virtual environments as a stimulus for public Ownership in urban development – Brighter Brunnshög

    Directory of Open Access Journals (Sweden)

    Kim Boa

    2018-01-01

    Full Text Available Urban development projects are often 1opposed by residents due to a lack of sense of ownership over the project. This study is a methodological approach in creating interactive lighting art installations in virtual environments to stimulate this sense of ownership. The study is part of the Brighter Brunnshög project, which is the initial stage of the urban development plan for new research centres in Brunnshög, Sweden. The main goal of this research is to explore the impact of virtual lighting art installations on residents´ attitudes toward the urban development of their area. The research is based on qualitative field studies and focus group interviews, and was assessed with questionnaires. The design itself is based on the results of the research data and consists of three criteria; awareness, mutuality, and adaptability. The results of the assessment indicate that interactive lighting art installations in virtual environments have the potential to create awareness of areas under urban development, which is a fundamental condition for creating place attachment, and by extension, a sense of ownership over the project.

  13. DockoMatic 2.0: high throughput inverse virtual screening and homology modeling.

    Science.gov (United States)

    Bullock, Casey; Cornia, Nic; Jacob, Reed; Remm, Andrew; Peavey, Thomas; Weekes, Ken; Mallory, Chris; Oxford, Julia T; McDougal, Owen M; Andersen, Timothy L

    2013-08-26

    DockoMatic is a free and open source application that unifies a suite of software programs within a user-friendly graphical user interface (GUI) to facilitate molecular docking experiments. Here we describe the release of DockoMatic 2.0; significant software advances include the ability to (1) conduct high throughput inverse virtual screening (IVS); (2) construct 3D homology models; and (3) customize the user interface. Users can now efficiently setup, start, and manage IVS experiments through the DockoMatic GUI by specifying receptor(s), ligand(s), grid parameter file(s), and docking engine (either AutoDock or AutoDock Vina). DockoMatic automatically generates the needed experiment input files and output directories and allows the user to manage and monitor job progress. Upon job completion, a summary of results is generated by Dockomatic to facilitate interpretation by the user. DockoMatic functionality has also been expanded to facilitate the construction of 3D protein homology models using the Timely Integrated Modeler (TIM) wizard. The wizard TIM provides an interface that accesses the basic local alignment search tool (BLAST) and MODELER programs and guides the user through the necessary steps to easily and efficiently create 3D homology models for biomacromolecular structures. The DockoMatic GUI can be customized by the user, and the software design makes it relatively easy to integrate additional docking engines, scoring functions, or third party programs. DockoMatic is a free comprehensive molecular docking software program for all levels of scientists in both research and education.

  14. 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 ...

  15. Virtual Lab Experiment: Physics Educational Technology (PhETPhoto Electric Effect for Senior High School

    Directory of Open Access Journals (Sweden)

    Supurwoko Supurwoko

    2017-12-01

    Full Text Available This paper introduced these Physics Educational Technology (PhET Simulation and demonstrated their utility for Senior High School Students. The PhET simulations are very involved, interactive animated environments that create a unique opportunity for students. In each case, we demonstrate that discussion simulations are more productive, for developing student conceptual understanding  for photo electric effect than traditional discussion without simulations. During the discussion with PhET simulation, students can construct their  understanding about concepts photo electric effect within this framework. Students learn by building on their prior understanding through a series of constrained and supportives exploration. The simulations support an interactive approach and constrain students productively.

  16. Communicative Approach: classroom interaction at High School (a ...

    African Journals Online (AJOL)

    Even though Communicative Approach is vast in its depth and breadth, classroom interaction is an indispensable component of it. Therefore, this research work endeavored to look in to the three elements of classroom interaction (individual participation, pair, and group formation) at grade ten classes of high school.

  17. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study

    Science.gov (United States)

    Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-01-01

    Background The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. Objective A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. Methods An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George’s, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Results Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students’ ability to review and critically appraise the presented information. Conclusions Our findings suggest that text was perceived to be a

  18. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study.

    Science.gov (United States)

    Woodham, Luke A; Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-06-18

    The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George's, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students' ability to review and critically appraise the presented information. Our findings suggest that text was perceived to be a better source of information than video in virtual

  19. The interplay of physical and social wellbeing in older adults: investigating the relationship between physical training and social interactions with virtual social environments

    Directory of Open Access Journals (Sweden)

    Iman Khaghani Far

    2015-11-01

    Full Text Available Background. Regular physical activity can substantially improve the physical wellbeing of older adults, preventing several chronic diseases and increasing cognitive performance and mood. However, research has shown that older adults are the most sedentary segment of society, spending much of their time seated or inactive. A variety of barriers make it difficult for older adults to maintain an active lifestyle, including logistical difficulties in going to a gym (for some adults, leaving home can be challenging, reduced functional abilities, and lack of motivation. In this paper, we report on the design and evaluation of Gymcentral. A training application running on tablet was designed to allow older adults to follow a personalized home-based exercise program while being remotely assisted by a coach. The objective of the study was to assess if a virtual gym that enables virtual presence and social interaction is more motivating for training than the same virtual gym without social interaction.Methods. A total of 37 adults aged between 65 and 87 years old (28 females and 9 males, mean age = 71, sd = 5.8 followed a personalized home-based strength and balance training plan for eight weeks. The participants performed the exercises autonomously at home using the Gymcentral application. Participants were assigned to two training groups: the Social group used an application with persuasive and social functionalities, while the Control group used a basic version of the service with no persuasive and social features. We further explored the effects of social facilitation, and in particular of virtual social presence, in user participation to training sessions. Outcome measures were adherence, persistence and co-presence rate.Results. Participants in the Social group attended significantly more exercise sessions than the Control group, providing evidence of a better engagement in the training program. Besides the focus on social persuasion measures, the

  20. [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.

  1. Competência social para interagir em ambientes virtuais de aprendizagem Las competencias sociales para interactuar en plataformas virtuales de aprendizaje Social abilities to interact in virtual learning environments

    Directory of Open Access Journals (Sweden)

    Edilaine Cristina da Silva

    2011-03-01

    el TELEDUC. Metodología. Instrumentos: registro de acceso a los instrumentos de comunicación; Cuestionario de Características Sociales para interactuar con sus colegas en el ámbito académico. Se realizaron pruebas de correlación entre las puntuaciones de las características de la competencia social y la frecuencia de uso de herramientas de comunicación del entorno virtual (correlación de Pearson. Resultados. Se encontró una correlación positiva moderada entre el factor de sociabilidad y el acceso a las herramientas de "Chat" (r=0.61 y "Forum" (r=0.50; correlación moderada negativa entre los niveles de agresión y la herramienta "Correo" (r=-0.37; la correlación positiva entre los niveles de liderazgo y "Correo" (r=0.53; correlación moderada negativa entre los niveles de inhibición y las herramientas de "Chat" (r=-0.65 y "Foro" (r =-0.63. Conclusión. La competencia social contribuye para la participación de los estudiantes en los procesos educativos a distancia, por lo que debe tenerse en cuenta en la enseñanza-aprendizaje en entornos virtuales.Objective. To investigate the association between social abilities characteristics needed to interact academically and the use of communication tools of a virtual learning platform. Methodology. Quantitative study, performed in Ribeirão Preto, São Paulo, Brazil, in 2006. 32 nursing students from the on line class about humor and personality disorders and some from the psychiatric nursing class participated. The virtual learning platform used for the on line class was TELEDUC. Instruments: communication tool access registration, social characteristics to interact with their colleagues in the academic environment questionnaire. Correlation tests were performed between the scores of the social abilities characteristics, and the frequency the virtual environment communication tools were used (Pearson correlation. Results. A moderate positive correlation was found between the sociability factor and access to the

  2. Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study.

    Directory of Open Access Journals (Sweden)

    Chien-Hua Huang

    Full Text Available Numerous studies have confirmed the feasibility of active video games for clinical rehabilitation. To maximize training effectiveness, a personal program is necessary; however, little evidence is available to guide individualized game design for rehabilitation. This study assessed the perspectives and kinematic and temporal parameters of a participant's postural control in an interactive-visual virtual environment.Twenty-four healthy participants performed one-leg standing by leg lifting when a posture frame appeared either in a first- or third-person perspective of a virtual environment. A foot force plate was used to detect the displacement of the center of pressure. A three-way mixed factor design was applied, where the perspective was the between-participant factor, and the leg-lifting times (0.7 and 2.7 seconds and leg-lifting angles (30°and 90° were the within-participant factors. The reaction time, accuracy of the movement, and ability to shift weight were the dependent variables.Regarding the reaction time and accuracy of the movement, there were no significant main effects of the perspective, leg-lifting time, or angle. For the ability to shift weight, however, both the perspective and time exerted significant main effects, F(1,22 = 6.429 and F(1,22 = 13.978, respectively.Participants could shift their weight more effectively in the third-person perspective of the virtual environment. The results can serve as a reference for future designs of interactive-visual virtual environment as applied to rehabilitation.

  3. Virtual reality in pediatric psychology

    OpenAIRE

    Parsons, T. D.; Riva, G.; Parsons, S. J.; Mantovani, F.; Newbutt, N.; Lin, L.; Venturini, E.; Hall, T.

    2017-01-01

    Virtual reality technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context virtual reality can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disab...

