WorldWideScience

Sample records for human learners virtual

  1. Exploring Learner Acceptance of the Use of Virtual Reality in Medical Education: A Case Study of Desktop and Projection-Based Display Systems

    Science.gov (United States)

    Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min

    2016-01-01

    Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…

  2. An Analysis of Learners' Intentions toward Virtual Reality Learning Based on Constructivist and Technology Acceptance Approaches

    Science.gov (United States)

    Huang, Hsiu-Mei; Liaw, Shu-Sheng

    2018-01-01

    Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…

  3. Using virtual humans and computer animations to learn complex motor skills: a case study in karate

    Directory of Open Access Journals (Sweden)

    Spanlang Bernhard

    2011-12-01

    Full Text Available Learning motor skills is a complex task involving a lot of cognitive issues. One of the main issues consists in retrieving the relevant information from the learning environment. In a traditional learning situation, a teacher gives oral explanations and performs actions to provide the learner with visual examples. Using virtual reality (VR as a tool for learning motor tasks is promising. However, it raises questions about the type of information this kind of environments can offer. In this paper, we propose to analyze the impact of virtual humans on the perception of the learners. As a case study, we propose to apply this research problem to karate gestures. The results of this study show no significant difference on the after training performance of learners confronted to three different learning environments (traditional group, video and VR.

  4. Artificial learners adopting normative conventions from human teachers

    Directory of Open Access Journals (Sweden)

    Cederborg Thomas

    2017-11-01

    Full Text Available This survey provides an overview of implemented systems, theoretical work, as well as studies of biological systems relevant to the design of artificial learners trying to figure out what a human teacher would like them to do. Implementations of artificial learners are covered, with a focus on experiments trying to find better interpretations of human behavior, as well as algorithms that autonomously improve a model of the teacher. A distinction is made between learners trying to interpret teacher behavior in order to learn what the teacher would like the learner to do on the one hand, and learners whose explicit or implicit goal is to get something from the teacher on the other hand (for example rewards, or knowledge about how the world works. The survey covers the former type of systems. Human teachers are covered, focusing on studies that say something concrete about how one should interpret the behavior of a human teacher that is interacting with an artificial learner. Certain types of biological learners are interesting as inspiration for the types of artificial systems we are concerned with. The survey focus on studies of biological learners adopting normative conventions, as well as joint intentionality team efforts.

  5. Talking with a Virtual Human : Controlling the Human Experience and Behavior in a Virtual Conversation

    NARCIS (Netherlands)

    Qu, C.

    2014-01-01

    Virtual humans are often designed to replace real humans in virtual reality applications for e.g., psychotherapy, education and entertainment. In general, applications with virtual humans are created for modifying a person's knowledge, beliefs, attitudes, emotions or behaviors. Reaching these

  6. Learners, teachers and curriculum

    DEFF Research Database (Denmark)

    Petersen, Karen Bjerg

    2008-01-01

    of virtual e-learning, interviews with teachers and 10 learner participants in a virtual classroom setting, and discourse analysis of curriculum developed for the particular e-learning course The research has taken place in the context of a study of e-learning and virtual teaching of Danish as a Second...... language for adults. The research results indicate that teachers seem to compensate by trying to create virtual communities of learning. Learners, however, experience disembedded relations. Conversely, curriculum development, on tends to ‘exploit’ the conditions of disembedding social relations in e-learning......, locationally distant”. The aim of the paper is to analyse and discuss how different positions in e-learning settings result in different answers to modernity. These settings can be applied to either teacher, learner or curriculum positions. The research was based on a qualitative longitudinal case study...

  7. The Effect of Virtual Language Learning Method on Writing Ability of Iranian Intermediate EFL Learners

    Science.gov (United States)

    Khoshsima, Hooshang; Sayadi, Fatemeh

    2016-01-01

    This study aimed at investigating the effect of virtual language learning method on Iranian intermediate EFL learners writing ability. The study was conducted with 20 English Translation students at Chabahar Maritime University who were assigned into two groups, control and experimental, after ensuring of their homogeneity by administering a TOEFL…

  8. Adult MOOC Learners as Self-Directed: Perceptions of Motivation, Success, and Completion

    Science.gov (United States)

    Loizzo, Jamie; Ertmer, Peggy A.; Watson, William R.; Watson, Sunnie Lee

    2017-01-01

    Despite the increased attention given to MOOCs over the last four years, learners' voices have been noticeably absent. This virtual ethnographic study was designed to examine the experiences of 12 adult learners with bachelors' and masters' degrees, enrolled in a four-week MOOC on the topic of human trafficking. Through the lenses of self-directed…

  9. The Learner Characteristics, Features of Desktop 3D Virtual Reality Environments, and College Chemistry Instruction: A Structural Equation Modeling Analysis

    Science.gov (United States)

    Merchant, Zahira; Goetz, Ernest T.; Keeney-Kennicutt, Wendy; Kwok, Oi-man; Cifuentes, Lauren; Davis, Trina J.

    2012-01-01

    We examined a model of the impact of a 3D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. The relationships between the 3D virtual reality features and the chemistry learning test as…

  10. Virtual human versus human administration of photographic lineups.

    Science.gov (United States)

    Daugherty, Brent; Babu, Sabarish; Wallendael, Lori Van; Cutler, Brian; Hodges, Larry F

    2008-01-01

    One solution to mistaken identification by a crime's victims and eyewitnesses is to use a virtual officer to conduct identification procedures. Results from a study comparing a virtual officer with a live human investigator indicate that the virtual officer performs comparably to the human in terms of identification accuracy, emotional affect, and ease of use.

  11. Contributory Role of Virtual Courses via Skype to Control Embarrassment of Iranian EFL Learners' Performance

    Science.gov (United States)

    Jahanbakhsh, Elham; Chalak, Azizeh

    2018-01-01

    In recent years, there has been an increasing interest in integration of technology for pedagogical purposes. The present study aimed at finding out how presentation in the frame of virtual courses can control embarrassment and shyness of Iranian EFL learners. The practical part concentrated on using Skype for the purpose of presentation in…

  12. 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...

  13. The Virtual Teacher (VT) Paradigm: Learning New Patterns of Interpersonal Coordination Using the Human Dynamic Clamp.

    Science.gov (United States)

    Kostrubiec, Viviane; Dumas, Guillaume; Zanone, Pier-Giorgio; Kelso, J A Scott

    2015-01-01

    The Virtual Teacher paradigm, a version of the Human Dynamic Clamp (HDC), is introduced into studies of learning patterns of inter-personal coordination. Combining mathematical modeling and experimentation, we investigate how the HDC may be used as a Virtual Teacher (VT) to help humans co-produce and internalize new inter-personal coordination pattern(s). Human learners produced rhythmic finger movements whilst observing a computer-driven avatar, animated by dynamic equations stemming from the well-established Haken-Kelso-Bunz (1985) and Schöner-Kelso (1988) models of coordination. We demonstrate that the VT is successful in shifting the pattern co-produced by the VT-human system toward any value (Experiment 1) and that the VT can help humans learn unstable relative phasing patterns (Experiment 2). Using transfer entropy, we find that information flow from one partner to the other increases when VT-human coordination loses stability. This suggests that variable joint performance may actually facilitate interaction, and in the long run learning. VT appears to be a promising tool for exploring basic learning processes involved in social interaction, unraveling the dynamics of information flow between interacting partners, and providing possible rehabilitation opportunities.

  14. Relations between the tendency to invest in virtual presence, actual virtual presence and learning outcomes in educational computer games

    NARCIS (Netherlands)

    Schrader, Claudia; Bastiaens, Theo

    2018-01-01

    The study examines whether the effect of virtual presence on learning is influenced by learner characteristics. More specifically, the focus is on how the variation in the actual experience of virtual presence and learning is related to learners' individual tendency to invest in virtual presence for

  15. 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

  16. 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

  17. Semantic Representation of Individualized Reaction Movements for Virtual Human

    OpenAIRE

    Garcia-Rojas, A.; Vexo, F.; Thalmann, D.

    2007-01-01

    Virtual Human (VH) creation aims to provide virtual characters with realistic behavior, which implies endowing them with autonomy in an inhabited virtual environment. Autonomous behavior consists in interacting with users or the environment and reacting to stimuli. Reactions are unconscious behaviors that are not often implemented in virtual humans. Frequently, virtual humans show repetitive and robotic movements which tend to decrease realism. To improve believability in virtual humans we ne...

  18. Virtual Simulation in Leadership Development Training: The Impact of Learning Styles and Conflict Management Tactics on Adult Learner Performance

    Science.gov (United States)

    Putman, Paul G.

    2012-01-01

    Adult learners can develop leadership skills and competencies such as conflict management and negotiation skills. Virtual simulations are among the emerging new technologies available to adult educators and trainers to help adults develop various leadership competencies. This study explored the impact of conflict management tactics as well as…

  19. The Effects of a Pedagogical Agent's Smiling Expression on the Learner's Emotions and Motivation in a Virtual Learning Environment

    Science.gov (United States)

    Liew, Tze Wei; Zin, Nor Azan Mat; Sahari, Noraidah; Tan, Su-Mae

    2016-01-01

    The present study aimed to test the hypothesis that a smiling expression on the face of a talking pedagogical agent could positively affect a learner's emotions, motivation, and learning outcomes in a virtual learning environment. Contrary to the hypothesis, results from Experiment 1 demonstrated that the pedagogical agent's smile induced negative…

  20. 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.

  1. Where computers disappear, virtual humans appear

    NARCIS (Netherlands)

    Nijholt, Antinus; Sourin, A.

    2004-01-01

    In this paper, we survey the role of virtual humans (or embodied conversational agents) in smart and ambient intelligence environments. Research in this area can profit from research done earlier in virtual reality environments and research on verbal and nonverbal interaction. We discuss virtual

  2. 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.

  3. Training together: how another human's presence affects behavior during virtual human-based team training

    Directory of Open Access Journals (Sweden)

    Andrew Robb

    2016-08-01

    Full Text Available Despite research showing that team training can lead to strong improvements in team performance, logistical difficulties can prevent team training programs from being adopted on a large scale. A proposed solution to these difficulties is the use of virtual humans to replace missing teammates. Existing research evaluating the use of virtual humans for team training has been conducted in settings involving a single human trainee. However, in the real world multiple human trainees would most likely train together. In this paper, we explore how the presence of a second human trainee can alter behavior during a medical team training program. Ninety-two nurses and surgical technicians participated in a medical training exercise, where they worked with a virtual surgeon and virtual anesthesiologist to prepare a simulated patient for surgery. The agency of the nurse and the surgical technician were varied between three conditions: human nurses and surgical technicians working together; human nurses working with a virtual surgical technician; and human surgical technicians working with a virtual nurse. Variations in agency did not produce statistically significant differences in the training outcomes, but several notable differences were observed in other aspects of the team's behavior. Specifically, when working with a virtual nurse, human surgical technicians were more likely to assist with speaking up about patient safety issues that were outside of their normal responsibilities; human trainees spent less time searching for a missing item when working with a virtual partner, likely because the virtual partner was physically unable to move throughout the room and assist with the searching process; and more breaks in presence were observed when two human teammates were present. These results show that some behaviors may be influenced by the presence of multiple human trainees, though these behaviors may not impinge on core training goals. When

  4. Virtual Vector Machine for Bayesian Online Classification

    OpenAIRE

    Minka, Thomas P.; Xiang, Rongjing; Yuan; Qi

    2012-01-01

    In a typical online learning scenario, a learner is required to process a large data stream using a small memory buffer. Such a requirement is usually in conflict with a learner's primary pursuit of prediction accuracy. To address this dilemma, we introduce a novel Bayesian online classi cation algorithm, called the Virtual Vector Machine. The virtual vector machine allows you to smoothly trade-off prediction accuracy with memory size. The virtual vector machine summarizes the information con...

  5. Healthy young adults implement distinctive avoidance strategies while walking and circumventing virtual human vs. non-human obstacles in a virtual environment.

    Science.gov (United States)

    Souza Silva, Wagner; Aravind, Gayatri; Sangani, Samir; Lamontagne, Anouk

    2018-03-01

    This study examines how three types of obstacles (cylinder, virtual human and virtual human with footstep sounds) affect circumvention strategies of healthy young adults. Sixteen participants aged 25.2 ± 2.5 years (mean ± 1SD) were tested while walking overground and viewing a virtual room through a helmet mounted display. As participants walked towards a stationary target in the far space, they avoided an obstacle (cylinder or virtual human) approaching either from the right (+40°), left (-40°) or head-on (0°). Obstacle avoidance strategies were characterized using the position and orientation of the head. Repeated mixed model analysis showed smaller minimal distances (p = 0.007) while avoiding virtual humans as compared to cylinders. Footstep sounds added to virtual humans did not modify (p = 0.2) minimal distances compared to when no sound was provided. Onset times of avoidance strategies were similar across conditions (p = 0.06). Results indicate that the nature of the obstacle (human-like vs. non-human object) matters and can modify avoidance strategies. Smaller obstacle clearances in response to virtual humans may reflect the use of a less conservative avoidance strategy, due to a resemblance of obstacles to pedestrians and a recall of strategies used in daily locomotion. The lack of influence of footstep sounds supports the fact that obstacle avoidance primarily relies on visual cues and the principle of 'inverse effectiveness' whereby multisensory neurons' response to multimodal stimuli becomes weaker when the unimodal sensory stimulus (vision) is strong. Present findings should be taken into consideration to optimize the ecological validity of VR-based obstacle avoidance paradigms used in research and rehabilitation. Copyright © 2018 Elsevier B.V. All rights reserved.

  6. Synthetic vision and memory model for virtual human - biomed 2010.

    Science.gov (United States)

    Zhao, Yue; Kang, Jinsheng; Wright, David

    2010-01-01

    This paper describes the methods and case studies of a novel synthetic vision and memory model for virtual human. The synthetic vision module simulates the biological / optical abilities and limitations of the human vision. The module is based on a series of collision detection between the boundary of virtual humans field of vision (FOV) volume and the surface of objects in a recreated 3D environment. The memory module simulates a short-term memory capability by employing a simplified memory structure (first-in-first-out stack). The synthetic vision and memory model has been integrated into a virtual human modelling project, Intelligent Virtual Modelling. The project aimed to improve the realism and autonomy of virtual humans.

  7. Virtual patients in a virtual world: Training paramedic students for practice.

    Science.gov (United States)

    Conradi, Emily; Kavia, Sheetal; Burden, David; Rice, Alan; Woodham, Luke; Beaumont, Chris; Savin-Baden, Maggi; Poulton, Terry

    2009-08-01

    Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent way for students to acquire knowledge and develop decision-making skills. However, the process is threatened by the movement towards more self-directed learning and the migration of students from campus-based to workplace-based learning. Paper-based PBL cases can only proceed in a single direction which can prevent learners from exploring the impact of their decisions. The PREVIEW project, outlined in this article, trialled a replacement to traditional paper PBL with virtual patients (VPs) delivered through a virtual world platform. The idea was that an immersive 3D environment could provide (a) greater realism (b) active decision-making and (c) a suitable environment for collaboration amongst work-based learners meeting remotely. Five VP scenarios were designed for learners on a Paramedic Foundation Degree within the virtual world second life (SL). A player using the MedBiquitous VP international standard allowed cases to be played both within SL and on the web. Three testing days were run to evaluate the scenarios with paramedic students and tutors. Students unfamiliar with the SL environment worked through five PBL scenarios in small groups, shadowed by 'in-world' facilitators. Feedback indicated that the SL environment engages students effectively in learning, despite some technology barriers. Students believed SL could provide a more authentic learner environment than classroom-based PBL.

  8. The virtual nose: a 3-dimensional virtual reality model of the human nose.

    Science.gov (United States)

    Vartanian, A John; Holcomb, Joi; Ai, Zhuming; Rasmussen, Mary; Tardy, M Eugene; Thomas, J Regan

    2004-01-01

    The 3-dimensionally complex interplay of soft tissue, cartilaginous, and bony elements makes the mastery of nasal anatomy difficult. Conventional methods of learning nasal anatomy exist, but they often involve a steep learning curve. Computerized models and virtual reality applications have been used to facilitate teaching in a number of other complex anatomical regions, such as the human temporal bone and pelvic floor. We present a 3-dimensional (3-D) virtual reality model of the human nose. Human cadaveric axial cross-sectional (0.33-mm cuts) photographic data of the head and neck were used. With 460 digitized images, individual structures were traced and programmed to create a computerized polygonal model of the nose. Further refinements to this model were made using a number of specialized computer programs. This 3-D computer model of the nose was then programmed to operate as a virtual reality model. Anatomically correct 3-D model of the nose was produced. High-resolution images of the "virtual nose" demonstrate the nasal septum, lower lateral cartilages, middle vault, bony dorsum, and other structural details of the nose. Also, the model can be combined with a separate virtual reality model of the face and its skin cover as well as the skull. The user can manipulate the model in space, examine 3-D anatomical relationships, and fade superficial structures to reveal deeper ones. The virtual nose is a 3-D virtual reality model of the nose that is accurate and easy to use. It can be run on a personal computer or in a specialized virtual reality environment. It can serve as an effective teaching tool. As the first virtual reality model of the nose, it establishes a virtual reality platform from which future applications can be launched.

  9. Hirarchical emotion calculation model for virtual human modellin - biomed 2010.

    Science.gov (United States)

    Zhao, Yue; Wright, David

    2010-01-01

    This paper introduces a new emotion generation method for virtual human modelling. The method includes a novel hierarchical emotion structure, a group of emotion calculation equations and a simple heuristics decision making mechanism, which enables virtual humans to perform emotionally in real-time according to their internal and external factors. Emotion calculation equations used in this research were derived from psychologic emotion measurements. Virtual humans can utilise the information in virtual memory and emotion calculation equations to generate their own numerical emotion states within the hierarchical emotion structure. Those emotion states are important internal references for virtual humans to adopt appropriate behaviours and also key cues for their decision making. A simple heuristics theory is introduced and integrated into decision making process in order to make the virtual humans decision making more like a real human. A data interface which connects the emotion calculation and the decision making structure together has also been designed and simulated to test the method in Virtools environment.

  10. Human Resource Management in Virtual Organizations. Research in Human Resource Management Series.

    Science.gov (United States)

    Heneman, Robert L., Ed.; Greenberger, David B., Ed.

    This document contains 14 papers on human resources (HR) and human resource management (HRM) in virtual organizations. The following papers are included: "Series Preface" (Rodger Griffeth); "Volume Preface" (Robert L. Heneman, David B. Greenberger); "The Virtual Organization: Definition, Description, and…

  11. 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…

  12. 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.

  13. Humanizing Teaching English to Young Learners with Children’s Literature

    Directory of Open Access Journals (Sweden)

    Irma Ghosn

    2013-05-01

    Full Text Available High quality children’s fiction can be used in the young learner classroom to advance the broader social intent of language education and humanize it, while enriching language learning. Children are naturally drawn to picturebooks, which can provide a highly motivating and engaging instructional medium in pre-primary and lower primary classes. Short, illustrated chapter books can be used with intermediate level learners. Children’s literature not only enhances language learning, as proven by extensive research, but it can also nurture moral reasoning skills, emotional intelligence and empathy, as well as help children work through difficult issues. Language teaching tasks around literature can further these goals. This paper argues that quality children’s literature, therefore, has a rightful place in teaching English to young learners, and no less so in the very young learner classes that are becoming increasingly common in many parts of the world.

  14. A Learner-Created Virtual Patient Curriculum for Surgical Residents: Successes and Failures.

    Science.gov (United States)

    McKendy, Katherine M; Posel, Nancy; Fleiszer, David M; Vassiliou, Melina C

    2016-01-01

    To determine the feasibility and effectiveness of a learner-created virtual patient (VP) curriculum for postgraduate year 2 surgical residents. Using a social-constructivist model of learning, we designed a learner-created VP curriculum to help postgraduate year 2 residents prepare for their in-training surgical examination. Each resident was assigned to create a VP curriculum based on the learning objectives for this examination, and VP cases were then disseminated to all residents for completion. To measure the learning effects of the curriculum, participants completed 2 simulated in-training examinations, both at the beginning and at the end of the intervention. Study participants also participated in a focus group and completed an online questionnaire about the perceived learning value of the curriculum. The study was conducted at the McGill University Health Centre, a tertiary care hospital in Montreal, Canada. In total, 24 residents from 7 surgical specialties completed both the pretest and posttest, as well as took part in the creation of a VP curriculum. Of those 24 residents, only 19 residents completed the cases created by their peers, with 7 completing greater than 50% of the cases and 12 completing less than 50%. In all 17 residents responded to the online questionnaire and 11 residents participated in the focus group. The VP curriculum failed to improve scores from pretest (59.6%, standard deviation = 8.1) to posttest (55.4%, standard deviation = 6.6; p = 0.01) on the simulated in-training examination. Nonetheless, survey results demonstrated that most residents felt that creating a VP case (89%) and completing cases created by their peers (71%) had educational value. Overall, 71% preferred active participation in a curriculum to traditional didactic teaching. The focus group identified time-related constraints, concern about the quality of the peer-created cases, and questioning of the relationship between the curriculum and the Surgical Foundations

  15. Contextual EFL Learning in a 3D Virtual Environment

    Science.gov (United States)

    Lan, Yu-Ju

    2015-01-01

    The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…

  16. 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.

  17. Unexploited Dimensions of Virtual Humans

    NARCIS (Netherlands)

    Ruttkay, Z.M.; Reidsma, Dennis; Huang, Thomas; Nijholt, Antinus; Pantic, Maja; Pentlant, Alex

    Virtual Humans are on the border of fiction and realism: while it is obvious that they do not exist in reality and function on different principles than real people, they have been endowed with human features such as being emotionally sensitive. In this article we argue that many dimensions, both

  18. Human perception of a conversational virtual human : an empirical study on the effect of emotion and culture

    NARCIS (Netherlands)

    Qu, C.; Brinkman, W.P.; Ling, Y.; Wiggers, P.; Heynderickx, I.E.J.

    2013-01-01

    Virtual reality applications with virtual humans, such as virtual reality exposure therapy, health coaches and negotiation simulators, are developed for different contexts and usually for users from different countries. The emphasis on a virtual human's emotional expression depends on the

  19. An action selection architecture for autonomous virtual humans in persistent worlds

    OpenAIRE

    Sevin, Etienne de; Thalmann, Daniel

    2007-01-01

    Nowadays, virtual humans such as non-player characters in computer games need to have a strong autonomy in order to live their own life in persistent virtual worlds. When designing autonomous virtual humans, the action selection problem needs to be considered, as it is responsible for decision making at each moment in time. Indeed action selection architectures for autonomous virtual humans need to be reactive, proactive, motivational, and emotional to obtain a high degree of autonomy and ind...

  20. Learning Icelandic Language and Culture in Virtual Reykjavik: Starting to Talk

    Science.gov (United States)

    Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías

    2016-01-01

    This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…

  1. A Virtual Campus Based on Human Factor Engineering

    Science.gov (United States)

    Yang, Yuting; Kang, Houliang

    2014-01-01

    Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…

  2. 3D virtual human rapid modeling method based on top-down modeling mechanism

    Directory of Open Access Journals (Sweden)

    LI Taotao

    2017-01-01

    Full Text Available Aiming to satisfy the vast custom-made character demand of 3D virtual human and the rapid modeling in the field of 3D virtual reality, a new virtual human top-down rapid modeling method is put for-ward in this paper based on the systematic analysis of the current situation and shortage of the virtual hu-man modeling technology. After the top-level realization of virtual human hierarchical structure frame de-sign, modular expression of the virtual human and parameter design for each module is achieved gradu-al-level downwards. While the relationship of connectors and mapping restraints among different modules is established, the definition of the size and texture parameter is also completed. Standardized process is meanwhile produced to support and adapt the virtual human top-down rapid modeling practice operation. Finally, the modeling application, which takes a Chinese captain character as an example, is carried out to validate the virtual human rapid modeling method based on top-down modeling mechanism. The result demonstrates high modelling efficiency and provides one new concept for 3D virtual human geometric mod-eling and texture modeling.

  3. Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

    NARCIS (Netherlands)

    van Welbergen, H.; van Basten, B.J.H.; Egges, A.; Ruttkay, Z.M.; Overmars, M.H.

    2010-01-01

    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in

  4. Learning Science in a Virtual Reality Application: The Impacts of Animated-Virtual Actors' Visual Complexity

    Science.gov (United States)

    Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken

    2010-01-01

    As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have…

  5. 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

  6. EFL Learner Collaborative Interaction in Second Life

    Science.gov (United States)

    Peterson, Mark

    2012-01-01

    This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…

  7. Synthetic vision and memory for autonomous virtual humans

    OpenAIRE

    PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN

    2002-01-01

    PUBLISHED A memory model based on ?stage theory?, an influential concept of memory from the field of cognitive psychology, is presented for application to autonomous virtual humans. The virtual human senses external stimuli through a synthetic vision system. The vision system incorporates multiple modes of vision in order to accommodate a perceptual attention approach. The memory model is used to store perceived and attended object information at different stages in a filtering...

  8. Virtual reality haptic human dissection.

    Science.gov (United States)

    Needham, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-01-01

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

  9. Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

    Science.gov (United States)

    Searcy, Brittani

    2017-01-01

    Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

  10. [The virtual reality simulation research of China Mechanical Virtual Human based on the Creator/Vega].

    Science.gov (United States)

    Wei, Gaofeng; Tang, Gang; Fu, Zengliang; Sun, Qiuming; Tian, Feng

    2010-10-01

    The China Mechanical Virtual Human (CMVH) is a human musculoskeletal biomechanical simulation platform based on China Visible Human slice images; it has great realistic application significance. In this paper is introduced the construction method of CMVH 3D models. Then a simulation system solution based on Creator/Vega is put forward for the complex and gigantic data characteristics of the 3D models. At last, combined with MFC technology, the CMVH simulation system is developed and a running simulation scene is given. This paper provides a new way for the virtual reality application of CMVH.

  11. Imparting Individuality to Virtual Humans

    NARCIS (Netherlands)

    Egges, A.; Kshirsagar, V.; Magnenat-Thalmann, N.

    2002-01-01

    In this paper, we present an integrated method of linking personality and emotion with the response generation and expression synthesis of Virtual Humans. The characters are powered by a dialogue system that consists of a large set of basic interactions between user and computer. These

  12. Developing Educational and Entertaining Virtual Humans using Elckerlyc

    NARCIS (Netherlands)

    Reidsma, Dennis; van Welbergen, H.; Paul, Ronald C.; van de Laar, B.L.A.; Nijholt, Antinus; Yang, Hyun Seung; Malaka, Rainer; Hoshino, Junichi; Han, Jung Hyun

    2010-01-01

    Virtual humans (VHs) are used in many educational and entertainment settings: training and serious gaming, interactive information kiosks, tour guides, tutoring, interactive virtual dancers, and much more. Building a complete VH from scratch is a daunting task, and it makes sense to rely on existing

  13. Virtual Reality Educational Tool for Human Anatomy.

    Science.gov (United States)

    Izard, Santiago González; Juanes Méndez, Juan A; Palomera, Pablo Ruisoto

    2017-05-01

    Virtual Reality is becoming widespread in our society within very different areas, from industry to entertainment. It has many advantages in education as well, since it allows visualizing almost any object or going anywhere in a unique way. We will be focusing on medical education, and more specifically anatomy, where its use is especially interesting because it allows studying any structure of the human body by placing the user inside each one. By allowing virtual immersion in a body structure such as the interior of the cranium, stereoscopic vision goggles make these innovative teaching technologies a powerful tool for training in all areas of health sciences. The aim of this study is to illustrate the teaching potential of applying Virtual Reality in the field of human anatomy, where it can be used as a tool for education in medicine. A Virtual Reality Software was developed as an educational tool. This technological procedure is based entirely on software which will run in stereoscopic goggles to give users the sensation of being in a virtual environment, clearly showing the different bones and foramina which make up the cranium, and accompanied by audio explanations. Throughout the results the structure of the cranium is described in detailed from both inside and out. Importance of an exhaustive morphological knowledge of cranial fossae is further discussed. Application for the design of microsurgery is also commented.

  14. Human performance data collected in a virtual environment.

    Science.gov (United States)

    Musharraf, Mashrura; Smith, Jennifer; Khan, Faisal; Veitch, Brian; MacKinnon, Scott

    2017-12-01

    This data article describes the experimental data used in the research article "Incorporating individual differences in human reliability analysis: an extension to the virtual experimental technique" (Musharraf et al., 2017) [1]. The article provides human performance data for 36 individuals collected using a virtual environment. Each participant was assigned to one of two groups for training: 1) G1: high level training and 2) G2: low level training. Participants' performance was tested in 4 different virtual scenarios with different levels of visibility and complexity. Several performance metrics of the participants were recorded during each scenario. The metrics include: time to muster, time spent running, interaction with fire doors and watertight doors, interaction with hazards, and reporting at different muster locations.

  15. 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

  16. AudioMUD: a multiuser virtual environment for blind people.

    Science.gov (United States)

    Sánchez, Jaime; Hassler, Tiago

    2007-03-01

    A number of virtual environments have been developed during the last years. Among them there are some applications for blind people based on different type of audio, from simple sounds to 3-D audio. In this study, we pursued a different approach. We designed AudioMUD by using spoken text to describe the environment, navigation, and interaction. We have also introduced some collaborative features into the interaction between blind users. The core of a multiuser MUD game is a networked textual virtual environment. We developed AudioMUD by adding some collaborative features to the basic idea of a MUD and placed a simulated virtual environment inside the human body. This paper presents the design and usability evaluation of AudioMUD. Blind learners were motivated when interacted with AudioMUD and helped to improve the interaction through audio and interface design elements.

  17. Human performance data collected in a virtual environment

    Directory of Open Access Journals (Sweden)

    Mashrura Musharraf

    2017-12-01

    Full Text Available This data article describes the experimental data used in the research article “Incorporating individual differences in human reliability analysis: an extension to the virtual experimental technique” (Musharraf et al., 2017 [1]. The article provides human performance data for 36 individuals collected using a virtual environment. Each participant was assigned to one of two groups for training: 1 G1: high level training and 2 G2: low level training. Participants’ performance was tested in 4 different virtual scenarios with different levels of visibility and complexity. Several performance metrics of the participants were recorded during each scenario. The metrics include: time to muster, time spent running, interaction with fire doors and watertight doors, interaction with hazards, and reporting at different muster locations.

  18. Are Learning Styles Relevant to Virtual Reality?

    Science.gov (United States)

    Chen, Chwen Jen; Toh, Seong Chong; Ismail, Wan Mohd Fauzy Wan

    2005-01-01

    This study aims to investigate the effects of a virtual reality (VR)-based learning environment on learners with different learning styles. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the VR (guided exploration) mode, irrespective of their learning styles. This shows that the VR-based…

  19. The Use of Internet Resources and Browser-Based Virtual Worlds in Teaching Grammar

    Science.gov (United States)

    Kruk, Mariusz

    2014-01-01

    Online virtual worlds are becoming important tools in foreign/second language instruction in view of the fact that they enhance learner motivation, promote autonomy and social presence in a 3D environment. Virtual worlds are a type of reality in which students can meet and communicate with other learners in the target language using text, voice or…

  20. Human walking in virtual environments perception, technology, and applications

    CERN Document Server

    Visell, Yon; Campos, Jennifer; Lécuyer, Anatole

    2013-01-01

    This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of virtual reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and ...

  1. Intelligent virtual agents as language trainers facilitate multilingualism.

    Science.gov (United States)

    Macedonia, Manuela; Groher, Iris; Roithmayr, Friedrich

    2014-01-01

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

  2. Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments.

    Science.gov (United States)

    Christophel, Eva; Schnotz, Wolfgang

    2017-01-01

    Women are still underrepresented in engineering courses although some German universities offer separate women's engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires strategic and arithmetic-operative competences. Even if we assume that female and male learners have similar competences levels, their correlational pattern of competences, motivational variables, and invested effort during virtual STEM learning might differ. If such gender differences in the correlations between cognitive and motivational variables and learning behavior were revealed, it would be possible to finetune study conditions for female students in a separate engineering course and shape virtual STEM learning in a more gender-appropriate manner. That might support an increase in the number of women in engineering courses. To reveal the differences and similarities between female and male learners, a field study was conducted with 56 students (female = 27, male = 29) as part of the Open MINT Labs project (the German term for Open STEM Labs, OML). The participants had to complete a virtual STEM learning environment during their regular science lessons. The data were collected with questionnaires. The results revealed that the strategic competences of both genders were positively correlated with situational interest in the virtual learning environment. This result shows the big impact strategic competences have for both genders regarding their situational interest. In contrast, the correlations between mental effort and competences differed between female and male participants. Especially female learners' mental effort decreased if

  3. The assessment of virtual reality for human anatomy instruction

    Science.gov (United States)

    Benn, Karen P.

    1994-01-01

    This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.

  4. The German VR Simulation Realism Scale--psychometric construction for virtual reality applications with virtual humans.

    Science.gov (United States)

    Poeschl, Sandra; Doering, Nicola

    2013-01-01

    Virtual training applications with high levels of immersion or fidelity (for example for social phobia treatment) produce high levels of presence and therefore belong to the most successful Virtual Reality developments. Whereas display and interaction fidelity (as sub-dimensions of immersion) and their influence on presence are well researched, realism of the displayed simulation depends on the specific application and is therefore difficult to measure. We propose to measure simulation realism by using a self-report questionnaire. The German VR Simulation Realism Scale for VR training applications was developed based on a translation of scene realism items from the Witmer-Singer-Presence Questionnaire. Items for realism of virtual humans (for example for social phobia training applications) were supplemented. A sample of N = 151 students rated simulation realism of a Fear of Public Speaking application. Four factors were derived by item- and principle component analysis (Varimax rotation), representing Scene Realism, Audience Behavior, Audience Appearance and Sound Realism. The scale developed can be used as a starting point for future research and measurement of simulation realism for applications including virtual humans.

  5. Are Spatial Visualization Abilities Relevant to Virtual Reality?

    Science.gov (United States)

    Chen, Chwen Jen

    2006-01-01

    This study aims to investigate the effects of virtual reality (VR)-based learning environment on learners of different spatial visualization abilities. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the Guided VR mode, irrespective of their spatial visualization abilities. This indicates that…

  6. Human Machine Interfaces for Teleoperators and Virtual Environments

    Science.gov (United States)

    Durlach, Nathaniel I. (Compiler); Sheridan, Thomas B. (Compiler); Ellis, Stephen R. (Compiler)

    1991-01-01

    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models.

  7. Virtual reality: Avatars in human spaceflight training

    Science.gov (United States)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    With the advancements in high spatial and temporal resolution graphics, along with advancements in 3D display capabilities to model, simulate, and analyze human-to-machine interfaces and interactions, the world of virtual environments is being used to develop everything from gaming, movie special affects and animations to the design of automobiles. The use of multiple object motion capture technology and digital human tools in aerospace has demonstrated to be a more cost effective alternative to the cost of physical prototypes, provides a more efficient, flexible and responsive environment to changes in the design and training, and provides early human factors considerations concerning the operation of a complex launch vehicle or spacecraft. United Space Alliance (USA) has deployed this technique and tool under Research and Development (R&D) activities on both spacecraft assembly and ground processing operations design and training on the Orion Crew Module. USA utilizes specialized products that were chosen based on functionality, including software and fixed based hardware (e.g., infrared and visible red cameras), along with cyber gloves to ensure fine motor dexterity of the hands. The key findings of the R&D were: mock-ups should be built to not obstruct cameras from markers being tracked; a mock-up toolkit be assembled to facilitate dynamic design changes; markers should be placed in accurate positions on humans and flight hardware to help with tracking; 3D models used in the virtual environment be striped of non-essential data; high computational capable workstations are required to handle the large model data sets; and Technology Interchange Meetings with vendors and other industries also utilizing virtual reality applications need to occur on a continual basis enabling USA to maintain its leading edge within this technology. Parameters of interest and benefit in human spaceflight simulation training that utilizes virtual reality technologies are to

  8. Generating Virtual Eye Contacts Through Online Synchronous Communications in Virtual Classroom Applications

    OpenAIRE

    T. Volkan YUZER

    2007-01-01

    The Internet usage has been increasing among persons in the worldwide. This situation highlights that the number of potential distance learners has been increasing in the Internet society. Besides, the terms and concepts of the Internet environments become to be spread out in this society like virtual reality. It is also possible to explain the characters of the Internet clearly via generating relatively new terms or concepts. “Virtual eye contact” concept is one of these. In this article, th...