  4. High psychosis liability is associated with altered autonomic balance during exposure to Virtual Reality social stressors

    NARCIS (Netherlands)

    Counotte, Jacqueline; Pot-Kolder, Roos; van Roon, Arie M.; Hoskam, Olivier; van der Gaag, Mark; Veling, Wim

    Background: Social stressors are associated with an increased risk of psychosis. Stress sensitisation is thought to be an underlying mechanismand may be reflected in an altered autonomic stress response. Using an experimental Virtual Reality design, the autonomic stress response to social

  5. Multiplexing Low and High QoS Workloads in Virtual Environments

    Science.gov (United States)

    Verboven, Sam; Vanmechelen, Kurt; Broeckhove, Jan

    Virtualization technology has introduced new ways for managing IT infrastructure. The flexible deployment of applications through self-contained virtual machine images has removed the barriers for multiplexing, suspending and migrating applications with their entire execution environment, allowing for a more efficient use of the infrastructure. These developments have given rise to an important challenge regarding the optimal scheduling of virtual machine workloads. In this paper, we specifically address the VM scheduling problem in which workloads that require guaranteed levels of CPU performance are mixed with workloads that do not require such guarantees. We introduce a framework to analyze this scheduling problem and evaluate to what extent such mixed service delivery is beneficial for a provider of virtualized IT infrastructure. Traditionally providers offer IT resources under a guaranteed and fixed performance profile, which can lead to underutilization. The findings of our simulation study show that through proper tuning of a limited set of parameters, the proposed scheduling algorithm allows for a significant increase in utilization without sacrificing on performance dependability.

  6. Monster High as a Virtual Dollhouse: Tracking Play Practices across Converging Transmedia and Social Media

    Science.gov (United States)

    Wohlwend, Karen E.

    2017-01-01

    Background: Today, children play in transmedia franchises that bring together media characters, toys, and everyday consumer goods with games, apps, and websites in complex mergers of childhood cultures, digital literacies, consumer practices, and corporate agendas. Recent research on youth videogames and virtual worlds suggests the productive…

  7. Z{sub c}(3900)/Z{sub c}(3885) as a virtual state from πJ/ψ - anti D*D interaction

    Energy Technology Data Exchange (ETDEWEB)

    He, Jun [Nanjing Normal University, Department of Physics and Institute of Theoretical Physics, Nanjing (China); Chen, Dian-Yong [Southeast University, School of Physics, Nanjing (China)

    2018-02-15

    In this work, we study the πJ/ψ and anti D*D invariant mass spectra of the Y(4260) decay to find out the origin of the Z{sub c}(3900) and Z{sub c}(3885) structures. The πJ/ψ - anti D*D interaction is studied in a coupled-channel quasipotential Bethe-Saltpeter equation approach, and embedded to the Y(4260) decay process to reproduce both π{sup -}J/ψ and D{sup *-}D{sup 0} invariant mass spectra observed at BESIII simultaneously. It is found out that a virtual state at energy about 3870 MeV is produced from the interaction when both invariant mass spectra are comparable with the experiment. The results support that both Z{sub c}(3900) and Z{sub c}(3885) have the same origin, that is, a virtual state from πJ/ψ - anti D*D interaction, in which the anti D*D interaction is more important and the coupling between anti D*D and πJ/ψ channels plays a minor role. (orig.)

  8. A detector for high-energy neutrino interactions

    International Nuclear Information System (INIS)

    Holder, M.; Knobloch, J.; Lacourt, A.; Laverriere, G.; May, J.; Paar, H.; Palazzi, P.; Ranjard, F.; Schilly, P.; Schlatter, D.; Steinberger, J.; Suter, H.; Wahl, H.; Williams, E.G.H.; Eisele, F.; Geweniger, G.; Kleinknecht, K.; Pollmann, O.; Spahn, G.; Willutzki, H.J.; Navarria, F.L.

    1978-01-01

    The authors describe the design, construction and performance of a large mass detector used at CERN to study high-energy neutrino interactions in iron. This detector combines magnetic spectrometry and hadron calorimetry techniques. (Auth.)

  9. Measurement of Exclusive $\\rho^{0}\\rho^{0}$ Production in Mid-Virtuality Two-Photon Interactions at LEP

    CERN Document Server

    Achard, P.; Aguilar-Benitez, M.; Alcaraz, J.; Alemanni, G.; Allaby, J.; Aloisio, A.; Alviggi, M.G.; Anderhub, H.; Andreev, Valery P.; Anselmo, F.; Arefev, A.; Azemoon, T.; Aziz, T.; Bagnaia, P.; Bajo, A.; Baksay, G.; Baksay, L.; Baldew, S.V.; Banerjee, S.; Banerjee, Sw.; Barczyk, A.; Barillere, R.; Bartalini, P.; Basile, M.; Batalova, N.; Battiston, R.; Bay, A.; Becattini, F.; Becker, U.; Behner, F.; Bellucci, L.; Berbeco, R.; Berdugo, J.; Berges, P.; Bertucci, B.; Betev, B.L.; Biasini, M.; Biglietti, M.; Biland, A.; Blaising, J.J.; Blyth, S.C.; Bobbink, G.J.; Bohm, A.; Boldizsar, L.; Borgia, B.; Bottai, S.; Bourilkov, D.; Bourquin, M.; Braccini, S.; Branson, J.G.; Brochu, F.; Burger, J.D.; Burger, W.J.; Cai, X.D.; Capell, M.; Cara Romeo, G.; Carlino, G.; Cartacci, A.; Casaus, J.; Cavallari, F.; Cavallo, N.; Cecchi, C.; Cerrada, M.; Chamizo, M.; Chang, Y.H.; Chemarin, M.; Chen, A.; Chen, G.; Chen, G.M.; Chen, H.F.; Chen, H.S.; Chiefari, G.; Cifarelli, L.; Cindolo, F.; Clare, I.; Clare, R.; Coignet, G.; Colino, N.; Costantini, S.; de la Cruz, B.; Cucciarelli, S.; de Asmundis, R.; Deglon, P.; Debreczeni, J.; Degre, A.; Dehmelt, K.; Deiters, K.; della Volpe, D.; Delmeire, E.; Denes, P.; DeNotaristefani, F.; De Salvo, A.; Diemoz, M.; Dierckxsens, M.; Dionisi, C.; Dittmar, M.; Doria, A.; Dova, M.T.; Duchesneau, D.; Duda, M.; Echenard, B.; Eline, A.; El Hage, A.; El Mamouni, H.; Engler, A.; Eppling, F.J.; Extermann, P.; Falagan, M.A.; Falciano, S.; Favara, A.; Fay, J.; Fedin, O.; Felcini, M.; Ferguson, T.; Fesefeldt, H.; Fiandrini, E.; Field, J.H.; Filthaut, F.; Fisher, P.H.; Fisher, W.; Fisk, I.; Forconi, G.; Freudenreich, K.; Furetta, C.; Galaktionov, Iouri; Ganguli, S.N.; Garcia-Abia, Pablo; Gataullin, M.; Gentile, S.; Giagu, S.; Gong, Z.F.; Grenier, Gerald Jean; Grimm, O.; Gruenewald, M.W.; Guida, M.; Gupta, V.K.; Gurtu, A.; Gutay, L.J.; Haas, D.; Hatzifotiadou, D.; Hebbeker, T.; Herve, Alain; Hirschfelder, J.; Hofer, H.; Hohlmann, M.; Holzner, G.; Hou, S.R.; Jin, B.N.; Jindal, P.; Jones, Lawrence W.; de Jong, P.; Josa-Mutuberria, I.; Kaur, M.; Kienzle-Focacci, M.N.; Kim, J.K.; Kirkby, Jasper; Kittel, W.; Klimentov, A.; Konig, A.C.; Kopal, M.; Koutsenko, V.; Kraber, M.; Kraemer, R.W.; Kruger, A.; Kunin, A.; Ladron de Guevara, P.; Laktineh, I.; Landi, G.; Lebeau, M.; Lebedev, A.; Lebrun, P.; Lecomte, P.; Lecoq, P.; Le Coultre, P.; Le Goff, J.M.; Leiste, R.; Levtchenko, M.; Levtchenko, P.; Li, C.; Likhoded, S.; Lin, C.H.; Lin, W.T.; Linde, F.L.; Lista, L.; Liu, Z.A.; Lohmann, W.; Longo, E.; Lu, Y.S.; Luci, C.; Luminari, L.; Lustermann, W.; Ma, W.G.; Malgeri, L.; Malinin, A.; Mana, C.; Mans, J.; Martin, J.P.; Marzano, F.; Mazumdar, K.; McNeil, R.R.; Mele, S.; Merola, L.; Meschini, M.; Metzger, W.J.; Mihul, A.; Milcent, H.; Mirabelli, G.; Mnich, J.; Mohanty, G.B.; Muanza, G.S.; Muijs, A.J.M.; Musicar, B.; Musy, M.; Nagy, S.; Natale, S.; Napolitano, M.; Nessi-Tedaldi, F.; Newman, H.; Nisati, A.; Novak, T.; Kluge, Hannelies; Ofierzynski, R.; Organtini, G.; Pal, I.; Palomares, C.; Paolucci, P.; Paramatti, R.; Passaleva, G.; Patricelli, S.; Paul, Thomas Cantzon; Pauluzzi, M.; Paus, C.; Pauss, F.; Pedace, M.; Pensotti, S.; Perret-Gallix, D.; Piccolo, D.; Pierella, F.; Pioppi, M.; Piroue, P.A.; Pistolesi, E.; Plyaskin, V.; Pohl, M.; Pojidaev, V.; Pothier, J.; Prokofev, D.; Quartieri, J.; Rahal-Callot, G.; Rahaman, Mohammad Azizur; Raics, P.; Raja, N.; Ramelli, R.; Rancoita, P.G.; Ranieri, R.; Raspereza, A.; Razis, P.; Ren, D.; Rescigno, M.; Reucroft, S.; Riemann, S.; Riles, Keith; Roe, B.P.; Romero, L.; Rosca, A.; Rosemann, C.; Rosenbleck, C.; Rosier-Lees, S.; Roth, Stefan; Rubio, J.A.; Ruggiero, G.; Rykaczewski, H.; Sakharov, A.; Saremi, S.; Sarkar, S.; Salicio, J.; Sanchez, E.; Schafer, C.; Schegelsky, V.; Schopper, H.; Schotanus, D.J.; Sciacca, C.; Servoli, L.; Shevchenko, S.; Shivarov, N.; Shoutko, V.; Shumilov, E.; Shvorob, A.; Son, D.; Souga, C.; Spillantini, P.; Steuer, M.; Stickland, D.P.; Stoyanov, B.; Straessner, A.; Sudhakar, K.; Sultanov, G.; Sun, L.Z.; Sushkov, S.; Suter, H.; Swain, J.D.; Szillasi, Z.; Tang, X.W.; Tarjan, P.; Tauscher, L.; Taylor, L.; Tellili, B.; Teyssier, D.; Timmermans, Charles; Ting, Samuel C.C.; Ting, S.M.; Tonwar, S.C.; Toth, J.; Tully, C.; Tung, K.L.; Ulbricht, J.; Valente, E.; Van de Walle, R.T.; Vasquez, R.; Veszpremi, V.; Vesztergombi, G.; Vetlitsky, I.; Vicinanza, D.; Viertel, G.; Villa, S.; Vivargent, M.; Vlachos, S.; Vodopianov, I.; Vogel, H.; Vogt, H.; Vorobev, I.; Vorobyov, A.A.; Wadhwa, M.; Wang, Q.; Wang, X.L.; Wang, Z.M.; Weber, M.; Wynhoff, S.; Xia, L.; Xu, Z.Z.; Yamamoto, J.; Yang, B.Z.; Yang, C.G.; Yang, H.J.; Yang, M.; Yeh, S.C.; Zalite, An.; Zalite, Yu.; Zhang, Z.P.; Zhao, J.; Zhu, G.Y.; Zhu, R.Y.; Zhuang, H.L.; Zichichi, A.; Zimmermann, B.; Zoller, M.

    2004-01-01

    Exclusive rho^0 rho^0 production in two-photon collisions between a quasi-real and a mid-virtuality photon is studied with data collected at LEP at centre-of-mass energies 183GeV rho^0 rho^0 is determined as a function of the photon virtuality, q^2, and the two-photon centre-of-mass energy, Wgg, in the kinematic region: 0.2GeV^2 < q^2 < 0.85GeV^2 and 1.1GeV < Wgg < 3GeV.

  10. A cost-effective sensor system to train light weight juggling using an interactive virtual reality interface

    Directory of Open Access Journals (Sweden)

    Bergamasco Massimo

    2011-12-01

    Full Text Available This paper presents a novel approach to train how to juggle using a sensor system based on one of the most commercial, sophisticated and accessible input devices, the Wii Remote controller. This platform, particularly its infrared camera, is used to develop a real-time sensor system for hand motion tracking and fit it into a virtual reality interface. The quality of our algorithm was tested through this 3D virtual interface, which has the finality to give the user visual feedback of his/her hand positions, and created for the user the sensation of juggling.

  11. Characterization of the phantom material virtual water in high-energy photon and electron beams.

    Science.gov (United States)

    McEwen, M R; Niven, D

    2006-04-01

    The material Virtual Water has been characterized in photon and electron beams. Range-scaling factors and fluence correction factors were obtained, the latter with an uncertainty of around 0.2%. This level of uncertainty means that it may be possible to perform dosimetry in a solid phantom with an accuracy approaching that of measurements in water. Two formulations of Virtual Water were investigated with nominally the same elemental composition but differing densities. For photon beams neither formulation showed exact water equivalence-the water/Virtual Water dose ratio varied with the depth of measurement with a difference of over 1% at 10 cm depth. However, by using a density (range) scaling factor very good agreement (water and Virtual Water at all depths was obtained. In the case of electron beams a range-scaling factor was also required to match the shapes of the depth dose curves in water and Virtual Water. However, there remained a difference in the measured fluence in the two phantoms after this scaling factor had been applied. For measurements around the peak of the depth-dose curve and the reference depth this difference showed some small energy dependence but was in the range 0.1%-0.4%. Perturbation measurements have indicated that small slabs of material upstream of a detector have a small (<0.1% effect) on the chamber reading but material behind the detector can have a larger effect. This has consequences for the design of experiments and in the comparison of measurements and Monte Carlo-derived values.

  12. Virtual hairy brush for digital painting and calligraphy

    Institute of Scientific and Technical Information of China (English)

    XU Songhua; Lau Francis C. M.; XU Congfu; PAN Yunhe

    2005-01-01

    The design of user friendly and expressive virtual brush systems for interactive digital painting and calligraphy has attracted a lot of attention and effort in both computer graphics and human-computer interaction circles for a long time. Providing a digital environment for paper-less artwork creation is not only challenging in terms of algorithmic design, but also promising for its potential market values. This paper proposes a novel algorithmic framework for interactive digital painting and calligraphy based a novel virtual hairy brush model. The algorithms in the kernel of our simulation framework are built upon solid modeling techniques. Implementing the algorithms, we have developed a virtual hairy brush prototype system with which end users can interactively produce high-quality digital paintings and calligraphic artwork. (The latest progress of our virtual brush project is reported at the website "http://www.cs.hku.hk/~songhua/e-brush/".)

  13. A Review on Different Virtual Learning Methods in Pharmacy Education

    Directory of Open Access Journals (Sweden)

    Amin Noori

    2015-10-01

    Full Text Available Virtual learning is a type of electronic learning system based on the web. It models traditional in- person learning by providing virtual access to classes, tests, homework, feedbacks and etc. Students and teachers can interact through chat rooms or other virtual environments. Web 2.0 services are usually used for this method. Internet audio-visual tools, multimedia systems, a disco CD-ROMs, videotapes, animation, video conferencing, and interactive phones can all be used to deliver data to the students. E-learning can occur in or out of the classroom. It is time saving with lower costs compared to traditional methods. It can be self-paced, it is suitable for distance learning and it is flexible. It is a great learning style for continuing education and students can independently solve their problems but it has its disadvantages too. Thereby, blended learning (combination of conventional and virtual education is being used worldwide and has improved knowledge, skills and confidence of pharmacy students.The aim of this study is to review, discuss and introduce different methods of virtual learning for pharmacy students.Google scholar, Pubmed and Scupus databases were searched for topics related to virtual, electronic and blended learning and different styles like computer simulators, virtual practice environment technology, virtual mentor, virtual patient, 3D simulators, etc. are discussed in this article.Our review on different studies on these areas shows that the students are highly satisfied withvirtual and blended types of learning.

  14. 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.

  15. Self-concept clarity and compulsive Internet use: The role of preference for virtual interactions and employment status in British and North-American samples.

    Science.gov (United States)

    Quinones, Cristina; Kakabadse, Nada Korak

    2015-12-01

    Compulsive Internet Use (CIU) describes a maladaptive relationship with the Internet characterised by loss of control and conflict. Although also affecting adults, most studies use teenage samples, and theoretical development on risk factors is scarce. According to Davis (2001), the social connectivity function of the Internet is key in identifying traits associated with CIU. Since Self-Concept Clarity (SCC) is strongly related to social anxiety, and virtual interactions allow "self-edition", we hypothesized that individuals low in SCC could choose virtual interactions as safer alternative to satisfy their social needs. This could in turn increase the risk of CIU. Building on a previous study, we also expected CIU to be more harmful in the unemployed. We collected samples from the U.K. (N = 532) and U.S. (N = 502) with equal distribution of employed and unemployed individuals. We ran Measurement Invariance tests to confirm that the constructs were equivalent across countries. Subsequently, we conducted mediation and moderation analysis to test our hypothesis with Multigroup Confirmatory Factor Analysis. Measurement Invariance was confirmed. The relationship between SCC and CIU was partially mediated by preference of virtual interactions in both countries. This preference was significantly related to lower social support. Short term unemployment seemed to accentuate the negative impact of CIU on life satisfaction in both countries, although only marginally significantly in the U.S. The unemployed reported significantly lower levels of life satisfaction. We demonstrated that SCC is a key vulnerability factor to CIU in adults, and confirmed the additional risks for the unemployed.

  16. 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.

  17. Is it possible to interpret in a quasiclassical way the Coulomb interaction by the exchange of virtual photon

    International Nuclear Information System (INIS)

    Federighi, T.

    1978-01-01

    By supposing that virtual photons are ''bound'' photons continuosly emitted and reabsorbed by any electron, the existence of the Coulomb's law between charges is deduced in a quasiclassical way. There are both a lower limit for the law ( approximately 10 -13 cm) originated by the cutting-off of the Bose-Einstein statistics and an upper limit ( approximately 10 17 cm) connected with the existence of a not null rest mass of the photon ( approximately 5.7.10 -56 g)

  18. A haptic floor for interaction and diagnostics with goal based tasks during virtual reality supported balance training

    Directory of Open Access Journals (Sweden)

    Andrej Krpič

    2014-03-01

    Full Text Available Background: Balance training of patients after stroke is one of the primary tasks of physiotherapy after the hospitalization. It is based on the intensive training, which consists of simple, repetitive, goal-based tasks. The tasks are carried out by physiotherapists, who follow predefined protocols. Introduction of a standing frame and a virtual reality decrease the physical load and number of required physiotherapists. The patients benefit in terms of safety and increased motivation. Additional feedback – haptic floor can enhance the virtual reality experience, add additional level of difficulty and could be also used for generating postural perturbations. The purpose of this article is to examine whether haptic information can be used to identify specific anomalies in dynamic posturography.Methods: The performance and stability of closed-loop system of the haptic floor were tested using frequency analysis. A postural response normative was set up from data assessed in four healthy individuals who were exposed to unexpected movements of the haptic floor in eight directions. Postural responses of a patient after stroke participating in virtual reality supported balance training, where collisions resulted in floor movements, were assessed and contrasted to the normative.Results: Haptic floor system was stable and controllable up to the frequency of 1.1 Hz, sufficient for the generation of postural perturbations. Responses obtained after perturbations in two major directions for a patient after stroke demonstrated noticeable deviations from the normative.Conclusions: Haptic floor design, together with a standing frame and a virtual reality used for balance training, enables an assessment of directionally specific postural responses. The system was designed to identify postural disorders during balance training and rehabilitation progress outside specialized clinics, e.g. at patient’s home.