  9. [The virtual library in equity, health, and human development].

    Science.gov (United States)

    Valdés, América

    2002-01-01

    This article attempts to describe the rationale that has led to the development of information sources dealing with equity, health, and human development in countries of Latin America and the Caribbean within the context of the Virtual Health Library (Biblioteca Virtual en Salud, BVS). Such information sources include the scientific literature, databases in printed and electronic format, institutional directories and lists of specialists, lists of events and courses, distance education programs, specialty journals and bulletins, as well as other means of disseminating health information. The pages that follow deal with the development of a Virtual Library in Equity, Health, and Human Development, an effort rooted in the conviction that decision-making and policy geared toward achieving greater equity in health must, of necessity, be based on coherent, well-organized, and readily accessible first-rate scientific information. Information is useless unless it is converted into knowledge that benefits society. The Virtual Library in Equity, Health, and Human Development is a coordinated effort to develop a decentralized regional network of scientific information sources, with strict quality control, from which public officials can draw data and practical examples that can help them set health and development policies geared toward achieving greater equity for all.

  10. The "Human Colour" Crayon: Investigating the Attitudes and Perceptions of Learners Regarding Race and Skin Colour

    Science.gov (United States)

    Alexander, Neeske; Costandius, Elmarie

    2017-01-01

    Some coloured and black learners in South Africa use a light orange or pink crayon to represent themselves in art. Many learners name this colour "human colour" or "skin colour". This is troublesome, because it could reflect exclusionary ways of representing race in images and language. This case study, conducted with two…

  11. 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.

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

    Science.gov (United States)

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

    2013-01-01

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

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

    Science.gov (United States)

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

    2006-10-01

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

  14. Reporting Mental Health Symptoms: Breaking Down Barriers to Care with Virtual Human Interviewers

    Directory of Open Access Journals (Sweden)

    Gale M. Lucas

    2017-10-01

    Full Text Available A common barrier to healthcare for psychiatric conditions is the stigma associated with these disorders. Perceived stigma prevents many from reporting their symptoms. Stigma is a particularly pervasive problem among military service members, preventing them from reporting symptoms of combat-related conditions like posttraumatic stress disorder (PTSD. However, research shows (increased reporting by service members when anonymous assessments are used. For example, service members report more symptoms of PTSD when they anonymously answer the Post-Deployment Health Assessment (PDHA symptom checklist compared to the official PDHA, which is identifiable and linked to their military records. To investigate the factors that influence reporting of psychological symptoms by service members, we used a transformative technology: automated virtual humans that interview people about their symptoms. Such virtual human interviewers allow simultaneous use of two techniques for eliciting disclosure that would otherwise be incompatible; they afford anonymity while also building rapport. We examined whether virtual human interviewers could increase disclosure of mental health symptoms among active-duty service members that just returned from a year-long deployment in Afghanistan. Service members reported more symptoms during a conversation with a virtual human interviewer than on the official PDHA. They also reported more to a virtual human interviewer than on an anonymized PDHA. A second, larger sample of active-duty and former service members found a similar effect that approached statistical significance. Because respondents in both studies shared more with virtual human interviewers than an anonymized PDHA—even though both conditions control for stigma and ramifications for service members’ military records—virtual human interviewers that build rapport may provide a superior option to encourage reporting.

  15. Internet messenger based smart virtual class learning using ubiquitous computing

    Science.gov (United States)

    Umam, K.; Mardi, S. N. S.; Hariadi, M.

    2017-06-01

    Internet messenger (IM) has become an important educational technology component in college education, IM makes it possible for students to engage in learning and collaborating at smart virtual class learning (SVCL) using ubiquitous computing. However, the model of IM-based smart virtual class learning using ubiquitous computing and empirical evidence that would favor a broad application to improve engagement and behavior are still limited. In addition, the expectation that IM based SVCL using ubiquitous computing could improve engagement and behavior on smart class cannot be confirmed because the majority of the reviewed studies followed instructions paradigms. This article aims to present the model of IM-based SVCL using ubiquitous computing and showing learners’ experiences in improved engagement and behavior for learner-learner and learner-lecturer interactions. The method applied in this paper includes design process and quantitative analysis techniques, with the purpose of identifying scenarios of ubiquitous computing and realize the impressions of learners and lecturers about engagement and behavior aspect and its contribution to learning

  16. Intelligent Virtual Agents as Language Trainers Facilitate Multilingualism

    Directory of Open Access Journals (Sweden)

    Manuela eMacedonia

    2014-04-01

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

  17. Growing a cyber-safety culture amongst school learners in South Africa through gaming

    OpenAIRE

    Elmarie Kritzinger

    2017-01-01

    Virtually all school learners today have access to ICT devices and the internet at home or at school. More and more schools are using ICT devices to improve education in South Africa. ICT devices and internet access have enormous advantages and assist learners in learning and teachers in teaching more successfully. However, with these advantages come numerous ICT and cyber-risks and threats that can harm learners, for example cyber-bullying, identity theft and access to inappropriate material...

  18. The Computer Clubhouse Village: A virtual meeting place for an emerging community of learners

    Directory of Open Access Journals (Sweden)

    Patricia Diaz

    2004-04-01

    Full Text Available The Computer Clubhouse Network is an international affiliation of organizations that all have a common purpose: providing opportunities for youth from underserved communities to explore their own ideas and become more capable, creative and confident learners through the use of state-of-the-art technology. Clubhouse community members actively engage in learning-bydesigning in an environment created to promote informal coalescing of groups around common interests. Having grown, with the support of Intel corporation, from a few to close to a hundred Clubhouses, spontaneously formed design teams no longer need to share the same physical space. The Computer Clubhouse Village provides a virtual extension of the Clubhouse and takes to a new level the emerging community of learners. Becoming a virtual community with members from around the world brings new opportunities, as well as new challenges. As of 2004, there are Clubhouses in 20 different countries where more than a dozen languages are spoken. Even though the Network language is English, the Village strives to be a multilingual community where members are welcome to participate in a language they feel comfortable using. As we move to a third phase of development of the intranet, we will facilitate this interchange by providing an interface in languages other than English, whenever it is permitted. Translation is not only time consuming but also complex, considering regional variations in popular languages like Chinese and Spanish, and the lack of terminology in other languages for new technology and ideas. Bilingual members have become crucial to enable communication among those who speak only one language as they spontaneously translate for others, but there is a need for a concerted effort with professional translators as we move forward. Adapting to the local culture and needs while preserving the Clubhouse guiding principles, is both a challenge and an opportunity. The Clubhouse learning

  19. A virtual trainer concept for robot-assisted human motor learning in rowing

    Directory of Open Access Journals (Sweden)

    Baumgartner L.

    2011-12-01

    Full Text Available Keeping the attention level and observing multiple physiological and biomechanical variables at the same time at high precision is very challenging for human trainers. Concurrent augmented feedback, which is suggested to enhance motor learning in complex motor tasks, can also hardly be provided by a human trainer. Thus, in this paper, a concept for a virtual trainer is presented that may overcome the limits of a human trainer. The intended virtual trainer will be implemented in a CAVE providing auditory, visual and haptic cues. As a first application, the virtual trainer will be used in a realistic scenario for sweep rowing. To provide individual feedback to each rower, the virtual trainer quantifies errors and provides concurrent auditory, visual, and haptic feedback. The concurrent feedback will be adapted according to the actual performance, individual maximal rowing velocity, and the athlete’s individual perception.

  20. In-World Behaviors and Learning in a Virtual World

    Science.gov (United States)

    Nadolny, Larysa; Childs, Mark

    2014-01-01

    Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face settings. The SciEthics Interactive simulations allow learners to conduct scientific research and practice ethical decision-making within a virtual world. This study examined the in-world behaviors that identify students who perceive…

  1. Practicing Learner-Centered Teaching: Pedagogical Design and Assessment of a Second Life Project

    Science.gov (United States)

    Schiller, Shu Z.

    2009-01-01

    Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…

  2. Creating virtual humans for simulation-based training and planning

    Energy Technology Data Exchange (ETDEWEB)

    Stansfield, S.; Sobel, A.

    1998-05-12

    Sandia National Laboratories has developed a distributed, high fidelity simulation system for training and planning small team Operations. The system provides an immersive environment populated by virtual objects and humans capable of displaying complex behaviors. The work has focused on developing the behaviors required to carry out complex tasks and decision making under stress. Central to this work are techniques for creating behaviors for virtual humans and for dynamically assigning behaviors to CGF to allow scenarios without fixed outcomes. Two prototype systems have been developed that illustrate these capabilities: MediSim, a trainer for battlefield medics and VRaptor, a system for planning, rehearsing and training assault operations.

  3. The Human Element in the Virtual Library.

    Science.gov (United States)

    Saunders, Laverna M.

    1999-01-01

    Introduces the concept of the virtual library and explores how the increasing reliance on computers and digital information has affected library users and staff. Discusses users' expectations, democratization of access, human issues, organizational change, technostress, ergonomics, assessment, and strategies for success and survival. Contains 35…

  4. Generating Virtual Eye Contacts through Online Synchronous Communications in Virtual Classroom Applications

    Science.gov (United States)

    Yuzer, T. Volkan

    2007-01-01

    The Internet usage has been increasing among persons in the worldwide. This situation highlights that the number of potential distance learners has been increasing in the Internet society. Besides, the terms and concepts of the Internet environments become to be spread out in this society like virtual reality. It is also possible to explain the…

  5. METHODS USED FOR THE VIRTUAL HUMAN BONES AND JOINTS RECONSTRUCTION. NORMAL AND PATHOLOGICAL HUMAN JOINTS VIRTUAL SIMULATIONS

    Directory of Open Access Journals (Sweden)

    POPA Laurentiu Dragos

    2015-06-01

    Full Text Available To understand the problems, which appear in every human joint, it is very important to know the anatomy and morphology of the human bones and the way in which the components are working together to realize a normal functionality. For this purpose was used a CAD parametric software which permits to define models with a high degree of difficulty. First, it was used a CT or MRI device to obtain the parallel sections to study each component of the bone. A 3D scanner can be used only for the outer geometry. In the second step the images were transferred to a 2D CAD software, like AutoCAD, where the outer and inner contours of the bone were approximate to polygonal lines composed by many segments. After this, the contours were transferred to a 3D CAD software, like SolidWorks, where, step by step, and section by section, was defined the virtual bone component. Additionally to the main shape can be attached other Loft, Round or Dome shapes. For some components, as vertebrae, mandible or skull bones, can be used a preliminary model obtained by parallel sections. Starting from this, the model can be defined using the main 3D curves and we can get the final virtual solid model. In some simulations, the soft components, as muscles or ligaments, were included in simulations using non-linear virtual springs. Also, sometimes were used implants or prosthetic elements. In the final of the paper, were extracted important conclusions.

  6. La Biblioteca Virtual en Equidad, Salud y Desarrollo Humano The Virtual Library in Equity, Health, and Human Development

    Directory of Open Access Journals (Sweden)

    América Valdés

    2002-06-01

    Full Text Available This article attempts to describe the rationale that has led to the development of information sources dealing with equity, health, and human development in countries of Latin America and the Caribbean within the context of the Virtual Health Library (Biblioteca Virtual en Salud, BVS. Such information sources include the scientific literature, databases in printed and electronic format, institutional directories and lists of specialists, lists of events and courses, distance education programs, specialty journals and bulletins, as well as other means of disseminating health information. The pages that follow deal with the development of a Virtual Library in Equity, Health, and Human Development, an effort rooted in the conviction that decision-making and policy geared toward achieving greater equity in health must, of necessity, be based on coherent, well-organized, and readily accessible first-rate scientific information. Information is useless unless it is converted into knowledge that benefits society. The Virtual Library in Equity, Health, and Human Development is a coordinated effort to develop a decentralized regional network of scientific information sources, with strict quality control, from which public officials can draw data and practical examples that can help them set health and development policies geared toward achieving greater equity for all.

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

    Directory of Open Access Journals (Sweden)

    Angélica de Antonio Jiménez

    2008-06-01

    Full Text Available Because the conversational capabilities of pedagogical agents (embodiments of trainers allow social interactions with learner(s, their application in 3D virtual environments for training, besides improving the interaction and giving more realism to virtual training, permits changes in tutoring strategies bringing closer the virtual experience to the real one. Scaffolding emerges from the work of some famous educators as an instructional paradigm and it is becoming more and more used in computer-based education. Of course, scaffolding application on virtual environments for trainings is very different from its original conception, and its application in a classroom. Virtual environments for training features, the pedagogical agent embodiment, and its possibilities of virtual interaction make possible the use of this strategy characterized by its adjustment to learner's performance and its dynamic use of work tools, among others. This article explores the advantages of using scaffolding on virtual environments for training as a tutoring strategy for pedagogical agents, focusing on the key features of scaffolding and how they can be applied in pedagogical activities. Activity Theory as well as roles and reusable learning objects design by contract are used to model our proposal. Finally, one procedure to apply scaffolding as a tutoring strategy for pedagogical agents in virtual environment for training designed using the "Model for Application of Intelligent Virtual Environments to Formation" is proposed.Las capacidades conversacionales de un agente pedagógico (la personificación del entrenador permiten una interacción social con los aprendices; luego, su aplicación en entornos virtuales 3D para el entrenamiento permite mejorar esta interacción y da mayor realismo al entrenamiento virtual, permitiendo cambios en las estrategias de tutorías que acercan la experiencia virtual a una real. Scaffolding emerge del trabajo de famosos educadores como

  8. Human Machine Interfaces for Teleoperators and Virtual Environments Conference

    Science.gov (United States)

    1990-01-01

    In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.

  9. Virtual Character Personality Influences Participant Attitudes and Behavior - An Interview with a Virtual Human Character about Her Social Anxiety

    Directory of Open Access Journals (Sweden)

    Xueni ePan

    2015-02-01

    Full Text Available We introduce a novel technique for the study of human-virtual character interaction in immersive virtual reality. The human participants verbally administered a standard questionnaire about social anxiety to a virtual female character, that responded to each question through speech and body movements. The purpose was to study the extent to which participants responded differently to characters that exhibited different personalities, even though the verbal content of their answers was always the same. A separate online study provided evidence that our intention to create two different personality types had been successful. In the main between-groups experiment that utilized a Cave system there were 24 male participants, where 12 interacted with a female virtual character portrayed to exhibit shyness and the remaining 12 with an identical but more confident virtual character. Our results indicate that although the content of the verbal responses of both virtual characters was the same, participants showed different subjective and behavioral responses to the two different personalities. In particular participants evaluated the shy character more positively, for example, expressing willingness to spend more time with her. Participants evaluated the confident character more negatively and waited for a significantly longer time to call her back after she had left the scene in order to answer a telephone call. The method whereby participants interviewed the virtual character allowed naturalistic conversation while avoiding the necessity of speech processing and generation, and natural language understanding. It is therefore a useful method for the study of the impact of virtual character personality on participant responses.

  10. Motion in Human and Machine: A Virtual Fatigue Approach

    NARCIS (Netherlands)

    Potkonjak, V.; Kostic, D.; Rasic, M.; Djordjevic, G.

    2002-01-01

    Achieving human-like behavior of a robot is a key issue of the paper. Redundancy in the inverse kinematics problem is resolved using a biological analogue. It is shown that by means of "virtual fatigue" functions, it is possible to generate robot movements similar to movements of a human arm subject

  11. Generating Virtual Eye Contacts Through Online Synchronous Communications in Virtual Classroom Applications

    Directory of Open Access Journals (Sweden)

    T. Volkan YUZER

    2007-01-01

    Full Text Available The Internet usage has been increasing among persons in the worldwide. This situation highlights that the number of potential distance learners has been increasing in the Internet society. Besides, the terms and concepts of the Internet environments become to be spread out in this society like virtual reality. It is also possible to explain the characters of the Internet clearly via generating relatively new terms or concepts. “Virtual eye contact” concept is one of these. In this article, this concept is considered with a specific application of synchronous internet-based e-learning environments which is virtual classroom platform application. Explanation, technological infrastructure and benefits of this concept and training of the trainers to use this nonverbal communication type more powerfully are explained and discussed.

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

    Directory of Open Access Journals (Sweden)

    Alina Cristina DAMIAN

    2014-02-01

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

  13. Virtual nuclear reactor for education of nuclear reactor physics

    International Nuclear Information System (INIS)

    Tsuji, Masashi; Narabayashi, Takashi; Shimazu, Youichiro

    2008-01-01

    As one of projects that were programmed in the cultivation program for human resources in nuclear engineering sponsored by the Ministry of Economy, Trade and Industry, the development of a virtual reactor for education of nuclear reactor physics started in 2007. The purpose of the virtual nuclear reactor is to make nuclear reactor physics easily understood with aid of visualization. In the first year of this project, the neutron slowing down process was visualized. The data needed for visualization are provided by Monte Carlo calculations; The flights of the respective neutrons generated by nuclear fissions are traced through a reactor core until they disappear by neutron absorption or slow down to a thermal energy. With this visualization and an attached supplement textbook, it is expected that the learners can learn more clearly the physical implication of neutron slowing process that is mathematically described by the Boltzmann neutron transport equation. (author)

  14. Evaluating students' perspectives about virtual classrooms with regard to Seven Principles of Good Practice

    Directory of Open Access Journals (Sweden)

    Ünal Çakiroğlu

    2014-06-01

    Full Text Available This study assesses the quality of distance learning (DL in higher education assessed by considering the Seven Principles of Good Practice (SPGP. The participants were 77 second-year students from the Computer and Instructional Technologies Program (CEIT of a Faculty of Education in Turkey. A questionnaire was developed in line with the SPGP and administered to collect data after 14 weeks of teaching. The author's observations were added to a discussion of the connections between student perspectives and the SPGP. The lessons were delivered in a virtual classroom. It is a synchronous online learning environment with online meetings, chat, forums, whiteboards, desktop sharing, document sharing and other online features. The analysis of the results of the questionnaire indicate that this questionnaire as it has been developed in this study can be effective in understanding and evaluating the perspectives of learners on the quality of distance learning in virtual classrooms. This study also presents some new evidence on the potential of virtual classrooms for teaching, learning and learner interaction. Finally, some suggestions regarding the expectations of distance learners were also provided for instructors who wish to utilize virtual classrooms in their teaching.

  15. Information Retrieval in Virtual Universities

    Science.gov (United States)

    Puustjärvi, Juha; Pöyry, Päivi

    2006-01-01

    Information retrieval in the context of virtual universities deals with the representation, organization, and access to learning objects. The representation and organization of learning objects should provide the learner with an easy access to the learning objects. In this article, we give an overview of the ONES system, and analyze the relevance…

  16. Impact of the virtual reality on the neural representation of an environment.

    Science.gov (United States)

    Mellet, Emmanuel; Laou, Laetitia; Petit, Laurent; Zago, Laure; Mazoyer, Bernard; Tzourio-Mazoyer, Nathalie

    2010-07-01

    Despite the increasing use of virtual reality, the impact on cerebral representation of topographical knowledge of learning by virtual reality rather than by actual locomotion has never been investigated. To tackle this challenging issue, we conducted an experiment wherein participants learned an immersive virtual environment using a joystick. The following day, participants' brain activity was monitored by functional magnetic resonance imaging while they mentally estimated distances in this environment. Results were compared with that of participants performing the same task but having learned the real version of the environment by actual walking. We detected a large set of areas shared by both groups including the parieto-frontal areas and the parahippocampal gyrus. More importantly, although participants of both groups performed the same mental task and exhibited similar behavioral performances, they differed at the brain activity level. Unlike real learners, virtual learners activated a left-lateralized network associated with tool manipulation and action semantics. This demonstrated that a neural fingerprint distinguishing virtual from real learning persists when subjects use a mental representation of the learnt environment with equivalent performances. (c) 2009 Wiley-Liss, Inc.

  17. 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…

  18. Spontaneous Recovery of Human Spatial Memory in a Virtual Water Maze

    Science.gov (United States)

    Luna, David; Martínez, Héctor

    2015-01-01

    The occurrence of spontaneous recovery in human spatial memory was assessed using a virtual environment. In Experiment 1, spatial memory was established by training participants to locate a hidden platform in a virtual water maze using a set of four distal landmarks. In Experiment 2, after learning about the location of a hidden platform, the…

  19. A Virtual World Workshop Environment for Learning Agile Software Development Techniques

    Science.gov (United States)

    Parsons, David; Stockdale, Rosemary

    2012-01-01

    Multi-User Virtual Environments (MUVEs) are the subject of increasing interest for educators and trainers. This article reports on a longitudinal project that seeks to establish a virtual agile software development workshop hosted in the Open Wonderland MUVE, designed to help learners to understand the basic principles of some core agile software…

  20. Effects of Unaugmented Periphery and Vibrotactile Feedback on Proxemics with Virtual Humans in AR.

    Science.gov (United States)

    Lee, Myungho; Bruder, Gerd; Hollerer, Tobias; Welch, Greg

    2018-04-01

    In this paper, we investigate factors and issues related to human locomotion behavior and proxemics in the presence of a real or virtual human in augmented reality (AR). First, we discuss a unique issue with current-state optical see-through head-mounted displays, namely the mismatch between a small augmented visual field and a large unaugmented periphery, and its potential impact on locomotion behavior in close proximity of virtual content. We discuss a potential simple solution based on restricting the field of view to the central region, and we present the results of a controlled human-subject study. The study results show objective benefits for this approach in producing behaviors that more closely match those that occur when seeing a real human, but also some drawbacks in overall acceptance of the restricted field of view. Second, we discuss the limited multimodal feedback provided by virtual humans in AR, present a potential improvement based on vibrotactile feedback induced via the floor to compensate for the limited augmented visual field, and report results showing that benefits of such vibrations are less visible in objective locomotion behavior than in subjective estimates of co-presence. Third, we investigate and document significant differences in the effects that real and virtual humans have on locomotion behavior in AR with respect to clearance distances, walking speed, and head motions. We discuss potential explanations for these effects related to social expectations, and analyze effects of different types of behaviors including idle standing, jumping, and walking that such real or virtual humans may exhibit in the presence of an observer.

  1. The Human Octopus: controlling supernumerary hands with the help of virtual reality

    OpenAIRE

    Aru, Jaan; Vasser, Madis; Zafra, Raul; Kulu, Sander

    2016-01-01

    We investigated the "human octopus" phenomenon where subjects controlled virtual supernumerary hands through hand tracking technology and virtual reality. Four experiments were developed to study how subjects (n=10) operate with different number and behaviour of supernumerary hands. The behaviours involved inserting movement delays to the virtual hands and adjusting their movement scale or position. It was found that having more hands to operate with does not necessarily mean higher success r...

  2. Teaching Negotiation Skills through Practice and Reflection with Virtual Humans

    National Research Council Canada - National Science Library

    Core, Mark; Traum, David; Lane, H. Chad; Swartout, William; Gratch, Jonathan; van Lent, Michael; Marsella, Stacy

    2006-01-01

    Although the representation of physical environments and behaviors will continue to play an important role in simulation-based training, an emerging challenge is the representation of virtual humans...

  3. 3D Virtual Reality Check: Learner Engagement and Constructivist Theory

    Science.gov (United States)

    Bair, Richard A.

    2013-01-01

    The inclusion of three-dimensional (3D) virtual tools has created a need to communicate the engagement of 3D tools and specify learning gains that educators and the institutions, which are funding 3D tools, can expect. A review of literature demonstrates that specific models and theories for 3D Virtual Reality (VR) learning do not exist "per…

  4. Integration Between SCORM Learning Objects and the CIEMAT Virtual Elearning Platform; Integracion de Objetos de Aprendizaje SCORM con la Plataforma de Ensenanza Virtual del CIEMAT

    Energy Technology Data Exchange (ETDEWEB)

    Bailador Ferreras, M A; Troiani, S; Gonzalez Giralda, C; Llorente Herranz, C; Marco Arboli, M L

    2010-08-06

    New information and communications technologies have made a major contribution in the way of understanding the training needs, which have been involved in the change from the traditional teaching to the use of virtual learning platforms. Thus, Ciemat, has installed a virtual platform for education, in particular MOODLE in which have been installed some virtual contents developed with Flash. The next necessary step has been how to integrate the contents with the MOODLE virtual platform, following the aim to know the assessment for learning tracking of the learners. This document provides the technological facts for the integration of the flash virtual contents and the virtual platform in order to achieve the training process is efficiently evaluated. (Author) 5 refs.

  5. Virtual assistant: Enhancing content acquisition by eliciting information from humans

    OpenAIRE

    Ozeki, Motoyuki; Maeda, Shunichi; Obata, Kanako; Nakamura, Yuichi

    2009-01-01

    In this paper, we propose the "Virtual Assistant, " a novel framework for supporting knowledge capturing in videos. The Virtual Assistant is an artificial agent that simulates a human assistant shown in TV programs and prompts users to provide feedback by asking questions. This framework ensures that sufficient information is provided in the captured content while users interact in a natural and enjoyable way with the agent. We developed a prototype agent based on a chatbot-like approach and ...

  6. Virtual Reality with Virtual Humans simulation for an emergency training in a public sector - An extension of the specialization project TDT4501

    OpenAIRE

    Nguyen, Anh Chi

    2015-01-01

    This thesis has three evaluations with Emergency Management students, a civilian group, and NAV personnel to collect quantitative and qualitative data. The overall results show that it is potential to use virtual reality with virtual humans for emergency training in a public sector.

  7. Investigating the virtual representation of human resources

    OpenAIRE

    Canko, Mert

    2015-01-01

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

  8. Virtual Patients in a Behavioral Medicine Massive Open Online Course (MOOC): A Qualitative and Quantitative Analysis of Participants' Perceptions.

    Science.gov (United States)

    Berman, Anne H; Biguet, Gabriele; Stathakarou, Natalia; Westin-Hägglöf, Beata; Jeding, Kerstin; McGrath, Cormac; Zary, Nabil; Kononowicz, Andrzej A

    2017-10-01

    The purpose of this article is to explore learners' perceptions of using virtual patients in a behavioral medicine Massive Open Online Course (MOOCs) and thereby describe innovative ways of disseminating knowledge in health-related areas. A 5-week MOOC on behavioral medicine was hosted on the edX platform. The authors developed two branched virtual patients consisting of video recordings of a live standardized patient, with multiple clinical decision points and narration unfolding depending on learners' choices. Students interacted with the virtual patients to treat stress and sleep problems. Answers to the exit survey and participant comments from the discussion forum were analyzed qualitatively and quantitatively. In total, 19,236 participants enrolled in the MOOC, out of which 740 received the final certificate. The virtual patients were completed by 2317 and 1640 participants respectively. Among survey respondents (n = 442), 83.1% agreed that the virtual patient exercise was helpful. The qualitative analysis resulted in themes covering what it was like to work with the virtual patient, with subthemes on learner-centered education, emotions/eustress, game comparisons, what the participants learned, what surprised them, how confident participants felt about applying interventions in practice, suggestions for improvement, and previous experiences of virtual patients. Students were enthusiastic about interacting with the virtual patients as a means to apply new knowledge about behavioral medicine interventions. The most common suggestion was to incorporate more interactive cases with various levels of complexity. Further research should include patient outcomes and focus on interprofessional aspects of learning with virtual patients in a MOOC.

  9. Can virtual science foster real skills? A study of inquiry skills in a virtual world

    Science.gov (United States)

    Dodds, Heather E.

    Online education has grown into a part of the educational market answering the demand for learning at the learner's choice of time and place. Inquiry skills such as observing, questioning, collecting data, and devising fair experiments are an essential element of 21st-century online science coursework. Virtual immersive worlds such as Second Life are being used as new frontiers in science education. There have been few studies looking specifically at science education in virtual worlds that foster inquiry skills. This quantitative quasi-experimental nonrandomized control group pretest and posttest study explored what affect a virtual world experience had on inquiry skills as measured by the TIPS (Test of Integrated Process Skills) and TIPS II (Integrated Process Skills Test II) instruments. Participants between the ages of 18 and 65 were recruited from educator mailing lists and Second Life discussion boards and then sorted into the experimental group, which received instructions to utilize several displays in Mendelian genetics at the Genome Island location within Second Life, or the control group, which received text-based PDF documents of the same genetics course content. All participants, in the form of avatars, were experienced Second Life residents to reduce any novelty effect. This study found a greater increase in inquiry skills in the experimental group interacting using a virtual world to learn science content (0.90 points) than a control group that is presented only with online text-based content (0.87 points). Using a mixed between-within ANOVA (analysis of variance), with an alpha level of 0.05, there was no significant interaction between the control or experimental groups and inquiry skills, F (1, 58) = .783, p = .380, partial eta squared = .013, at the specified .05 alpha level suggesting no significant difference as a result of the virtual world exercise. However, there is not enough evidence to state that there was no effect because there was a

  10. Visualizing learner activities with a virtual learning environment

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    This paper presents how to gain insights into children’s navigation of an interactive virtual learning environment and how that would benefit their educators. A prototype for logging user information as quantifiable data has been developed and deployed in an in-situ evaluation of the system...

  11. Utilization of Virtual Reality Content in Grade 6 Social Studies Using Affordable Virtual Reality Technology

    Directory of Open Access Journals (Sweden)

    Lee Steven O. Zantua

    2017-05-01

    Full Text Available Virtual Reality is fast becoming a breakthrough in education technology and is headed towards a path where learning has become immersive. Virtual reality (VR offers both learners and educators a great opportunity to bridge gaps in the pedagogical sense. With the emergence of the Google Cardboard (GCB platform, a low-cost, virtual reality gadget comes a wide range of opportunities for educators and institutions to bring about an immersive type of learning environment for the 21st-century learner. Using Grade 6 Middle school students, this research explores the learning outcomes and student reactions using the GCB and Google Expeditions application. The study showed no significant difference in pre-test scores of the control and experimental group. There is however, a significant difference in the scores of the experimental group compared to the control group after post-test. Utilizing t-test in comparing the two groups, it was found that the mean of the post-test scores for Group A (experimental was significantly higher than Group B(control. The result of the independent samples t-test was significant, t(18 = 2.33, p = .032, suggesting that the mean of posttest score was significantly different between Groups A and B. This difference in score performance gives light to how VR can be used as a tool that enhances the learning experience. By using VR technology that is low cost and effective, more institutions will be able to help students learn better.

  12. Students' profile as autonomous learners in an Internet-based EAP course

    Directory of Open Access Journals (Sweden)

    Antonia Soler Cervera

    2005-04-01

    Full Text Available This study aims to find out to what extent university students are able to develop learner autonomy through an EAP course delivered through the Internet. The course, oriented to the use of Internet resources for language learning, was designed specifically to foster learner autonomy. Based on a previous exploratory study (Arnó et al. 2003, this research seeks to refine the profile of the autonomous learner initially developed and to discover which specific actions and attitudes related to learner autonomy are found in students’ behaviour. Thus, combining qualitative and quantitative methods, we carried out an analysis of the autonomous behaviour displayed by students when using different Internet resources through activities designed to foster learner autonomy. This study has allowed us to outline the profile of autonomous learners in a virtual classroom, with students who are able to take the initiative and make decisions on the organization and management of their learning process. Focusing on the connection between making the most of the Internet and developing students’ autonomy, our ultimate aim is to point to ways in which students may be encouraged to become more autonomous and explore the role that the Internet may play in helping us attain this objective.

  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. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

    Full Text Available Virtual Geographic Environment Cognition is the attempt to understand the human cognition of surface features, geographic processes, and human behaviour, as well as their relationships in the real world. From the perspective of human cognition behaviour analysis and simulation, previous work in Virtual Geographic Environments (VGEs has focused mostly on representing and simulating the real world to create an ‘interpretive’ virtual world and improve an individual’s active cognition. In terms of reactive cognition, building a user ‘evaluative’ environment in a complex virtual experiment is a necessary yet challenging task. This paper discusses the outlook of VGEs and proposes a framework for virtual cognitive experiments. The framework not only employs immersive virtual environment technology to create a realistic virtual world but also involves a responsive mechanism to record the user’s cognitive activities during the experiment. Based on the framework, this paper presents two potential implementation methods: first, training a deep learning model with several hundred thousand street view images scored by online volunteers, with further analysis of which visual factors produce a sense of safety for the individual, and second, creating an immersive virtual environment and Electroencephalogram (EEG-based experimental paradigm to both record and analyse the brain activity of a user and explore what type of virtual environment is more suitable and comfortable. Finally, we present some preliminary findings based on the first method.

  15. Inducing omnipotence or powerlessness in learners with developmental and attention difficulties through structuring technologies

    DEFF Research Database (Denmark)

    Voldborg, Hanne; Sorensen, Elsebeth Korsgaard

    2017-01-01

    at school? Using this lens, the authors examine, to what extent technology may assist teachers to create more ideal learning environments by reducing the threat for these learners and enable them to participate in learning. Virtual Learning Environments (VLEs), digital templates, timers and calendars......, become aware and understand their own role in the classroom. This paper suggests technologies for structuring and overviewing as basic assistive tools for equalizing the learning possibilities for learners with developmental and attention difficulties in an inclusive school setting....

  16. A Case Study on English Language Learners' Task-Based Interaction and Avatar Identities in Second Life: A Mixed-Methods Design

    Science.gov (United States)

    Chen, Julian ChengChiang

    2014-01-01

    English as a foreign language (EFL) learners' language use in 3-D virtual environments is a vibrant avenue that still deserves more research attention in the field of CALL. To contribute research and pedagogical implications to the current Second Life (SL) literature, this study aims to examine EFL adult learners' use of communication strategies…

  17. Virtual Elimination of Mother‑to‑Child Transmission of Human ...

    African Journals Online (AJOL)

    CD4 cell counts, and prolonged breastfeeding were implicated in MTCT of HIV in the era of ... of mother to child transmission (PMTCT) of human immunodeficiency virus (HIV), virtual elimination of mother to child ... The babies were tested for HIV using deoxyribo nucleic acid polymerase chain reaction test at 6 weeks, and ...

  18. New Desktop Virtual Reality Technology in Technical Education

    Science.gov (United States)

    Ausburn, Lynna J.; Ausburn, Floyd B.

    2008-01-01

    Virtual reality (VR) that immerses users in a 3D environment through use of headwear, body suits, and data gloves has demonstrated effectiveness in technical and professional education. Immersive VR is highly engaging and appealing to technically skilled young Net Generation learners. However, technical difficulty and very high costs have kept…

  19. 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,

  20. Virtual reality technology as a tool for human factors requirements evaluation in design of the nuclear reactors control desks

    International Nuclear Information System (INIS)

    Grecco, Claudio H.S.; Santos, Isaac J.A.L.; Mol, Antonio C.A.; Carvalho, Paulo V.R.; Silva, Antonio C.F.; Ferreira, Francisco J.O.; Dutra, Marco A.M.