  19. 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

  20. Virtual file system on NoSQL for processing high volumes of HL7 messages.

    Science.gov (United States)

    Kimura, Eizen; Ishihara, Ken

    2015-01-01

    The Standardized Structured Medical Information Exchange (SS-MIX) is intended to be the standard repository for HL7 messages that depend on a local file system. However, its scalability is limited. We implemented a virtual file system using NoSQL to incorporate modern computing technology into SS-MIX and allow the system to integrate local patient IDs from different healthcare systems into a universal system. We discuss its implementation using the database MongoDB and describe its performance in a case study.

  1. 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...

  2. “Augmented” media education for interaction and participation in virtual environments. The study of a Pokemon Go YouTube channel

    Directory of Open Access Journals (Sweden)

    Alfonso Gutiérrrez Martín

    2018-05-01

    Full Text Available Considering the many digital culture products, the virtual communities generated around them, and their potential as informal education agents, in this study we try to define the predominant type of relations and interactions within the community created around Pokémon Go, and we do it by focusing on the fan-community of one of their most visible heads: Youtuber Gangsta. His eight most-watched videos and the reactions of users are analyzed. Our methodology is based on the Computer-mediated Communication, on the Computer-mediated discourse analysis and the quantitative approach “coding & counting”. The results show the economic benefit as the main objective of the youtuber, who shows no interest for truthful information; and the lack of meaningful participation of users whose comments increase considerably in response to the clickbaits. The enormous quantity and poor quality of interactions of citizens on the Internet requires an “augmented” media education, covering the real and virtual worlds, a media education that contributes to the betterment of society, to a more just world.

  3. 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.

  4. Discovery of selective inhibitors against EBNA1 via high throughput in silico virtual screening.

    Directory of Open Access Journals (Sweden)

    Ning Li

    2010-04-01

    Full Text Available Epstein-Barr Virus (EBV latent infection is associated with several human malignancies and is a causal agent of lymphoproliferative diseases during immunosuppression. While inhibitors of herpesvirus DNA polymerases, like gancyclovir, reduce EBV lytic cycle infection, these treatments have limited efficacy for treating latent infection. EBNA1 is an EBV-encoded DNA-binding protein required for viral genome maintenance during latent infection.Here, we report the identification of a new class of small molecules that inhibit EBNA1 DNA binding activity. These compounds were identified by virtual screening of 90,000 low molecular mass compounds using computational docking programs with the solved crystal structure of EBNA1. Four structurally related compounds were found to inhibit EBNA1-DNA binding in biochemical assays with purified EBNA1 protein. Compounds had a range of 20-100 microM inhibition of EBNA1 in fluorescence polarization assays and were further validated for inhibition using electrophoresis mobility shift assays. These compounds exhibited no significant inhibition of an unrelated DNA binding protein. Three of these compounds inhibited EBNA1 transcription activation function in cell-based assays and reduced EBV genome copy number when incubated with a Burkitt lymphoma cell line.These experiments provide a proof-of-principle that virtual screening can be used to identify specific inhibitors of EBNA1 that may have potential for treatment of EBV latent infection.

  5. Skin: an interactive hyperstereoscopic electro installation

    Science.gov (United States)

    Kostis, Helen-Nicole; Kooima, Robert; Kannenberg, John

    2007-02-01

    It is the uniqueness of Virtual Reality as a medium that calls for the creation of hybrid realities which blur the finite boundaries between physical and digital existence. Virtual Reality's distinguishing features as an artistic medium embody a distinct form of aesthetics: it is a stereoscopic, immersive, interactive, performative, dynamic, and experiential medium. A Virtual Reality art piece manifests in multiple ways. It can present itself as an interactive virtual archetype, exploring concepts rendered from different perspectives, and as an impetus to challenge the platform's capabilities, not only theoretically as an artistic practice, but also by calling for the instantiation of authoring tools for the development of virtual reality experiences. The paradigm presented in this paper is a Virtual Reality art piece, called skin, 2006, developed on Electro, which is an open-source cross-platform development environment. skin, 2006, is an interactive hypersteroscopic high-definition audiovisual installation that explores a dialogue between physical and digital senses of "touch".

  6. Inferring high-confidence human protein-protein interactions

    Directory of Open Access Journals (Sweden)

    Yu Xueping

    2012-05-01

    Full Text Available Abstract Background As numerous experimental factors drive the acquisition, identification, and interpretation of protein-protein interactions (PPIs, aggregated assemblies of human PPI data invariably contain experiment-dependent noise. Ascertaining the reliability of PPIs collected from these diverse studies and scoring them to infer high-confidence networks is a non-trivial task. Moreover, a large number of PPIs share the same number of reported occurrences, making it impossible to distinguish the reliability of these PPIs and rank-order them. For example, for the data analyzed here, we found that the majority (>83% of currently available human PPIs have been reported only once. Results In this work, we proposed an unsupervised statistical approach to score a set of diverse, experimentally identified PPIs from nine primary databases to create subsets of high-confidence human PPI networks. We evaluated this ranking method by comparing it with other methods and assessing their ability to retrieve protein associations from a number of diverse and independent reference sets. These reference sets contain known biological data that are either directly or indirectly linked to interactions between proteins. We quantified the average effect of using ranked protein interaction data to retrieve this information and showed that, when compared to randomly ranked interaction data sets, the proposed method created a larger enrichment (~134% than either ranking based on the hypergeometric test (~109% or occurrence ranking (~46%. Conclusions From our evaluations, it was clear that ranked interactions were always of value because higher-ranked PPIs had a higher likelihood of retrieving high-confidence experimental data. Reducing the noise inherent in aggregated experimental PPIs via our ranking scheme further increased the accuracy and enrichment of PPIs derived from a number of biologically relevant data sets. These results suggest that using our high

  7. A review of currently available high performance interactive graphics systems

    International Nuclear Information System (INIS)

    Clark, S.A.; Harvey, J.

    1981-12-01

    A survey of several interactive graphics systems is given, all but one of which being based on calligraphic technology, which are being considered for a new High Energy Physics graphics facility at RAL. A brief outline of the system architectures is given, the detailed features being summarised in an appendix, and their relative merits are discussed. (U.K.)

  8. High-energy behavior of field-strength interactions

    International Nuclear Information System (INIS)

    Levin, D.N.

    1976-01-01

    It is known that spontaneously broken gauge theories are the only renormalizable theories of massive spin-one particles with mass dimension less than or equal to 4. This paper describes a search for renormalizable interactions with higher mass dimension. Specifically, we examine the high-energy behavior of a class of models which involve field-strength interactions. Power counting shows that the high-energy behavior of these models is no worse than the naively estimated high-energy behavior of a gauge theory in the U gauge. Therefore, there may be a ''soft'' symmetry-breaking mechanism (for instance, a soft divergence of an antisymmetric tensor current) which enforces renormalizable high-energy behavior in the same way that spontaneously broken gauge invariance guarantees the renormalizability of gauge theories. This hope is supported by the existence of ''gauge theories'' of strings, which describe analogous interactions of strings and field strengths. Unfortunately, this idea is tarnished by explicit calculations in which renormalizability is imposed in the form of unitarity bounds. These unitarity bounds imply that all possible field-strength couplings must be zero and that the remaining interactions describe a spontaneously broken gauge theory. Thus this result supports an earlier conjecture that gauge theories are the only renormalizable theories of massive vector bosons

  9. 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…

  10. 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…

  11. [Virtual reality therapy in anxiety disorders].

    Science.gov (United States)

    Mitrousia, V; Giotakos, O

    2016-01-01

    During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation. Main characteristics of virtual reality therapy are: "interaction", "immersion", and "presence". High levels of "immersion" and "presence" are associated with increased response to exposure therapy in virtual environments, as well as better therapeutic outcomes and sustained therapeutic gains. Typical devices that are used in order patient's immersion to be achieved are the Head-Mounted Displays (HMD), which are only for individual use, and the computer automatic virtual environment (CAVE), which is a multiuser. Virtual reality therapy's disadvantages lie in the difficulties that arise due to the demanded specialized technology skills, devices' cost and side effects. Therapists' training is necessary in order for them to be able to manipulate the software and the hardware and to adjust it to each case's needs. Devices' cost is high but as technology continuously improves it constantly decreases. Immersion during virtual reality therapy can induce mild and temporary side effects such as nausea, dizziness or headache. Until today, however, experience shows that virtual reality offers several advantages. Patient's avoidance to be exposed in phobic stimuli is reduced via the use of virtual reality since the patient is exposed to them as many times as he

  12. HAVmS: Highly Available Virtual Machine Computer System Fault Tolerant with Automatic Failback and Close to Zero Downtime

    Directory of Open Access Journals (Sweden)

    Memmo Federici

    2014-12-01

    Full Text Available In scientic computing, systems often manage computations that require continuous acquisition of of satellite data and the management of large databases, as well as the execution of analysis software and simulation models (e.g. Monte Carlo or molecular dynamics cell simulations which may require several weeks of continuous run. These systems, consequently, should ensure the continuity of operation even in case of serious faults. HAVmS (High Availability Virtual machine System is a highly available, "fault tolerant" system with zero downtime in case of fault. It is based on the use of Virtual Machines and implemented by two servers with similar characteristics. HAVmS, thanks to the developed software solutions, is unique in its kind since it automatically failbacks once faults have been fixed. The system has been designed to be used both with professional or inexpensive hardware and supports the simultaneous execution of multiple services such as: web, mail, computing and administrative services, uninterrupted computing, data base management. Finally the system is cost effective adopting exclusively open source solutions, is easily manageable and for general use.