    2007-01-01

    The Virtual Reality (VR) is an advanced computer interface technology that allows the user to internet or to explore a three-dimensional environment through the computer, as was part of the virtual world. This technology presents great applicability in the most diverse areas of the human knowledge. This paper presents a study on the use of the VR as tool for human factors requirements evaluation in design of the nuclear reactors control desks. Moreover, this paper presents a case study: a virtual model of the control desk, developed using virtual reality technology to be used in the human factors requirements evaluation. This case study was developed in the Virtual Reality Laboratory at IEN, and understands the stereo visualization of the Argonauta research nuclear reactor control desk for a static ergonomic evaluation using check-lists, in accordance to the standards and human factors nuclear international guides (IEC 1771, NUREG-0700). (author)

  1. Virtual reality technology as a tool for human factors requirements evaluation in design of the nuclear reactors control desks

    Energy Technology Data Exchange (ETDEWEB)

    Grecco, Claudio H.S.; Santos, Isaac J.A.L.; Mol, Antonio C.A.; Carvalho, Paulo V.R.; Silva, Antonio C.F.; Ferreira, Francisco J.O.; Dutra, Marco A.M. [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)]. E-mail: grecco@ien.gov.br; luquetti@ien.gov.br; mol@ien.gov.br; paulov@ien.gov.br; tonico@ien.gov.br; fferreira@ien.gov.br; dutra@ien.gov.br

    2007-07-01

    The Virtual Reality (VR) is an advanced computer interface technology that allows the user to internet or to explore a three-dimensional environment through the computer, as was part of the virtual world. This technology presents great applicability in the most diverse areas of the human knowledge. This paper presents a study on the use of the VR as tool for human factors requirements evaluation in design of the nuclear reactors control desks. Moreover, this paper presents a case study: a virtual model of the control desk, developed using virtual reality technology to be used in the human factors requirements evaluation. This case study was developed in the Virtual Reality Laboratory at IEN, and understands the stereo visualization of the Argonauta research nuclear reactor control desk for a static ergonomic evaluation using check-lists, in accordance to the standards and human factors nuclear international guides (IEC 1771, NUREG-0700). (author)

  2. Virtual Gaming Simulation in Nursing Education: A Focus Group Study.

    Science.gov (United States)

    Verkuyl, Margaret; Hughes, Michelle; Tsui, Joyce; Betts, Lorraine; St-Amant, Oona; Lapum, Jennifer L

    2017-05-01

    The use of serious gaming in a virtual world is a novel pedagogical approach in nursing education. A virtual gaming simulation was implemented in a health assessment class that focused on mental health and interpersonal violence. The study's purpose was to explore students' experiences of the virtual gaming simulation. Three focus groups were conducted with a convenience sample of 20 first-year nursing students after they completed the virtual gaming simulation. Analysis yielded five themes: (a) Experiential Learning, (b) The Learning Process, (c) Personal Versus Professional, (d) Self-Efficacy, and (e) Knowledge. Virtual gaming simulation can provide experiential learning opportunities that promote engagement and allow learners to acquire and apply new knowledge while practicing skills in a safe and realistic environment. [J Nurs Educ. 2017;56(5):274-280.]. Copyright 2017, SLACK Incorporated.

  3. Virtual Habitat -a dynamic simulation of closed life support systems -human model status

    Science.gov (United States)

    Markus Czupalla, M. Sc.; Zhukov, Anton; Hwang, Su-Au; Schnaitmann, Jonas

    In order to optimize Life Support Systems on a system level, stability questions must be in-vestigated. To do so the exploration group of the Technical University of Munich (TUM) is developing the "Virtual Habitat" (V-HAB) dynamic LSS simulation software. V-HAB shall provide the possibility to conduct dynamic simulations of entire mission scenarios for any given LSS configuration. The Virtual Habitat simulation tool consists of four main modules: • Closed Environment Module (CEM) -monitoring of compounds in a closed environment • Crew Module (CM) -dynamic human simulation • P/C Systems Module (PCSM) -dynamic P/C subsystems • Plant Module (PM) -dynamic plant simulation The core module of the simulation is the dynamic and environment sensitive human module. Introduced in its basic version in 2008, the human module has been significantly updated since, increasing its capabilities and maturity significantly. In this paper three newly added human model subsystems (thermal regulation, digestion and schedule controller) are introduced touching also on the human stress subsystem which is cur-rently under development. Upon the introduction of these new subsystems, the integration of these into the overall V-HAB human model is discussed, highlighting the impact on the most important I/F. The overall human model capabilities shall further be summarized and presented based on meaningful test cases. In addition to the presentation of the results, the correlation strategy for the Virtual Habitat human model shall be introduced assessing the models current confidence level and giving an outlook on the future correlation strategy. Last but not least, the remaining V-HAB mod-ules shall be introduced shortly showing how the human model is integrated into the overall simulation.

  4. User-Centered Design through Learner-Centered Instruction

    Science.gov (United States)

    Altay, Burçak

    2014-01-01

    This article initially demonstrates the parallels between the learner-centered approach in education and the user-centered approach in design disciplines. Afterward, a course on human factors that applies learner-centered methods to teach user-centered design is introduced. The focus is on three tasks to identify the application of theoretical and…

  5. Investigation of an emotional virtual human modelling method

    OpenAIRE

    Zhao, Yue

    2008-01-01

    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University. In order to simulate virtual humans more realistically and enable them life-like behaviours, several exploration research on emotion calculation, synthetic perception, and decision making process have been discussed. A series of sub-modules have been designed and simulation results have been presented with discussion. A visual based synthetic perception system has been proposed in this th...

  6. Modern Virtual Reality. And the effects of affecting human senses to increase immersion

    OpenAIRE

    Ekros, Matthias

    2015-01-01

    Modern virtual reality is an ever growing subject in today’s society. I delved deeper into some key moments in the development of modern virtual reality. Oculus Rift has shown incredible potential. Some developments even seek to envelope the human senses in virtual reality as well.   With several different approaches to the same solution there are many ways that the experience can affect the overall immersion of a consumer into the product.  The tests I performed were primarily focused around...

  7. Evaluation of Branched-Narrative Virtual Patients for Interprofessional Education of Psychiatry Residents.

    Science.gov (United States)

    Wilkening, G Lucy; Gannon, Jessica M; Ross, Clint; Brennan, Jessica L; Fabian, Tanya J; Marcsisin, Michael J; Benedict, Neal J

    2017-02-01

    This pilot study evaluated the utility of branched-narrative virtual patients in an interprofessional education series for psychiatry residents. Third-year psychiatry residents attended four interprofessional education advanced psychopharmacology sessions that involved completion of a branched-narrative virtual patient and a debriefing session with a psychiatric pharmacist. Pre- and post-assessments analyzed resident learning and were administered around each virtual patient. Simulation 4 served as a comprehensive review. The primary outcome was differences in pre- and post-assessment scores. Secondary outcomes included resident satisfaction with the virtual patient format and psychiatric pharmacist involvement. Post-test scores for simulations 1, 2, and 3 demonstrated significant improvement (p education series for advanced learners.

  8. Web-based e-learning and virtual lab of human-artificial immune system.

    Science.gov (United States)

    Gong, Tao; Ding, Yongsheng; Xiong, Qin

    2014-05-01

    Human immune system is as important in keeping the body healthy as the brain in supporting the intelligence. However, the traditional models of the human immune system are built on the mathematics equations, which are not easy for students to understand. To help the students to understand the immune systems, a web-based e-learning approach with virtual lab is designed for the intelligent system control course by using new intelligent educational technology. Comparing the traditional graduate educational model within the classroom, the web-based e-learning with the virtual lab shows the higher inspiration in guiding the graduate students to think independently and innovatively, as the students said. It has been found that this web-based immune e-learning system with the online virtual lab is useful for teaching the graduate students to understand the immune systems in an easier way and design their simulations more creatively and cooperatively. The teaching practice shows that the optimum web-based e-learning system can be used to increase the learning effectiveness of the students.

  9. Convergent differential regulation of parvalbumin in the brains of vocal learners.

    Directory of Open Access Journals (Sweden)

    Erina Hara

    Full Text Available Spoken language and learned song are complex communication behaviors found in only a few species, including humans and three groups of distantly related birds--songbirds, parrots, and hummingbirds. Despite their large phylogenetic distances, these vocal learners show convergent behaviors and associated brain pathways for vocal communication. However, it is not clear whether this behavioral and anatomical convergence is associated with molecular convergence. Here we used oligo microarrays to screen for genes differentially regulated in brain nuclei necessary for producing learned vocalizations relative to adjacent brain areas that control other behaviors in avian vocal learners versus vocal non-learners. A top candidate gene in our screen was a calcium-binding protein, parvalbumin (PV. In situ hybridization verification revealed that PV was expressed significantly higher throughout the song motor pathway, including brainstem vocal motor neurons relative to the surrounding brain regions of all distantly related avian vocal learners. This differential expression was specific to PV and vocal learners, as it was not found in avian vocal non-learners nor for control genes in learners and non-learners. Similar to the vocal learning birds, higher PV up-regulation was found in the brainstem tongue motor neurons used for speech production in humans relative to a non-human primate, macaques. These results suggest repeated convergent evolution of differential PV up-regulation in the brains of vocal learners separated by more than 65-300 million years from a common ancestor and that the specialized behaviors of learned song and speech may require extra calcium buffering and signaling.

  10. The Simulation and Animation of Virtual Humans to Better Understand Ergonomic Conditions at Manual Workplaces

    Directory of Open Access Journals (Sweden)

    Jürgen Rossmann

    2010-08-01

    Full Text Available This article extends an approach to simulate and control anthro- pomorphic kinematics as multiagent-systems. These "anthro- pomorphic multiagent-systems" have originally been developed to control coordinated multirobot systems in industrial applica- tions, as well as to simulate humanoid robots. Here, we apply the approach of the anthropomorphic multiagent-systems to propose a "Virtual Human" - a model of human kinematics - to analyze ergonomic conditions at manual workplaces. Ergonom- ics provide a wide range of methods to evaluate human postures and movements. By the simulation and animation of the Virtual Human we develop examples of how results from the field of ergonomics can help to consider the human factor during the design and optimization phases of production lines.

  11. Pedagogical Challenges of Spoken English Learning in the Second Life Virtual World: A Case Study

    Science.gov (United States)

    Zhang, Haisen

    2013-01-01

    As one of the emerging technologies, the Second Life virtual world provides learners of English as a Foreign Language with a unique opportunity of learning authentic language with native and non-native speakers of English in a virtual environment. It enables them to learn the target language in a real-life-like social communication environment. To…

  12. The development, assessment and validation of virtual reality for human anatomy instruction

    Science.gov (United States)

    Marshall, Karen Benn

    1996-01-01

    This research project seeks to meet the objective of science training by developing, assessing, validating and utilizing VR as a human anatomy training medium. Current anatomy instruction is primarily in the form of lectures and usage of textbooks. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three-dimensional, unlike the one-dimensional depiction found in textbooks and the two-dimensional depiction found on the computer. Virtual reality allows one to step through the computer screen into a 3-D artificial world. The primary objective of this project is to produce a virtual reality application of the abdominopelvic region of a human cadaver that can be taken back to the classroom. The hypothesis is that an immersive learning environment affords quicker anatomic recognition and orientation and a greater level of retention in human anatomy instruction. The goal is to augment not replace traditional modes of instruction.

  13. Designing Socially Intelligent Virtual Companions

    OpenAIRE

    Yu, Han; Shen, Zhiqi; Wu, Qiong; Miao, Chunyan

    2014-01-01

    Virtual companions that interact with users in a socially complex environment require a wide range of social skills. Displaying curiosity is simultaneously a factor to improve a companion's believability and to unobtrusively affect the user's activities over time. Curiosity represents a drive to know new things. It is a major driving force for engaging learners in active learning. Existing research work pays little attention in curiosity. In this paper, we enrich the social skills of a virtua...

  14. Growing a cyber-safety culture amongst school learners in South Africa through gaming

    Directory of Open Access Journals (Sweden)

    Elmarie Kritzinger

    2017-10-01

    Full Text Available Virtually all school learners today have access to ICT devices and the internet at home or at school. More and more schools are using ICT devices to improve education in South Africa. ICT devices and internet access have enormous advantages and assist learners in learning and teachers in teaching more successfully. However, with these advantages come numerous ICT and cyber-risks and threats that can harm learners, for example cyber-bullying, identity theft and access to inappropriate material. Currently, South Africa does not have a long-term plan to grow a cyber-safety culture in its schools. This research therefore proposes a short-term initiative in the form of a game-based approach, which will assist school learners in becoming more cyber safe and teach learners about the relevant cyber-related risks and threats. The research is based on a quantitative survey that was conducted among primary school learners to establish if the game-based approach would be a feasible short-term initiative. The aim of the research is to establish if a game based approach can be used to improve cyber-safety awareness. This approach was plotted into the required ICT and cyber-safety policy required by all schools.

  15. Games, Simulations and Virtual Labs for Science Education: a Compendium and Some Examples

    Science.gov (United States)

    Russell, R. M.

    2012-12-01

    We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations and games. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.

  16. An Augmented γ-Spray System to Visualize Biological Effects for Human Body

    Science.gov (United States)

    Manabe, Seiya; Tenzou, Hideki; Kasuga, Takaaki; Iwakura, Yukiko; Johnston, Robert

    2017-09-01

    The purpose of this study was to develop a new educational system with an easy-to-use interface in order to support comprehension of the biological effects of radiation on the human body within a short period of time. A paint spray-gun was used as a gamma rays source mock-up for the system. The application screen shows the figure of a human body for radiation deposition using the γ-Sprayer, a virtual radiation source, as well as equivalent dosage and a panel for setting the irradiation conditions. While the learner stands in front of the PC monitor, the virtual radiation source is used to deposit radiation on the graphic of the human body that is displayed. Tissue damage is calculated using an interpolation method from the data calculated by the PHITS simulation code in advance while the learner is pulling the trigger with respect to the irradiation time, incident position, and distance from the screen. It was confirmed that the damage was well represented by the interpolation method. The augmented ?-Spray system was assessed by questionnaire. Pre-post questionnaire was taken for our 41 students in National Institute of Technology, Kagawa College. It was also confirmed that the system has a capability of teaching the basic radiation protection concept, quantitative feeling of the radiation dose, and the biological effects

  17. A DBR Framework for Designing Mobile Virtual Reality Learning Environments

    Science.gov (United States)

    Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio

    2017-01-01

    This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…

  18. 3D Technology Selection for a Virtual Learning Environment by Blending ISO 9126 Standard and AHP

    Science.gov (United States)

    Cetin, Aydin; Guler, Inan

    2011-01-01

    Web3D presents many opportunities for learners in a virtual world or virtual environment over the web. This is a great opportunity for open-distance education institutions to benefit from web3d technologies to create courses with interactive 3d materials. There are many open source and commercial products offering 3d technologies over the web…

  19. Marshaling Resources: A Classic Grounded Theory Study of Online Learners

    Directory of Open Access Journals (Sweden)

    Barbara Yalof

    2014-06-01

    Full Text Available Classic grounded theory (CGT was used to identify a main concern of online students in higher education. One of the main impediments to studying online is a sense of isolation and lack of access to support systems as students navigate through complex requirements of their online programs. Hypothetical probability statements illustrate the imbalance between heightened needs of virtual learners and perceived inadequate support provided by educational institutions. The core variable, marshaling resources, explains how peer supports sustain motivation toward successful program completion. Understanding the critical contribution virtual interpersonal networks make towards maximizing resources by group problem solving is a significant aspect of this theory. Keywords: Online learning, e-learning, personal learning networks, peer networks

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

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Hertzum, Morten

    2005-01-01

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

  1. Making tangible the intangible: Hybridization of the real and the virtual to enhance learning of abstract phenomena

    Directory of Open Access Journals (Sweden)

    Stephanie FLECK

    2016-12-01

    Full Text Available Interactive systems based on Augmented Reality (AR and Tangible User Interfaces (TUI hold great promise for enhancing the learning and understanding of abstract phenomena. In particular, they enable to take advantage of numerical simulation and pedagogical supports, while keeping the learner involved in true physical experimentations. In this paper, we present three examples based on AR and TUI, where the concepts to be learnt are difficult to perceive. The first one, Helios, targets K-12 learners in the field of astronomy. The second one, Hobit is dedicated to experiments in wave optics. Finally, the third one, Teegi, allows one to get to know more about brain activity. These three hybrid interfaces have emerged from a common basis that jointly combines research and development work in the fields of Instructional Design and Human-Computer Interaction, from theoretical to practical aspects. On the basis of investigations carried out in real context of use and on the grounding works in education and HCI which corroborate the design choices that were made, we formalize how and why the hybridization of the real and the virtual enables to leverage the way learners understand intangible phenomena in Sciences education.

  2. Nurturing gifted learners in Mainland China

    DEFF Research Database (Denmark)

    Shi, Jiannong; Zhang, X.; Chen, N.

    2013-01-01

    -socio-intellectual model, illustrated the nature of human being and the nature of gifted learners. From the perspective of the BSI model, the authors suggested three aspects are very critical to curriculum design to meet the needs of gifted education: physical maturation or physical development, social maturation......In this article, based on the previous researches on the development of gifted learners, the authors summarized the problems in nurturing gifted learners due to lacking of the appropriate educational philosophy and educational methodology in Mainland China. The authors proposed the Bio...... or social and interpersonal development, and mental maturation or intellectual development. It was proved that BSI model has its theoretical rationality and practical validity in Mainland China...

  3. The Exercise of Learner Autonomy in a Virtual EFL Course in Colombia

    Directory of Open Access Journals (Sweden)

    Paula Andrea Bedoya

    2014-04-01

    Full Text Available This case study explores how a group of graduate students manifest autonomy in an English as a Foreign Language virtual course at a Colombian university. Analysis of questionnaires, forums, and interviews showed that students manifested attitudes that led to autonomy such as motivation and commitment at the beginning of the course, but they also manifested high levels of dependence and lack of self-confidence. Later, they became more confident and performed more independently, two attitudes closely-related to autonomy. Furthermore, the results show that factors such as course design, the platform, and the teacher’s role influenced the students’ exercise of autonomy. Finally, the need for designing virtual English as a Foreign Language courses that promote autonomous learning and the teachers’ and the students’ roles in virtual environments are discussed.

  4. Opinions of Elementary Level EFL Learners on The Use of Weblogs

    Directory of Open Access Journals (Sweden)

    Ilknur ISTIFCI

    Full Text Available Technology is an indispensable part of our lives and education cannot be taught without it. Since technology is in every part of our lives, foreign language education also makes use of the new technology. By the use of the Internet, virtual classrooms and materials are easy to access and learning takes place beyond the boundaries of the classrooms. Weblogs or blogs are one of the tools that are used to teach language skills in EFL courses and students have a chance to reflect on what they wrote in the blogs. The aim of this study is to find the opinions of elementary level EFL learners on using weblogs and distance education. The subjects of the study were 10 Native speakers of English in London and 15 Turkish EFL learners who are learning English in the School of Foreign Languages. Turkish EFL learners created a class blog and every week they were given assignments by their class teacher. They wrote paragraphs and they gave and receive feedback on their writing in terms of content, vocabulary and grammar by their classmates and by native English speakers in a virtual environment. This procedure lasted for 6 weeks. At the end of 6 weeks, students were given an evaluation questionnaire and they were asked to write their opinions about using weblogs. They were also interviewed by their teacher and the opinions of the students were categorized. Findings indicate that the students found the idea of weblogs as a distant learning tool motivating, enjoyable and encouraging.

  5. Development of a BN framework for human reliability analysis through virtual simulation

    International Nuclear Information System (INIS)

    Garg, Vipul; Santhosh, T.V.; Vinod, Gopika; Antony, P.D.

    2017-01-01

    Humans are an integral part of complex systems such as nuclear power plants and have to play a significant role in ensuring the safety and reliability of these systems. Failure to perform the intended task within the stipulated time by the operator can challenge the safety of the system. Human reliability analysis (HRA) is a widely practiced methodology to estimate the contribution of operator error towards the overall risk to the facility. HRA methods quantify this contribution in terms of human error probability (HEP) accounting for various psychological and physiological factors that influence the performance of the operator. These factors are referred to as human factors (HF), which enhance or degrade the human performance. The paper discusses the use of virtual simulation as a tool to generate the HF data from the virtual model of an in-house experimental facility. This paper also demonstrates the use of multi-attribute utility theory to determine a suitable HRA method amongst several HRA methods to quantify the HEP based on the desired set of HRA attributes. As classical HRA methods, generally, do not address the interactions among the HFs, the Bayesian network technique has been employed in this study to account for HF interactions. (author)

  6. 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...

  7. Agreed Discoveries: Students' Negotiations in a Virtual Laboratory Experiment

    Science.gov (United States)

    Karlsson, Goran; Ivarsson, Jonas; Lindstrom, Berner

    2013-01-01

    This paper presents an analysis of the scientific reasoning of a dyad of secondary school students about the phenomenon of dissolution of gases in water as they work on this in a simulated laboratory experiment. A web-based virtual laboratory was developed to provide learners with the opportunity to examine the influence of physical factors on gas…

  8. A vision and strategy for the virtual physiological human: 2012 update

    NARCIS (Netherlands)

    Hunter, P.; Chapman, T.; Coveney, P.V.; De Bono, B.; Diaz, V.; Fenner, J.; Frangi, A.F.; Harris, P.; Hose, R.; Kohl, P.; Lawford, P.; McCormack, K.; Mendes, M.; Omholt, S.; Quarteroni, A.; Shublaq, N.; Skår, J.; Stroetmann, K.; Tegner, J.; Thomas, S.R.; Tollis, I.; Tsamardinos, I.; van Beek, J.H.G.M.; Viceconti, M.

    2013-01-01

    European funding under Framework 7 (FP7) for the virtual physiological human (VPH) project has been in place now for 5 years. The VPH Network of Excellence (NoE) has been set up to help develop common standards, open source software, freely accessible data and model repositories, and various

  9. The (human) science of medical virtual learning environments.

    Science.gov (United States)

    Stone, Robert J

    2011-01-27

    The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the 'ultimate' in so-called 'immersive' hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation--the science that helps to guarantee the transfer of skills from the simulated to the real--is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity--the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications.

  10. Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners

    Science.gov (United States)

    Sylven, Liss Kerstin; Sundqvist, Pia

    2012-01-01

    Today, playing digital games is an important part of many young people's everyday lives. Claims have been made that certain games, in particular massively multiplayer online role-playing games (MMORPGs) provide L2 English learners with a linguistically rich and cognitively challenging virtual environment that may be conducive to L2 learning, as…

  11. The "Human Colour" Crayon: Investigating the Attitudes and Perceptions of Learners regarding Race and Skin Colour

    Directory of Open Access Journals (Sweden)

    Neeske Alexander

    2017-07-01

    Full Text Available Some coloured and black learners in South Africa use a light orange or pink crayon to represent themselves in art. Many learners name this colour “human colour” or “skin colour”. This is troublesome, because it could reflect exclusionary ways of representing race in images and language. This case study, conducted with two schools in the Western Cape, investigated Grade 3 learners’ attitudes and perceptions regarding race and skin colour through art processes and discussion. The aim was to promote critical engagement with race in Foundation Phase educational contexts. Suggestions include changing the language used to describe skin colour, just recognition and representation of races in educational resources and the promotion of critical citizenship education. This research indicates the need to create practical curriculum guidelines to discuss race issues in the South African classroom.

  12. Simulations, Games, and Virtual Labs for Science Education: a Compendium and Some Examples

    Science.gov (United States)

    Russell, R. M.

    2011-12-01

    We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations, including the "Very, Very Simple Climate Model", and report on formative evaluations of these resources. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.

  13. Virtual Northern analysis of the human genome.

    Directory of Open Access Journals (Sweden)

    Evan H Hurowitz

    2007-05-01

    Full Text Available We applied the Virtual Northern technique to human brain mRNA to systematically measure human mRNA transcript lengths on a genome-wide scale.We used separation by gel electrophoresis followed by hybridization to cDNA microarrays to measure 8,774 mRNA transcript lengths representing at least 6,238 genes at high (>90% confidence. By comparing these transcript lengths to the Refseq and H-Invitational full-length cDNA databases, we found that nearly half of our measurements appeared to represent novel transcript variants. Comparison of length measurements determined by hybridization to different cDNAs derived from the same gene identified clones that potentially correspond to alternative transcript variants. We observed a close linear relationship between ORF and mRNA lengths in human mRNAs, identical in form to the relationship we had previously identified in yeast. Some functional classes of protein are encoded by mRNAs whose untranslated regions (UTRs tend to be longer or shorter than average; these functional classes were similar in both human and yeast.Human transcript diversity is extensive and largely unannotated. Our length dataset can be used as a new criterion for judging the completeness of cDNAs and annotating mRNA sequences. Similar relationships between the lengths of the UTRs in human and yeast mRNAs and the functions of the proteins they encode suggest that UTR sequences serve an important regulatory role among eukaryotes.

  14. Virtual Northern analysis of the human genome.

    Science.gov (United States)

    Hurowitz, Evan H; Drori, Iddo; Stodden, Victoria C; Donoho, David L; Brown, Patrick O

    2007-05-23

    We applied the Virtual Northern technique to human brain mRNA to systematically measure human mRNA transcript lengths on a genome-wide scale. We used separation by gel electrophoresis followed by hybridization to cDNA microarrays to measure 8,774 mRNA transcript lengths representing at least 6,238 genes at high (>90%) confidence. By comparing these transcript lengths to the Refseq and H-Invitational full-length cDNA databases, we found that nearly half of our measurements appeared to represent novel transcript variants. Comparison of length measurements determined by hybridization to different cDNAs derived from the same gene identified clones that potentially correspond to alternative transcript variants. We observed a close linear relationship between ORF and mRNA lengths in human mRNAs, identical in form to the relationship we had previously identified in yeast. Some functional classes of protein are encoded by mRNAs whose untranslated regions (UTRs) tend to be longer or shorter than average; these functional classes were similar in both human and yeast. Human transcript diversity is extensive and largely unannotated. Our length dataset can be used as a new criterion for judging the completeness of cDNAs and annotating mRNA sequences. Similar relationships between the lengths of the UTRs in human and yeast mRNAs and the functions of the proteins they encode suggest that UTR sequences serve an important regulatory role among eukaryotes.

  15. A compelling practice: empowering future leaders in the medical humanities.

    Science.gov (United States)

    Runyan, Aliye; Ellington, Katherine; Wershof Schwartz, Andrea

    2013-12-01

    Medical students and faculty explore the medical humanities for diverse reasons: as a medium for self-reflection, a means to cultivate professionalism and humanism, and a way to gain an appreciation for the broader contexts in which illness and health occur. One important area for development is increasing the exposure of learners and clinicians of various levels of training to the medical humanities and to role models in the field. Student-led programs in the medical humanities at the American Medical Student Association (AMSA) address these needs by offering unique opportunities for learning and sharing experiences. AMSA programs connect physicians-in-training using technology to create virtual communication and learning opportunities. These include monthly book discussion webinars, the Writers' Institute and the Medical Humanities Scholars Program (MHSP).

  16. [Virtual Campus of Public Health: six years of human resources education in Mexico].

    Science.gov (United States)

    Ramos Herrera, Igor; Alfaro Alfaro, Noé; Fonseca León, Joel; García Sandoval, Cristóbal; González Castañeda, Miguel; López Zermeño, María Del Carmen; Benítez Morales, Ricardo

    2014-11-01

    This paper discusses the gestation process, implementation methodology, and results obtained from the initiative to use e-learning to train human resources for health, six years after the launch of the Virtual Campus of Public Health of the University of Guadalajara (Mexico); the discussion is framed by Pan American Health Organization (PAHO) standards and practices. This is a special report on the work done by the institutional committee of the Virtual Campus in western Mexico to create an Internet portal that follows the guidelines of the strategic model established by Nodo México and PAHO for the Region of the Americas. This Virtual Campus began its activities in 2007, on the basis of the use of free software and institutional collaboration. Since the initial year of implementation of the node, over 500 health professionals have been trained using virtual courses, the node's educational platform, and a repository of virtual learning resources that are interoperable with other repositories in Mexico and the Region of the Americas. The University of Guadalajara Virtual Campus committee has followed the proposed model as much as possible, thereby achieving most of the goals set in the initial work plan, despite a number of administrative challenges and the difficulty of motivating committee members.

  17. Virtual reality in surgical training.

    Science.gov (United States)

    Lange, T; Indelicato, D J; Rosen, J M

    2000-01-01

    Virtual reality in surgery and, more specifically, in surgical training, faces a number of challenges in the future. These challenges are building realistic models of the human body, creating interface tools to view, hear, touch, feel, and manipulate these human body models, and integrating virtual reality systems into medical education and treatment. A final system would encompass simulators specifically for surgery, performance machines, telemedicine, and telesurgery. Each of these areas will need significant improvement for virtual reality to impact medicine successfully in the next century. This article gives an overview of, and the challenges faced by, current systems in the fast-changing field of virtual reality technology, and provides a set of specific milestones for a truly realistic virtual human body.

  18. Increasing student engagement and retention using immersive interfaces virtual worlds, gaming and simulation

    CERN Document Server

    Wankel, Charles

    2012-01-01

    Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage facu...

  19. Immersive Virtual Reality in a University Setting: Creating an Authentic Learning Environment Through the Virtual Golden Foods Corporation

    Directory of Open Access Journals (Sweden)

    Ros A. Yahaya

    2009-12-01

    Full Text Available An authentic learning environment is learning that involves real world problems that are relevant to the learners and relate to their real life experience. Research indicates that Information and Communication Technology (ICT tools can facilitate in creating authentic learning environment, thus improving student learning, interaction and satisfaction. Previous research has focused on using various forms of ICT such as online learning and web-based learning into the classroom. However, little attempt has been made to investigate the effectiveness of incorporating immersive Virtual Reality (VR technology into the university classroom. Virtual Golden Foods Corporation (VGFC is a simulated Virtual Reality (VR organization being developed for use in teaching and learning at a large technology based university in Australia. This study focuses on authentic learning environment where students learn about decision making in complex business contexts throughout the semester which culminates in immersive VR exposure. The findings report that immersive VR environment helps to increase students’ understanding of decision making concepts.

  20. Future Game Developers within a Virtual World: Learner Archetypes and Team Leader Attributes

    Science.gov (United States)

    Franetovic, Marija

    2016-01-01

    This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…

  1. Virtually naked: virtual environment reveals sex-dependent nature of skin disclosure.

    Directory of Open Access Journals (Sweden)

    Anna M Lomanowska

    Full Text Available The human tendency to reveal or cover naked skin reflects a competition between the individual propensity for social interactions related to sexual appeal and interpersonal touch versus climatic, environmental, physical, and cultural constraints. However, due to the ubiquitous nature of these constraints, isolating on a large scale the spontaneous human tendency to reveal naked skin has remained impossible. Using the online 3-dimensional virtual world of Second Life, we examined spontaneous human skin-covering behavior unhindered by real-world climatic, environmental, and physical variables. Analysis of hundreds of avatars revealed that virtual females disclose substantially more naked skin than virtual males. This phenomenon was not related to avatar hypersexualization as evaluated by measurement of sexually dimorphic body proportions. Furthermore, analysis of skin-covering behavior of a population of culturally homogeneous avatars indicated that the propensity of female avatars to reveal naked skin persisted despite explicit cultural norms promoting less revealing attire. These findings have implications for further understanding how sex-specific aspects of skin disclosure influence human social interactions in both virtual and real settings.

  2. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    Realistic Virtual View Visualization is a new field of research which has received increasing attention in recent years. It is strictly related to the increased popularity of virtual reality and the spread of its applications, among which virtual photography and cinematography. The use of computer...... generated characters, "virtual actors", in the motion picture production increases every day. While the most known computer graphics techniques have largely been adopted successfully in nowadays fictions, it still remains very challenging to implement virtual actors which would resemble, visually, human...... beings. Interestingly, film directors have been looking at the recent progress achieved by the research community in the field of realistic visualization of virtual views, and they have successfully implemented state of the art research approaches in their productions. An innovative concept...

  3. Virtual reality: teaching tool of the twenty-first century?

    Science.gov (United States)

    Hoffman, H; Vu, D

    1997-12-01

    Virtual reality (VR) is gaining recognition for its enormous educational potential. While not yet in the mainstream of academic medical training, many prototype and first-generation VR applications are emerging, with target audiences ranging from first- and second-year medical students to residents in advanced clinical training. Visualization tools that take advantage of VR technologies are being designed to provide engaging and intuitive environments for learning visually and spatially complex topics such as human anatomy, biochemistry, and molecular biology. These applications present dynamic, three-dimensional views of structures and their spatial relationships, enabling users to move beyond "real-world" experiences by interacting with or altering virtual objects in ways that would otherwise be difficult or impossible. VR-based procedural and surgical simulations, often compared with flight simulators in aviation, hold significant promise for revolutionizing medical training. Already a wide range of simulations, representing diverse content areas and utilizing a variety of implementation strategies, are either under development or in their early implementation stages. These new systems promise to make broad-based training experiences available for students at all levels, without the risks and ethical concerns typically associated with using animal and human subjects. Medical students could acquire proficiency and gain confidence in the ability to perform a wide variety of techniques long before they need to use them clinically. Surgical residents could rehearse and refine operative procedures, using an unlimited pool of virtual patients manifesting a wide range of anatomic variations, traumatic wounds, and disease states. Those simulated encounters, in combination with existing opportunities to work with real patients, could increase the depth and breadth of learners' exposure to medical problems, ensure uniformity of training experiences, and enhance the

  4. Complementary Machine Intelligence and Human Intelligence in Virtual Teaching Assistant for Tutoring Program Tracing

    Science.gov (United States)

    Chou, Chih-Yueh; Huang, Bau-Hung; Lin, Chi-Jen

    2011-01-01

    This study proposes a virtual teaching assistant (VTA) to share teacher tutoring tasks in helping students practice program tracing and proposes two mechanisms of complementing machine intelligence and human intelligence to develop the VTA. The first mechanism applies machine intelligence to extend human intelligence (teacher answers) to evaluate…

  5. Human Machine Learning Symbiosis

    Science.gov (United States)

    Walsh, Kenneth R.; Hoque, Md Tamjidul; Williams, Kim H.

    2017-01-01

    Human Machine Learning Symbiosis is a cooperative system where both the human learner and the machine learner learn from each other to create an effective and efficient learning environment adapted to the needs of the human learner. Such a system can be used in online learning modules so that the modules adapt to each learner's learning state both…

  6. Virtual reality in medical education and assessment

    Science.gov (United States)

    Sprague, Laurie A.; Bell, Brad; Sullivan, Tim; Voss, Mark; Payer, Andrew F.; Goza, Stewart Michael

    1994-01-01

    The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.

  7. Using SecondLife Online Virtual World Technology to Introduce Educators to the Digital Culture

    Science.gov (United States)

    Jamison, John

    2008-01-01

    The rapidly changing culture resulting from new technologies and digital gaming has created an increasing language gap between traditional educators and today's learners (Natkin, 2006; Seely-Brown, 2000). This study seeks to use the online virtual world of SecondLife.com as a tool to introduce educators to this new environment for learning. This study observes the activities and perceptions of a group of educators given unscripted access to this virtual environment. The results 'suggest that although serious technology limitations do currently exist, the potential of this virtual world environment as a learning experience for educators is strong.

  8. 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...

  9. Considering the Virtual Classroom: A Call to Middle Level Education Programs

    Science.gov (United States)

    Eisenbach, Brooke B.

    2016-01-01

    Today's classrooms are changing and moving beyond the walls of a traditional school environment. With each passing year, a growing population of middle level learners are logging into full-time or blended learning virtual courses. However, teachers often lack the training and experience necessary to address the developmental needs of middle level…

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

    Science.gov (United States)

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

    2010-01-01

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

  11. Implementing a Virtual Exchange Project for student nurses in Queensland and Nottingham.

    Science.gov (United States)

    Todhunter, Fern; Hallawell, Bob; Pittaway, Debbie

    2013-09-01

    This paper discusses the design and initial progress made with a virtual learning environment to help student nurses develop an understanding of cultural awareness and globalization. Using a Web-based application the Virtual Exchange Project was designed to facilitate study-elsewhere experiences located in the student's own setting. Promotion of the United Nations' Millennium Development goals provided an opportunity for student nurses to explore changes in global health and disease patterns, nursing education and systems of nurse regulation in the United Kingdom and Australia. A pedagogical framework created for this activity acknowledges the social and academic identities that learners often use, when working together in a virtual environment. The architecture of the Virtual Exchange supports local conversations about nurse education and health and social issues across hemispheres. Copyright © 2012 Elsevier Ltd. All rights reserved.

  12. Learner Corpora without Error Tagging

    Directory of Open Access Journals (Sweden)

    Rastelli, Stefano

    2009-01-01

    Full Text Available The article explores the possibility of adopting a form-to-function perspective when annotating learner corpora in order to get deeper insights about systematic features of interlanguage. A split between forms and functions (or categories is desirable in order to avoid the "comparative fallacy" and because – especially in basic varieties – forms may precede functions (e.g., what resembles to a "noun" might have a different function or a function may show up in unexpected forms. In the computer-aided error analysis tradition, all items produced by learners are traced to a grid of error tags which is based on the categories of the target language. Differently, we believe it is possible to record and make retrievable both words and sequence of characters independently from their functional-grammatical label in the target language. For this purpose at the University of Pavia we adapted a probabilistic POS tagger designed for L1 on L2 data. Despite the criticism that this operation can raise, we found that it is better to work with "virtual categories" rather than with errors. The article outlines the theoretical background of the project and shows some examples in which some potential of SLA-oriented (non error-based tagging will be possibly made clearer.

  13. Exploring design requirements for repurposing dental virtual patients from the web to second life: a focus group study.

    Science.gov (United States)

    Antoniou, Panagiotis E; Athanasopoulou, Christina A; Dafli, Eleni; Bamidis, Panagiotis D

    2014-06-13

    Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician's environment without danger to learners and patients. This has led this learning modality to be accepted as an essential component of medical education. With the advent of the visually and audio-rich 3-dimensional multi-user virtual environment (MUVE), a new deployment platform has emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration provide a new hotbed for the deployment of medical education content. This work aims to assess the suitability of the Second Life MUVE as a virtual patient deployment platform for undergraduate dental education, and to explore the requirements and specifications needed to meaningfully repurpose Web-based virtual patients in MUVEs. Through the scripting capabilities and available art assets in Second Life, we repurposed an existing Web-based periodontology virtual patient into Second Life. Through a series of point-and-click interactions and multiple-choice queries, the user experienced a specific periodontology case and was asked to provide the optimal responses for each of the challenges of the case. A focus group of 9 undergraduate dentistry students experienced both the Web-based and the Second Life version of this virtual patient. The group convened 3 times and discussed relevant issues such as the group's computer literacy, the assessment of Second Life as a virtual patient deployment platform, and compared the Web-based and MUVE-deployed virtual patients. A comparison between the Web-based and the Second Life virtual patient revealed the inherent advantages of the more experiential and immersive Second Life virtual environment. However, several challenges for the successful repurposing of virtual patients from the Web to the MUVE were identified. The identified challenges for repurposing of Web virtual patients to

  14. The Virtual Physiological Human - a European initiative for in silico human modelling -.

    Science.gov (United States)

    Viceconti, Marco; Clapworthy, Gordon; Van Sint Jan, Serge

    2008-12-01

    The Virtual Physiological Human (VPH) is an initiative, strongly supported by the European Commission (EC), that seeks to develop an integrated model of human physiology at multiple scales from the whole body through the organ, tissue, cell and molecular levels to the genomic level. VPH had its beginnings in 2005 with informal discussions amongst like-minded scientists which led to the STEP project, a Coordination Action funded by the EC that began in early 2006. The STEP project greatly accelerated the progress of the VPH and proved to be a catalyst for wide-ranging discussions within Europe and for outreach activities designed to develop a broad international approach to the huge scientific and technological challenges involved in this area. This paper provides an overview of the VPH and the developments it has engendered in the rapidly expanding worldwide activities associated with the physiome. It then uses one particular project, the Living Human Project, to illustrate the type of advances that are taking place to further the aims of the VPH and similar initiatives worldwide.

  15. Virtual physiological human: training challenges.

    Science.gov (United States)

    Lawford, Patricia V; Narracott, Andrew V; McCormack, Keith; Bisbal, Jesus; Martin, Carlos; Bijnens, Bart; Brook, Bindi; Zachariou, Margarita; Freixa, Jordi Villà I; Kohl, Peter; Fletcher, Katherine; Diaz-Zuccarini, Vanessa

    2010-06-28

    The virtual physiological human (VPH) initiative encompasses a wide range of activities, including structural and functional imaging, data mining, knowledge discovery tool and database development, biomedical modelling, simulation and visualization. The VPH community is developing from a multitude of relatively focused, but disparate, research endeavours into an integrated effort to bring together, develop and translate emerging technologies for application, from academia to industry and medicine. This process initially builds on the evolution of multi-disciplinary interactions and abilities, but addressing the challenges associated with the implementation of the VPH will require, in the very near future, a translation of quantitative changes into a new quality of highly trained multi-disciplinary personnel. Current strategies for undergraduate and on-the-job training may soon prove insufficient for this. The European Commission seventh framework VPH network of excellence is exploring this emerging need, and is developing a framework of novel training initiatives to address the predicted shortfall in suitably skilled VPH-aware professionals. This paper reports first steps in the implementation of a coherent VPH training portfolio.

  16. A Case-Based Study of Students' Visuohaptic Experiences of Electric Fields around Molecules: Shaping the Development of Virtual Nanoscience Learning Environments

    Directory of Open Access Journals (Sweden)

    Gunnar E. Höst

    2013-01-01

    Full Text Available Recent educational research has suggested that immersive multisensory virtual environments offer learners unique and exciting knowledge-building opportunities for the construction of scientific knowledge. This paper delivers a case-based study of students’ immersive interaction with electric fields around molecules in a multisensory visuohaptic virtual environment. The virtual architecture presented here also has conceptual connections to the flourishing quest in contemporary literature for the pressing need to communicate nanoscientific ideas to learners. Five upper secondary school students’ prior conceptual understanding of electric fields and their application of this knowledge to molecular contexts, were probed prior to exposure to the virtual model. Subsequently, four students interacted with the visuohaptic model while performing think-aloud tasks. An inductive and heuristic treatment of videotaped verbal and behavioural data revealed distinct interrelationships between students’ interactive strategies implemented when executing tasks in the virtual system and the nature of their conceptual knowledge deployed. The obtained qualitative case study evidence could serve as an empirical basis for informing the rendering and communication of overarching nanoscale ideas. At the time of composing this paper for publication in the current journal, the research findings of this study have been put into motion in informing a broader project goal of developing educational virtual environments for depicting nanophenomena.

  17. 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.

  18. 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.

  19. Human fear conditioning conducted in full immersion 3-dimensional virtual reality.

    Science.gov (United States)

    Huff, Nicole C; Zeilinski, David J; Fecteau, Matthew E; Brady, Rachael; LaBar, Kevin S

    2010-08-09

    Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard, virtual reality (VR) technology is a promising tool. Yet, adapting this technology to meet experimental constraints requires special accommodations. Here we address the methodological issues involved when conducting fear conditioning in a fully immersive 6-sided VR environment and present fear conditioning data. In the real world, traumatic events occur in complex environments that are made up of many cues, engaging all of our sensory modalities. For example, cues that form the environmental configuration include not only visual elements, but aural, olfactory, and even tactile. In rodent studies of fear conditioning animals are fully immersed in a context that is rich with novel visual, tactile and olfactory cues. However, standard laboratory tests of fear conditioning in humans are typically conducted in a nondescript room in front of a flat or 2D computer screen and do not replicate the complexity of real world experiences. On the other hand, a major limitation of clinical studies aimed at reducing (extinguishing) fear and preventing relapse in anxiety disorders is that treatment occurs after participants have acquired a fear in an uncontrolled and largely unknown context. Thus the experimenters are left without information about the duration of exposure, the true nature of the stimulus, and associated background cues in the environment. In the absence of this information it can be difficult to truly extinguish a fear that is both cue and context-dependent. Virtual reality environments address these issues by providing the complexity of the real world, and at the same time allowing experimenters to constrain fear

  20. Use of Signaling to Integrate Desktop Virtual Reality and Online Learning Management Systems

    Science.gov (United States)

    Dodd, Bucky J.; Antonenko, Pavlo D.

    2012-01-01

    Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management…

  1. Where's the Chicken? Virtual Reality Brings Poultry Science to the Community College

    Science.gov (United States)

    Kloepper, Marcia Owens; Zweiacher, Ed; Curtis, Pat; Evert, Amanda

    2010-01-01

    This article highlights how two institutions--Redlands Community College (RCC) and Auburn University--teamed up to create a virtual world called Eagle Island, where learners enter to learn all they need to know about poultry science. Eagle Island, located in Second Life, provides an opportunity to tour a real-life food processing…

  2. Virtual classroom design for Blended Learning: Human Development and Quality of Life

    Directory of Open Access Journals (Sweden)

    Juan Carlos Morales Intriago

    2017-03-01

    Full Text Available The explosive development in all areas of knowledge has evolved the scenarios of generation and transfer of knowledge, in terms of media, channels and supports, parallel to this appear new resources that optimize the processes of vocational training, whether formal, non-formal and informal. The EVA or Virtual Learning Environments evolve the traditional way of teaching a Blended environment, which is, combining classroom education with online training processes. The present work designs a training process set in Blended Learning for the subject Human Development and Quality of Life, summarizing in 8 steps the construction of the virtual and face-to-face environment, where starting from the common to the specific, the system is described systemically. The methodology applied in the present work was of Bibliographic and documentary type. To achieve the proposed objective, a systemic design was designed that divided the research into two stages: the exploration stage and the design stage. In the exploration stage, a large bibliographical collection was revised and in the design stage the virtual classroom model of the subject was constructed. Product of the investigation is a guide that guides step by step in the construction of virtual environments set in the Blended Learning.

  3. Advancing clinical reasoning in virtual patients - development and application of a conceptual framework.

    Science.gov (United States)

    Hege, Inga; Kononowicz, Andrzej A; Berman, Norman B; Lenzer, Benedikt; Kiesewetter, Jan

    2018-01-01

    Background: Clinical reasoning is a complex skill students have to acquire during their education. For educators it is difficult to explain their reasoning to students, because it is partly an automatic and unconscious process. Virtual Patients (VPs) are used to support the acquisition of clinical reasoning skills in healthcare education. However, until now it remains unclear which features or settings of VPs optimally foster clinical reasoning. Therefore, our aims were to identify key concepts of the clinical reasoning process in a qualitative approach and draw conclusions on how each concept can be enhanced to advance the learning of clinical reasoning with virtual patients. Methods: We chose a grounded theory approach to identify key categories and concepts of learning clinical reasoning and develop a framework. Throughout this process, the emerging codes were discussed with a panel of interdisciplinary experts. In a second step we applied the framework to virtual patients. Results: Based on the data we identified the core category as the "multifactorial nature of learning clinical reasoning". This category is reflected in the following five main categories: Psychological Theories, Patient-centeredness, Context, Learner-centeredness, and Teaching/Assessment. Each category encompasses between four and six related concepts. Conclusions: With our approach we were able to elaborate how key categories and concepts of clinical reasoning can be applied to virtual patients. This includes aspects such as allowing learners to access a large number of VPs with adaptable levels of complexity and feedback or emphasizing dual processing, errors, and uncertainty.

  4. PENGEMBANGAN PERANGKAT PEMBELAJARAN FISIKA BERBASIS MEDIA LABORATORIUM VIRTUAL PADA MATERI DUALISME GELOMBANG PARTIKEL DI SMA TUT WURI HANDAYANI MAKASSAR

    Directory of Open Access Journals (Sweden)

    I. Yusuf

    2013-10-01

    Full Text Available Telah dilakukan penelitian untuk mengembangkan media dan perangkat pembelajaran Fisika berbasis laboratorium virtual. Prosedur pengembangannya mengikuti model four-D. Hasil penelitian menunjukkan (1 media laboratorium virtual model presentasi dan tutorial pada materi radiasi benda hitam, efek fotolistrik, dan efek Compton diperoleh hasil valid dan reliabel; (2 perangkat pembelajaran berupa Rencana Pelaksanaan Pembelajaran (RPP, Buku Bacaan Peserta Didik (BBPD, dan Lembar Kerja Peserta Didik (LKPD, selain dibuat dalam bentuk hardcopy, juga softcopy autorun CD yang dilengkapi link ke beberapa website; (3 aktivitas peserta didik di atas 80%, menunjukkan pembelajaran yang dilakukan mampu mengaktifkan peserta didik. A research has been conducted to develop media and physicslearning device based on virtual laboratory. The development procedure followed the four-D models. Results showed (1 virtual lab models media presentations and tutorial son the matter of black body radiation, the photo electric effect and Compton effect were valid and reliable; (2 learning tools in the form of Lesson Plan, Students Textbook, and Students Worksheet, as well as hardcopy, softcopy and autorun CD which links to several websites; (3 activity learners above 80%, indicating that learning was able to activate the learners.

  5. 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.

  6. 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.

  7. Virtualized endoscope system. An application of virtual reality technology to diagnostic aid

    International Nuclear Information System (INIS)

    Mori, Kensaku; Urano, Akihiro; Toriwaki, Jun-ichiro; Hasegawa, Jun-ichi; Anno, Hirofumi; Katada, Kazuhiro.

    1996-01-01

    In this paper we propose a new medical image processing system called 'Virtualized Endoscope System (VES)', which can examine the inside of a virtualized human body. The virtualized human body is a 3-D digital image which is taken by such as X-ray CT scanner or MRI scanner. VES consists of three modules; (1) imaging, (2) segmentation and reconstruction and (3) interactive operation. The interactive operation module has following three major functions; (a) display of, (b) measurement from, and (c) manipulation to the virtualized human body. The user of the system can observe freely both the inside and the outside of a target organ from any point and any direction freely, and can perform necessary measurement interactively concerning angle and length at any time during observation. VES enables to observe repeatedly an area where the real endoscope can not enter without pain from any direction which the real endoscope can not. We applied this system to real 3-D X-ray CT images and obtained good result. (author)

  8. Learner Satisfaction in Online Learning: An Analysis of the Perceived Impact of Learner-Social Media and Learner-Instructor Interaction

    Science.gov (United States)

    Andersen, Jeffery C.

    2013-01-01

    The purpose of this study was to determine the relationships between general course satisfaction, learner-instructor interaction, and the learner-social media interaction scores of participants. This study used an online survey with 60 questions to gather the participants' demographic data, learner-instructor interaction data, learner-social…

  9. A Study Of Student’s Attitude Towards Virtual Education In Pakistan

    Directory of Open Access Journals (Sweden)

    Irshad HUSSAIN

    2007-04-01

    Full Text Available Virtual education paradigm has been developing as a form of distance education to provide education across the boundaries of a nation and/or country. It imparts education through information and communication technologies. In Pakistan the Virtual University of Pakiastan imparts it. The main objective of the study was to evaluate the students’ attitudes towards virtual education in Pakistan. The data were collected from BCS final semester students of the virtual university through questionnaire. The study revealed that virtual education is an alternate to the formal system of education. It can cater large students’ body at all academic levels. It is flexible and convenient to the learners providing them exposure with emerging technologies. It integrates the nation extending the opportunities of higher education, uniform curricula, technology based instructional methodology and equal opportunities of higher education. However, students do face some problems as well. These include problems of password, computer vision syndrome (CVS, fingers’ joint pain, backache, dizziness & headache and electricity failure. From the findings of the study it can be projected that in future formal universities may be adopting the virtual mode in some way.

  10. 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

  11. A vision and strategy for the virtual physiological human in 2010 and beyond

    NARCIS (Netherlands)

    Hunter, P.; Coveney, P.V.; de Bono, B.; Diaz, V.; Fenner, J.; Frangi, A.F.; Harris, P.; Hose, R.; Kohl, P.; Lawford, P.; McCormack, K.; Mendes, M.; Omholt, S.; Quarteroni, A.; Skar, J.; Tegner, J.; Thomas, S.R.; Tollis, I.; Tsamardinos, I.; van Beek, J.H.G.M.; Viceconti, M.

    2010-01-01

    European funding under framework 7 (FP7) for the virtual physiological human (VPH) project has been in place now for nearly 2 years. The VPH network of excellence (NoE) is helping in the development of common standards, open-source software, freely accessible data and model repositories, and various

  12. 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

  13. Manually locating physical and virtual reality objects.

    Science.gov (United States)

    Chen, Karen B; Kimmel, Ryan A; Bartholomew, Aaron; Ponto, Kevin; Gleicher, Michael L; Radwin, Robert G

    2014-09-01

    In this study, we compared how users locate physical and equivalent three-dimensional images of virtual objects in a cave automatic virtual environment (CAVE) using the hand to examine how human performance (accuracy, time, and approach) is affected by object size, location, and distance. Virtual reality (VR) offers the promise to flexibly simulate arbitrary environments for studying human performance. Previously, VR researchers primarily considered differences between virtual and physical distance estimation rather than reaching for close-up objects. Fourteen participants completed manual targeting tasks that involved reaching for corners on equivalent physical and virtual boxes of three different sizes. Predicted errors were calculated from a geometric model based on user interpupillary distance, eye location, distance from the eyes to the projector screen, and object. Users were 1.64 times less accurate (p virtual versus physical box corners using the hands. Predicted virtual targeting errors were on average 1.53 times (p virtual targets but not significantly different for close-up virtual targets. Target size, location, and distance, in addition to binocular disparity, affected virtual object targeting inaccuracy. Observed virtual box inaccuracy was less than predicted for farther locations, suggesting possible influence of cues other than binocular vision. Human physical interaction with objects in VR for simulation, training, and prototyping involving reaching and manually handling virtual objects in a CAVE are more accurate than predicted when locating farther objects.

  14. Teaching and Learning Against all Odds: A Video-Based Study of Learner-to-Instructor Interaction in International Distance Education

    Directory of Open Access Journals (Sweden)

    Jean-Marie Muhirwa

    2009-09-01

    Full Text Available Distance education and information and communication technologies (ICTs have been marketed as cost-effective ways to rescue struggling educational institutions in developing countries, particularly in sub-Saharan Africa (SSA. This study uses classroom video analysis and follow-up interviews with teachers, students, and local tutors to analyse the interaction at a distance between learners in Mali and Burkina Faso and their French and Canadian instructors. Findings reveal multiple obstacles to quality interaction: frequent Internet disconnections, limited student access to computers, lack of instructor presence, ill-prepared local tutors, student unfamiliarity with typing and computer technology, ineffective technical support, poor social dynamics, learner-learner conflict, learner-instructor conflict, and student withdrawal and resignation. In light of the near death of the costly World Bank-initiated African Virtual University (AVU, this paper concludes by re-visiting the educational potential of traditional technologies, such as radio and video, to foster development in poor countries.

  15. 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

  16. Investigating the Effect of Situational Awareness on Persistence of Doctoral Distance Learners

    Science.gov (United States)

    Harleman, Thomas G.

    2013-01-01

    This quantitative study sought to identify the effect of heightened situational awareness (SA) on persistence of doctoral distance learners. Factors in the distance learners' micro-environment, vis-à-vis Urie Bronfenbrenner's (1979) ecology theory of human development, were the focus. Study participants included new doctoral candidates continuing…

  17. Adult learners' perceptions of MOOC motivation, success, and completion: a virtual ethnographic study

    OpenAIRE

    Loizzo, Jamie Lynn

    2015-01-01

    Massive open online courses (MOOCs) have been credited with disrupting the traditional classroom and challenging distance education models in higher education. MOOCs were developed with the intention of opening up education to the masses, specifically those in developing countries who could not readily access educational resources or opportunities. However, early quantitative reports have shown that MOOC participants tend to be adult learners who already possess bachelor's or master's degrees...

  18. 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.

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

    Science.gov (United States)

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

    2012-07-01

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

  20. Virtual reality technology and applications

    CERN Document Server

    Mihelj, Matjaž; Beguš, Samo

    2014-01-01

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

  1. The impact of patients' gender, race, and age on health care professionals' pain management decisions: an online survey using virtual human technology.

    Science.gov (United States)

    Wandner, Laura D; Heft, Marc W; Lok, Benjamin C; Hirsh, Adam T; George, Steven Z; Horgas, Anne L; Atchison, James W; Torres, Calia A; Robinson, Michael E

    2014-05-01

    Previous literature indicates that biases exist in pain ratings. Healthcare professionals have been found to use patient demographic cues such as sex, race, and age when making decisions about pain treatment. However, there has been little research comparing healthcare professionals' (i.e., physicians and nurses) pain decision policies based on patient demographic cues. The current study used virtual human technology to examine the impact of patients' sex, race, and age on healthcare professionals' pain ratings. One hundred and ninety-three healthcare professionals (nurses and physicians) participated in this online study. Healthcare professionals assessed virtual human patients who were male and African American to be experiencing greater pain intensity and were more willing to administer opioid analgesics to them than to their demographic counterparts. Similarly, nurses were more willing to administer opioids make treatment decisions than physicians. There was also a significant virtual human-sex by healthcare professional interaction for pain assessment and treatment decisions. The sex difference (male>female) was greater for nurses than physicians. Results replicated findings of previous studies using virtual human patients to assess the effect of sex, race, and age in pain decision-making. In addition, healthcare professionals' pain ratings differed depending on healthcare profession. Nurses were more likely to rate pain higher and be more willing to administer opioid analgesics than were physicians. Healthcare professionals rated male and African American virtual human patients as having higher pain in most pain assessment and treatment domains compared to their demographic counterparts. Similarly the virtual human-sex difference ratings were more pronounced for nurses than physicians. Given the large number of patients seen throughout the healthcare professionals' careers, these pain practice biases have important public health implications. This study

  2. The Distributed Virtual Meeting Room Exercise

    NARCIS (Netherlands)

    Nijholt, Antinus; Zwiers, Jakob; Peciva, Jan; Vinciarelli, A.; Odobez, J-M.

    2005-01-01

    In this paper, we describe our research on distributed virtual meeting rooms. Starting point is our research on multi-party interaction, where the interaction may take place in real, augmented and virtual environments. Moreover, those that interact may be humans, human-controlled avatars,

  3. Human factors consideration in clinical applications of virtual reality.

    Science.gov (United States)

    Lewis, C H; Griffin, M J

    1997-01-01

    Virtual reality environments have many potential applications in medicine, including surgical training, tele-operated robotic surgery, assessment and rehabilitation of behavioural and neurological disorders and diagnosis, therapy and rehabilitation of physical disabilities. Although there is much potential for the use of immersive virtual reality environments in clinical applications, there are problems which could limit their ultimate usability. Some users have experienced side-effects during and after exposure to virtual reality environments. The symptoms include ocular problems, disorientation and balance disturbances, and nausea. Susceptibility to side-effects can be affected by age, ethnicity, experience, gender and physical fitness, as well as the characteristics of the display, the virtual environment and the tasks. The characteristics of the virtual reality system have also been shown to affect the ability of users to perform tasks in a virtual environment. Many of these effects can be attributed to delays between the sampling of head and limb positions and the presentation of an appropriate image on the display. The introduction of patients to virtual reality environments, for assessment, therapy or rehabilitation, raises particular safety and ethical issues. Patients exposed to virtual reality environments for assessment and rehabilitation may have disabilities which increase their susceptibility to certain side-effects. Special precautions therefore need to be taken to ensure the safety and effectiveness of such virtual reality applications. These precautions include minimisation of possible side-effects at the design stage. Factors are identified which are likely to affect the incidence of side-effects during and after exposures, and which need to be understood in order to minimise undesirable consequences. There is also a need for the establishment of protocols for monitoring and controlling exposures of patients to virtual reality environments. Issues

  4. Why Do Learners Choose Online Learning: The Learners' Voices

    Science.gov (United States)

    Ilgaz, Hale; Gulbahar, Yasemin

    2017-01-01

    Offering many advantages to adult learners, e-Learning is now being recognized--and preferred--by more and more people, resulting in an increased number of distance learners in recent years. Numerous research studies focus on learner preferences for online learning, with most converging around the individual characteristics and differences, if not…

  5. Virtual embryology: a 3D library reconstructed from human embryo sections and animation of development process.

    Science.gov (United States)

    Komori, M; Miura, T; Shiota, K; Minato, K; Takahashi, T

    1995-01-01

    The volumetric shape of a human embryo and its development is hard to comprehend as they have been viewed as a 2D schemes in a textbook or microscopic sectional image. In this paper, a CAI and research support system for human embryology using multimedia presentation techniques is described. In this system, 3D data is acquired from a series of sliced specimens. Its 3D structure can be viewed interactively by rotating, extracting, and truncating its whole body or organ. Moreover, the development process of embryos can be animated using a morphing technique applied to the specimen in several stages. The system is intended to be used interactively, like a virtual reality system. Hence, the system is called Virtual Embryology.

  6. Inducing omnipotence or powerlessness in learners with developmental and attention difficulties through structuring technologies. Accepted for publication in EAI Special Issue (Eds. Eva Brooks)

    DEFF Research Database (Denmark)

    Voldborg, Hanne; Sorensen, Elsebeth Korsgaard

    2017-01-01

    at school? Using this lens, the authors examine, to what extent technology may assist teachers to create more ideal learning environments by reducing the threat for these learners and enable them to participate in learning. Virtual Learning Environments (VLEs), digital templates, timers and calendars......, become aware and understand their own role in the classroom. This paper suggests technologies for structuring and overviewing as basic assistive tools for equalizing the learning possibilities for learners with developmental and attention difficulties in an inclusive school setting....

  7. Development of SMS Mobile Technology for M-Learning for Distance Learners

    Directory of Open Access Journals (Sweden)

    Issham Bin Ismail

    2009-04-01

    Full Text Available The evolution of technologies as well as Internet application has created new ways of communication which gives impact to all regions and sectors including educators and learners in Higher-Education Learning institutions in Malaysia. Virtual learning environments as well as e-learning applications are some of pedagogical mechanisms which may sound easy and quick to be applied but unfortunately they are rarely used. This research attempts to introduce m-Learning as “Convenience Education” (CE. This study will determine the design which suits the system, to identify the suitable content and hardware. The study expected to develop the system framework, the content as well as the hardware, to make recommendations on the existing learning mechanisms and to develop a framework that contributes to the improvement of the education system in Malaysia. This paper includes a pilot project using short message service (SMS - mobile technology for a Physics course for distance learners at the Universiti Sains Malaysia.

  8. How the Use of Second Life Affects E-Learners' Perceptions of Social Interaction in Online Courses

    Directory of Open Access Journals (Sweden)

    Samah Mansour

    2009-04-01

    Full Text Available Educators, researchers, and online courses designers are increasingly investigating the use of 3-D shared virtual worlds for online education. This paper discusses the importance of social interaction in e-learning. We present the idea of using Second Life, a 3-D shared virtual world, in online courses. The researchers investigated the impact of using Second Life as a learning environment and a communication medium in online courses. We measured the extent to which the completion of a learning task and the communication in Second Life can enhance the elearners' perceptions of social interaction via a self-report questionnaire. A prototype application called The Village of Belknap was developed by the Delphi Center of Teaching and Learning at the University of Louisville. The study compared the perception of social interaction of e-learners who participated in Second Life sessions with the perception of social interaction of e-learners who did not participate in the Second Life sessions. The results indicated that the use of Second Life has a positive impact on experiencing a high perception of social interaction in online courses.

  9. Whose voice matters? Learners

    Directory of Open Access Journals (Sweden)

    Sarah Bansilal

    2010-01-01

    Full Text Available International and national mathematics studies have revealed the poor mathematics skills of South African learners. An essential tool that can be used to improve learners' mathematical skills is for educators to use effective feedback. Our purpose in this study was to elicit learners' understanding and expectations of teacher assessment feedback. The study was conducted with five Grade 9 mathematics learners. Data were generated from one group interview, seven journal entries by each learner, video-taped classroom observations and researcher field notes. The study revealed that the learners have insightful perceptions of the concept of educator feedback. While some learners viewed educator feedback as a tool to probe their understanding, others viewed it as a mechanism to get the educator's point of view. A significant finding of the study was that learners viewed educator assessment feedback as instrumental in building or breaking their self-confidence.

  10. Virtual Nursing Intervention Adjunctive to Conventional Care: The Experience of Persons Living With HIV.

    Science.gov (United States)

    Côté, José; Rouleau, Geneviève; Ramirez-Garcia, Pilar; Bourbonnais, Anne

    2015-10-20

    's method, by performing these three steps: (1) data reduction (data coding, summaries); (2) data display (in tables and text form); and (3) recontextualization of results. Content analysis yielded five themes regarding how PLHIV experience VIH-TAVIE: (1) exposure to the virtual nursing intervention; (2) virtual nurse humanizes experience of the computer-delivered intervention; (3) learner's experience of the virtual nursing intervention; (4) perceived benefits following participation in the virtual nursing intervention; and (5) relevance of the virtual nursing intervention in relation to the medication management trajectory. Analyzing the participants' experience revealed they found the intervention's content and format appropriate. To them, the virtual nurse humanized the experience and helped them acquire new skills for achieving optimal ART adherence. Results seem to underscore the importance of offering the intervention to persons who have more problems with drug intake or who are just beginning ART.

  11. 3D virtual human atria: A computational platform for studying clinical atrial fibrillation.

    Science.gov (United States)

    Aslanidi, Oleg V; Colman, Michael A; Stott, Jonathan; Dobrzynski, Halina; Boyett, Mark R; Holden, Arun V; Zhang, Henggui

    2011-10-01

    Despite a vast amount of experimental and clinical data on the underlying ionic, cellular and tissue substrates, the mechanisms of common atrial arrhythmias (such as atrial fibrillation, AF) arising from the functional interactions at the whole atria level remain unclear. Computational modelling provides a quantitative framework for integrating such multi-scale data and understanding the arrhythmogenic behaviour that emerges from the collective spatio-temporal dynamics in all parts of the heart. In this study, we have developed a multi-scale hierarchy of biophysically detailed computational models for the human atria--the 3D virtual human atria. Primarily, diffusion tensor MRI reconstruction of the tissue geometry and fibre orientation in the human sinoatrial node (SAN) and surrounding atrial muscle was integrated into the 3D model of the whole atria dissected from the Visible Human dataset. The anatomical models were combined with the heterogeneous atrial action potential (AP) models, and used to simulate the AP conduction in the human atria under various conditions: SAN pacemaking and atrial activation in the normal rhythm, break-down of regular AP wave-fronts during rapid atrial pacing, and the genesis of multiple re-entrant wavelets characteristic of AF. Contributions of different properties of the tissue to mechanisms of the normal rhythm and arrhythmogenesis were investigated. Primarily, the simulations showed that tissue heterogeneity caused the break-down of the normal AP wave-fronts at rapid pacing rates, which initiated a pair of re-entrant spiral waves; and tissue anisotropy resulted in a further break-down of the spiral waves into multiple meandering wavelets characteristic of AF. The 3D virtual atria model itself was incorporated into the torso model to simulate the body surface ECG patterns in the normal and arrhythmic conditions. Therefore, a state-of-the-art computational platform has been developed, which can be used for studying multi

  12. Self- directed learning barriers in a virtual environment: a qualitative study

    Directory of Open Access Journals (Sweden)

    NOUSHIN KOHAN

    2017-07-01

    Full Text Available Introduction: There is a growing trend in online education courses in higher education institutes. Previous studies have shown that high levels of self-direction are essential for successful online learning. The present study aims to investigate challenges of and barriers to self-directed virtual-learning among postgraduate students of medical sciences. Methods: 23 postgraduate virtual students of medical sciences in Iran, collected through maximum variation purposive sampling and semi-structured interviews, served as the sample of this study. The collected data were analyzed using the inductive content analysis method. Results: Three themes and six sub-themes were identified as barriers to self-directed learning in virtual education, including cognitive barriers (information overload and lack of focus on learning or mind wondering, communication barriers (inadequate coping skills and inadequate writing skills and educational environment barriers (heavy workload and role ambiguity. Conclusion: By the importance of self-direction in online education, the present study results can be used by virtual education planners in the review and design of courses, so as to adequately equip students, obviate barriers to self-directed virtual education, and ultimately train highly self-directed learners in online medical education.

  13. Self- directed learning barriers in a virtual environment: a qualitative study.

    Science.gov (United States)

    Kohan, Noushin; Soltani Arabshahi, Kamran; Mojtahedzadeh, Rita; Abbaszadeh, Abbas; Rakhshani, Tayebeh; Emami, Amirhousein

    2017-07-01

    There is a growing trend in online education courses in higher education institutes. Previous studies have shown that high levels of self-direction are essential for successful online learning. The present study aims to investigate challenges of and barriers to self-directed virtual-learning among postgraduate students of medical sciences. 23 postgraduate virtual students of medical sciences in Iran, collected through maximum variation purposive sampling and semi-structured interviews, served as the sample of this study. The collected data were analyzed using the inductive content analysis method. Three themes and six sub-themes were identified as barriers to self-directed learning in virtual education, including cognitive barriers (information overload and lack of focus on learning or mind wondering), communication barriers (inadequate coping skills and inadequate writing skills) and educational environment barriers (heavy workload and role ambiguity). By the importance of self-direction in online education, the present study results can be used by virtual education planners in the review and design of courses, so as to adequately equip students, obviate barriers to self-directed virtual education, and ultimately train highly self-directed learners in online medical education.

  14. Self- directed learning barriers in a virtual environment: a qualitative study

    Science.gov (United States)

    KOHAN, NOUSHIN; SOLTANI ARABSHAHI, KAMRAN; MOJTAHEDZADEH, RITA; ABBASZADEH, ABBAS; RAKHSHANI, TAYEBEH; EMAMI, AMIRHOUSEIN

    2017-01-01

    Introduction: There is a growing trend in online education courses in higher education institutes. Previous studies have shown that high levels of self-direction are essential for successful online learning. The present study aims to investigate challenges of and barriers to self-directed virtual-learning among postgraduate students of medical sciences. Method: 23 postgraduate virtual students of medical sciences in Iran, collected through maximum variation purposive sampling and semi-structured interviews, served as the sample of this study. The collected data were analyzed using the inductive content analysis method. Results: Three themes and six sub-themes were identified as barriers to self-directed learning in virtual education, including cognitive barriers (information overload and lack of focus on learning or mind wondering), communication barriers (inadequate coping skills and inadequate writing skills) and educational environment barriers (heavy workload and role ambiguity). Conclusion: By the importance of self-direction in online education, the present study results can be used by virtual education planners in the review and design of courses, so as to adequately equip students, obviate barriers to self-directed virtual education, and ultimately train highly self-directed learners in online medical education. PMID:28761885

  15. Advancing clinical reasoning in virtual patients – development and application of a conceptual framework

    Science.gov (United States)

    Hege, Inga; Kononowicz, Andrzej A.; Berman, Norman B.; Lenzer, Benedikt; Kiesewetter, Jan

    2018-01-01

    Background: Clinical reasoning is a complex skill students have to acquire during their education. For educators it is difficult to explain their reasoning to students, because it is partly an automatic and unconscious process. Virtual Patients (VPs) are used to support the acquisition of clinical reasoning skills in healthcare education. However, until now it remains unclear which features or settings of VPs optimally foster clinical reasoning. Therefore, our aims were to identify key concepts of the clinical reasoning process in a qualitative approach and draw conclusions on how each concept can be enhanced to advance the learning of clinical reasoning with virtual patients. Methods: We chose a grounded theory approach to identify key categories and concepts of learning clinical reasoning and develop a framework. Throughout this process, the emerging codes were discussed with a panel of interdisciplinary experts. In a second step we applied the framework to virtual patients. Results: Based on the data we identified the core category as the "multifactorial nature of learning clinical reasoning". This category is reflected in the following five main categories: Psychological Theories, Patient-centeredness, Context, Learner-centeredness, and Teaching/Assessment. Each category encompasses between four and six related concepts. Conclusions: With our approach we were able to elaborate how key categories and concepts of clinical reasoning can be applied to virtual patients. This includes aspects such as allowing learners to access a large number of VPs with adaptable levels of complexity and feedback or emphasizing dual processing, errors, and uncertainty. PMID:29497697

  16. Learner corpus profiles the case of Romanian learner English

    CERN Document Server

    Chitez, Madalina

    2014-01-01

    The first three chapters of the book offer relevant information on the new methodological approach, learner corpus profiling, and the exemplifying case, Romanian Learner English. The description of the Romanian Corpus of Learner English is also given special attention. The following three chapters include corpus-based frequency analyses of selected grammatical categories (articles, prepositions, genitives), combined with error analyses. In the concluding discussion, the book summarizes the features compiled as lexico-grammatical profiles.