  13. Virtual classroom project

    OpenAIRE

    Gmeiner, Nicholas

    2017-01-01

    This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learnin...

  14. 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

  15. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

    Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.

  16. Virtual and live social facilitation while exergaming: competitiveness moderates exercise intensity.

    Science.gov (United States)

    Snyder, Amanda L; Anderson-Hanley, Cay; Arciero, Paul J

    2012-04-01

    Grounded in social facilitation theory, this study compared the impact on exercise intensity of a virtual versus a live competitor, when riding a virtual reality-enhanced stationary bike ("cybercycle"). It was hypothesized that competitiveness would moderate effects. Twenty-three female college students were exposed to three conditions on a cybercycle: solo training, virtual competitor, and live competitor. After training without a competitor (solo condition for familiarization with equipment), participants competed against a virtual avatar or live rider (random order of presentation). A repeated-measures analysis revealed a significant condition (virtual/live) by competitiveness (high/low) interaction for exercise intensity (watts). More competitive participants exhibited significantly greater exercise intensity when competing against a live versus virtual competitor. The implication is that live competitors can have an added social facilitation effect and influence exercise intensity, although competitiveness moderates this effect.

  17. Learning Chemistry by ICT (Virtual Animation at Maumere High School, East Nusa Tenggara

    Directory of Open Access Journals (Sweden)

    Yusnidar Yusuf

    2017-03-01

    Full Text Available This research was aimed to create attractive learning atmosphere which can make students excited inside theclass.Education was a right for every nation. It had to be given to improving a nation. Chemistry subject, especially in hydrocarbon chapter, was less-favorable by most students due to its difficulty level. Learning outcomes score were low. Many research showed that various method, strategy or another approach in teaching chemistry subject had significantlyimproved towards learning theoutcome of students.  One of the approaches was by virtual animation as part of ICT. Based on data result analysis from this research, there was 0,000 < α = 0.05 significance. As result, H0 was rejected. Itmeans that there was significant improve learning outcome using multimedia animation. The role of ICT as learning model should be utilised for granted by teachers to enriched chemistry science in school’s scope.

  18. High-throughput quantum chemistry and virtual screening for OLED material components

    Science.gov (United States)

    Halls, Mathew D.; Giesen, David J.; Hughes, Thomas F.; Goldberg, Alexander; Cao, Yixiang

    2013-09-01

    Computational structure enumeration, analysis using an automated simulation workflow and filtering of large chemical structure libraries to identify lead systems, has become a central paradigm in drug discovery research. Transferring this paradigm to challenges in materials science is now possible due to advances in the speed of computational resources and the efficiency and stability of chemical simulation packages. State-of-the-art software tools that have been developed for drug discovery can be applied to efficiently explore the chemical design space to identify solutions for problems such as organic light-emitting diode material components. In this work, virtual screening for OLED materials based on intrinsic quantum mechanical properties is illustrated. Also, a new approach to more reliably identify candidate systems is introduced that is based on the chemical reaction energetics of defect pathways for OLED materials.

  19. Integration of the virtual 3D model of a control system with the virtual controller

    Science.gov (United States)

    Herbuś, K.; Ociepka, P.

    2015-11-01

    Nowadays the design process includes simulation analysis of different components of a constructed object. It involves the need for integration of different virtual object to simulate the whole investigated technical system. The paper presents the issues related to the integration of a virtual 3D model of a chosen control system of with a virtual controller. The goal of integration is to verify the operation of an adopted object of in accordance with the established control program. The object of the simulation work is the drive system of a tunneling machine for trenchless work. In the first stage of work was created an interactive visualization of functioning of the 3D virtual model of a tunneling machine. For this purpose, the software of the VR (Virtual Reality) class was applied. In the elaborated interactive application were created adequate procedures allowing controlling the drive system of a translatory motion, a rotary motion and the drive system of a manipulator. Additionally was created the procedure of turning on and off the output crushing head, mounted on the last element of the manipulator. In the elaborated interactive application have been established procedures for receiving input data from external software, on the basis of the dynamic data exchange (DDE), which allow controlling actuators of particular control systems of the considered machine. In the next stage of work, the program on a virtual driver, in the ladder diagram (LD) language, was created. The control program was developed on the basis of the adopted work cycle of the tunneling machine. The element integrating the virtual model of the tunneling machine for trenchless work with the virtual controller is the application written in a high level language (Visual Basic). In the developed application was created procedures responsible for collecting data from the running, in a simulation mode, virtual controller and transferring them to the interactive application, in which is verified the

  20. The Virtual 3D Reconstruction of the East Pediment of the Temple of Zeus at Olympia – Presentation of an Interactive CD-ROM

    Directory of Open Access Journals (Sweden)

    András PATAY-HORVÁTH Patay-Horváth

    2011-12-01

    Full Text Available The paper gives an overview of a two-years project concerning a major monument of ancient Greek art and presents the interactive, bilingual (English/Hungarian CD-ROM, which is intended to summarize and visualize its final results. The presented project approaches a century-old controversy in a new way by producing a virtual 3D reconstruction of a monumental marble group. Digital models of the statues were produced by scanning the original fragments and by reconstructing them virtually. The virtual model of the pediment surrounding the sculptures was prepared on the basis of the latest architectural studies and afterwards the reconstructed models were inserted in this frame, in order to test the technical feasibility and aesthetic effects the four possible arrangements. The resulting models enable easy and very instructive experimentation, which would be otherwise impossible with the originals and/or very expensive and not very practicable with traditional tools (e.g. real-size plaster models. The complete model can effectively be used to verify the results of earlier or more recent reconstructions presented only in simple drawings. In addition, the 3D models of the individual fragments can be used for further research and for visualization.  The documentary CD-ROM presenting the full background, the methods and the conclusions of the project contains beside a comprehensive text various kinds of supporting documents (images, 3D models, papers, broadcasts, audiovisual material. It is addressed to a mixed audience: a picture gallery, a short documentary movie some other attachments including a selected bibliography is intended for the general public, but scholarly publications, presentations on related problems are also included for specialists interested in certain details.

  1. On the role of high multipolarity interactions in deformed nuclei

    International Nuclear Information System (INIS)

    Solov'ev, V.G.; Sushkov, A.V.

    1989-01-01

    The influence of interactions with the multipolarity λ=5,6,7 and 9 is studied on the mixing of two-quasineutron and two-quasineutron states with large K in doubly even deformed nuclei. The mixing of the two-quasineutron and two-quasiproton states with the same values of K π , caused by a high multipolarity interaction, is shown to be large in the case of proximity of their energies. Qualitatively correct description of experimental data on the mixing of two-quasineutron and two-quasiproton configurations in 178,176 Hf, 174 Yb, 168 Er and 158 Gd is obtained. 20 refs.; 1 tab

  2. The use of virtual simulation allows students to interactive learning with creativity and clarity in the theoretical foundation of the pharmacokinetics and pharmacodynamics of the drugs used in pharmacology.

    Directory of Open Access Journals (Sweden)

    Maritza Dorila Placencia Medina

    2015-09-01

    Full Text Available ABSTRACT The use of virtual simulation allows students to interactive learning with creativity and clarity in the theoretical foundation of the pharmacokinetics and pharmacodynamics of the drugs used in pharmacology. Objective: Know the level of satisfaction of students in the design and implementation of virtual simulation laboratory in the Department of Pharmacology, Faculty of Medicine of San Marcos Material and Methods: Descriptive, qualitative study of research-action type. The design and implementation of a virtual simulation laboratory, the intervention of improvement and perfection of teaching materials for the development of practical section of Pharmacology, Faculty of Medicine of San Marcos was planned, using the software Microlab® and CV Rat. A survey of user satisfaction virtual laboratory technique the interview was conducted, as an instrument, using a Likert scale of minimum satisfaction starting in 1 to maximum of 10. Sample size of 26 students. Results: A new process was implemented teaching - learning of Experimental Pharmacology Laboratory using virtual simulation. Most students in the virtual classroom lab have a satisfaction level 9-10 / 10 on the Likert scale. Conclusions: The virtual simulation laboratory Section of Pharmacology got a good level of satisfaction among students.

  3. Virtual reality as a way to good business

    OpenAIRE

    Mošorinski Predrag

    2016-01-01

    A virtual economy is the emergent property of the interaction between participants in a virtual world. As businesses compete in the real world, they also compete in virtual worlds. Many companies now incorporate virtual world as a new form of advertising. There are many advantages to using these methods of commercialization. The use of advertising within virtual world is a relatively new idea, due to Virtual World as a relatively new technology. According to trade media company Virtual Worlds...

  4. Plasma–Surface Interactions Under High Heat and Particle Fluxes

    Directory of Open Access Journals (Sweden)

    Gregory De Temmerman

    2013-01-01

    Full Text Available The plasma-surface interactions expected in the divertor of a future fusion reactor are characterized by extreme heat and particle fluxes interacting with the plasma-facing surfaces. Powerful linear plasma generators are used to reproduce the expected plasma conditions and allow plasma-surface interactions studies under those very harsh conditions. While the ion energies on the divertor surfaces of a fusion device are comparable to those used in various plasma-assited deposition and etching techniques, the ion (and energy fluxes are up to four orders of magnitude higher. This large upscale in particle flux maintains the surface under highly non-equilibrium conditions and bring new effects to light, some of which will be described in this paper.

  5. Angular dependence of high Mach number plasma interactions

    International Nuclear Information System (INIS)

    Thomas, V.A.; Brecht, S.H.