  17. Virtual Environment Computer Simulations to Support Human Factors Engineering and Operations Analysis for the RLV Program

    Science.gov (United States)

    Lunsford, Myrtis Leigh

    1998-01-01

    The Army-NASA Virtual Innovations Laboratory (ANVIL) was recently created to provide virtual reality tools for performing Human Engineering and operations analysis for both NASA and the Army. The author's summer research project consisted of developing and refining these tools for NASA's Reusable Launch Vehicle (RLV) program. Several general simulations were developed for use by the ANVIL for the evaluation of the X34 Engine Changeout procedure. These simulations were developed with the software tool dVISE 4.0.0 produced by Division Inc. All software was run on an SGI Indigo2 High Impact. This paper describes the simulations, various problems encountered with the simulations, other summer activities, and possible work for the future. We first begin with a brief description of virtual reality systems.

  18. Learner Personas in CALL

    Science.gov (United States)

    Heift, Trude

    2007-01-01

    In examining the titles of this year's conference presentations, the author noticed quite a few papers that focus on learner-specific issues, for instance, papers that address learning styles, learner needs, personality and learning, learner modeling and, more generally, pedagogical issues that deal with individual learner differences in…

  19. Credit Recovery in a Virtual School: Affordances of Online Learning for the At-Risk Student

    Science.gov (United States)

    Oliver, Kevin; Kellogg, Shaun

    2015-01-01

    This paper summarizes evaluation findings about a high school credit recovery (CR) program as solicited by a statesponsored virtual school in the United States. Student and teacher surveys explained why CR students failed previous instances of face-to-face courses and defined how the online CR model helped these learners overcome both internal…

  20. Modelling Feedback in Virtual Patients: An Iterative Approach.

    Science.gov (United States)

    Stathakarou, Natalia; Kononowicz, Andrzej A; Henningsohn, Lars; McGrath, Cormac

    2018-01-01

    Virtual Patients (VPs) offer learners the opportunity to practice clinical reasoning skills and have recently been integrated in Massive Open Online Courses (MOOCs). Feedback is a central part of a branched VP, allowing the learner to reflect on the consequences of their decisions and actions. However, there is insufficient guidance on how to design feedback models within VPs and especially in the context of their application in MOOCs. In this paper, we share our experiences from building a feedback model for a bladder cancer VP in a Urology MOOC, following an iterative process in three steps. Our results demonstrate how we can systematize the process of improving the quality of VP components by the application of known literature frameworks and extend them with a feedback module. We illustrate the design and re-design process and exemplify with content from our VP. Our results can act as starting point for discussions on modelling feedback in VPs and invite future research on the topic.

  1. Focus on Form, Learner Uptake and Subsequent Lexical Gains in Learners' Oral Production

    Science.gov (United States)

    Alcon-Soler, Eva

    2009-01-01

    This descriptive study reports findings on the relationship between focus on form, learner uptake and subsequent lexical gains in learners' oral production. The data for the study consisted in 17 45-minute audio-recorded teacher-led conversations, 204 learners' diaries (17 sessions x 12 learners) reporting what they had learned after each…

  2. Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair.

    Science.gov (United States)

    Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John

    2016-01-01

    The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people's perception of a person's age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people's response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty.

  3. Working with language learner histories from three perspectives: Teachers, learners and researchers

    Directory of Open Access Journals (Sweden)

    Sarah Mercer

    2013-10-01

    Full Text Available Recent developments in SLA, such as learner-centredness, social constructivism, the postmethod era, and complexity perspectives, have highlighted the need for more localized, situated understandings of teaching and learning and greater recognition of learner individuality and diversity. In this article, I suggest an effective way of meeting these needs is to employ learner histories. This powerful form of writing allows learners to use their L2 to engage in authentic, personally meaningful communication with others about their identities, experiences, perceptions and emotions related to their language learning histories. As a text type, they are able to facilitate a more holistic perspective of the learner’s life and reveal the unique interconnections that an individual makes across various domains. They also enable the situated, contextualised and dynamic nature of their learning experiences to become apparent and provide learners with a genuine, motivating purpose for writing. Exploring data generated in Austria with tertiary-level EFL learners, I seek to illustrate some of the rich potential of these text types from three perspectives, namely, those of the teacher, learner and researcher.

  4. Virtual Labs in proteomics: new E-learning tools.

    Science.gov (United States)

    Ray, Sandipan; Koshy, Nicole Rachel; Reddy, Panga Jaipal; Srivastava, Sanjeeva

    2012-05-17

    Web-based educational resources have gained enormous popularity recently and are increasingly becoming a part of modern educational systems. Virtual Labs are E-learning platforms where learners can gain the experience of practical experimentation without any direct physical involvement on real bench work. They use computerized simulations, models, videos, animations and other instructional technologies to create interactive content. Proteomics being one of the most rapidly growing fields of the biological sciences is now an important part of college and university curriculums. Consequently, many E-learning programs have started incorporating the theoretical and practical aspects of different proteomic techniques as an element of their course work in the form of Video Lectures and Virtual Labs. To this end, recently we have developed a Virtual Proteomics Lab at the Indian Institute of Technology Bombay, which demonstrates different proteomics techniques, including basic and advanced gel and MS-based protein separation and identification techniques, bioinformatics tools and molecular docking methods, and their applications in different biological samples. This Tutorial will discuss the prominent Virtual Labs featuring proteomics content, including the Virtual Proteomics Lab of IIT-Bombay, and E-resources available for proteomics study that are striving to make proteomic techniques and concepts available and accessible to the student and research community. This Tutorial is part of the International Proteomics Tutorial Programme (IPTP 14). Details can be found at: http://www.proteomicstutorials.org/. Copyright © 2012 Elsevier B.V. All rights reserved.

  5. Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices

    Science.gov (United States)

    Sheehy, Kieron

    This chapter argues that virtual environments offer new research areas for those concerned with inclusive education. Further, it proposes that they also present opportunities for developing increasingly inclusive research processes. This chapter considers how researchers might approach researching some of these affordances. It discusses the relationship between specific features of inclusive pedagogy, derived from an international systematic literature review, and the affordances of different forms of virtual characters and environments. Examples are drawn from research in Second LifeTM (SL), virtual tutors and augmented reality. In doing this, the chapter challenges a simplistic notion of isolated physical and virtual worlds and, in the context of inclusion, between the practice of research and the research topic itself. There are a growing number of virtual worlds in which identified educational activities are taking place, or whose activities are being noted for their educational merit. These encompasses non-themed worlds such as SL and Active Worlds, game based worlds such as World of Warcraft and Runescape, and even Club Penguin, a themed virtual where younger players interact through a variety of Penguin themed environments and activities. It has been argued that these spaces, outside traditional education, are able to offer pedagogical insights (Twining 2009) i.e. that these global virtual communities have been identified as being useful as creative educational environments (Delwiche 2006; Sheehy 2009). This chapter will explore how researchers might use these spaces to investigative and create inclusive educational experiences for learners. In order to do this the chapter considers three interrelated issues: What is inclusive education?; How might inclusive education influence virtual world research? And, what might inclusive education look like in virtual worlds?

  6. WEB-BASED LANGUAGE CLUB AFFECTING EFL LEARNERS’ PROFICIENCY: A CASE OF IRANIAN LEARNERS

    Directory of Open Access Journals (Sweden)

    Hamid Ashraf

    2014-06-01

    Full Text Available Language clubs have been reported to be effective in learning languages, increasing motivation and independence (Gao, 2009. The present study was an attempt to investigate the effect of a web-based language club on the language proficiency of Iranian EFL learners. A number of pre-intermediate learners form two universities (118 were selected among 154 through a test of proficiency (TOEFL PBL, then they were put into experimental and control groups. The participants in experimental group got on line and acted as a member of a virtual language club for a period of 6 months. They got involved with activities like emailing, chatting, and weblogging. Data were collected through TOEFL PBL. The analyzed data from the test of proficiency indicated the outperformance of those in experimental group. Consequently, it might be proposed that web-based language clubs can make language learning easier and more efficient.

  7. Assessing the Impact of a Virtual Lab in an Allied Health Program.

    Science.gov (United States)

    Kay, Robin; Goulding, Helene; Li, Jia

    2018-01-01

    Competency-based education in health care requires rigorous standards to ensure professional proficiency. Demonstrating competency in hands-on laboratories calls for effective preparation, knowledge, and experience, all of which can be difficult to achieve using traditional teaching methods. Virtual laboratories are an alternative, cost-effective approach to providing students with sufficient preparatory information. Research on the use of virtual labs in allied health education is limited. The current study investigated the benefits, challenges, and perceived impact of a virtual lab in an allied health program. The sample consisted of 64 students (55 females, 9 males) enrolled in a university medical laboratory science program. A convergent mixed-methods approach (Likert survey, open-ended questions, think-aloud protocol data) revealed that students had positive attitudes towards visual learning, authenticity, learner control, organization, and scaffolding afforded by the virtual lab. Challenges reported included navigational difficulties, an absence of control over content selection, and lack of understanding for certain concepts. Over 90% of students agreed that the virtual lab helped them prepare for hands-on laboratory sessions and that they would use this format of instruction again. Overall, 84% of the students agreed that the virtual lab helped them to achieve greater success in learning.

  8. A Layered Approach for Robust Spatial Virtual Human Pose Reconstruction Using a Still Image

    Directory of Open Access Journals (Sweden)

    Chengyu Guo

    2016-02-01

    Full Text Available Pedestrian detection and human pose estimation are instructive for reconstructing a three-dimensional scenario and for robot navigation, particularly when large amounts of vision data are captured using various data-recording techniques. Using an unrestricted capture scheme, which produces occlusions or breezing, the information describing each part of a human body and the relationship between each part or even different pedestrians must be present in a still image. Using this framework, a multi-layered, spatial, virtual, human pose reconstruction framework is presented in this study to recover any deficient information in planar images. In this framework, a hierarchical parts-based deep model is used to detect body parts by using the available restricted information in a still image and is then combined with spatial Markov random fields to re-estimate the accurate joint positions in the deep network. Then, the planar estimation results are mapped onto a virtual three-dimensional space using multiple constraints to recover any deficient spatial information. The proposed approach can be viewed as a general pre-processing method to guide the generation of continuous, three-dimensional motion data. The experiment results of this study are used to describe the effectiveness and usability of the proposed approach.

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

    International Nuclear Information System (INIS)

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

    2001-01-01

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

  10. About avatars and maneuvering in virtual environments

    NARCIS (Netherlands)

    Delleman, N.

    2006-01-01

    This paper is about the use of avatars and maneuvering in virtual environments for simulation-based design ergonomics. An avatar is a digital human model driven by an instrumented human who is immersed in a virtual environment. A presentation on locomotion devices is followed by descriptions of

  11. Virtual pharmacokinetic model of human eye.

    Science.gov (United States)

    Kotha, Sreevani; Murtomäki, Lasse

    2014-07-01

    A virtual pharmacokinetic 3D model of the human eye is built using Comsol Multiphysics® software, which is based on the Finite Element Method (FEM). The model considers drug release from a polymer patch placed on sclera. The model concentrates on the posterior part of the eye, retina being the target tissue, and comprises the choroidal blood flow, partitioning of the drug between different tissues and active transport at the retina pigment epithelium (RPE)-choroid boundary. Although most straightforward, in order to check the mass balance, no protein binding or metabolism is yet included. It appeared that the most important issue in obtaining reliable simulation results is the finite element mesh, while time stepping has hardly any significance. Simulations were extended to 100,000 s. The concentration of a drug is shown as a function of time at various points of retina, as well as its average value, varying several parameters in the model. This work demonstrates how anybody with basic knowledge of calculus is able to build physically meaningful models of quite complex biological systems. Copyright © 2014 Elsevier Inc. All rights reserved.

  12. System Approach to Pedagogical Discourse: CLD Learners

    Science.gov (United States)

    Rojas, Eliana D.; Avitia, Maria J.

    2017-01-01

    This paper examines the achievement gap for culturally and linguistically diverse (CLD) learners through the lens of Bronfenbrenner's bioecological theory of human development. The population of CLD students in the United States continues to grow. Across the nation, CLD students continue to struggle in an increasingly accountability-based…

  13. Effects of Cognitive Styles on an MSN Virtual Learning Companion System as an Adjunct to Classroom Instructions

    Science.gov (United States)

    Hsieh, Sheng-Wen

    2011-01-01

    This study designed a chatbot system, Confucius, as a MSN virtual learning companion to examine how specific application design variables within educational software affect the learning process of subjects as defined by the cognitive continuum of field-dependent and field-independent learners. 104 college students participated in a 12 week…

  14. Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective

    Directory of Open Access Journals (Sweden)

    Aline W. ede Borst

    2015-05-01

    Full Text Available Recent developments in neuroimaging research support the increased use of naturalistic stimulus material such as film, animations, or androids. These stimuli allow for a better understanding of how the brain processes information in complex situations while maintaining experimental control. While avatars and androids are well suited to study human cognition, they should not be equated to human stimuli. For example, the Uncanny Valley hypothesis theorizes that artificial agents with high human-likeness may evoke feelings of eeriness in the human observer. Here we review if, when, and how the perception of human-like avatars and androids differs from the perception of humans and consider how this influences their utilization as stimulus material in social and affective neuroimaging studies. First, we discuss how the appearance of virtual characters affects perception. When stimuli are morphed across categories from non-human to human, the most ambiguous stimuli, rather than the most human-like stimuli, show prolonged classification times and increased eeriness. Human-like to human stimuli show a positive linear relationship with familiarity. Secondly, we show that expressions of emotions in human-like avatars can be perceived similarly to human emotions, with corresponding behavioral, physiological and neuronal activations, with exception of physical dissimilarities. Subsequently, we consider if and when one perceives differences in action representation by artificial agents versus humans. Motor resonance and predictive coding models may account for empirical findings, such as an interference effect on action for observed human-like, natural moving characters. However, the expansion of these models to explain more complex behavior, such as empathy, still needs to be investigated in more detail. Finally, we broaden our outlook to social interaction, where virtual reality stimuli can be utilized to imitate complex social situations.

  15. Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective.

    Science.gov (United States)

    de Borst, Aline W; de Gelder, Beatrice

    2015-01-01

    Recent developments in neuroimaging research support the increased use of naturalistic stimulus material such as film, avatars, or androids. These stimuli allow for a better understanding of how the brain processes information in complex situations while maintaining experimental control. While avatars and androids are well suited to study human cognition, they should not be equated to human stimuli. For example, the uncanny valley hypothesis theorizes that artificial agents with high human-likeness may evoke feelings of eeriness in the human observer. Here we review if, when, and how the perception of human-like avatars and androids differs from the perception of humans and consider how this influences their utilization as stimulus material in social and affective neuroimaging studies. First, we discuss how the appearance of virtual characters affects perception. When stimuli are morphed across categories from non-human to human, the most ambiguous stimuli, rather than the most human-like stimuli, show prolonged classification times and increased eeriness. Human-like to human stimuli show a positive linear relationship with familiarity. Secondly, we show that expressions of emotions in human-like avatars can be perceived similarly to human emotions, with corresponding behavioral, physiological and neuronal activations, with exception of physical dissimilarities. Subsequently, we consider if and when one perceives differences in action representation by artificial agents versus humans. Motor resonance and predictive coding models may account for empirical findings, such as an interference effect on action for observed human-like, natural moving characters. However, the expansion of these models to explain more complex behavior, such as empathy, still needs to be investigated in more detail. Finally, we broaden our outlook to social interaction, where virtual reality stimuli can be utilized to imitate complex social situations.

  16. The Exercise of Learner Autonomy in a Virtual EFL Course in Colombia

    Science.gov (United States)

    Bedoya, Paula Andrea

    2014-01-01

    This case study explores how a group of graduate students manifest autonomy in an English as a Foreign Language virtual course at a Colombian university. Analysis of questionnaires, forums, and interviews showed that students manifested attitudes that led to autonomy such as motivation and commitment at the beginning of the course, but they also…

  17. Virtual Worlds and the Learner Hero: How Today's Video Games Can Inform Tomorrow's Digital Learning Environments

    Science.gov (United States)

    Rigby, C. Scott; Przybylski, Andrew K.

    2009-01-01

    Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…

  18. Learner-to-learner visual acuity screening: A solution for early ...

    African Journals Online (AJOL)

    The National School Health Policy guidelines (2002) stipulate that primary school learners should have their vision, speech, hearing, mental health, teeth, ... This project created greater awareness among learners, parents and teachers ...

  19. 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.

  20. Selection of magister learners in nursing science at the Rand Afrikaans University

    Directory of Open Access Journals (Sweden)

    A Botes

    2001-09-01

    Full Text Available Selection of learners implies that candidates are assessed according to criteria with the purpose of selecting the most suitable learners for the course. A magister qualification is on level 8A of the National Qualifications Framework (NQF. The purpose of a magister qualification in Nursing is the development of advanced research, clinical, professional, managerial, educational, leadership and consultative abilities (knowledge, skills, values and attitudes for the promotion of individual, family, group and community health. From the above introduction it becomes clear that there is a high expectations of a person with a magister qualification. Such a person should be a specialist, scientist, leader and role model in the profession. A magister programme is human-power intensive as well as capital intensive for both the learner and higher education institutions. It is therefore important to select learners with the ability to achieve the outcomes of the programme. Limited research has been conducted on the selection of post graduate learners.

  1. Near Real-Time Comprehension Classification with Artificial Neural Networks: Decoding e-Learner Non-Verbal Behavior

    Science.gov (United States)

    Holmes, Mike; Latham, Annabel; Crockett, Keeley; O'Shea, James D.

    2018-01-01

    Comprehension is an important cognitive state for learning. Human tutors recognize comprehension and non-comprehension states by interpreting learner non-verbal behavior (NVB). Experienced tutors adapt pedagogy, materials, and instruction to provide additional learning scaffold in the context of perceived learner comprehension. Near real-time…

  2. Virtual Reality for Artificial Intelligence: human-centered simulation for social science.

    Science.gov (United States)

    Cipresso, Pietro; Riva, Giuseppe

    2015-01-01

    There is a long last tradition in Artificial Intelligence as use of Robots endowing human peculiarities, from a cognitive and emotional point of view, and not only in shape. Today Artificial Intelligence is more oriented to several form of collective intelligence, also building robot simulators (hardware or software) to deeply understand collective behaviors in human beings and society as a whole. Modeling has also been crucial in the social sciences, to understand how complex systems can arise from simple rules. However, while engineers' simulations can be performed in the physical world using robots, for social scientist this is impossible. For decades, researchers tried to improve simulations by endowing artificial agents with simple and complex rules that emulated human behavior also by using artificial intelligence (AI). To include human beings and their real intelligence within artificial societies is now the big challenge. We present an hybrid (human-artificial) platform where experiments can be performed by simulated artificial worlds in the following manner: 1) agents' behaviors are regulated by the behaviors shown in Virtual Reality involving real human beings exposed to specific situations to simulate, and 2) technology transfers these rules into the artificial world. These form a closed-loop of real behaviors inserted into artificial agents, which can be used to study real society.

  3. Diverse Strategies for Diverse Learners: Action Learning in a Hybrid Mode

    Directory of Open Access Journals (Sweden)

    Esmarie Strydom

    2007-08-01

    Full Text Available This paper describes an action research study during which a flexible or hybrid approach to delivering an Information and Communication Technology competency course is implemented in the preparation of student teachers. The course incorporates Web-based course-content delivery, face-to-face classroom meetings to satisfy the need for human interaction, a variety of assessment methods, as well as recognition of prior learning. The objectives are to accommodate learning diversity, make learning focused and achievable for each learner, allow for intervention if the learning outcomes are not met, and focus on and guide the learning process, i.e. teach learners how to learn. This paper reports on the perspectives and experiences of two groups of first year learners, namely student teachers who attended a hybrid ICT course and first year learners who attended an e-learning ICT course. It was found that the success rate of the hybrid mode ICT course was significantly higher than that of the similar e-learning ICT course. The hybrid mode ICT course also enabled the learners to become self-directed to a higher degree.

  4. Development of realistic physical breast phantoms matched to virtual breast phantoms based on human subject data

    International Nuclear Information System (INIS)

    Kiarashi, Nooshin; Nolte, Adam C.; Sturgeon, Gregory M.; Ghate, Sujata V.; Segars, William P.; Nolte, Loren W.; Samei, Ehsan

    2015-01-01

    Purpose: Physical phantoms are essential for the development, optimization, and evaluation of x-ray breast imaging systems. Recognizing the major effect of anatomy on image quality and clinical performance, such phantoms should ideally reflect the three-dimensional structure of the human breast. Currently, there is no commercially available three-dimensional physical breast phantom that is anthropomorphic. The authors present the development of a new suite of physical breast phantoms based on human data. Methods: The phantoms were designed to match the extended cardiac-torso virtual breast phantoms that were based on dedicated breast computed tomography images of human subjects. The phantoms were fabricated by high-resolution multimaterial additive manufacturing (3D printing) technology. The glandular equivalency of the photopolymer materials was measured relative to breast tissue-equivalent plastic materials. Based on the current state-of-the-art in the technology and available materials, two variations were fabricated. The first was a dual-material phantom, the Doublet. Fibroglandular tissue and skin were represented by the most radiographically dense material available; adipose tissue was represented by the least radiographically dense material. The second variation, the Singlet, was fabricated with a single material to represent fibroglandular tissue and skin. It was subsequently filled with adipose-equivalent materials including oil, beeswax, and permanent urethane-based polymer. Simulated microcalcification clusters were further included in the phantoms via crushed eggshells. The phantoms were imaged and characterized visually and quantitatively. Results: The mammographic projections and tomosynthesis reconstructed images of the fabricated phantoms yielded realistic breast background. The mammograms of the phantoms demonstrated close correlation with simulated mammographic projection images of the corresponding virtual phantoms. Furthermore, power

  5. Development of realistic physical breast phantoms matched to virtual breast phantoms based on human subject data

    Energy Technology Data Exchange (ETDEWEB)

    Kiarashi, Nooshin [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 and Department of Electrical and Computer Engineering, Duke University, Durham, North Carolina 27708 (United States); Nolte, Adam C. [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 and Department of Biomedical Engineering, Duke University, Durham, North Carolina 27708 (United States); Sturgeon, Gregory M.; Ghate, Sujata V. [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 (United States); Segars, William P. [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 and Medical Physics Graduate Program, Duke University, Durham, North Carolina 27708 (United States); Nolte, Loren W. [Department of Electrical and Computer Engineering, Duke University, Durham, North Carolina 27708 and Department of Biomedical Engineering, Duke University, Durham, North Carolina 27708 (United States); Samei, Ehsan [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 (United States); Department of Electrical and Computer Engineering, Duke University, Durham, North Carolina 27708 (United States); Department of Biomedical Engineering, Duke University, Durham, North Carolina 27708 (United States); Medical Physics Graduate Program, Duke University, Durham, North Carolina 27708 (United States); Department of Physics, Duke University, Durham, North Carolina 27708 (United States); and others

    2015-07-15

    Purpose: Physical phantoms are essential for the development, optimization, and evaluation of x-ray breast imaging systems. Recognizing the major effect of anatomy on image quality and clinical performance, such phantoms should ideally reflect the three-dimensional structure of the human breast. Currently, there is no commercially available three-dimensional physical breast phantom that is anthropomorphic. The authors present the development of a new suite of physical breast phantoms based on human data. Methods: The phantoms were designed to match the extended cardiac-torso virtual breast phantoms that were based on dedicated breast computed tomography images of human subjects. The phantoms were fabricated by high-resolution multimaterial additive manufacturing (3D printing) technology. The glandular equivalency of the photopolymer materials was measured relative to breast tissue-equivalent plastic materials. Based on the current state-of-the-art in the technology and available materials, two variations were fabricated. The first was a dual-material phantom, the Doublet. Fibroglandular tissue and skin were represented by the most radiographically dense material available; adipose tissue was represented by the least radiographically dense material. The second variation, the Singlet, was fabricated with a single material to represent fibroglandular tissue and skin. It was subsequently filled with adipose-equivalent materials including oil, beeswax, and permanent urethane-based polymer. Simulated microcalcification clusters were further included in the phantoms via crushed eggshells. The phantoms were imaged and characterized visually and quantitatively. Results: The mammographic projections and tomosynthesis reconstructed images of the fabricated phantoms yielded realistic breast background. The mammograms of the phantoms demonstrated close correlation with simulated mammographic projection images of the corresponding virtual phantoms. Furthermore, power

  6. Developing Trust in Virtual Teams

    Science.gov (United States)

    Germain, Marie-Line

    2011-01-01

    Rapid globalization, advances in technology, flatter organizational structures, synergistic cooperation among firms, and a shift to knowledge work environments have led to the increasing use of virtual teams in organizations. Selecting, training, and socializing employees in virtual teamwork has therefore become an important human resource…

  7. Role of Faculty Development Forums in Virtual Teaching Environment: A Case Study of Marketing Research & Case Group

    Science.gov (United States)

    Sandhu, Rizwan Saleem; Hussain, Sajid

    2016-01-01

    The online learning has broadened the teaching spectrum from Face-to-Face to virtual environment, and this move has brought traditional teacher-centered instruction to learner-centered instruction. This paradigm shift appears to place demands on faculty to modify faculty's instruction roles that are different from those encountered in Face-to-Face…

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

    OpenAIRE

    Bergs, Jessica; Livingstone, Daniel; Loranger, Brian

    2016-01-01

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

  9. Investigation of Virtual Digital Human and Robotic Device Technology Merger Complimented by Haptics and Autostereoscopic Displays, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — As expected, the STTR Phase I investigation confirmed that the Digital Virtual Human (DVH) and Robonaut technologies can be merged, and that haptic and...

  10. Investigation of Virtual Digital Human and Robotic Device Technology Merger Complimented by Haptics and Autostereoscopic Displays, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed innovations conform precisely to the technology needs described in Subtopic T5.02, Robotics and Virtual Digital Human Technologies. ?Two potential areas...

  11. Knowledge environments representing molecular entities for the virtual physiological human.

    Science.gov (United States)

    Hofmann-Apitius, Martin; Fluck, Juliane; Furlong, Laura; Fornes, Oriol; Kolárik, Corinna; Hanser, Susanne; Boeker, Martin; Schulz, Stefan; Sanz, Ferran; Klinger, Roman; Mevissen, Theo; Gattermayer, Tobias; Oliva, Baldo; Friedrich, Christoph M

    2008-09-13

    In essence, the virtual physiological human (VPH) is a multiscale representation of human physiology spanning from the molecular level via cellular processes and multicellular organization of tissues to complex organ function. The different scales of the VPH deal with different entities, relationships and processes, and in consequence the models used to describe and simulate biological functions vary significantly. Here, we describe methods and strategies to generate knowledge environments representing molecular entities that can be used for modelling the molecular scale of the VPH. Our strategy to generate knowledge environments representing molecular entities is based on the combination of information extraction from scientific text and the integration of information from biomolecular databases. We introduce @neuLink, a first prototype of an automatically generated, disease-specific knowledge environment combining biomolecular, chemical, genetic and medical information. Finally, we provide a perspective for the future implementation and use of knowledge environments representing molecular entities for the VPH.

  12. Virtual reality and planetary exploration

    Science.gov (United States)

    McGreevy, Michael W.

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  13. Virtual reality and planetary exploration

    Science.gov (United States)

    Mcgreevy, Michael W.

    1992-01-01

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  14. The Water Suitcase of Migrants: Assessing Virtual Water Fluxes Associated to Human Migration.

    Science.gov (United States)

    Metulini, Rodolfo; Tamea, Stefania; Laio, Francesco; Riccaboni, Massimo

    2016-01-01

    Disentangling the relations between human migrations and water resources is relevant for food security and trade policy in water-scarce countries. It is commonly believed that human migrations are beneficial to the water endowments of origin countries for reducing the pressure on local resources. We show here that such belief is over-simplistic. We reframe the problem by considering the international food trade and the corresponding virtual water fluxes, which quantify the water used for the production of traded agricultural commodities. By means of robust analytical tools, we show that migrants strengthen the commercial links between countries, triggering trade fluxes caused by food consumption habits persisting after migration. Thus migrants significantly increase the virtual water fluxes and the use of water in the countries of origin. The flux ascribable to each migrant, i.e. the "water suitcase", is found to have increased from 321 m3/y in 1990 to 1367 m3/y in 2010. A comparison with the water footprint of individuals shows that where the water suitcase exceeds the water footprint of inhabitants, migrations turn out to be detrimental to the water endowments of origin countries, challenging the common perception that migrations tend to relieve the pressure on the local (water) resources of origin countries.

  15. Beyond the Beat: Modelling Intentions in a Virtual Conductor

    NARCIS (Netherlands)

    ter Maat, Mark; Ebbers, Rob M.; Reidsma, Dennis; Nijholt, Antinus

    We describe our research on designing and implementing a Virtual Conductor. That is, a virtual human (embodied agent) that acts like a human conductor in its interaction with a real, human orchestra. We reported previously on a first version that used a digital musical score to lead an orchestra.

  16. Virtual toolbox

    Science.gov (United States)

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

    1993-04-01

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

  17. How virtual reality works: illusions of vision in "real" and virtual environments

    Science.gov (United States)

    Stark, Lawrence W.

    1995-04-01

    Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.

  18. Simulated Lidar Images of Human Pose using a 3DS Max Virtual Laboratory

    Science.gov (United States)

    2015-12-01

    AFRL-RH-WP-TR-2015-0089 SIMULATED LIDAR IMAGES OF HUMAN POSE USING A 3DS MAX VIRTUAL LABORATORY Jeanne Smith Isiah Davenport Infoscitex Corp...MM-YYYY) 11-12-2015 2. REPORT TYPE Interim 3. DATES COVERED (From - To) March 2013 – April 2015 4. TITLE AND SUBTITLE Simulated LIDAR ...Cleared: 88ABW-2016-0242, 25 January 2016 Report contains color 14. ABSTRACT Large sets of 3D Simulated LIDAR (Light Detection and

  19. Learner's Passport

    Directory of Open Access Journals (Sweden)

    Bogdan Jug

    1996-12-01

    Full Text Available For the first time learner's passport was pre­ sented at the international conference on permanent education, taking place in Rome in December 1994. This document is not meant for students only but for the entire population. It should contain notes on any format education, additional education, working experiences, cultural activities, sport results, awards, prizes and recommen­ dations. The mission of learner's passport is to gather all documents in one place, a handy book­ let which gives one an overall view over his/her achievements. It should help personnel departments in choosing the right person for a certain job as well as indirectly stimul ate additional activities of the learner's passport holder.

  20. LETS DIVE INTO A VIRTUAL WORLD AND SEE WHAT IS BENEATH SECOND LIFE

    Directory of Open Access Journals (Sweden)

    Nil GOKSEL CANBEK

    2011-08-01

    Full Text Available This paper divulges the results of a master thesis study that evaluates the learner-course owner (instructor interaction within University-Community Partnerships (UCPs by giving samples on SL milieu. The study briefly demystifies 3D interaction in virtual reality. The dimensions of immersive learning and learner-course owner (instructor interaction are explored within the theoretical frame of Mindtool Model (Jonassen, 1996 and Interaction-Communication Theory (Holmberg, 1989. The foundations of learning and communication are appraised on a matrix from which semi-structured and open-ended survey questions are formulated. The SL platform is assessed in terms of qualitative analyses of matrix based-foundations which are sent to four (4 distance education experts across the world. With the survey responses collected on a voluntary basis, 189 themes and 185 main themes on learner-course owner interaction are generated. The results demonstrate that Second Life as a learning mindtool uses Internet-based distance learning technologies effectively; however, it still needs appropriate andragogical adjustments for the efficacy of online interaction.

  1. Enabling Virtual Sensing as a Service

    Directory of Open Access Journals (Sweden)

    Yang Li

    2016-03-01

    Full Text Available In many situations, placing a physical sensor in the ideal position in or on the human body to acquire sensing data is incredibly difficult. Virtual sensors, in contrast to physical sensors, can provide indirect measurements by making use of other available sensor data. In this paper, we demonstrate a virtual sensing application developed as a service on top of a cloud-based health sensor data management platform called Wiki-Health. The proposed application “implants” virtual sensors in the human body by integrating environmental, geographic and personal sensor data with physiological models to compute temperature estimations of various parts of the body. The feasibility of the proposed virtual sensing service is supported by a case study. The ability to share computational models relevant to do calculations on measured data on the go is also discussed.

  2. Ecological validity of virtual environments to assess human navigation ability

    Directory of Open Access Journals (Sweden)

    Ineke eVan Der Ham

    2015-05-01

    Full Text Available Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass, and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e. path, landmarks was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning.

  3. BRAIN IMAGING AS SOURCE OF DATA FOR PROFILING LEARNERS IN VIRTUAL EDUCATION

    Directory of Open Access Journals (Sweden)

    Julián Gaviria Giraldo

    Full Text Available This work proposes and demonstrates that mind reading is currently possible in terms of characterizing someone's brain responses to a specific action. For this work some responses named cognitive neuroscience variables are used. In other words, this work is framed in the learning field, and solves effectively one issue: personalizing content through the identification of an individual's learning style in virtual education.

  4. Immersive virtual reality as a teaching tool for neuroanatomy.

    Science.gov (United States)

    Stepan, Katelyn; Zeiger, Joshua; Hanchuk, Stephanie; Del Signore, Anthony; Shrivastava, Raj; Govindaraj, Satish; Iloreta, Alfred

    2017-10-01

    Three-dimensional (3D) computer modeling and interactive virtual reality (VR) simulation are validated teaching techniques used throughout medical disciplines. Little objective data exists supporting its use in teaching clinical anatomy. Learner motivation is thought to limit the rate of utilization of such novel technologies. The purpose of this study is to evaluate the effectiveness, satisfaction, and motivation associated with immersive VR simulation in teaching medical students neuroanatomy. Images of normal cerebral anatomy were reconstructed from human Digital Imaging and Communications in Medicine (DICOM) computed tomography (CT) imaging and magnetic resonance imaging (MRI) into 3D VR formats compatible with the Oculus Rift VR System, a head-mounted display with tracking capabilities allowing for an immersive VR experience. The ventricular system and cerebral vasculature were highlighted and labeled to create a focused interactive model. We conducted a randomized controlled study with 66 medical students (33 in both the control and experimental groups). Pertinent neuroanatomical structures were studied using either online textbooks or the VR interactive model, respectively. We then evaluated the students' anatomy knowledge, educational experience, and motivation (using the Instructional Materials Motivation Survey [IMMS], a previously validated assessment). There was no significant difference in anatomy knowledge between the 2 groups on preintervention, postintervention, or retention quizzes. The VR group found the learning experience to be significantly more engaging, enjoyable, and useful (all p < 0.01) and scored significantly higher on the motivation assessment (p < 0.01). Immersive VR educational tools awarded a more positive learner experience and enhanced student motivation. However, the technology was equally as effective as the traditional text books in teaching neuroanatomy. © 2017 ARS-AAOA, LLC.

  5. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students' Experiences Using a Multiplayer Virtual World.

    Science.gov (United States)

    Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li

    2016-12-16

    Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. ©Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai. Originally published in JMIR Serious Games (http://games.jmir.org), 16.12.2016.