    1987-01-01

    In this paper a 2-1/2-dimensional hybrid code is used to examine the collisionless large spatial scale (kc/ω pi ∼ 1) low-frequency (ω ∼ ω ci ) interaction initiated by a plasma shell of finite width traveling at high Alfven Mach number relative to a uniform background plasma. Particular attention is given to the angle of the relative velocity relative to the ambient magnetic field for the range of angles O < θ < π/2. An attempt is made to parameterize some of the important physics including the Alfven ion cyclotron instability, the field-aligned electromagnetic ion counter streaming instability, mixing of the plasma shell with the background ions, and structuring of the interaction region. These results are applicable to various astrophysical interactions such as bow shocks and interplanetary shocks

  6. Virtual reality boosts performance at AREVA Projects

    International Nuclear Information System (INIS)

    Bernasconi, F.

    2017-01-01

    AREVA Projects is one of the 6 business units of New AREVA and it is dedicated to engineering works in a vast fan of activities from mining to waste management via uranium chemistry and nuclear fuel recycling. AREVA projects has opted for innovation to improve performance. Since 2012 virtual reality has been used through the creation of a room equipped with a high-definition screen and stereoscopic goggles. At the beginning virtual reality was used to test and validate procedures for handling equipment thanks to a dynamical digital simulation of this equipment. Now virtual reality is massively used to validate the design phase of projects without having to fabricate a physical mock-up which saves time. The next step in the use of virtual reality is the implementation of a new version of devices like helmets, gloves... that will allow a better interaction with the virtual world. The continuously increasing of computer power is always pushing back the limits of what is possible in virtual reality. (A.C.)

  7. 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

  8. VIRTUAL ARCHAEOLOGICAL ENVIRONMENTS GENERATED IN AVAYALIVE ENGAGE

    Directory of Open Access Journals (Sweden)

    ANTHONY Rigby

    2014-09-01

    Full Text Available Realistically rendered and textured virtual spaces can be created in the AVAYALIVE ENGAGE platform by importing high polygon models and scaled accurately reproduced textures. In addition MellaniuM has successfully developed an application for utilizing all the archaeological virtual assets developed in 3D Studio Max or generated over the past several years using photogrammetry and laser scanning. It is possible therefore to create interactive environments of archaeological significance that can be accessed through the Internet and available to up to 40 participants. 

  9. Strong-coupling interaction in high-Tc superconductors

    International Nuclear Information System (INIS)

    Ray, D.K.

    1991-01-01

    Extensive experimental and theoretical work have been done to understand the mechanisms of superconductivity. Until 1986 when Bednorz and Muller discovered superconductivity in the copper oxide perovskite, the principal mechanism was found to be electron-phonon interaction and the characteristics of superconductivity vary depending on the strength of the electron-phonon interaction and the electronic structure. The essential characteristic of these conventional superconductors could be divided into two groups: wide band metals with low density of states N(E F ) at the Fermi energy E F and a rather weak electron-phonon coupling V obeying the universal characteristics of the BCS theory and narrow d band metals, compounds, and alloys with high values of N(E F ), electron-phonon coupling V and non negligible Coulomb interaction between the electrons. In this paper a short summary and the important results of these theories are discussed. The inherent limitations of these theories based on electron-phonon interaction will be discussed. The authors indicate the major characteristics of the new superconductors. These characteristics are difficult to explain on the basis of either the conventional electron-phonon theory or theories based on magnetic interactions alone

  10. Interaction of High Intensity Electromagnetic Waves with Plasmas: Final Report

    International Nuclear Information System (INIS)

    Shvets, G.

    2008-01-01

    The focus of our work during the duration of this grant was on the following areas: (a) the fundamental plasma physics of intense laser-plasma interactions, including the nonlinear excitation of plasma waves for accelerator applications, as well as the recently discovered by us phenomenon of the relativistic bi-stability of relativistic plasma waves driven by a laser beatwave; (b) interaction of high power microwave beams with magnetized plasma, including some of the recently discovered by us phenomena such as the Undulator Induced Transparency (UIT) as well as the new approaches to dynamic manipulation of microwave pulses; (c) investigations of the multi-color laser pulse interactions in the plasma, including the recently discovered by us phenomenon of Electromagnetic Cascading (EC) and the effect of the EC of three-dimensional dynamics of laser pulses (enhanced/suppressed selffocusing etc.); (d) interaction of high-current electron beams with the ambient plasma in the context of Fast Ignitor (FI) physics, with the emphasis on the nonlinear dynamics of the Weibel instability and beam filamentation.

  11. Self-interacting scalar fields at high-temperature

    Energy Technology Data Exchange (ETDEWEB)

    Deur, Alexandre [University of Virginia, Charlottesville, VA (United States)

    2017-06-15

    We study two self-interacting scalar field theories in their high-temperature limit using path integrals on a lattice. We first discuss the formalism and recover known potentials to validate the method. We then discuss how these theories can model, in the high-temperature limit, the strong interaction and General Relativity. For the strong interaction, the model recovers the known phenomenology of the nearly static regime of heavy quarkonia. The model also exposes a possible origin for the emergence of the confinement scale from the approximately conformal Lagrangian. Aside from such possible insights, the main purpose of addressing the strong interaction here - given that more sophisticated approaches already exist - is mostly to further verify the pertinence of the model in the more complex case of General Relativity for which non-perturbative methods are not as developed. The results have important implications on the nature of Dark Matter. In particular, non-perturbative effects naturally provide flat rotation curves for disk galaxies, without need for non-baryonic matter, and explain as well other observations involving Dark Matter such as cluster dynamics or the dark mass of elliptical galaxies. (orig.)

  12. Remote Numerical Simulations of the Interaction of High Velocity Clouds with Random Magnetic Fields

    Science.gov (United States)

    Santillan, Alfredo; Hernandez--Cervantes, Liliana; Gonzalez--Ponce, Alejandro; Kim, Jongsoo

    The numerical simulations associated with the interaction of High Velocity Clouds (HVC) with the Magnetized Galactic Interstellar Medium (ISM) are a powerful tool to describe the evolution of the interaction of these objects in our Galaxy. In this work we present a new project referred to as Theoretical Virtual i Observatories. It is oriented toward to perform numerical simulations in real time through a Web page. This is a powerful astrophysical computational tool that consists of an intuitive graphical user interface (GUI) and a database produced by numerical calculations. In this Website the user can make use of the existing numerical simulations from the database or run a new simulation introducing initial conditions such as temperatures, densities, velocities, and magnetic field intensities for both the ISM and HVC. The prototype is programmed using Linux, Apache, MySQL, and PHP (LAMP), based on the open source philosophy. All simulations were performed with the MHD code ZEUS-3D, which solves the ideal MHD equations by finite differences on a fixed Eulerian mesh. Finally, we present typical results that can be obtained with this tool.

  13. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  14. Nuevos modos de interacción educativa: análisis lingüístico de un foro virtual Novos modos de interação educativa: análise lingüística de um foro virtual New Modes of Educational Interaction: Linguistic Analysis of a Virtual Forum

    Directory of Open Access Journals (Sweden)

    Alexánder Arbey Sánchez-Upegui

    2009-08-01

    íficas na educação superior virtual.The article, which is the result of a study, proposes strategies for suitable educational interaction between students and teachers, based on an analysis of a virtual university forum. The forum is one of group, discussion-based, thematic, asynchronous and argumentative communication intended to generate a knowledge-building process. The conceptual and methodological framework of the study is centered on the elements of specialized educational discourse, such as linguistic analysis of computer-mediated interaction, cyber pragmatics, the theory of courtesy, argument and the cooperative principle in communication. As a general conclusion, it is possible to say that training students and teachers in strategies for argument, linguistic correction and interaction, from a linguistic-textual and cyber pragmatic perspective, is essential to the development of collaborative, communicative and scientific competence in virtual higher education.

  15. Categorizing Biases in High-Confidence High-Throughput Protein-Protein Interaction Data Sets*

    Science.gov (United States)

    Yu, Xueping; Ivanic, Joseph; Memišević, Vesna; Wallqvist, Anders; Reifman, Jaques

    2011-01-01

    We characterized and evaluated the functional attributes of three yeast high-confidence protein-protein interaction data sets derived from affinity purification/mass spectrometry, protein-fragment complementation assay, and yeast two-hybrid experiments. The interacting proteins retrieved from these data sets formed distinct, partially overlapping sets with different protein-protein interaction characteristics. These differences were primarily a function of the deployed experimental technologies used to recover these interactions. This affected the total coverage of interactions and was especially evident in the recovery of interactions among different functional classes of proteins. We found that the interaction data obtained by the yeast two-hybrid method was the least biased toward any particular functional characterization. In contrast, interacting proteins in the affinity purification/mass spectrometry and protein-fragment complementation assay data sets were over- and under-represented among distinct and different functional categories. We delineated how these differences affected protein complex organization in the network of interactions, in particular for strongly interacting complexes (e.g. RNA and protein synthesis) versus weak and transient interacting complexes (e.g. protein transport). We quantified methodological differences in detecting protein interactions from larger protein complexes, in the correlation of protein abundance among interacting proteins, and in their connectivity of essential proteins. In the latter case, we showed that minimizing inherent methodology biases removed many of the ambiguous conclusions about protein essentiality and protein connectivity. We used these findings to rationalize how biological insights obtained by analyzing data sets originating from different sources sometimes do not agree or may even contradict each other. An important corollary of this work was that discrepancies in biological insights did not

  16. Color sextet quarks and new high-energy interactions

    International Nuclear Information System (INIS)

    White, A.R.; Kang, Kyungsik

    1992-01-01

    We review the implications of adding a flavor doublet of color sextet quarks to QCD. Theoretical attractions include -- ''minimal'' dynamical symmetry breaking of the electroweak interaction, solution of the Strong CP problem via the ''heavy axion'' η 6 , and Critical Pomeron Scaling at asymptotic energies. Related experimental phenomena, which there may be evidence for, include -- production of the η 6 at LEP, large cross-sections for W + W - and Z o Z o pairs and very high energy jets in hadron colliders, and a hadronic threshold above which high-energy ''exotic'' diffractive processes appear in Cosmic Ray events

  17. Information Technology as the Paradigm High-Speed Management Support Tool: The Uses of Computer Mediated Communication, Virtual Realism, and Telepresence.

    Science.gov (United States)

    Newby, Gregory B.

    Information technologies such as computer mediated communication (CMC), virtual reality, and telepresence can provide the communication flow required by high-speed management techniques that high-technology industries have adopted in response to changes in the climate of competition. Intra-corporate CMC might be used for a variety of purposes…

  18. The virtual environment display system

    Science.gov (United States)

    Mcgreevy, Michael W.

    1991-01-01

    Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.

  19. Virtual interface environment workstations

    Science.gov (United States)

    Fisher, S. S.; Wenzel, E. M.; Coler, C.; Mcgreevy, M. W.

    1988-01-01

    A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed at NASA's Ames Research Center for use as a multipurpose interface environment. This Virtual Interface Environment Workstation (VIEW) system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, research scenarios, and research directions are described.

  20. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis.

    Science.gov (United States)

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E; Tkachenko, Valery; Torcivia-Rodriguez, John; Voskanian, Alin; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure.The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu. © The Author(s) 2016. Published by Oxford University Press.

  1. Search for Quarks in High-Energy Neutrino Interactions

    CERN Document Server

    2002-01-01

    This experiment is a search for quarks produced in high energy neutrino interactions. Neutrino interactions take place in a 23-ton lead target and are recognized by one or more particles crossing the counter hodoscopes S1 and S2, together with the absence of an incident particle signal in the initial veto counter V^0.\\\\ \\\\ The lead is viewed by an avalanche chamber to measure the specific ionization of the charged secondaries produced in the @n-interaction with high accuracy even in jet-like events, and by a series of two pairs of scintillation counter hodoscopes (ST1, ST2). The latter provide time-of-flight measurements and dE/dx measurements for a fast analysis in low and medium multiplicity provide a trigger for the chamber. \\\\ \\\\ In order to reduce the background in the set-up, very low momentum particles (mainly due to cascading processes in the target) are separated out by a @= 1 T.m magnet placed behind the target. \\\\ \\\\ A system of wire chambers W1, W2, which register both the position and the time at...

  2. 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...

  3. Interaction of high power ultrashort laser pulses with plasmas

    International Nuclear Information System (INIS)

    Geissler, M.

    2000-12-01

    The invention of short laser-pulses has opened a vast application range from testing ultra high-speed semiconductor devices to precision material processing, from triggering and tracing chemical reactions to sophisticated surgical applications in opthalmology and neurosurgery. In physical science, ultrashort light pulses enable researchers to follow ultrafast relaxation processes in the microcosm on time scale never before accessible and study light-matter-interactions at unprecedented intensity levels. The aim of this thesis is to investigate the interaction of ultrashort high power laser pulses with plasmas for a broad intensity range. First the ionization of atoms with intense laser fields is investigated. For sufficient strong and low frequent laser pulses, electrons can be removed from the core by a tunnel process through a potential barrier formed by the electric field of the laser. This mechanism is described by a well-established theory, but the interaction of few-cycle laser pulses with atoms can lead to regimes where the tunnel theory loses its validity. This regime is investigated and a new description of the ionization is found. Although the ionization plays a major role in many high-energy laser processes, there exist no simple and complete model for the evolution of laser pulses in field-ionizing media. A new propagation equation and the polarization response for field-ionizing media are presented and the results are compared with experimental data. Further the interaction of high power laser radiation with atoms result in nonlinear response of the electrons. The spectrum of this induced nonlinear dipole moment reaches beyond visible wavelengths into the x-ray regime. This effect is known as high harmonic generation (HHG) and is a promising tool for the generation of coherent shot wavelength radiation, but the conversions are still not efficient enough for most practical applications. Phase matching schemes to overcome the limitation are discussed

  4. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice

    Directory of Open Access Journals (Sweden)

    Malene Thisgaard

    2017-05-01

    Full Text Available The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks, but not outcome expectations. The findings suggest that virtual learning simulations are at least as efficient in enhancing learning and self-efficacy as traditional lessons, and high schools can thus use them as supplementary educational methods. In addition, the findings indicate that virtual learning simulations may be a useful tool in enhancing student’s interest in and goals toward STEM related careers.

  5. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice.

    Science.gov (United States)

    Thisgaard, Malene; Makransky, Guido

    2017-01-01

    The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks, but not outcome expectations. The findings suggest that virtual learning simulations are at least as efficient in enhancing learning and self-efficacy as traditional lessons, and high schools can thus use them as supplementary educational methods. In addition, the findings indicate that virtual learning simulations may be a useful tool in enhancing student's interest in and goals toward STEM related careers.

  6. Estimating the gaze of a virtuality human.

    Science.gov (United States)

    Roberts, David J; Rae, John; Duckworth, Tobias W; Moore, Carl M; Aspin, Rob

    2013-04-01

    The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to within the accuracies that underpin social interaction; and reliably across gaze poses and camera arrangements likely in every day settings. The scene is set by explaining why Immersive Virtuality Telepresence has the potential to meet the grand challenge of faithfully communicating both the appearance and the focus of attention of a remote human participant within a shared 3D computer-supported context. Within the experiment n=22 participants rotated static 3D virtuality humans, reconstructed from surround images, until they felt most looked at. The dependent variable was absolute angular error, which was compared to that underpinning social gaze behaviour in the natural world. Independent variables were 1) relative orientations of eye, head and body of captured subject; and 2) subset of cameras used to texture the form. Analysis looked for statistical and practical significance and qualitative corroborating evidence. The analysed results tell us much about the importance and detail of the relationship between gaze pose, method of video based reconstruction, and camera arrangement. They tell us that virtuality can reproduce gaze to an accuracy useful in social interaction, but with the adopted method of Video Based Reconstruction, this is highly dependent on combination of gaze pose and camera arrangement. This suggests changes in the VBR approach in order to allow more flexible camera arrangements. The work is of interest to those wanting to support expressive meetings that are both socially and spatially situated, and particular those using or building Immersive Virtuality Telepresence to accomplish this. It is also of relevance to the use of virtuality humans in applications ranging from the study of human interactions to gaming and the crossing of the stage line in films and TV.

  7. Development and application of network virtual instrument for emission spectrum of pulsed high-voltage direct current discharge

    Science.gov (United States)

    Gong, X.; Wu, Q.

    2017-12-01

    Network virtual instrument (VI) is a new development direction in current automated test. Based on LabVIEW, the software and hardware system of VI used for emission spectrum of pulsed high-voltage direct current (DC) discharge is developed and applied to investigate pulsed high-voltage DC discharge of nitrogen. By doing so, various functions are realized including real time collection of emission spectrum of nitrogen, monitoring operation state of instruments and real time analysis and processing of data. By using shared variables and DataSocket technology in LabVIEW, the network VI system based on field VI is established. The system can acquire the emission spectrum of nitrogen in the test site, monitor operation states of field instruments, realize real time face-to-face interchange of two sites, and analyze data in the far-end from the network terminal. By employing the network VI system, the staff in the two sites acquired the same emission spectrum of nitrogen and conducted the real time communication. By comparing with the previous results, it can be seen that the experimental data obtained by using the system are highly precise. This implies that the system shows reliable network stability and safety and satisfies the requirements for studying the emission spectrum of pulsed high-voltage discharge in high-precision fields or network terminals. The proposed architecture system is described and the target group gets the useful enlightenment in many fields including engineering remote users, specifically in control- and automation-related tasks.

  8. 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...

  9. 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.

  10. Varieties of virtualization

    Science.gov (United States)

    Ellis, Stephen R.

    1991-01-01

    Natural environments have a content, i.e., the objects in them; a geometry, i.e., a pattern of rules for positioning and displacing the objects; and a dynamics, i.e., a system of rules describing the effects of forces acting on the objects. Human interaction with most common natural environments has been optimized by centuries of evolution. Virtual environments created through the human-computer interface similarly have a content, geometry, and dynamics, but the arbitrary character of the computer simulation creating them does not insure that human interaction with these virtual environments will be natural. The interaction, indeed, could be supernatural but it also could be impossible. An important determinant of the comprehensibility of a virtual environment is the correspondence between the environmental frames of reference and those associated with the control of environmental objects. The effects of rotation and displacement of control frames of reference with respect to corresponding environmental references differ depending upon whether perceptual judgement or manual tracking performance is measured. The perceptual effects of frame of reference displacement may be analyzed in terms of distortions in the process of virtualizing the synthetic environment space. The effects of frame of reference displacement and rotation have been studied by asking subjects to estimate exocentric direction in a virtual space.