  6. Eco-Dialogical Learning and Translanguaging in Open-Ended 3D Virtual Learning Environments: Where Place, Time, and Objects Matter

    Science.gov (United States)

    Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse

    2017-01-01

    The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…

  7. Identification by virtual screening and in vitro testing of human DOPA decarboxylase inhibitors.

    Directory of Open Access Journals (Sweden)

    Frederick Daidone

    Full Text Available Dopa decarboxylase (DDC, a pyridoxal 5'-phosphate (PLP enzyme responsible for the biosynthesis of dopamine and serotonin, is involved in Parkinson's disease (PD. PD is a neurodegenerative disease mainly due to a progressive loss of dopamine-producing cells in the midbrain. Co-administration of L-Dopa with peripheral DDC inhibitors (carbidopa or benserazide is the most effective symptomatic treatment for PD. Although carbidopa and trihydroxybenzylhydrazine (the in vivo hydrolysis product of benserazide are both powerful irreversible DDC inhibitors, they are not selective because they irreversibly bind to free PLP and PLP-enzymes, thus inducing diverse side effects. Therefore, the main goals of this study were (a to use virtual screening to identify potential human DDC inhibitors and (b to evaluate the reliability of our virtual-screening (VS protocol by experimentally testing the "in vitro" activity of selected molecules. Starting from the crystal structure of the DDC-carbidopa complex, a new VS protocol, integrating pharmacophore searches and molecular docking, was developed. Analysis of 15 selected compounds, obtained by filtering the public ZINC database, yielded two molecules that bind to the active site of human DDC and behave as competitive inhibitors with K(i values ≥10 µM. By performing in silico similarity search on the latter compounds followed by a substructure search using the core of the most active compound we identified several competitive inhibitors of human DDC with K(i values in the low micromolar range, unable to bind free PLP, and predicted to not cross the blood-brain barrier. The most potent inhibitor with a K(i value of 500 nM represents a new lead compound, targeting human DDC, that may be the basis for lead optimization in the development of new DDC inhibitors. To our knowledge, a similar approach has not been reported yet in the field of DDC inhibitors discovery.

  8. Virtual care

    DEFF Research Database (Denmark)

    Kamp, Annette; Aaløkke Ballegaard, Stinne

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

  9. Drawing Inspiration from Human Brain Networks: Construction of Interconnected Virtual Networks.

    Science.gov (United States)

    Murakami, Masaya; Kominami, Daichi; Leibnitz, Kenji; Murata, Masayuki

    2018-04-08

    Virtualization of wireless sensor networks (WSN) is widely considered as a foundational block of edge/fog computing, which is a key technology that can help realize next-generation Internet of things (IoT) networks. In such scenarios, multiple IoT devices and service modules will be virtually deployed and interconnected over the Internet. Moreover, application services are expected to be more sophisticated and complex, thereby increasing the number of modifications required for the construction of network topologies. Therefore, it is imperative to establish a method for constructing a virtualized WSN (VWSN) topology that achieves low latency on information transmission and high resilience against network failures, while keeping the topological construction cost low. In this study, we draw inspiration from inter-modular connectivity in human brain networks, which achieves high performance when dealing with large-scale networks composed of a large number of modules (i.e., regions) and nodes (i.e., neurons). We propose a method for assigning inter-modular links based on a connectivity model observed in the cerebral cortex of the brain, known as the exponential distance rule (EDR) model. We then choose endpoint nodes of these links by controlling inter-modular assortativity, which characterizes the topological connectivity of brain networks. We test our proposed methods using simulation experiments. The results show that the proposed method based on the EDR model can construct a VWSN topology with an optimal combination of communication efficiency, robustness, and construction cost. Regarding the selection of endpoint nodes for the inter-modular links, the results also show that high assortativity enhances the robustness and communication efficiency because of the existence of inter-modular links of two high-degree nodes.

  10. Drawing Inspiration from Human Brain Networks: Construction of Interconnected Virtual Networks

    Directory of Open Access Journals (Sweden)

    Masaya Murakami

    2018-04-01

    Full Text Available Virtualization of wireless sensor networks (WSN is widely considered as a foundational block of edge/fog computing, which is a key technology that can help realize next-generation Internet of things (IoT networks. In such scenarios, multiple IoT devices and service modules will be virtually deployed and interconnected over the Internet. Moreover, application services are expected to be more sophisticated and complex, thereby increasing the number of modifications required for the construction of network topologies. Therefore, it is imperative to establish a method for constructing a virtualized WSN (VWSN topology that achieves low latency on information transmission and high resilience against network failures, while keeping the topological construction cost low. In this study, we draw inspiration from inter-modular connectivity in human brain networks, which achieves high performance when dealing with large-scale networks composed of a large number of modules (i.e., regions and nodes (i.e., neurons. We propose a method for assigning inter-modular links based on a connectivity model observed in the cerebral cortex of the brain, known as the exponential distance rule (EDR model. We then choose endpoint nodes of these links by controlling inter-modular assortativity, which characterizes the topological connectivity of brain networks. We test our proposed methods using simulation experiments. The results show that the proposed method based on the EDR model can construct a VWSN topology with an optimal combination of communication efficiency, robustness, and construction cost. Regarding the selection of endpoint nodes for the inter-modular links, the results also show that high assortativity enhances the robustness and communication efficiency because of the existence of inter-modular links of two high-degree nodes.

  11. Virtual Spaces: Employing a Synchronous Online Classroom to Facilitate Student Engagement in Online Learning

    Directory of Open Access Journals (Sweden)

    J. Lynn McBrien

    2009-06-01

    Full Text Available This research study is a collaborative project between faculty in social foundations, special education, and instructional technology in which we analyze student data from six undergraduate and graduate courses related to the use of a virtual classroom space. Transactional distance theory (Moore & Kearsley, 1996 operates as our theoretical framework as we explore the role of a virtual classroom in distance education and analyze the ways in which a synchronous learning environment affects students’ learning experiences. Elluminate Live! was the software employed in the virtual classroom. In this analysis, particular themes emerged related to dialogue, structure, and learner autonomy. In addition, students rated convenience, technical issues, and pedagogical preferences as important elements in their learning experiences. The article discusses these themes as a contribution to reducing the “distance” that students experience in online learning and to developing quality distance education experiences for students in higher education.

  12. Linguistic Turn and Gendering Language in the Cambridge Advanced Learner's Dictionary

    Science.gov (United States)

    Arimbi, Diah A.; Kwary, Deny A.

    2016-01-01

    Language constructs how humans perceive things. Since language is a human construction, it tends to be biased as it is mainly men's construction. Using gender perspectives, this paper attempts to discuss the imbalance in gender representations found in the examples given in an English learner's dictionary, that is, the "Cambridge Advanced…

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

    NARCIS (Netherlands)

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

    2011-01-01

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

  14. Web-based three-dimensional Virtual Body Structures: W3D-VBS.

    Science.gov (United States)

    Temkin, Bharti; Acosta, Eric; Hatfield, Paul; Onal, Erhan; Tong, Alex

    2002-01-01

    Major efforts are being made to improve the teaching of human anatomy to foster cognition of visuospatial relationships. The Visible Human Project of the National Library of Medicine makes it possible to create virtual reality-based applications for teaching anatomy. Integration of traditional cadaver and illustration-based methods with Internet-based simulations brings us closer to this goal. Web-based three-dimensional Virtual Body Structures (W3D-VBS) is a next-generation immersive anatomical training system for teaching human anatomy over the Internet. It uses Visible Human data to dynamically explore, select, extract, visualize, manipulate, and stereoscopically palpate realistic virtual body structures with a haptic device. Tracking user's progress through evaluation tools helps customize lesson plans. A self-guided "virtual tour" of the whole body allows investigation of labeled virtual dissections repetitively, at any time and place a user requires it.

  15. A Low-cost System for Generating Near-realistic Virtual Actors

    Science.gov (United States)

    Afifi, Mahmoud; Hussain, Khaled F.; Ibrahim, Hosny M.; Omar, Nagwa M.

    2015-06-01

    Generating virtual actors is one of the most challenging fields in computer graphics. The reconstruction of a realistic virtual actor has been paid attention by the academic research and the film industry to generate human-like virtual actors. Many movies were acted by human-like virtual actors, where the audience cannot distinguish between real and virtual actors. The synthesis of realistic virtual actors is considered a complex process. Many techniques are used to generate a realistic virtual actor; however they usually require expensive hardware equipment. In this paper, a low-cost system that generates near-realistic virtual actors is presented. The facial features of the real actor are blended with a virtual head that is attached to the actor's body. Comparing with other techniques that generate virtual actors, the proposed system is considered a low-cost system that requires only one camera that records the scene without using any expensive hardware equipment. The results of our system show that the system generates good near-realistic virtual actors that can be used on many applications.

  16. Interpretations of virtual reality.

    Science.gov (United States)

    Voiskounsky, Alexander

    2011-01-01

    University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.

  17. We are what we do: Examining learner-generated content in the anatomy laboratory through the lens of activity theory.

    Science.gov (United States)

    Doubleday, Alison F; Wille, Sarah J

    2014-01-01

    Video and photography are often used for delivering content within the anatomical sciences. However, instructors typically produce these resources to provide instructional or procedural information. Although the benefits of learner-generated content have been explored within educational research, virtually no studies have investigated the use of learner-generated video and photograph content within anatomy dissection laboratories. This study outlines an activity involving learner-generated video diaries and learner-generated photograph assignments produced during anatomy laboratory sessions. The learner-generated photographs and videos provided instructors with a means of formative assessment and allowed instructors to identify evidence of collaborative behavior in the laboratory. Student questionnaires (n = 21) and interviews (n = 5), as well as in-class observations, were conducted to examine student perspectives on the laboratory activities. The quantitative and qualitative data were examined using the framework of activity theory to identify contradictions between student expectations of, and engagement with, the activity and the actual experiences of the students. Results indicate that learner-generated photograph and video content can act as a rich source of data on student learning processes and can be used for formative assessment, for observing collaborative behavior, and as a starting point for class discussions. This study stresses the idea that technology choice for activities must align with instructional goals. This research also highlights the utility of activity theory as a framework for assessing classroom and laboratory activities, demonstrating that this approach can guide the development of laboratory activities. © 2014 American Association of Anatomists.

  18. Fostering learners' interaction with content: A learner-centered mobile device interface

    Science.gov (United States)

    Abdous, M.

    2015-12-01

    With the ever-increasing omnipresence of mobile devices in student life, leveraging smart devices to foster students' interaction with course content is critical. Following a learner-centered design iterative approach, we designed a mobile interface that may enable learners to access and interact with online course content efficiently and intuitively. Our design process leveraged recent technologies, such as bootstrap, Google's Material Design, HTML5, and JavaScript to design an intuitive, efficient, and portable mobile interface with a variety of built-in features, including context sensitive bookmarking, searching, progress tracking, captioning, and transcript display. The mobile interface also offers students the ability to ask context-related questions and to complete self-checks as they watch audio/video presentations. Our design process involved ongoing iterative feedback from learners, allowing us to refine and tweak the interface to provide learners with a unified experience across platforms and devices. The innovative combination of technologies built around well-structured and well-designed content seems to provide an effective learning experience to mobile learners. Early feedback indicates a high level of satisfaction with the interface's efficiency, intuitiveness, and robustness from both students and faculty.

  19. Investigating Learners' Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach

    Science.gov (United States)

    Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng

    2010-01-01

    The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…

  20. Assessment of radiation awareness training in immersive virtual environments

    Science.gov (United States)

    Whisker, Vaughn E., III

    assessment phase of the experiment. The CAVE supplied an activity-based training environment where learners were able to use a virtual survey meter to explore the properties of radiation sources and the effects of time and distance on radiation exposure. Once the training stage had ended, the subjects completed an assessment activity where they were asked to complete four tasks in a simulated radiation environment in the CAVE, which was designed to provide a more authentic assessment than simply testing understanding using a quiz. After the practicum, the subjects completed a post-test. Survey information was also collected to assist the researcher with interpretation of the collected data. Response to the training was measured by completion time, radiation exposure received, successful completion of the four tasks in the practicum, and scores on the post-test. These results were combined to create a radiation awareness score. In addition, observational data was collected as the subjects completed the tasks. The radiation awareness scores of the control group and the group that received supplemental training in the virtual environment were compared. T-tests showed that the effect of the supplemental training was not significant; however, calculation of the effect size showed a small-to-medium effect of the training. The CAVE group received significantly less radiation exposure during the assessment activity, and they completed the activities on an average of one minute faster. These results indicate that the training was effective, primarily for instilling radiation sensitivity. Observational data collected during the assessment supports this conclusion. The training environment provided by the immersive virtual reality recreated a radiation environment where learners could apply knowledge they had been taught by computer-based training. Activity-based training has been shown to be a more effective way to transfer skills because of the similarity between the training

  1. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    Science.gov (United States)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  2. STUDY PAPER ON EDUCATION USING VIRTUAL REALITY.

    OpenAIRE

    Anamika Modi*; Ayush Jaiswal; Princy Jain

    2016-01-01

    This report provides a short study of the field of virtual reality, highlighting application domains, technological requirements, and currently available solutions. In today’s market, virtual reality is playing an crucial role for the humans. If we consider the foreign countries than using virtual reality they try to create the same feelings not only for the school children’s as well as for the upper education. In this paper, we have study the technologies used in virtual reality.

  3. Assessing Learner Satisfaction by Simultaneously Measuring Learner Attitude, Motivation, Loyalty and Service Quality in English Academies

    Science.gov (United States)

    Huong, Vu Thi; Casadesus, Marti; Marimon, Frederic

    2017-01-01

    The aims of this study are threefold in their approach to English academy teaching: (i) to assess learner satisfaction, (ii) to assess the impact of satisfaction on loyalty and (iii) to assess the three constructs that we considered to be the antecedents of learner satisfaction: learner motivation, learner attitude and service quality. To collect…

  4. Applying virtual reality to remote control of mobile robot

    Directory of Open Access Journals (Sweden)

    Chen Chin-Shan

    2017-01-01

    Full Text Available The purpose of this research is based on virtual reality to assisted pick and place tasks. Virtual reality can be utilized to control remote robot for pick and place element. The operator monitored and controlled the situation information of working site by Human Machine Interface. Therefore, we worked in harsh or dangerous environments that thing can be avoided. The procedure to operate mobile robot in virtual reality describes as follow: An experiment site with really experimental equipment is first established. Then, the experimental equipment and scene modeling are input to virtual reality for establishing a environment similar to the reality. Finally, the remote mobile robot is controlled to operate pick and place tasks through wireless communication by the object operation in virtual reality. The robot consists of a movable robot platform and robotic arm. The virtual reality is constructed by EON software; the Human Machine Interface is established by Visual Basic. The wireless connection is equipped the wireless Bluetooth, which is set the PC and PLC controller. With experimental tests to verify the robot in virtual reality and the wireless remote control, the robot could be operated and controlled to successfully complete pick and place tasks in reality by Human Machine Interface.

  5. The Politics of Naming: Critiquing "Learner-Centred" and "Teacher as Facilitator" in English Language and Humanities Classrooms

    Science.gov (United States)

    Ha, Phan Le

    2014-01-01

    "Learner-centred" and "teacher as facilitator," among the most influential concepts (re)shaping education over the past decades, are often represented as bringing democratic participation, equality, and empowerment to learners and helping transform and liberate societies. At the same time, these concepts are constructed in…

  6. Is there a superior simulator for human anatomy education? How virtual dissection can overcome the anatomic and pedagogic limitations of cadaveric dissection.

    Science.gov (United States)

    Darras, Kathryn E; de Bruin, Anique B H; Nicolaou, Savvas; Dahlström, Nils; Persson, Anders; van Merriënboer, Jeroen; Forster, Bruce B

    2018-03-23

    Educators must select the best tools to teach anatomy to future physicians and traditionally, cadavers have always been considered the "gold standard" simulator for living anatomy. However, new advances in technology and radiology have created new teaching tools, such as virtual dissection, which provide students with new learning opportunities. Virtual dissection is a novel way of studying human anatomy through patient computed tomography (CT) scans. Through touchscreen technology, students can work together in groups to "virtually dissect" the CT scans to better understand complex anatomic relationships. This article presents the anatomic and pedagogic limitations of cadaveric dissection and explains what virtual dissection is and how this new technology may be used to overcome these limitations.

  7. A haptic interface for virtual simulation of endoscopic surgery.

    Science.gov (United States)

    Rosenberg, L B; Stredney, D

    1996-01-01

    Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

  8. A hitchhiker's guide to virtual reality

    CERN Document Server

    McMenemy , Karen

    2007-01-01

    A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important s

  9. Designing virtual science labs for the Islamic Academy of Delaware

    Science.gov (United States)

    AlZahrani, Nada Saeed

    Science education is a basic part of the curriculum in modern day classrooms. Instructional approaches to science education can take many forms but hands-on application of theory via science laboratory activities for the learner is common. Not all schools have the resources to provide the laboratory environment necessary for hands-on application of science theory. Some settings rely on technology to provide a virtual laboratory experience instead. The Islamic Academy of Delaware (IAD), a typical community-based organization, was formed to support and meet the essential needs of the Muslim community of Delaware. IAD provides science education as part of the overall curriculum, but cannot provide laboratory activities as part of the science program. Virtual science labs may be a successful model for students at IAD. This study was conducted to investigate the potential of implementing virtual science labs at IAD and to develop an implementation plan for integrating the virtual labs. The literature has shown us that the lab experience is a valuable part of the science curriculum (NBPTS, 2013, Wolf, 2010, National Research Council, 1997 & 2012). The National Research Council (2012) stressed the inclusion of laboratory investigations in the science curriculum. The literature also supports the use of virtual labs as an effective substitute for classroom labs (Babateen, 2011; National Science Teachers Association, 2008). Pyatt and Simms (2011) found evidence that virtual labs were as good, if not better than physical lab experiences in some respects. Although not identical in experience to a live lab, the virtual lab has been shown to provide the student with an effective laboratory experience in situations where the live lab is not possible. The results of the IAD teacher interviews indicate that the teachers are well-prepared for, and supportive of, the implementation of virtual labs to improve the science education curriculum. The investigator believes that with the

  10. Virtual Reality, Safety and Human Behaviour!

    CERN Multimedia

    CERN. Geneva

    2018-01-01

    The use of Virtual Reality (VR) environments opens the door to conduct hazard-free experiments aimed at understanding how people would behave in case of an emergency. The exploration of this systems would help to better design safety systems in complex scenarios to increase its safety robustness in case of unwanted events.

  11. Audio Haptic Videogaming for Developing Wayfinding Skills in Learners Who are Blind.

    Science.gov (United States)

    Sánchez, Jaime; de Borba Campos, Marcia; Espinoza, Matías; Merabet, Lotfi B

    2014-01-01

    Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed.

  12. Intersecting Virtual Patients and Microbiology: Fostering a culture of learning.

    Science.gov (United States)

    McCarthy, David; O'Gorman, Ciaran; Gormley, Gerard

    2015-10-01

    The use and integration of Technology Enhanced Learning (TEL) resources in medical education has attracted considerable commentary and support. "Virtual Patients" are one such resource. Whilst evidence exists supporting the benefits of these resources, there has not been specific consideration of their implications for teaching microbiology; nor attention paid to both the internal and external factors that influence learner engagement with virtual patients. The principle aims of this study are to identify factors that explicitly and implicitly influence the student's interaction with a microbiology virtual patient resource and how these interactions reflect upon the use of the resource. A mixed method quantitative (online questionnaire; n=161) and qualitative (student focus groups; N=11) study was undertaken amongst third year medical students enrolled at Queen's University Belfast in the academic year 2012-2013. The results supported prior evidence that virtual patients are a useful learning tool (mean score of 5.09 out of 7) that helped them to integrate microbiology principles with clinical experiences. How students used the virtual patients and the depth of the subsequent benefits was dependent upon their perception of the importance of the resource. This was influenced by a number of factors including how the resources were presented and positioned within the curriculum, whether they were formally examined or timetabled and the importance attributed by peers who had already completed the examinations. Integration of virtual patients into the microbiology curriculum is widely endorsed and may even be considered superior to other methods of teaching. How students use these resources is dependent upon a positive perception of their importance. Educators should be aware of the factors that shape this perception when integrating TEL resources into curricula.

  13. Body Image and Anti-Fat Attitudes: An Experimental Study Using a Haptic Virtual Reality Environment to Replicate Human Touch.

    Science.gov (United States)

    Tremblay, Line; Roy-Vaillancourt, Mélina; Chebbi, Brahim; Bouchard, Stéphane; Daoust, Michael; Dénommée, Jessica; Thorpe, Moriah

    2016-02-01

    It is well documented that anti-fat attitudes influence the interactions individuals have with overweight people. However, testing attitudes through self-report measures is challenging. In the present study, we explore the use of a haptic virtual reality environment to physically interact with overweight virtual human (VH). We verify the hypothesis that duration and strength of virtual touch vary according to the characteristics of VH in ways similar to those encountered from interaction with real people in anti-fat attitude studies. A group of 61 participants were randomly assigned to one of the experimental conditions involving giving a virtual hug to a female or a male VH of either normal or overweight. We found significant associations between body image satisfaction and anti-fat attitudes and sex differences on these measures. We also found a significant interaction effect of the sex of the participants, sex of the VH, and the body size of the VH. Female participants hugged longer the overweight female VH than overweight male VH. Male participants hugged longer the normal-weight VH than the overweight VH. We conclude that virtual touch is a promising method of measuring attitudes, emotion and social interactions.

  14. Virtual Reality and its Implementation in Transport Ergonomics

    Directory of Open Access Journals (Sweden)

    Jasna Jurum-Kipke

    2007-03-01

    Full Text Available The experience of our environment is based on the informationthat reach us by means of our sensory organs, andwhich are subsequently processed in our brains. Digital interpretationimplemented to mathematical models of the studiedsubjects brings us to the so-called virtual reality that allows us toreplace some natural human senses, in this case the visualones, by computer-generated infonnation. The procedure is expandedto three-dimensional (3D scanning i. e. searching ofthe special form of the obse1ved subject/object, then digital recordingof the space point cloud (pixels which correspond tothe item, then vectorisation of the fonn, rendering and finallyanimation. In this way, by watching the display, the impressionof the virtual environment can be generated in the human perception.Moreover, in this way the human model can be realizedin a characteristic way in such a virtual space. The implementationof this virtual reality, in accordance with the possibilitiesthat it provides, has been the subject of very intensive researchin the world, and in Croatia as well. The work presentssome possibilities of applying virtual reality in the field of ergonomicanalysis of the collision process of two vehicles.

  15. Adding the Human Touch to Asynchronous Online Learning

    Science.gov (United States)

    Glenn, Cynthia Wheatley

    2018-01-01

    For learners to actively accept responsibility in a virtual classroom platform, it is necessary to provide special motivation extending across the traditional classroom setting into asynchronous online learning. This article explores specific ways to do this that bridge the gap between ground and online students' learning experiences, and how…

  16. Aural localization of silent objects by active human biosonar: neural representations of virtual echo-acoustic space.

    Science.gov (United States)

    Wallmeier, Ludwig; Kish, Daniel; Wiegrebe, Lutz; Flanagin, Virginia L

    2015-03-01

    Some blind humans have developed the remarkable ability to detect and localize objects through the auditory analysis of self-generated tongue clicks. These echolocation experts show a corresponding increase in 'visual' cortex activity when listening to echo-acoustic sounds. Echolocation in real-life settings involves multiple reflections as well as active sound production, neither of which has been systematically addressed. We developed a virtualization technique that allows participants to actively perform such biosonar tasks in virtual echo-acoustic space during magnetic resonance imaging (MRI). Tongue clicks, emitted in the MRI scanner, are picked up by a microphone, convolved in real time with the binaural impulse responses of a virtual space, and presented via headphones as virtual echoes. In this manner, we investigated the brain activity during active echo-acoustic localization tasks. Our data show that, in blind echolocation experts, activations in the calcarine cortex are dramatically enhanced when a single reflector is introduced into otherwise anechoic virtual space. A pattern-classification analysis revealed that, in the blind, calcarine cortex activation patterns could discriminate left-side from right-side reflectors. This was found in both blind experts, but the effect was significant for only one of them. In sighted controls, 'visual' cortex activations were insignificant, but activation patterns in the planum temporale were sufficient to discriminate left-side from right-side reflectors. Our data suggest that blind and echolocation-trained, sighted subjects may recruit different neural substrates for the same active-echolocation task. © 2015 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  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. Cognitive Agents in Virtual Worlds : a Middleware Design Approach

    NARCIS (Netherlands)

    van Oijen, Joost

    2014-01-01

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

  20. Evaluation of Medical Education virtual Program: P3 model.

    Science.gov (United States)

    Rezaee, Rita; Shokrpour, Nasrin; Boroumand, Maryam

    2016-10-01

    In e-learning, people get involved in a process and create the content (product) and make it available for virtual learners. The present study was carried out in order to evaluate the first virtual master program in medical education at Shiraz University of Medical Sciences according to P3 Model. This is an evaluation research study with post single group design used to determine how effective this program was. All students 60 who participated more than one year in this virtual program and 21 experts including teachers and directors participated in this evaluation project. Based on the P3 e-learning model, an evaluation tool with 5-point Likert rating scale was designed and applied to collect the descriptive data. Students reported storyboard and course design as the most desirable element of learning environment (2.30±0.76), but they declared technical support as the less desirable part (1.17±1.23). Presence of such framework in this regard and using it within the format of appropriate tools for evaluation of e-learning in universities and higher education institutes, which present e-learning curricula in the country, may contribute to implementation of the present and future e-learning curricula efficiently and guarantee its implementation in an appropriate way.

  1. Virtual reality for dermatologic surgery: virtually a reality in the 21st century.

    Science.gov (United States)

    Gladstone, H B; Raugi, G J; Berg, D; Berkley, J; Weghorst, S; Ganter, M

    2000-01-01

    In the 20th century, virtual reality has predominantly played a role in training pilots and in the entertainment industry. Despite much publicity, virtual reality did not live up to its perceived potential. During the past decade, it has also been applied for medical uses, particularly as training simulators, for minimally invasive surgery. Because of advances in computer technology, virtual reality is on the cusp of becoming an effective medical educational tool. At the University of Washington, we are developing a virtual reality soft tissue surgery simulator. Based on fast finite element modeling and using a personal computer, this device can simulate three-dimensional human skin deformations with real-time tactile feedback. Although there are many cutaneous biomechanical challenges to solve, it will eventually provide more realistic dermatologic surgery training for medical students and residents than the currently used models.

  2. Conditioned place preferences in humans using virtual reality.

    Science.gov (United States)

    Astur, Robert S; Carew, Andrew W; Deaton, Bonnie E

    2014-07-01

    To extend a standard paradigm of conditioning in nonhumans to humans, we created a virtual reality (VR) conditioned place preference task, with real-life food rewards. Undergraduates were placed into a VR environment consisting of 2 visually distinct rooms. On Day 1, participants underwent 6 pairing sessions in which they were confined into one of the two rooms and explored the VR environment. Room A was paired with real-life M&Ms for 3 sessions, and Room B was paired with no food for 3 sessions. Day 2 was the test day, administered the next day, and participants were given free access to the entire VR environment for 5min. In experiment 1, participants were food restricted, and we observed that on the test day, participants display a significant conditioned place preference for the VR room previously paired with food (pchoice of "Which room do you like best?". In experiment 2, when participants were not food restricted, there was no evidence of a place preference, either implicitly (e.g. dwell time) or explicitly. Hence, we show that we can reliably establish a place preference in humans, but that the preference is contingent on the participants' hunger state. Future research will examine the extent to which these preferences can be blocked or extinguished as well as whether these preferences are evident using other reinforcers. Copyright © 2014 Elsevier B.V. All rights reserved.

  3. Virtual Reality Anatomy: Is It Comparable with Traditional Methods in the Teaching of Human Forearm Musculoskeletal Anatomy?

    Science.gov (United States)

    Codd, Anthony M.; Choudhury, Bipasha

    2011-01-01

    The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy…

  4. Virtual Reality: A Dream Come True or a Nightmare.

    Science.gov (United States)

    Cornell, Richard; Bailey, Dan

    Virtual Reality (VR) is a new medium which allows total stimulation of one's senses through human/computer interfaces. VR has applications in training simulators, nano-science, medicine, entertainment, electronic technology, and manufacturing. This paper focuses on some current and potential problems of virtual reality and virtual environments…

  5. Optical versus virtual: teaching assistant perceptions of the use of virtual microscopy in an undergraduate human anatomy course.

    Science.gov (United States)

    Collier, Larissa; Dunham, Stacey; Braun, Mark W; O'Loughlin, Valerie Dean

    2012-01-01

    Many studies that evaluate the introduction of technology in the classroom focus on student performance and student evaluations. This study focuses on instructor evaluation of the introduction of virtual microscopy into an undergraduate anatomy class. Semi-structured interviews were conducted with graduate teaching assistants (TA) and analyzed through qualitative methods. This analysis showed that the teaching assistants found the virtual microscope to be an advantageous change in the classroom. They cite the ease of use of the virtual microscope, access to histology outside of designated laboratory time, and increasing student collaboration in class as the primary advantages. The teaching assistants also discuss principal areas where the use of the virtual microscope can be improved from a pedagogical standpoint, including requiring students to spend more time working on histology in class. Copyright © 2011 American Association of Anatomists.

  6. Virtual Reality: Is It Real Or Not?

    Directory of Open Access Journals (Sweden)

    S. Serap Kurbanoğlu

    1996-01-01

    Full Text Available In this paper virtual reality technology and how libraries might be affected by this technology are examined. Virtual reality sets out to address a problem. The problem is that of user-friendliness of computer systems. Needless to say, the current generation of computers still involves a barrier between human and machine. This is keyboard or mouse on the human side, and the screen on the computer side. If computers are really going to become a part of everyone’s normal day to day experiences, they, must allow users to visualise information in a way familiar to them, not the way the computers forces them to. Virtual reality provides such a way. With the increasing amounts of information available in electronic form, it is clear that virtual reality technology will have a profound impact on libraries.

  7. Intelligent Virtual Reality and its Impact on Spatial Skills and Academic Achievements

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2005-08-01

    Full Text Available It is known that the training of intelligent virtual reality, through the use of computer games, can improve spatial skills especially visualization and enhances academic achievements. Through an experiment of using Tetris software, two objectives were achieved: developing spatial as well as intelligence skills and enhancing academic achievements, focusing on mathematics. This study followed studies dealing with the impact on putting the learner into action in 3d space software. During teaching a transition from 2d to 3d spatial perception and operation occurred. A positive transfer from 3d virtual reality rotation training to structural induction skills, by means of mental imaging, was also achieved. At the same time the motivation for learning was enhanced, without using extrinsic reinforcements. The duration of concentration while using the intelligent software increased gradually up to 60 minutes.

  8. The Relationship between Learner Autonomy and Vocabulary Learning Strategies in Iranian EFL Learners with Different Language Proficiency Level

    Directory of Open Access Journals (Sweden)

    Ebrahim Azimi Mohammad Abadi

    2013-05-01

    Full Text Available Vocabulary learning is incredibly noteworthy to English language acquisition. It is unfeasible for a learner to communicate without the required vocabulary. In high education levels, learners are habitually forced to become autonomous and make conscious effort to learn vocabulary outside of the classroom. Consequently, the autonomy of the learners plays an important role in developing and enhancing their vocabulary. Learner autonomy is a huge assistance for learners in vocabulary learning since it provides the learners with numerous diverse privileges such as independency from teacher. The researcher investigated whether there is any statistically significant relationship between learner autonomy and vocabulary learning strategies use in Iranian EFL learners with different language proficiency levels. To meet the above purpose, a total number of 190 male and female EFL learners participated in this study. The methodology underlying this study was quantitative (thorough the administration of two questionnaires and two language proficiency test – TOEFL for advanced group, and Nelson for intermediate level. The quantitative data was analyzed using a set of correlational analysis revealing a significant positive correlation between learner autonomy and vocabulary learning strategies use in high proficient group, and a significant positive relationship between these two constructs in low proficient group, however not as strong as in the advanced group.

  9. Modeling Dynamic Perceptual Attention in Complex Virtual Environments

    National Research Council Canada - National Science Library

    Kim, Youngjun; van Velsen, Martin; Hill, Jr, Randall W

    2005-01-01

    An important characteristic of a virtual human is the ability to direct its perceptual attention to entities and areas in a virtual environment in a manner that appears believable and serves a functional purpose...

  10. The Virtual Physiological Human ToolKit.

    Science.gov (United States)

    Cooper, Jonathan; Cervenansky, Frederic; De Fabritiis, Gianni; Fenner, John; Friboulet, Denis; Giorgino, Toni; Manos, Steven; Martelli, Yves; Villà-Freixa, Jordi; Zasada, Stefan; Lloyd, Sharon; McCormack, Keith; Coveney, Peter V

    2010-08-28

    The Virtual Physiological Human (VPH) is a major European e-Science initiative intended to support the development of patient-specific computer models and their application in personalized and predictive healthcare. The VPH Network of Excellence (VPH-NoE) project is tasked with facilitating interaction between the various VPH projects and addressing issues of common concern. A key deliverable is the 'VPH ToolKit'--a collection of tools, methodologies and services to support and enable VPH research, integrating and extending existing work across Europe towards greater interoperability and sustainability. Owing to the diverse nature of the field, a single monolithic 'toolkit' is incapable of addressing the needs of the VPH. Rather, the VPH ToolKit should be considered more as a 'toolbox' of relevant technologies, interacting around a common set of standards. The latter apply to the information used by tools, including any data and the VPH models themselves, and also to the naming and categorizing of entities and concepts involved. Furthermore, the technologies and methodologies available need to be widely disseminated, and relevant tools and services easily found by researchers. The VPH-NoE has thus created an online resource for the VPH community to meet this need. It consists of a database of tools, methods and services for VPH research, with a Web front-end. This has facilities for searching the database, for adding or updating entries, and for providing user feedback on entries. Anyone is welcome to contribute.

  11. Frontal impact response of a virtual low percentile six years old human thorax developed by automatic down-scaling

    Directory of Open Access Journals (Sweden)

    Špička J.

    2015-06-01

    Full Text Available Traffic accidents cause one of the highest numbers of severe injuries in the whole population spectrum. The numbers of deaths and seriously injured citizens prove that traffic accidents and their consequences are still a serious problem to be solved. The paper contributes to the field of vehicle safety technology with a virtual approach. Exploitation of the previously developed scaling algorithm enables the creation of a specific anthropometric model based on a validated reference model. The aim of the paper is to prove the biofidelity of the small percentile six years old virtual human model developed by automatic down-scaling in a frontal impact. For the automatically developed six years old virtual specific anthropometric model, the Kroell impact test is simulated and the results are compared to the experimental data. The chosen approach shows good correspondence of the scaled model performance to the experimental corridors.

  12. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

    Full Text Available Abstract Background As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. Methods An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. Results The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better

  13. User-centered virtual environment design for virtual rehabilitation.

    Science.gov (United States)

    Fidopiastis, Cali M; Rizzo, Albert A; Rolland, Jannick P

    2010-02-19

    As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient

  14. The Virtual Tablet: Virtual Reality as a Control System

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of

  15. Human brain functional MRI and DTI visualization with virtual reality.

    Science.gov (United States)

    Chen, Bin; Moreland, John; Zhang, Jingyu

    2011-12-01

    Magnetic resonance diffusion tensor imaging (DTI) and functional MRI (fMRI) are two active research areas in neuroimaging. DTI is sensitive to the anisotropic diffusion of water exerted by its macromolecular environment and has been shown useful in characterizing structures of ordered tissues such as the brain white matter, myocardium, and cartilage. The diffusion tensor provides two new types of information of water diffusion: the magnitude and the spatial orientation of water diffusivity inside the tissue. This information has been used for white matter fiber tracking to review physical neuronal pathways inside the brain. Functional MRI measures brain activations using the hemodynamic response. The statistically derived activation map corresponds to human brain functional activities caused by neuronal activities. The combination of these two methods provides a new way to understand human brain from the anatomical neuronal fiber connectivity to functional activities between different brain regions. In this study, virtual reality (VR) based MR DTI and fMRI visualization with high resolution anatomical image segmentation and registration, ROI definition and neuronal white matter fiber tractography visualization and fMRI activation map integration is proposed. Rationale and methods for producing and distributing stereoscopic videos are also discussed.

  16. One New Method to Generate 3-Dimensional Virtual Mannequin

    Science.gov (United States)

    Xiu-jin, Shi; Zhi-jun, Wang; Jia-jin, Le

    The personal virtual mannequin is very important in electronic made to measure (eMTM) system. There is one new easy method to generate personal virtual mannequin. First, the characteristic information of customer's body is got from two photos. Secondly, some human body part templates corresponding with the customer are selected from the templates library. Thirdly, these templates are modified and assembled according to certain rules to generate a personalized 3-dimensional human, and then the virtual mannequin is realized. Experimental result shows that the method is easy and feasible.

  17. Deploying Embodied AI into Virtual Worlds

    Science.gov (United States)

    Burden, David J. H.

    The last two years have seen the start of commercial activity within virtual worlds. Unlike computer games where Non-Player-Character avatars are common, in most virtual worlds they are the exception — and until recently in Second Life they were non-existent. However there is real commercial scope for Als in these worlds — in roles from virtual sales staff and tutors to personal assistants. Deploying an embodied AI into a virtual world offers a unique opportunity to evaluate embodied Als, and to develop them within an environment where human and computer are on almost equal terms. This paper presents an architecture being used for the deployment of chatbot driven avatars within the Second Life virtual world, looks at the challenges of deploying an AI within such a virtual world, the possible implications for the Turing Test, and identifies research directions for the future.

  18. DHM simulation in virtual environments: a case-study on control room design.

    Science.gov (United States)

    Zamberlan, M; Santos, V; Streit, P; Oliveira, J; Cury, R; Negri, T; Pastura, F; Guimarães, C; Cid, G

    2012-01-01

    This paper will present the workflow developed for the application of serious games in the design of complex cooperative work settings. The project was based on ergonomic studies and development of a control room among participative design process. Our main concerns were the 3D human virtual representation acquired from 3D scanning, human interaction, workspace layout and equipment designed considering ergonomics standards. Using Unity3D platform to design the virtual environment, the virtual human model can be controlled by users on dynamic scenario in order to evaluate the new work settings and simulate work activities. The results obtained showed that this virtual technology can drastically change the design process by improving the level of interaction between final users and, managers and human factors team.

  19. Developing the master learner: applying learning theory to the learner, the teacher, and the learning environment.

    Science.gov (United States)

    Schumacher, Daniel J; Englander, Robert; Carraccio, Carol

    2013-11-01

    As a result of the paradigm shift to a competency-based framework, both self-directed lifelong learning and learner-centeredness have become essential tenets of medical education. In the competency-based framework, learners drive their own educational process, and both learners and teachers share the responsibility for the path and content of learning. This learner-centered emphasis requires each physician to develop and maintain lifelong learning skills, which the authors propose culminate in becoming a "master leaner." To better understand the development of these skills and the attainment of that goal, the authors explore how learning theories inform the development of master learners and how to translate these theories into practical strategies for the learner, the teacher, and the learning environment so as to optimize this development.The authors begin by exploring self-determination theory, which lays the groundwork for understanding the motivation to learn. They next consider the theories of cognitive load and situated cognition, which inform the optimal context and environment for learning. Building from this foundation, the authors consider key educational theories that affect learners' abilities to serve as primary drivers of their learning, including self-directed learning (SDL); the self-assessment skills necessary for SDL; factors affecting self-assessment (self-concept, self-efficacy, illusory superiority, gap filling); and ways to mitigate the inaccuracies of self-assessment (reflection, self-monitoring, external information seeking, and self-directed assessment seeking).For each theory, they suggest practical action steps for the learner, the teacher, and the learning environment in an effort to provide a road map for developing master learners.

  20. Learner-Generated Noticing Behavior by Novice Learners: Tracing the Effects of Learners' L1 on Their Emerging L2

    Science.gov (United States)

    Park, Eun Sung

    2013-01-01

    This study examines novice learners' self-generated input noticing approaches and strategies. It is motivated by previous research on input enhancement which yielded insights that learners are naturally prone to notice certain aspects of L2 input on their own without any external means to channel their attention. Two L1 groups (Japanese and…

  1. Learners' perceptions of learners regarded as having a homosexual orientation in an independent secondary school environment.

    Science.gov (United States)

    Mostert, Hendrik P; Myburgh, Chris; Poggenpoel, Marie

    2012-10-04

    In schools today discrimination based on sexual orientation takes place on a regular basis. This form of discrimination leads to aggression towards learners perceived to be homosexual, as well as towards those with a homosexual orientation. For more than 15 years South Africa has been a democratic country with laws that protect learners who have a homosexual orientation. Nevertheless, aggression and discrimination towards these learners still occur in schools. Aggression often leads to verbal and physical bullying of the victims by perpetrators. The objectives of this research were to explore and describe Grade 11 learners' experiences of aggression towards learners perceived to be homosexual as well as those with a homosexual orientation in an independent secondary school environment. The research design was qualitative, exploratory, descriptive and contextual in nature. The data for this investigation consisted of essays based on a published newspaper photograph, phenomenological group interviews, observations and field notes. Tesch's method of data analysis was used, and an independent coder assisted. Three themes were identified, discussed and supported by a literature control: that learners experience that it is right and acceptable to have a homosexual orientation; that they experience ambivalence towards homosexual orientation of learners; and experienced feelings that it is wrong to have a homosexual orientation. Recommended guidelines are provided to address aggression towards learners perceived to be homosexual and those with a homosexual orientation.

  2. A New Approach of an Intelligent E-Learning System Based on Learners' Skill Level and Learners' Success Rate

    Science.gov (United States)

    Mohamed, Hafidi; Lamia, Mahnane

    2015-01-01

    Learners usually meet cognitive overload and disorientation problems when using e-learning system. At present, most of the studies in e-learning either concentrate on the technological aspect or focus on adapting learner's interests or browsing behaviors, while, learner's skill level and learners' success rate is usually neglected. In this paper,…

  3. Three Dimensional Virtual Environments as a Tool for Development of Personal Learning Networks

    Directory of Open Access Journals (Sweden)

    Aggeliki Nikolaou

    2013-01-01

    Full Text Available Technological advances have altered how, where, when, and what information is created, presented and diffused in working and social environments as well as how learners interact with that information. Virtual worlds constitute an emerging realm for collaborative play, learning and work. This paper describes how virtual worlds provide a mechanism to facilitate the creation and development of Personal Learning Networks. This qualitative investigation focuses on the role of three-dimensional virtual environments (3DVEs in the creation and development of Personal Learning Networks (PLNs. More specifically, this work investigates the reasons that drive members of Education Orientated Groups (hereafter “Groups” in Second Life (SL, to adopt a technological innovation as a milieu of learning, the ways they use it and the types of learning that are occurring in it. The authors also discuss the collaborative and social characteristics of these environments which, provide access to excellence of a specific area of interest and promote innovative ideas on a global scale, through sharing educational resources and developing good educational practices without spatial and temporal constraints.

  4. Question-Answer Activities in Synchronous Virtual Classrooms in Terms of Interest and Usefulness

    Directory of Open Access Journals (Sweden)

    Melike Aydemir

    2016-03-01

    Full Text Available Instructors generally convey their face to face habits to synchronous virtual classrooms, but these face to face strategies do not work in these environments. In this sense, the purpose of this study was to investigate the effects of question type and answer format used in synchronous class implementations on perceived interest and usefulness. To do this, questions were asked in different ways and answers were requested in different formats in synchronous virtual sessions. The participants consisted of 28 postgraduate students registered in an online criminal justice program at a university located in the North-East part of Turkey. Data was collected in the context of a Research Methods in Security Sciences course during 2012–2013 fall semester. Results showed effects of question type on learner interest, while answer format has an effect on usefulness of online activities. In conclusion, to increase interest in synchronous virtual classrooms by asking questions, instead of closed-ended questions, open-ended questions which everybody can answer should be preferred.

  5. ECG Rhythm Analysis with Expert and Learner-Generated Schemas in Novice Learners

    Science.gov (United States)

    Blissett, Sarah; Cavalcanti, Rodrigo; Sibbald, Matthew

    2015-01-01

    Although instruction using expert-generated schemas is associated with higher diagnostic performance, implementation is resource intensive. Learner-generated schemas are an alternative, but may be limited by increases in cognitive load. We compared expert- and learner-generated schemas for learning ECG rhythm interpretation on diagnostic accuracy,…

  6. 41 CFR 50-202.3 - Learners, student learners, apprentices, and handicapped workers.

    Science.gov (United States)

    2010-07-01

    ... than the minimum wage prescribed in § 50-202.2 to the same extent such employment is permitted under... Management Other Provisions Relating to Public Contracts PUBLIC CONTRACTS, DEPARTMENT OF LABOR 202-MINIMUM WAGE DETERMINATIONS Groups of Industries § 50-202.3 Learners, student learners, apprentices, and...

  7. Using a Critical Incident Scenario With Virtual Humans to Assess Educational Needs of Nurses in a Postanesthesia Care Unit.

    Science.gov (United States)

    White, Casey; Chuah, Joon; Robb, Andrew; Lok, Benjamin; Lampotang, Samsun; Lizdas, David; Martindale, James; Pi, Guillermo; Wendling, Adam

    2015-01-01

    During critical incidents, teamwork failures can compromise patient safety. This study provides evidence that virtual humans can be used in simulated critical incidents to assess the learning needs of health professionals, and provide important information that can inform the development of continuing education programs in patient safety. We explored the effectiveness of information transfer during a devolving medical situation between postanesthesia care unit (PACU) nurses and a virtual attending physician. We designed a three-stage scenario: tutorial, patient transfer, and critical incident. We developed 2 checklists to assess information transfer: Critical Patient Information and Interprofessional Communication Skills. All participants were videotaped; 2 raters reviewed all videos and assessed performance using the checklists. Participants (n = 43) who completed all 3 stages scored 62.3% correct on critical patient information transfer and 61.6% correct on interprofessional communication skills. Almost 87% missed a fatal drug error. The checklists measured each item on a 1/0 (done/not) calculation. Additionally, no relationship was found between years of nursing experience and performance on either checklist. The PACU nurses in this study did not consistently share critical information with an attending (virtual) physician during a critical incident, and most missed a fatal dosage error. These findings strongly suggest a crucial need for additional structured team training among practicing health care teams, and they demonstrate the utility of using virtual humans to simulate team members. © 2015 The Alliance for Continuing Education in the Health Professions, the Society for Academic Continuing Medical Education, and the Council on Continuing Medical Education, Association for Hospital Medical Education.

  8. Connected minds technology and today's learners

    CERN Document Server

    Pedrò, Francesc

    2012-01-01

    In all OECD countries, digital media and connectedness are integral to the lives of todays learners. It is often claimed that these learners are ""new millennium learners"", or ""digital natives"", who have different expectations about education. This book contributes to the debate about the effects of technology attachment and connectedness on todays learners, and their expectations about teaching. The book sets out to answer the following questions: Can the claim that todays students are ""new millenium learners"" or ""digital natives be sustained empirically? Is there consistent research evidence demonstrating the effects of technology on cognitive development, social values, and learning expectations? What are the implications for educational policy and practice?

  9. Photo-Realistic Image Synthesis and Virtual Cinematography

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    Realistic Virtual View Synthesis is a new field of research that has received increasing attention in recent years. It is strictly related to the grown popularity of virtual reality and the spread of its applications, among which virtual photography and cinematography. The use of computer generated...... characters, "virtual actors", in the motion picture production increases every day. While the most known computer graphics techniques have largely been adopted successfully in nowadays fictions, it still remains very challenging to implement virtual actors which would resemble, visually, human beings....... Interestingly, film directors have been looking at the recent progress achieved by the research community in the field of realistic visualization of virtual views, and they have successfully implemented state of the art research approaches in their productions. An innovative concept is then gaining consensus...

  10. Exploring Adult Learners Usage of Information Communication Technology during a Virtual Peer Coaching Experience

    Science.gov (United States)

    Ladyshewsky, Richard; Pettapiece, Ronald G.

    2015-01-01

    The purpose of this study was to explore how post-graduate students in a fully online business course used information communication technology during a virtual peer coaching experience. In this exploration of technology use it was found students required additional guidance in the use of technologies such as email, telephone calling, and more…

  11. Multidimensional Learner Model In Intelligent Learning System

    Science.gov (United States)

    Deliyska, B.; Rozeva, A.

    2009-11-01

    The learner model in an intelligent learning system (ILS) has to ensure the personalization (individualization) and the adaptability of e-learning in an online learner-centered environment. ILS is a distributed e-learning system whose modules can be independent and located in different nodes (servers) on the Web. This kind of e-learning is achieved through the resources of the Semantic Web and is designed and developed around a course, group of courses or specialty. An essential part of ILS is learner model database which contains structured data about learner profile and temporal status in the learning process of one or more courses. In the paper a learner model position in ILS is considered and a relational database is designed from learner's domain ontology. Multidimensional modeling agent for the source database is designed and resultant learner data cube is presented. Agent's modules are proposed with corresponding algorithms and procedures. Multidimensional (OLAP) analysis guidelines on the resultant learner module for designing dynamic learning strategy have been highlighted.

  12. Virtual reality excursions with programs in C

    CERN Document Server

    Watkins, Christopher D

    1994-01-01

    Virtual Reality Excursions with Programs in C provides the history, theory, principles and an account of the milestones in the development of virtual reality technology.The book is organized into five chapters. The first chapter explores the applications in the vast field of virtual reality. The second chapter presents a brief history of the field and its founders. Chapter 3 discusses human perception and how it works. Some interesting notes and much of the hot debate in the field are covered in Chapter 4. The fifth chapter describes many of the complexities involved in implementing virtual en

  13. Viscosity Measurement: A Virtual Experiment - Abstract of Issues 9907W

    Science.gov (United States)

    Papadopoulos, N.; Pitta, A. T.; Markopoulos, N.; Limniou, M.; Lemos, M. A. N. D. A.; Lemos, F.; Freire, F. G.

    1999-11-01

    experiments at hand and not on learning how to use the program. It communicates its ideas visually with pictures and diagrams relegating on-screen text to the minimum required for the student to understand the presentation. A full presentation of viscosity is reserved for the textbook, which the computer cannot replace. It is well established (2) that people read text on a computer screen more slowly and with greater strain than they do text in a book. Moreover, relatively open-ended exploration does not appear to be a successful method of practice, because practice devised by the learner tends, not to be well conceived and well integrated in the students' learning path (3). For every virtual experiment we suggest a set of coherent exercises that highlight what we want students to know before they enter the real laboratory. Acknowledgment The Greek Ministry of Education and the European Community provided financial help to create the New Educational Technologies for the Teaching of Chemistry course that made development of the viscosity simulator possible. Literature Cited Bensebasat, I.; Todd, P. Int. J. Man-Machine Studies 1993, 38, 369-402. Gould, J. D.; Alfato, L.; Finn, R.; Haupt, B.; Minununo, A. Human Factors 1987, 26, 497-515. Wiedenbeck, S.; Zila, P. L. ACM Transactions on Computer-Human Interaction 1997, 4, 169-196. Please refer to PDF for better views of the Ostwald viscometer.

  14. Virtual water trade and development in Africa

    Science.gov (United States)

    Konar, Megan; Caylor, Kelly

    2014-05-01

    A debate has long existed on the relationships between human population, natural resources, and development. Recent research has expanded this debate to include the impacts of trade; specifically, virtual water trade, or the water footprint of traded commodities. We conduct an empirical analysis of the relationships between virtual water trade, population, and development in Africa. We find that increases in virtual water imports do not lead to increases in population growth nor do they diminish human welfare. We establish a new index of virtual water trade openness and show that levels of undernourishment tend to fall with increased values of virtual water trade openness. Countries with small dam storage capacity obtain a higher fraction of their agricultural water requirements from external sources, which may indicate implicit `infrastructure sharing' across nations. Globally, increased crop exports tends to correlate with increased crop water use efficiency, though this relationship does not hold for Africa. However, internal African trade is much more efficient in terms of embodied water resources than any other region in the world. Thus, internal African trade patterns may be compensating for poor internal production systems.

  15. Virtual water trade and development in Africa

    Directory of Open Access Journals (Sweden)

    M. Konar

    2013-10-01

    Full Text Available A debate has long existed on the relationships between human population, natural resources, and development. Recent research has expanded this debate to include the impacts of trade; specifically, virtual water trade, or the water footprint of traded commodities. We conduct an empirical analysis of the relationships between virtual water trade, population, and development in Africa. We find that increases in virtual water imports do not lead to increases in population growth nor do they diminish human welfare. We establish a new index of virtual water trade openness and show that levels of undernourishment tend to fall with increased values of virtual water trade openness. Countries with small dam storage capacity obtain a higher fraction of their agricultural water requirements from external sources, which may indicate implicit "infrastructure sharing" across nations. Globally, increased crop exports tend to correlate with increased crop water use efficiency, though this relationship does not hold for Africa. However, internal African trade is much more efficient in terms of embodied water resources than any other region in the world. Thus, internal African trade patterns may be compensating for poor internal production systems.

  16. Effective instruction for English learners.

    Science.gov (United States)

    Calderón, Margarita; Slavin, Robert; Sánchez, Marta

    2011-01-01

    The fastest-growing student population in U.S. schools today is children of immigrants, half of whom do not speak English fluently and are thus labeled English learners. Although the federal government requires school districts to provide services to English learners, it offers states no policies to follow in identifying, assessing, placing, or instructing them. Margarita Calderón, Robert Slavin, and Marta Sánchez identify the elements of effective instruction and review a variety of successful program models. During 2007-08, more than 5.3 million English learners made up 10.6 percent of the nation's K-12 public school enrollment. Wide and persistent achievement disparities between these English learners and English-proficient students show clearly, say the authors, that schools must address the language, literacy, and academic needs of English learners more effectively. Researchers have fiercely debated the merits of bilingual and English-only reading instruction. In elementary schools, English learners commonly receive thirty minutes of English as a Second Language (ESL) instruction but attend general education classes for the rest of the day, usually with teachers who are unprepared to teach them. Though English learners have strikingly diverse levels of skills, in high school they are typically lumped together, with one teacher to address their widely varying needs. These in-school factors contribute to the achievement disparities. Based on the studies presented here, Calderón, Slavin, and Sánchez assert that the quality of instruction is what matters most in educating English learners. They highlight comprehensive reform models, as well as individual components of these models: school structures and leadership; language and literacy instruction; integration of language, literacy, and content instruction in secondary schools; cooperative learning; professional development; parent and family support teams; tutoring; and monitoring implementation and outcomes

  17. NASA Virtual Institutes: International Bridges for Space Exploration

    Science.gov (United States)

    Schmidt, Gregory K.

    2016-01-01

    NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.

  18. UniSchooLabs Toolkit: Tools and Methodologies to Support the Adoption of Universities’ Remote and Virtual Labs in Schools

    Directory of Open Access Journals (Sweden)

    Augusto Chioccariello

    2012-11-01

    Full Text Available The UniSchooLabs project aims at creating an infrastructure supporting web access to remote/virtual labs and associated educational resources to engage learners with hands-on and minds-on activities in science, technology and math in schools. The UniSchooLabs tool-kit supports the teacher in selecting a remote or virtual lab and developing a lab activity based on an inquiry model template. While working with the toolkit the teacher has access to three main features: a a catalogue of available online laboratories; b an archive of activities created by other users; c a tool for creating new activities or reusing existing ones.

  19. Digital heritage gamification: An augmented-virtual walkthrough to learn and explore historical places

    Science.gov (United States)

    Tan, Kian Lam; Lim, Chen Kim

    2017-10-01

    In the last decade, cultural heritage including historical sites are reconstructed into digital heritage. Based on UNESCO, digital heritage defines as "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". In addition, the digital heritage is doubling in size every two years and expected will grow tenfold between 2013 and 2020. In order to attract and stir the interest of younger generations about digital heritage, gamification has been widely promoted. In this research, a virtual walkthrough combine with gamifications are proposed for learning and exploring historical places in Malaysia by using mobile device. In conjunction with Visit Perak 2017 Campaign, this virtual walkthrough is proposed for Kellie's Castle at Perak. The objectives of this research is two folds 1) modelling and design of innovative mobile game for virtual walkthrough application, and 2) to attract tourist to explore and learn historical places by using sophisticated graphics from Augmented Reality. The efficiency and effectiveness of the mobile virtual walkthrough will be accessed by the International and local tourists. In conclusion, this research is speculated to be pervasively improve the cultural and historical knowledge of the learners.

  20. Halting HIV/AIDS with avatars and havatars: a virtual world approach to modelling epidemics

    Directory of Open Access Journals (Sweden)

    Smith? Robert J

    2009-11-01

    Full Text Available Abstract Background A major deficit of all approaches to epidemic modelling to date has been the need to approximate or guess at human behaviour in disease-transmission-related contexts. Avatars are generally human-like figures in virtual computer worlds controlled by human individuals. Methods We introduce the concept of a "havatar", which is a (human, avatar pairing. Evidence is mounting that this pairing behaves in virtual contexts much like the human in the pairing might behave in analogous real-world contexts. Results We propose that studies of havatars, in a virtual world, may give a realistic approximation of human behaviour in real-world contexts. If the virtual world approximates the real world in relevant details (geography, transportation, etc., virtual epidemics in that world could accurately simulate real-world epidemics. Havatar modelling of epidemics therefore offers a complementary tool for tackling how best to halt epidemics, including perhaps HIV/AIDS, since sexual behaviour is a significant component of some virtual worlds, such as Second Life. Conclusion Havatars place the control parameters of an epidemic in the hands of each individual. By providing tools that everyone can understand and use, we could democratise epidemiology.

  1. A Psycho-Pragmatic Study of Self-Identity of Kurdish EFL Learners in Kurdistan Region

    Science.gov (United States)

    Mahmood, Ayad Hameed; Hassan, Zana Mahmood

    2018-01-01

    This paper is an extract from a PhD dissertation on the impacts of learning English on the self-identity of Kurdish EFL learners. Language is a distinctive feature of human being. Similarly, identity is considered as a sign humans are recognized by. So, scrutinizing the relationship between these two related components of human life is revealing.…

  2. An Augmented Reality Nanomanipulator for Learning Nanophysics: The "NanoLearner" Platform

    Science.gov (United States)

    Marchi, Florence; Marliere, Sylvain; Florens, Jean Loup; Luciani, Annie; Chevrier, Joel

    The work focuses on the description and evaluation of an augmented reality nanomanipulator, called "NanoLearner" platform used as educational tool in practical works of nanophysics. Through virtual reality associated to multisensory renderings, students are immersed in the nanoworld where they can interact in real time with a sample surface or an object, using their senses as hearing, seeing and touching. The role of each sensorial rendering in the understanding and control of the "approach-retract" interaction has been determined thanks to statistical studies obtained during the practical works. Finally, we present two extensions of the use of this innovative tool for investigating nano effects in living organisms and for allowing grand public to have access to a natural understanding of nanophenomena.

  3. Innovative Strategies for Clinical Microscopy Instruction: Virtual Versus Light Microscopy.

    Science.gov (United States)

    McDaniel, M Jane; Russell, Gregory B; Crandall, Sonia J

    2018-06-01

    The purpose of the study was to compare virtual microscopy with light microscopy to determine differences in learning outcomes and learner attitudes in teaching clinical microscopy to physician assistant (PA) students. A prospective, randomized, crossover design study was conducted with a convenience sample of 67 first-year PA students randomized to 2 groups. One group used light microscopes to find microscopic structures, whereas the other group used instructor-directed video streaming of microscopic elements. At the midpoint of the study, the groups switched instructional strategies. Learning outcomes were assessed via posttest after each section of the study, with comparison of final practical examination results to previous cohorts. Attitudes about the 2 educational strategies were assessed through a postcourse questionnaire with a Likert scale. Analysis of the first posttest demonstrated that students in the video-streamed group had significantly better learning outcomes than those in the light microscopy group (P = .004; Cohen's d = 0.74). Analysis of the posttest after crossover showed no differences between the 2 groups (P = .48). Between the 2 posttests, students first assigned to the light microscopy group scored a 6.6 mean point increase (±10.4 SD; p = .0011), whereas students first assigned to the virtual microscopy group scored a 1.3 mean point increase (±7.1 SD; p = .29). The light microscopy group improved more than the virtual microscopy group (P = .019). Analysis of practical examination data revealed higher scores for the study group compared with 5 previous cohorts of first-year students (P virtual microscopy to traditional light microscopy. Virtual microscopy is an effective educational strategy, and students prefer this method when learning to interpret images of clinical specimens.

  4. Information exchange in virtual communities: a typology

    Directory of Open Access Journals (Sweden)

    Gary Burnett

    2000-01-01

    Full Text Available While there is wide agreement that virtual communities - and other phenomena utilizing CMC technologies - have the capability to provide both interpersonal and informational interactions, the degree to which they can be seen as specifically information-oriented social spaces has been open to some question. Drawing upon theoretical and empirical work that emphasizes an environmental model of human information behaviour, a foundation is developed for a model of information exchange in virtual communities, and a typology of the varieties of information behaviour to be found in virtual communities is proposed. This typology will provide a mechanism for assessing the characteristics of virtual communities in terms of their support for information exchange, and has the potential to enhance our understanding of virtual communities as information environments.

  5. Chinese English Learners' Strategic Competence.

    Science.gov (United States)

    Wang, Dianjian; Lai, Hongling; Leslie, Michael

    2015-12-01

    The present study aims to investigate Chinese English learners' ability to use communication strategies (CSs). The subjects are put in a relatively real English referential communication setting and the analyses of the research data show that Chinese English learners, when encountering problems in foreign language (FL) communication, are characterized by the frequent use of substitution, approximation, circumlocution, literal translation, exemplification, word-coinage, repetition, and the infrequent use of cultural-knowledge and paralinguistic CSs. The rare use of paralinguistic strategies is found to be typical of Chinese English learners. The high frequency of literal translation, one first language (L1)-based strategy in our study sample, suggests that FL learners' use of L1-based CSs may depend more upon the developmental stage of their target language than the typology distance between L1 and the target language. The frequency of repetition reveals one fact that the Chinese English learners lack variety and flexibility in their use of CSs. Based on these findings, it was indicated that learners' use of CSs is influenced by a variety of factors, among which the development stage of their interlanguage and their cultural background are identified as two important factors. Some implications are finally suggested for the English foreign language teaching practice in China.

  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. What Is This Thing Called Learner's Lexicography?

    DEFF Research Database (Denmark)

    Nielsen, Sandro

    2010-01-01

    Learner lexicography as a research area has attracted increased attention during the past decades, but what is actually the true nature of learner lexicography? This question calls for a complex answer. Learner lexicography has as its objective to develop principles that help practitioners......, namely its functions, data and structures, as this strengthens the basis of learner lexicography because it leads to a proper study and understanding of the competences and needs of learners. Finally, the modern theory of dictionary functions encourages theoretical and practical lexicographers to adopt...

  8. Evaluation of medical education virtual program: P3 model

    Directory of Open Access Journals (Sweden)

    RITA REZAEE

    2016-10-01

    Full Text Available Introduction: In e-learning, people get involved in a process and create the content (product and make it available for virtual learners. The present study was carried out in order to evaluate the first virtual master program in medical education at Shiraz University of Medical Sciences according to P3 Model. Methods: This is an evaluation research study with post single group design used to determine how effective this program was. All students 60 who participated more than one year in this virtual program and 21 experts including teachers and directors participated in this evaluation project. Based on the P3 e-learning model, an evaluation tool with 5-point Likert rating scale was designed and applied to collect the descriptive data. Results: Students reported storyboard and course design as the most desirable element of learning environment (2.30±0.76, but they declared technical support as the less desirable part (1.17±1.23. Conclusion: Presence of such framework in this regard and using it within the format of appropriate tools for evaluation of e-learning in universities and higher education institutes, which present e-learning curricula in the country, may contribute to implementation of the present and future e-learning curricula efficiently and guarantee its implementation in an appropriate way.

  9. 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.

  10. Culture-specific communication management for virtual agents

    DEFF Research Database (Denmark)

    Endrass, Birgit; Rehm, Matthias; André, Elisabeth

    2009-01-01

    Human interaction depends on several individual factors such as personality, social relations, age or gender. But also the society we live in influences our behaviour. Thus culture affects the way communication is led. As virtual agents interact in a more and more human-like manner, culture......, the use of pauses in speech as well as the occurrence of overlapping speech was analyzed and integrated into a demonstrator using virtual agents. In a preliminary study, we investigated whether subjects perceive a difference between agent dialogs that are in line with culture-specific findings and agent...

  11. Jacob: An Educational Agent in a Virtual Environment

    NARCIS (Netherlands)

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

    2000-01-01

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

  12. Applying virtual and augmented reality in cultural computing

    NARCIS (Netherlands)

    Bartneck, C.; Hu, J.; Salem, B.I.; Cristescu, R.; Rauterberg, G.W.M.

    2008-01-01

    We are exploring a new application of virtual and augmented reality for a novel direction in human-computer inteaction named 'cultural computing', which aims to provide a new medium for cultural translation and unconscious metamorphosis. In this application both virtual and robotic agents are

  13. Teachers of adults as learners

    DEFF Research Database (Denmark)

    Lund Larsen, Lea

    This poster is a part of an on-going qualitative empirical research project: “Teachers of adults as learners. A study on teachers’ experiences in practice”. Adult learners have particular needs and characteristics that their teachers must be able to address. Some of the competencies that teachers...... need can be taught in formal settings, but in most teaching settings, the teachers act alone and develop their pedagogical approaches/-teaching strategies with no synchronous sparring from a colleague. Adult learners have particular needs and characteristics that their teachers must be able to address...... (cf. Knowles, Brookfield, Illeris, Lawler, King, Wahlgreen). If we study adult teachers as learners in practice, we may be able to identify what the teachers’ practice requires, and thereby qualify the efforts of teacher educators....

  14. Emotional Intelligence of Self Regulated Learners

    Science.gov (United States)

    Rathore, Ami

    2018-01-01

    The study was conducted on self regulated learners of senior secondary school. The main objectives of the study were to find out significant dimensions of emotional intelligence held by self regulated learners. To compare the emotional intelligence dimensions of self regulated learners, in terms of subject and gender. To find out the relationship…

  15. Simulated maintenance a virtual reality

    International Nuclear Information System (INIS)

    Lirvall, P.

    1995-01-01

    The article describes potential applications of personal computer-based virtual reality software. The applications are being investigated by Atomic Energy of Canada Limited's (AECL) Chalk River Laboratories for the Canadian deuterium-uranium (Candu) reactor. Objectives include: (1) reduction of outage duration and improved safety, (2) cost-effective and safe maintenance of equipment, (3) reduction of exposure times and identification of overexposure situations, (4) cost-effective training in a virtual control room simulator, (5) human factors evaluation of design interface, and (6) visualization of conceptual and detailed designs of critical nuclear field environments. A demonstration model of a typical reactor control room, the use of virtual reality in outage planning, and safety issues are outlined

  16. The design of inclusive curricula for multi-user virtual environments: a framework for developers and educators

    Directory of Open Access Journals (Sweden)

    Denise Wood

    2011-09-01

    Full Text Available Increasing access to Information Communication Technologies and a growing awareness of the importance of digital media literacy have led many educators to seek innovative solutions to harness the enthusiasm of ‘net gen’ learners while also enhancing their ability to collaborate, communicate and problem solve augmented by digital technologies. One of the emergent trends in response to these demands has been the shift away from traditional models of teaching to more flexible approaches such as the use of multi-user virtual environments (MUVEs designed to facilitate a more collaborative and participatory approach to student learning. At the same time, international initiatives such as the United Nations Millennium Development Goals, Education for All and the United Nations Convention on the Rights of Persons with Disabilities have highlighted the importance of ensuring that such teaching and learning environments are inclusive of students with diverse needs. Many universities are also responding to a widening participation agenda; a policy focus which aims to increase both the access and success rates of students from low socio-economic backgrounds. Educational technology has long been regarded as a means by which students who may be isolated by disability, geographical location and/or social circumstances can gain access to such learning opportunities. The growth in the use of MUVEs combined with increasing access to mobile communications opens up new opportunities for engaging students from diverse backgrounds through virtual learning environments. Yet despite the potential, there are many challenges in ensuring that the very students who are most able to benefit from such e-learning technologies are not further disadvantaged by a lack of attention to both the technical and pedagogical considerations required in the design of inclusive e-learning environments. This paper reports on the findings of research funded through an Australian

  17. Interevent time distributions of human multi-level activity in a virtual world

    Science.gov (United States)

    Mryglod, O.; Fuchs, B.; Szell, M.; Holovatch, Yu.; Thurner, S.

    2015-02-01

    Studying human behavior in virtual environments provides extraordinary opportunities for a quantitative analysis of social phenomena with levels of accuracy that approach those of the natural sciences. In this paper we use records of player activities in the massive multiplayer online game Pardus over 1238 consecutive days, and analyze dynamical features of sequences of actions of players. We build on previous work where temporal structures of human actions of the same type were quantified, and provide an empirical understanding of human actions of different types. This study of multi-level human activity can be seen as a dynamic counterpart of static multiplex network analysis. We show that the interevent time distributions of actions in the Pardus universe follow highly non-trivial distribution functions, from which we extract action-type specific characteristic 'decay constants'. We discuss characteristic features of interevent time distributions, including periodic patterns on different time scales, bursty dynamics, and various functional forms on different time scales. We comment on gender differences of players in emotional actions, and find that while males and females act similarly when performing some positive actions, females are slightly faster for negative actions. We also observe effects on the age of players: more experienced players are generally faster in making decisions about engaging in and terminating enmity and friendship, respectively.

  18. Jacob - an animated instruction agent for virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Nijholt, Antinus; Tan, T.; Shi, Y.; Gao, W.

    2000-01-01

    This paper gives an overview of the Jacob project. This project in-volves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  19. How Do Chinese ESL Learners Recognize English Words during a Reading Test? A Comparison with Romance-Language-Speaking ESL Learners

    Science.gov (United States)

    Li, Hongli; Suen, Hoi K.

    2015-01-01

    This study examines how Chinese ESL learners recognize English words while responding to a multiple-choice reading test as compared to Romance-language-speaking ESL learners. Four adult Chinese ESL learners and three adult Romance-language-speaking ESL learners participated in a think-aloud study with the Michigan English Language Assessment…

  20. Speaking out on Behalf of the Voiceless Learners: Written Corrective Feedback for English Language Learners in Iran

    Science.gov (United States)

    Nemati, Majid; Alavi, Sayyed Mohammad; Mohebbi, Hassan; Masjedlou, Ali Panahi

    2017-01-01

    To date, L2 researchers have studied the effect of feedback on improving L2 learners' writing from different perspectives. However, there are a lot of aspects which are not comprehensively researched yet, such as L2 learners' and teachers' perceptions and practices about feedback. To close the gap, this study investigates language learners'…

  1. Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality.

    Science.gov (United States)

    Higuera-Trujillo, Juan Luis; López-Tarruella Maldonado, Juan; Llinares Millán, Carmen

    2017-11-01

    Psychological research into human factors frequently uses simulations to study the relationship between human behaviour and the environment. Their validity depends on their similarity with the physical environments. This paper aims to validate three environmental-simulation display formats: photographs, 360° panoramas, and virtual reality. To do this we compared the psychological and physiological responses evoked by simulated environments set-ups to those from a physical environment setup; we also assessed the users' sense of presence. Analysis show that 360° panoramas offer the closest to reality results according to the participants' psychological responses, and virtual reality according to the physiological responses. Correlations between the feeling of presence and physiological and other psychological responses were also observed. These results may be of interest to researchers using environmental-simulation technologies currently available in order to replicate the experience of physical environments. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. 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

  3. Adaptive Virtual Tow Bar, research results 2016

    NARCIS (Netherlands)

    Willemsen, D.M.C.; Hueting, T.F.; Joosten, B.; Uittenbogaard, J.; Martens, M.H.