  11. Relativistic electron mirrors from high intensity laser nanofoil interactions

    International Nuclear Information System (INIS)

    Kiefer, Daniel

    2012-01-01

    The reflection of a laser pulse from a mirror moving close to the speed of light could in principle create an X-ray pulse with unprecedented high brightness owing to the increase in photon energy and accompanying temporal compression by a factor of 4γ 2 , where γ is the Lorentz factor of the mirror. While this scheme is theoretically intriguingly simple and was first discussed by A. Einstein more than a century ago, the generation of a relativistic structure which acts as a mirror is demanding in many different aspects. Recently, the interaction of a high intensity laser pulse with a nanometer thin foil has raised great interest as it promises the creation of a dense, attosecond short, relativistic electron bunch capable of forming a mirror structure that scatters counter-propagating light coherently and shifts its frequency to higher photon energies. However, so far, this novel concept has been discussed only in theoretical studies using highly idealized interaction parameters. This thesis investigates the generation of a relativistic electron mirror from a nanometer foil with current state-of-the-art high intensity laser pulses and demonstrates for the first time the reflection from those structures in an experiment. To achieve this result, the electron acceleration from high intensity laser nanometer foil interactions was studied in a series of experiments using three inherently different high power laser systems and free-standing foils as thin as 3nm. A drastic increase in the electron energies was observed when reducing the target thickness from the micrometer to the nanometer scale. Quasi-monoenergetic electron beams were measured for the first time from ultrathin (≤5nm) foils, reaching energies up to ∝35MeV. The acceleration process was studied in simulations well-adapted to the experiments, indicating the transition from plasma to free electron dynamics as the target thickness is reduced to the few nanometer range. The experience gained from those

  12. Relativistic electron mirrors from high intensity laser nanofoil interactions

    Energy Technology Data Exchange (ETDEWEB)

    Kiefer, Daniel

    2012-12-21

    The reflection of a laser pulse from a mirror moving close to the speed of light could in principle create an X-ray pulse with unprecedented high brightness owing to the increase in photon energy and accompanying temporal compression by a factor of 4γ{sup 2}, where γ is the Lorentz factor of the mirror. While this scheme is theoretically intriguingly simple and was first discussed by A. Einstein more than a century ago, the generation of a relativistic structure which acts as a mirror is demanding in many different aspects. Recently, the interaction of a high intensity laser pulse with a nanometer thin foil has raised great interest as it promises the creation of a dense, attosecond short, relativistic electron bunch capable of forming a mirror structure that scatters counter-propagating light coherently and shifts its frequency to higher photon energies. However, so far, this novel concept has been discussed only in theoretical studies using highly idealized interaction parameters. This thesis investigates the generation of a relativistic electron mirror from a nanometer foil with current state-of-the-art high intensity laser pulses and demonstrates for the first time the reflection from those structures in an experiment. To achieve this result, the electron acceleration from high intensity laser nanometer foil interactions was studied in a series of experiments using three inherently different high power laser systems and free-standing foils as thin as 3nm. A drastic increase in the electron energies was observed when reducing the target thickness from the micrometer to the nanometer scale. Quasi-monoenergetic electron beams were measured for the first time from ultrathin (≤5nm) foils, reaching energies up to ∝35MeV. The acceleration process was studied in simulations well-adapted to the experiments, indicating the transition from plasma to free electron dynamics as the target thickness is reduced to the few nanometer range. The experience gained from those

  13. 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

  14. Signature of electron-phonon interaction in high temperature superconductors

    Directory of Open Access Journals (Sweden)

    Vinod Ashokan

    2011-09-01

    Full Text Available The theory of thermal conductivity of high temperature superconductors (HTS based on electron and phonon line width (life times formulation is developed with Quantum dynamical approach of Green's function. The frequency line width is observed as an extremely sensitive quantity in the transport phenomena of HTS as a collection of large number of scattering processes. The role of resonance scattering and electron-phonon interaction processes is found to be most prominent near critical temperature. The theory successfully explains the spectacular behaviour of high Tc superconductors in the vicinity of transition temperature. A successful agreement between theory and experiment has been obtained by analyzing the thermal conductivity data for the sample La1.8Sr0.2CuO4 in the temperature range 0 − 200K. The theory is equally and successfully applicable to all other high Tc superconductors.

  15. High frequency flow-structural interaction in dense subsonic fluids

    Science.gov (United States)

    Liu, Baw-Lin; Ofarrell, J. M.

    1995-01-01

    Prediction of the detailed dynamic behavior in rocket propellant feed systems and engines and other such high-energy fluid systems requires precise analysis to assure structural performance. Designs sometimes require placement of bluff bodies in a flow passage. Additionally, there are flexibilities in ducts, liners, and piping systems. A design handbook and interactive data base have been developed for assessing flow/structural interactions to be used as a tool in design and development, to evaluate applicable geometries before problems develop, or to eliminate or minimize problems with existing hardware. This is a compilation of analytical/empirical data and techniques to evaluate detailed dynamic characteristics of both the fluid and structures. These techniques have direct applicability to rocket engine internal flow passages, hot gas drive systems, and vehicle propellant feed systems. Organization of the handbook is by basic geometries for estimating Strouhal numbers, added mass effects, mode shapes for various end constraints, critical onset flow conditions, and possible structural response amplitudes. Emphasis is on dense fluids and high structural loading potential for fatigue at low subsonic flow speeds where high-frequency excitations are possible. Avoidance and corrective measure illustrations are presented together with analytical curve fits for predictions compiled from a comprehensive data base.

  16. Nuclear diagnostics of high intensity laser plasma interactions

    International Nuclear Information System (INIS)

    Krushelnick, K.; Santala, M.I.K.; Beg, F.N.; Clark, E.L.; Dangor, A.E.; Tatarakis, M.; Watts, I.; Wei, M.S.; Zepf, M.; Ledingham, K.W.D.; McCanny, T.; Spencer, I.; Clarke, R.J.; Norreys, P.A.

    2002-01-01

    Nuclear activation has been observed in materials exposed to energetic protons and heavy ions generated from high intensity laser-solid interactions (at focused intensities up to 5x10 19 W/cm 2 ). The energy spectrum of the protons is determined through the use of these nuclear activation techniques and is found to be consistent with other ion diagnostics. Heavy ion fusion reactions and large neutron fluxes from the (p, n) reactions were also observed. The reduction of proton emission and increase in heavy ion energy using heated targets was also observed

  17. Multiplicity distributions in high-energy neutrino interactions

    International Nuclear Information System (INIS)

    Chapman, J.W.; Coffin, C.T.; Diamond, R.N.; French, H.; Louis, W.; Roe, B.P.; Seidl, A.A.; Vander Velde, J.C.; Berge, J.P.; Bogert, D.V.; DiBianca, F.A.; Cundy, D.C.; Dunaitsev, A.; Efremenko, V.; Ermolov, P.; Fowler, W.; Hanft, R.; Harigel, G.; Huson, F.R.; Kolganov, V.; Mukhin, A.; Nezrick, F.A.; Rjabov, Y.; Scott, W.G.; Smart, W.

    1976-01-01

    Results from the Fermilab 15-ft bubble chamber on the charged-particle multiplicity distributions produced in high-energy charged-current neutrino-proton interactions are presented. Comparisons are made to γp, ep, μp, and inclusive pp scattering. The mean hadronic multiplicity appears to depend only on the mass of the excited hadronic state, independent of the mode of excitation. A fit to the neutrino data gives = (1.09+-0.38) +(1.09+-0.03)lnW 2

  18. Nuclear hyperfine interactions and chemical bonding in high TC superconductors

    International Nuclear Information System (INIS)

    Danon, J.

    1987-01-01

    Nuclear quadrupole resonances of Cu 63 and Fe 57 Moessbauer spectroscopy of the high temperature superconductor YBa 2 Cu 3 O 7-γ e described together with synchrotron radiation studies of the copper oxidation states in this material. The Moessbauer spectra of 57 Fe in the two distinct crystallographic sites of the Cu atoms in YBa 2 Cu 3 O 7-γ are very similar from the quadrupole coupling point of view although exhibiting markedly different values for the isomer shift. The role of oxygen vacancies in the hyperfine interactions is discussed. (author) [pt

  19. Electron acceleration via high contrast laser interacting with submicron clusters

    International Nuclear Information System (INIS)

    Zhang Lu; Chen Liming; Wang Weiming; Yan Wenchao; Yuan Dawei; Mao Jingyi; Wang Zhaohua; Liu Cheng; Shen Zhongwei; Li Yutong; Dong Quanli; Lu Xin; Ma Jinglong; Wei Zhiyi; Faenov, Anatoly; Pikuz, Tatiana; Li Dazhang; Sheng Zhengming; Zhang Jie

    2012-01-01

    We experimentally investigated electron acceleration from submicron size argon clusters-gas target irradiated by a 100 fs, 10 TW laser pulses having a high-contrast. Electron beams are observed in the longitudinal and transverse directions to the laser propagation. The measured energy of the longitudinal electron reaches 600 MeV and the charge of the electron beam in the transverse direction is more than 3 nC. A two-dimensional particle-in-cell simulation of the interaction has been performed and it shows an enhancement of electron charge by using the cluster-gas target.

  20. Innovative STRoke Interactive Virtual thErapy (STRIVE) online platform for community-dwelling stroke survivors: a randomised controlled trial protocol.

    Science.gov (United States)

    Johnson, Liam; Bird, Marie-Louise; Muthalib, Makii; Teo, Wei-Peng

    2018-01-09

    The STRoke Interactive Virtual thErapy (STRIVE) intervention provides community-dwelling stroke survivors access to individualised, remotely supervised progressive exercise training via an online platform. This trial aims to determine the clinical efficacy of the STRIVE intervention and its effect on brain activity in community-dwelling stroke survivors. In a multisite, assessor-blinded randomised controlled trial, 60 stroke survivors >3 months poststroke with mild-to-moderate upper extremity impairment will be recruited and equally randomised by location (Melbourne, Victoria or Launceston, Tasmania) to receive 8 weeks of virtual therapy (VT) at a local exercise training facility or usual care. Participants allocated to VT will perform 3-5 upper limb exercises individualised to their impairment severity and preference, while participants allocated to usual care will be asked to maintain their usual daily activities. The primary outcome measures will be upper limb motor function and impairment, which will be assessed using the Action Research Arm Test and Upper Extremity Fugl-Meyer, respectively. Secondary outcome measures include upper extremity function and spasticity, as measured by the box and block test and Modified AshworthScale, respectively, and task-related changes in bilateral sensorimotor cortex haemodynamics during hand reaching and wrist extension movements as measured by functional near-infrared spectroscopy. Quality of life will be measured using the Euro-Quality of Life-5 Dimension-5 Level Scale, and the Motor Activity Log-28 will be used to measure use of the hemiparetic arm. All measures will be assessed at baseline and immediately postintervention. The study was approved by the Deakin University Human Research Ethics Committee in May 2017 (No. 2017-087). The results will be disseminated in peer-reviewed journals and presented at major international stroke meetings. ACTRN12617000745347; Pre-results. © Article author(s) (or their employer(s) unless