    2017-01-01

    This document reports the advances made in 2016 for the Early Research Program (ERP) Human Enhancement: Adaptive Automation, sub-project Adaptive Virtual Tow Bar. The ambition of the large scale TNO Early Research Program (ERP) Human Enhancement is to develop a transparent (human-in-the-loop)

  4. Virtual Technologies and Social Shaping

    OpenAIRE

    Kreps , David

    2010-01-01

    International audience; Virtual Technologies have enabled us all to become publishers and broadcasters. The world of information has become saturated with a multitude of opinions, and opportunities to express them. Track 2 "Virtual Technologies and Social Shaping" of the 9th Conference on Human Choice and Computers (HCC9) explores some of the issues that have arisen in this new information society, how we are shaped by it, and how we shape it, through i) two papers addressing issues of identi...

  5. ComputerApplications and Virtual Environments (CAVE)

    Science.gov (United States)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  6. Researching transformative learning spaces through learners' stories

    DEFF Research Database (Denmark)

    Maslo, Elina

    spaces, learning to learn through languages, learners´ stories, qualitative research method Methodology or Methods/Research Instruments or Sources Used A number of semi structured qualitative interviews have been conducted with three learners of Danish as second language. The language learners...... in the paper is on the research process and methodological tools. The goal of this paper is to show, that learners´ stories have a huge potential in researching learning processes. References Benson, P. & D. Nunan (2004). Lerners´ stories. Difference and Diversity in Language Learning. Cambridge University...... to use learners´ stories as a research methodology in the field of learning in general and language learning in particular....

  7. Virtual dissection and comparative connectivity of the superior longitudinal fasciculus in chimpanzees and humans

    Science.gov (United States)

    Hecht, Erin E.; Gutman, David A.; Bradley, Bruce A.; Preuss, Todd M.; Stout, Dietrich

    2015-01-01

    Many of the behavioral capacities that distinguish humans from other primates rely on fronto-parietal circuits. The superior longitudinal fasciculus (SLF) is the primary white matter tract connecting lateral frontal with lateral parietal regions; it is distinct from the arcuate fasciculus, which interconnects the frontal and temporal lobes. Here we report a direct, quantitative comparison of SLF connectivity using virtual in vivo dissection of the SLF in chimpanzees and humans. SLF I, the superior-most branch of the SLF, showed similar patterns of connectivity between humans and chimpanzees, and was proportionally volumetrically larger in chimpanzees. SLF II, the middle branch, and SLF III, the inferior-most branch, showed species differences in frontal connectivity. In humans, SLF II showed greater connectivity with dorsolateral prefrontal cortex, whereas in chimps SLF II showed greater connectivity with the inferior frontal gyrus. SLF III was right-lateralized and proportionally volumetrically larger in humans, and human SLF III showed relatively reduced connectivity with dorsal premotor cortex and greater extension into the anterior inferior frontal gyrus, especially in the right hemisphere. These results have implications for the evolution of fronto-parietal functions including spatial attention to observed actions, social learning, and tool use, and are in line with previous research suggesting a unique role for the right anterior inferior frontal gyrus in the evolution of human fronto-parietal network architecture. PMID:25534109

  8. Virtual reality haptic dissection.

    Science.gov (United States)

    Erolin, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-12-01

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

  9. Profiling Learners' Achievement Goals when Completing Academic Essays

    Science.gov (United States)

    Ng, Chi-Hung Clarence

    2009-01-01

    This study explored adult learners' goal profiles in relation to the completion of a compulsory academic essay. Based on learners' scores on items assessing mastery, performance-approach, and work-avoidance goals, cluster analyses produced three distinct categories of learners: performance-focused, work-avoidant, and multiple-goal learners. These…

  10. Virtual Prototyping at CERN

    Science.gov (United States)

    Gennaro, Silvano De

    The VENUS (Virtual Environment Navigation in the Underground Sites) project is probably the largest Virtual Reality application to Engineering design in the world. VENUS is just over one year old and offers a fully immersive and stereoscopic "flythru" of the LHC pits for the proposed experiments, including the experimental area equipment and the surface models that are being prepared for a territorial impact study. VENUS' Virtual Prototypes are an ideal replacement for the wooden models traditionally build for the past CERN machines, as they are generated directly from the EUCLID CAD files, therefore they are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, in a one-to-one scale. Navigation can be performed on the computer screen, on a stereoscopic large projection screen, or in immersive conditions, with an helmet and 3D mouse. By using specialised collision detection software, the computer can find optimal paths to lower each detector part into the pits and position it to destination, letting us visualize the whole assembly probess. During construction, these paths can be fed to a robot controller, which can operate the bridge cranes and build LHC almost without human intervention. VENUS is currently developing a multiplatform VR browser that will let the whole HEP community access LHC's Virtual Protoypes over the web. Many interesting things took place during the conference on Virtual Reality. For more information please refer to the Virtual Reality section.

  11. 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

  12. Issues of promoting learner autonomy in EFL context

    Directory of Open Access Journals (Sweden)

    Pichugova Inna L.

    2016-01-01

    Full Text Available The paper is focuded on investigating the phenomenon of learner autonomy, which has mostly been explored in Europe and the USA and is now attracting attention of researchers and academics in many other countries including Russia. Learner autonomy through a focus on learner reflection and taking responsibility for one’s own learning processes has become a central concern in the recent history of language teaching. However, many language teachers, who are committed to concepts of learnercentredness and autonomy, struggle with the ways to foster learner autonomy or at least to encourage the idea of learner autonomy in language classroom. The study aims at investigating what the most important issues which have a great impact on developing learner autonomy are. Having given special attention to conditions which can insure development of learner autonomy, a model covering seven issues relating to the subject matter has been designed. The authors state that such aspects as choice, goals and needs, support, emotional climate, learning strategies, learner attitude and motivation, and self-esteem should be considered as the goal to promote learner autonomy in EFL context.

  13. Using virtual reality to test the regularity priors used by the human visual system

    Science.gov (United States)

    Palmer, Eric; Kwon, TaeKyu; Pizlo, Zygmunt

    2017-09-01

    Virtual reality applications provide an opportunity to test human vision in well-controlled scenarios that would be difficult to generate in real physical spaces. This paper presents a study intended to evaluate the importance of the regularity priors used by the human visual system. Using a CAVE simulation, subjects viewed virtual objects in a variety of experimental manipulations. In the first experiment, the subject was asked to count the objects in a scene that was viewed either right-side-up or upside-down for 4 seconds. The subject counted more accurately in the right-side-up condition regardless of the presence of binocular disparity or color. In the second experiment, the subject was asked to reconstruct the scene from a different viewpoint. Reconstructions were accurate, but the position and orientation error was twice as high when the scene was rotated by 45°, compared to 22.5°. Similarly to the first experiment, there was little difference between monocular and binocular viewing. In the third experiment, the subject was asked to adjust the position of one object to match the depth extent to the frontal extent among three objects. Performance was best with symmetrical objects and became poorer with asymmetrical objects and poorest with only small circular markers on the floor. Finally, in the fourth experiment, we demonstrated reliable performance in monocular and binocular recovery of 3D shapes of objects standing naturally on the simulated horizontal floor. Based on these results, we conclude that gravity, horizontal ground, and symmetry priors play an important role in veridical perception of scenes.

  14. Flexible provisioning for adult learners

    NARCIS (Netherlands)

    Hermans, Henry; Janssen, José; Vogten, Hubert; Koper, Rob

    2014-01-01

    In adult education there is a continuous, growing demand for learning opportunities that fit the specific characteristics and preferences of particular learner groups or individual learners. This requires educational institutions to rethink their business and educational models, and develop more

  15. 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.

  16. Quantitative and Qualitative Changes in Teaching Histology by Means of Virtual Microscopy in an Introductory Course in Human Anatomy

    Science.gov (United States)

    Husmann, Polly R.; O'Loughlin, Valerie Dean; Braun, Mark W.

    2009-01-01

    This study compares overall laboratory averages and individual test scores along with a student survey to determine the effects of using virtual microscopy in place of optical microscopes in a large undergraduate human anatomy course. T-tests revealed that the first two laboratory examinations (of four) and the overall laboratory averages were…

  17. Improving Learner Handovers in Medical Education.

    Science.gov (United States)

    Warm, Eric J; Englander, Robert; Pereira, Anne; Barach, Paul

    2017-07-01

    Multiple studies have demonstrated that the information included in the Medical Student Performance Evaluation fails to reliably predict medical students' future performance. This faulty transfer of information can lead to harm when poorly prepared students fail out of residency or, worse, are shuttled through the medical education system without an honest accounting of their performance. Such poor learner handovers likely arise from two root causes: (1) the absence of agreed-on outcomes of training and/or accepted assessments of those outcomes, and (2) the lack of standardized ways to communicate the results of those assessments. To improve the current learner handover situation, an authentic, shared mental model of competency is needed; high-quality tools to assess that competency must be developed and tested; and transparent, reliable, and safe ways to communicate this information must be created.To achieve these goals, the authors propose using a learner handover process modeled after a patient handover process. The CLASS model includes a description of the learner's Competency attainment, a summary of the Learner's performance, an Action list and statement of Situational awareness, and Synthesis by the receiving program. This model also includes coaching oriented towards improvement along the continuum of education and care. Just as studies have evaluated patient handover models using metrics that matter most to patients, studies must evaluate this learner handover model using metrics that matter most to providers, patients, and learners.

  18. An extended anchored linkage map and virtual mapping for the american mink genome based on homology to human and dog

    DEFF Research Database (Denmark)

    Anistoroaei, Razvan Marian; Ansari, S.; Farid, A.

    2009-01-01

    hybridization (FISH) and/or by means of human/dog/mink comparative homology. The average interval between markers is 8.5 cM and the linkage groups collectively span 1340 cM. In addition, 217 and 275 mink microsatellites have been placed on human and dog genomes, respectively. In conjunction with the existing...... comparative human/dog/mink data, these assignments represent useful virtual maps for the American mink genome. Comparison of the current human/dog assembled sequential map with the existing Zoo-FISH-based human/dog/mink maps helped to refine the human/dog/mink comparative map. Furthermore, comparison...... of the human and dog genome assemblies revealed a number of large synteny blocks, some of which are corroborated by data from the mink linkage map....

  19. ICT USAGE BY DISTANCE LEARNERS IN INDIA

    Directory of Open Access Journals (Sweden)

    Ashish Kumar AWADHIYA

    2014-07-01

    Full Text Available Open Universities across the world are embracing ICT based teaching and learning process to disseminate quality education to their learners spread across the globe. In India availability and access of ICT and learner characteristics are uneven and vary from state to state. Hence it is important to establish the facts about ICT access among learners, their ICT usage patterns and their readiness to use ICT for educational purpose. In view of this, a study was conducted with the objective to find out the access level of ICT among distance learners. The analysis indicates that maximum learners have desktop/laptops and most of them are accessing internet very frequently from their home. The analysis also indicates that maximum respondents are browsing social networking sites followed by educational and e-mail service providing websites. Findings suggest that there is a need to generate ICT based tutorials complemented with social networking tools and mobile applications. Study also shows that learners are equipped with mobile phones and they are browsing internet through it and also availing support services offered by the university. Hence possibility of integrating mobile phone services may be used for providing learner support services and content delivery.

  20. Learners' independent records of vocabulary

    DEFF Research Database (Denmark)

    Shaw, Philip; Leeke, Philip

    1999-01-01

    Handbooks recommend a variety of quite complicated procedures for learning and remembering vocabulary, but most learners only engage in very simple procedures. The aim of this project was to establish a basis for identifying optimal vocabulary recording procedures by finding out what learners...

  1. Navigating a 2D Virtual World using Direct Brain Stimulation

    Directory of Open Access Journals (Sweden)

    Darby M. Losey

    2016-11-01

    Full Text Available Can the human brain learn to interpret inputs from a virtual world delivered directly through brain stimulation? We answer this question by describing the first demonstration of humans playing a computer game utilizing only direct brain stimulation and no other sensory inputs. The demonstration also provides the first instance of artificial sensory information, in this case depth, being delivered directly to the human brain through noninvasive methods. Our approach utilizes transcranial magnetic stimulation (TMS of the human visual cortex to convey binary information about obstacles in a virtual maze. At certain intensities, TMS elicits visual percepts known as phosphenes, which transmits information to the subject about their current location within the maze. Using this computer-brain interface (CBI, five subjects successfully navigated an average of 92% of all the steps in a variety of virtual maze worlds. They also became more accurate in solving the task over time. These results suggest that humans can learn to utilize information delivered directly and noninvasively to their brains to solve tasks that cannot be solved using their natural senses, opening the door to human sensory augmentation and novel modes of human-computer interaction.

  2. Buffalo City learners' knowledge of abortion legislation

    African Journals Online (AJOL)

    2014-06-19

    Jun 19, 2014 ... Objectives: This research investigated Grade 11 learners' knowledge of the CTOP Act and ... those learners attending schools formerly designated for African learners during Apartheid .... be performed if, in the opinion of a medical practitioner, ..... of pre-termination of pregnancy counselling to the woman.

  3. Dimensionality in Language Learners' Personal Epistemologies

    Science.gov (United States)

    Nikitina, Larisa; Furuoka, Fumitaka

    2018-01-01

    This study aimed to examine dimensionality in language learners' epistemic beliefs. To achieve this, a survey was conducted using a newly-developed research instrument-"Language Learners' Epistemic Beliefs" (LLEB) questionnaire. Based on a review of literature, it was proposed that language learners' epistemic beliefs would cluster in…

  4. Immersive Virtual Reality with Applications to Tele-Operation and Training

    Science.gov (United States)

    2016-03-07

    reviewed journals : Number of Papers published in non peer-reviewed journals : Final Report: Immersive Virtual Reality with Applications to Tele-Operation... Immersive Virtual Reality with Applications to Tele-Operation and Training The proposed project aims to develop a fundamental framework for...establishing an immersive virtual reality environment for robust and scalable human robotics interaction in a cooperative intelligent architecture at the

  5. Exploring high school learners' perceptions of bullying.

    Science.gov (United States)

    Blake, Patricia; Louw, Johann

    2010-12-01

    Learners' perceptions of aspects of school life that are sufficiently serious to interfere with their schoolwork were investigated. Bullying was a form of behaviour that was singled out for inclusion and further exploration in the study. Learners from three coeducational Western Cape Education Department schools were surveyed: 414 Grade 8 and 474 Grade 9 learners completed an anonymous, voluntary self-report questionnaire. Factors identified as most frequently interfering with their schoolwork included classmates not listening in class, feeling overwhelmed by schoolwork, teacher absenteeism, and verbal fighting. When asked specifically about bullying, 40% of learners indicated that they frequently experienced bullying at school-although they ranked it as much lower when compared to other potentially problematic school experiences. Furthermore, although the majority of learners indicated they thought teachers considered bullying a problem, few felt there was anything that school staff could do to counteract bullying effectively. These findings suggest that learners perceive bullying as an unavoidable part of school experience and have normalised this aggressive behaviour.

  6. 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...

  7. Using a Virtual Environment to Deliver Evidence-Based Interventions: The Facilitator's Experience

    Science.gov (United States)

    Villarruel, Antonia; Tschannen, Dana; Valladares, Angel; Yaksich, Joseph; Yeagley, Emily; Hawes, Armani

    2015-01-01

    Background Evidence-based interventions (EBIs) have the potential to maximize positive impact on communities. However, despite the quantity and quality of EBIs for prevention, the need for formalized training and associated training-related expenses, such as travel costs, program materials, and input of personnel hours, pose implementation challenges for many community-based organizations. In this study, the community of inquiry (CoI) framework was used to develop the virtual learning environment to support the adaptation of the ¡Cuídate! (Take Care of Yourself!) Training of Facilitators curriculum (an EBI) to train facilitators from community-based organizations. Objective The purpose of this study was to examine the feasibility of adapting a traditional face-to-face facilitator training program for ¡Cuídate!, a sexual risk reduction EBI for Latino youth, for use in a multi-user virtual environment (MUVE). Additionally, two aims of the study were explored: the acceptability of the facilitator training and the level of the facilitators’ knowledge and self-efficacy to implement the training. Methods A total of 35 facilitators were trained in the virtual environment. We evaluated the facilitators' experience in the virtual training environment and determined if the learning environment was acceptable and supported the acquisition of learning outcomes. To this end, the facilitators were surveyed using a modified community of inquiry survey, with questions specific to the Second Life environment and an open-ended questionnaire. In addition, a comparison to face-to-face training was conducted using survey methods. Results Results of the community of inquiry survey demonstrated a subscale mean of 23.11 (SD 4.12) out of a possible 30 on social presence, a subscale mean of 8.74 (SD 1.01) out of a possible 10 on teaching presence, and a subscale mean of 16.69 (SD 1.97) out of a possible 20 on cognitive presence. The comparison to face-to-face training showed no

  8. 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

  9. Virtual Worlds for Virtual Organizing

    Science.gov (United States)

    Rhoten, Diana; Lutters, Wayne

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

  10. A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.

    Science.gov (United States)

    Yu, Jun; Wang, Zeng-Fu

    2015-05-01

    A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.

  11. Jacob: a web-based learning environment using virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Heemskerk, S.; Nijholt, Antinus

    2001-01-01

    This paper gives an overview of the Jacob project. This project involves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  12. An experiment on fear of public speaking in virtual reality.

    Science.gov (United States)

    Pertaub, D P; Slater, M; Barker, C

    2001-01-01

    Can virtual reality exposure therapy be used to treat people with social phobia? To answer this question it is vital to known if people will respond to virtual humans (avatars) in a virtual social setting in the same way they would to real humans. If someone is extremely anxious with real people, will they also be anxious when faced with simulated people, despite knowing that the avatars are computer generated? In [17] we described a small pilot study that placed 10 people before a virtual audience. The purpose was to assess the extent to which social anxiety, specifically fear of public speaking, was induced by the virtual audience and the extent of influence of degree of immersion (head mounted display or desktop monitor. The current paper describes a follow up study conducted with 40 subjects and the results clearly show that not only is social anxiety induced by the audience, but the degree of anxiety experienced is directly related to the type of virtual audience feedback the speaker receives. In particular, a hostile negative audience scenario was found to generate strong affect in speakers, regardless of whether or not they normally suffered from fear of public speaking.

  13. Designing user models in a virtual cave environment

    Energy Technology Data Exchange (ETDEWEB)

    Brown-VanHoozer, S. [Argonne National Lab., Idaho Falls, ID (United States); Hudson, R. [Argonne National Lab., IL (United States); Gokhale, N. [Madge Networks, San Jose, CA (United States)

    1995-12-31

    In this paper, the results of a first study into the use of virtual reality for human factor studies and design of simple and complex models of control systems, components, and processes are described. The objective was to design a model in a virtual environment that would reflect more characteristics of the user`s mental model of a system and fewer of the designer`s. The technology of a CAVE{trademark} virtual environment and the methodology of Neuro Linguistic Programming were employed in this study.

  14. Virtual TeamSTEPPS(®) Simulations Produce Teamwork Attitude Changes Among Health Professions Students.

    Science.gov (United States)

    Sweigart, Linda I; Umoren, Rachel A; Scott, Patrician J; Carlton, Kay Hodson; Jones, James A; Truman, Barbara; Gossett, Evalyn J

    2016-01-01

    The majority of the estimated 400,000 or more patient deaths per year in the United States are from preventable medical errors due to poor communication. Team training programs have been established to teach teamwork skills to health professions students. However, it is often challenging to provide this training at a physical site. A brief intervention using a virtual learning environment with TeamSTEPPS(®)-based scenarios is described. Using a pretest-posttest design, the effects on teamwork attitudes in 109 health professional students from two institutions and multiple disciplines were measured using the TeamSTEPPS Teamwork Attitudes questionnaire. Participants showed significant attitude changes in the categories of leadership, situation monitoring, mutual support, and communication (p ⩽ .05), with significance in four of the six indicator attitudes in the communication section at the p ⩽ .001 level. These findings indicate the potential impact that virtual learning experiences may have on teamwork attitudes in learners across professions on multiple campuses. Copyright 2016, SLACK Incorporated.

  15. Controlling a virtual forehand prosthesis using an adaptive and affective Human-Machine Interface.

    Science.gov (United States)

    Rezazadeh, I Mohammad; Firoozabadi, S M P; Golpayegani, S M R Hashemi; Hu, H

    2011-01-01

    This paper presents the design of an adaptable Human-Machine Interface (HMI) for controlling virtual forearm prosthesis. Direct physical performance measures (obtained score and completion time) for the requested tasks were calculated. Furthermore, bioelectric signals from the forehead were recorded using one pair of electrodes placed on the frontal region of the subject head to extract the mental (affective) measures while performing the tasks. By employing the proposed algorithm and above measures, the proposed HMI can adapt itself to the subject's mental states, thus improving the usability of the interface. The quantitative results from 15 subjects show that the proposed HMI achieved better physical performance measures in comparison to a conventional non-adaptive myoelectric controller (p < 0.001).

  16. Exploring the Relationship of Motivation, Anxiety, and Virtual Worlds in the Experiences of Two Spanish Language Learners: A Case Study

    Science.gov (United States)

    Wehner, Amy Katherine

    2014-01-01

    Virtual Worlds (VWs) in foreign language education are slowly becoming more popular. Many studies have looked at the affordances of these worlds and how they affect some aspects of language acquisition. However, it is still unknown to what extent, if any, these virtual worlds can play a role in affecting motivation and anxiety. The purpose of this…

  17. Sounds of silence: How to animate virtual worlds with sound

    Science.gov (United States)

    Astheimer, Peter

    1993-01-01

    Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.

  18. Objective and subjective quality assessment of geometry compression of reconstructed 3D humans in a 3D virtual room

    Science.gov (United States)

    Mekuria, Rufael; Cesar, Pablo; Doumanis, Ioannis; Frisiello, Antonella

    2015-09-01

    Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.

  19. Development of affective modelling competencies in primary school learners

    Directory of Open Access Journals (Sweden)

    Piera Biccard

    2011-09-01

    Full Text Available Learner affect and beliefs about mathematics are complex and multifaceted aspects of mathematical learning. Traditional teaching and learning approaches in mathematics education often result in problematic beliefs about mathematics. Since beliefs influence what learners learn and how they deal with learning mathematics, it is essential that the roles of beliefs and affect in mathematics classrooms are carefully examined. In solving modelling problems, learners and teachers take on new roles in the classroom: learners are placed in an active, self-directing situation in which they solve real-world problems. When learners engage in modelling tasks, they display and integrate cognitive, meta-cognitive and affective competencies. A modelling approach therefore allows one to detect learner beliefs in an authentic learning environment. Will this environment lead to students having more positive and productive dispositions towards mathematics? This article presents partial results of a study documenting the development of modelling competencies in learners working in groups over a period of 12 weeks. Through a design research approach, 12 learners working in groups solved three modelling problems, and transcriptions of learner interactions, questionnaires and informal interviews revealed that learner beliefs improved over this short period when exposed to modelling tasks. The results are encouraging, and may provide mathematics education with an avenue to develop more positive learner beliefs in mathematics.

  20. Effect of Community Factors on Primary School Learners' Achievement in Rural Bangladesh

    Science.gov (United States)

    Alam, Shafiqul

    2015-01-01

    Community plays an important role in childhood education. This research has identified the community factors that affect learners' achievement through the use of case studies. Qualitative data were captured by semi-structured interview and data interpretation was underpinned by concepts derived from human capital and social capital theories. This…

  1. Autonomous Learner Model Resource Book

    Science.gov (United States)

    Betts, George T.; Carey, Robin J.; Kapushion, Blanche M.

    2016-01-01

    "Autonomous Learner Model Resource Book" includes activities and strategies to support the development of autonomous learners. More than 40 activities are included, all geared to the emotional, social, cognitive, and physical development of students. Teachers may use these activities and strategies with the entire class, small groups, or…

  2. 3rd grade English language learners making sense of sound

    Science.gov (United States)

    Suarez, Enrique; Otero, Valerie

    2013-01-01

    Despite the extensive body of research that supports scientific inquiry and argumentation as cornerstones of physics learning, these strategies continue to be virtually absent in most classrooms, especially those that involve students who are learning English as a second language. This study presents results from an investigation of 3rd grade students' discourse about how length and tension affect the sound produced by a string. These students came from a variety of language backgrounds, and all were learning English as a second language. Our results demonstrate varying levels, and uses, of experiential, imaginative, and mechanistic reasoning strategies. Using specific examples from students' discourse, we will demonstrate some of the productive aspects of working within multiple language frameworks for making sense of physics. Conjectures will be made about how to utilize physics as a context for English Language Learners to further conceptual understanding, while developing their competence in the English language.

  3. High school learners' mental construction during solving ...

    African Journals Online (AJOL)

    Structured activity sheets with three tasks were given to learners; these tasks were done in groups, and the group leaders were interviewed. It was found that learners tended to do well with routine-type questions, implying that they were functioning at an action level. From the interviews it appeared that learners might have ...

  4. Application of virtual reality to simulation in nuclear power plant

    International Nuclear Information System (INIS)

    Liu Pengfei; Yang Yanhua; Yang Yongmu; Duan Dongdong; Luo Jie

    2008-01-01

    Based on detailed analysis of the structure and key techniques of a virtual reality system, the applications of virtual reality to simulation in nuclear power plant (NPP) were developed. In order to meet the requirement of simulation in NPP, motion simulation of control rod drive system, walking system inside the containment and virtual main control room were presented. A simulator of NPP was connected to interchange dynamic data between virtual main control room and the simulator. The simulating results show that the technique of virtual reality can be applied well to the simulation inside containment, which is filled with activity material, and the simulation of virtual main control room, where human factors must be considered. It also can be used well to design virtual education and training system of NPP. (authors)

  5. An Analysis of Lexical Errors of Korean Language Learners: Some American College Learners' Case

    Science.gov (United States)

    Kang, Manjin

    2014-01-01

    There has been a huge amount of research on errors of language learners. However, most of them have focused on syntactic errors and those about lexical errors are not found easily despite the importance of lexical learning for the language learners. The case is even rarer for Korean language. In line with this background, this study was designed…

  6. Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.

    Science.gov (United States)

    Hansen, Margaret M

    2008-09-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.

  7. Technologies for learner-centered feedback

    Directory of Open Access Journals (Sweden)

    Jane Costello

    2013-09-01

    Full Text Available As the number, type, and use of technologies to support learning increases, so do the opportunities for using these technologies for feedback. Learner-centered feedback is a core to the teaching-learning process. It is related to assessment in describing how learners perform in their learning, their gain in knowledge, skills, and attitudes. Feedback, types of feedback, guidelines for effective learner-centered feedback, and feedback’s relationship to assessment are presented. Methods of providing feedback, for example, automated, audio scribe pens, digital audio, etc., and the related technologies are described. Technologies that allow instructors to make informed decisions about the use of various methods for feedback are discussed.

  8. Newest Web-Technologies for Studying and Diagnosing Individual Abilities of Learners

    Directory of Open Access Journals (Sweden)

    Yuliya S. Nikolaeva

    2017-09-01

    Full Text Available The relevance of the research is due to the need of taking into account the learners' cognitive characteristics in the educational process. Knowing the personal qualities of people is also important when choosing an occupation or employment. This is why the paper is aimed at describing the opportunities of the newest Web and mobile applications for studies and self-diagnostics of users based on the cloud technology of diagnosing the human individual and cognitive abilities. The leading approach to studying this problem is the projective and recursive strategy that allows viewing the problem of expert statistics accumulation and user diagnostic results analysis in an integrated way. The paper presents the developments in problem-solving computer environments for diagnosing human individual and integrated abilities. Grounds are given for diagnostics of the main human cognitive abilities: the scope of memory and attention; information processing, reading, typing speeds and others. The website for developing the new diagnostics and conducting studies can be accessed by everyone with any browser via http://self-test.ufoproger.ru. The website has been developed by the university students under the guidance of professor N.I. Pak. The materials of the paper are of practical value for teachers designing the educational process up to the learners' individual characteristics.

  9. Learners' and teachers' perceptions of principals' leadership in Soweto secondary schools: a social justice analysis

    Directory of Open Access Journals (Sweden)

    Patrick Mafora

    2013-01-01

    Full Text Available The legislative framework for education in South Africa enforces the democratisation and transformation of education consistent with the values of human dignity, equity, human rights, and freedom. As ex officio members of School Governing Bodies (SGBs and professional managers of schools, principals should play a pivotal role in providing transformative leadership for social justice in these schools. The purpose of this study was to examine, through a social justice framework, how teachers and learners who are SGB members perceive and experience the principals' leadership in Soweto secondary schools. Five schools were purposefully sampled for this qualitative case study. Data were collected through semi-structured focus group interviews and follow-up individual interviews. Findings suggest that learners and teachers experience sampled schools as democratically untransformed with a climate fraught with unfairness, inequity, disregard for human rights, and intolerance of diversity. The leadership behaviour of principals is perceived as a barrier to democratic transformation and social justice and this engenders resistance and threatens management effectiveness.

  10. Virtual HRD and National Culture: An Information Processing Perspective

    Science.gov (United States)

    Chung, Chih-Hung; Angnakoon, Putthachat; Li, Jessica; Allen, Jeff

    2016-01-01

    Purpose: The purpose of this study is to provide researchers with a better understanding of the cultural impact on information processing in virtual learning environment. Design/methodology/approach: This study uses a causal loop diagram to depict the cultural impact on information processing in the virtual human resource development (VHRD)…

  11. Language Learner Strategies for Building EFL Learners’ Autonomy

    Directory of Open Access Journals (Sweden)

    Hooshang Khoshsima

    2015-11-01

    Full Text Available The critical discussions and matters in enhancing students’ learning performance, knowledge, and language proficiency have received a remarkable degree of attention in educational contexts. This study was undertaken to encourage learners to build the required competence in the foreign language by utilizing learning strategies so that they could become autonomous learners. Language learners' learning difficulties while learning a foreign language were identified in this study. With regard to problems which language learners faced in learning a foreign language, the teachers are able to recognize and to utilize appropriate language learning strategies in order to develop autonomy in learners who conceptualize and use those strategies in the foreign language. The research design adopted for the present study was survey method. The data for the study were collected with the use of a questionnaire. This questionnaire was administered to a total of 60 EFL learners who were selected from a university in Iran. It was used to assess learners’ awareness and perceived use of strategies and to provide data on their best utilized strategies. Results have been driven through statistical analysis. The analyzed data reveal the students’ styles and assist teachers to take part in shifting the strategies and heighten language learners' autonomy. The findings support the claim that knowing and making language learners aware of the most appropriate strategy would assist learners to improve their autonomy and to enhance their learning.

  12. Learner Motivation and Interest

    OpenAIRE

    Daskalovska, Nina; Gudeva, Liljana Koleva; Ivanovska, Biljana

    2012-01-01

    There are a lot of factors which influence success in learning. However, one of the most important factors is the learner’s motivation to reach the desired goals. Research and experience show that learners with strong motivation can achieve a lot regardless of circumstances. Studies of motivation in second language learning have led to several distinctions, one of which is the distinction between integrative and instrumental motivation. According to this distinction, some learners are motivat...

  13. Virtual Hematoxylin and Eosin Transillumination Microscopy Using Epi-Fluorescence Imaging.

    Science.gov (United States)

    Giacomelli, Michael G; Husvogt, Lennart; Vardeh, Hilde; Faulkner-Jones, Beverly E; Hornegger, Joachim; Connolly, James L; Fujimoto, James G

    2016-01-01

    We derive a physically realistic model for the generation of virtual transillumination, white light microscopy images using epi-fluorescence measurements from thick, unsectioned tissue. We demonstrate this technique by generating virtual transillumination H&E images of unsectioned human breast tissue from epi-fluorescence multiphoton microscopy data. The virtual transillumination algorithm is shown to enable improved contrast and color accuracy compared with previous color mapping methods. Finally, we present an open source implementation of the algorithm in OpenGL, enabling real-time GPU-based generation of virtual transillumination microscopy images using conventional fluorescence microscopy systems.

  14. Tweetalige aanleerderswoordeboek . bilingual learner's dictionary ...

    African Journals Online (AJOL)

    Correct pronunciation is not guaranteed, because only syllabification and the main stress are indicated in words. Grammatical guidance is also not given to such an extent that learners will be able to generate correct sentences on their own. The role that contrastive analysis and error analysis can play to anticipate learners' ...

  15. 3D virtual table in anatomy education

    DEFF Research Database (Denmark)

    Dahl, Mads Ronald; Simonsen, Eivind Ortind

    The ‘Anatomage’ is a 3D virtual human anatomy table, with touchscreen functionality, where it is possible to upload CT-scans and digital. Learning the human anatomy terminology requires time, a very good memory, anatomy atlas, books and lectures. Learning the 3 dimensional structure, connections...

  16. Learner Beliefs about Sociolinguistic Competence: A Qualitative Case Study of Four University Second Language Learners

    Science.gov (United States)

    Yang, Jinsuk; Rehner, Katherine

    2015-01-01

    This article explores the beliefs about second language (L2) sociolinguistic competence of four university-level advanced L2 learners. It places particular emphasis on 1) how these university learners conceptualized L2 sociolinguistic competence; 2) how they thought about two different language learning contexts (viz., the L2 classroom versus…

  17. 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

  18. Role of Faculty Development Forums in Virtual Teaching Environment: A Case Study of Marketing Research & Case Group

    Directory of Open Access Journals (Sweden)

    Rizwan Saleem Sandhu

    2016-12-01

    Full Text Available The online learning has broadened the teaching spectrum from Face-to-Face to virtual environment, and this move has brought traditional teacher-centered instruction to learner-centered instruction. This paradigm shift appears to place demands on faculty to modify faculty’s instruction roles that are different from those encountered in Face-to-Face teaching. This study explores the role of faculty development forum in improving the virtual teaching skills of academic staff members in an online university. The study has used single holistic case study approach, and the data from nine respondents have been collected through an interview schedule divided into four sections of 1 Basic Information, 2 Presentation Skills, 3 Subject Knowledge and 4 Research Orientation as per the objectives of the study. It can be theorized from the findings of the study that in virtual environments where faculty members lack the learning opportunities and exposure available in the conventional environments such forums prove to be very effective in capacity building of the faculty.

  19. The Uncanny Valley and Nonverbal Communication in Virtual Characters

    DEFF Research Database (Denmark)

    Tinwell, Angela; Grimshaw, Mark Nicholas; Abdel Nabi, Debbie

    2014-01-01

    This chapter provides an overview of a current research project investigating the Uncanny Valley phenomenon in realistic, human-like virtual characters. !e research methods used in this Work include a retrospective of both empirical studies and philosophical writings on the Uncanny. No other...... research has explored the notion that realistic, human-like, virtual characters are regarded less favorably due to a perceived diminished degree of responsiveness in facial expression, specifically, nonverbal communication (NVC) in the upper face region. So far, this research project has provided the first...... empirical evidence to test the Uncanny Valley phenomenon in the domain of animated video game characters with speech, as opposed to just still, unresponsive images, as used in previous studies. Based on the results of these experiments, a conceptual framework of the Uncanny Valley in virtual characters has...

  20. Advances in Robotics and Virtual Reality

    CERN Document Server

    Hassanien, Aboul

    2012-01-01

    A beyond human knowledge and reach, robotics is strongly involved in tackling challenges of new emerging multidisciplinary fields. Together with humans, robots are busy exploring and working on the new generation of ideas and problems whose solution is otherwise impossible to find. The future is near when robots will sense, smell and touch people and their lives. Behind this practical aspect of human-robotics, there is a half a century spanned robotics research, which transformed robotics into a modern science. The Advances in Robotics and Virtual Reality is a compilation of emerging application areas of robotics. The book covers robotics role in medicine, space exploration and also explains the role of virtual reality as a non-destructive test bed which constitutes a premise of further advances towards new challenges in robotics. This book, edited by two famous scientists with the support of an outstanding team of fifteen authors, is a well suited reference for robotics researchers and scholars from related ...

  1. Haptics for Virtual Reality and Teleoperation

    CERN Document Server

    Mihelj, Matjaž

    2012-01-01

    This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system. The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation.  The introduction chapter positions the haptic interfaces within the virtual reality context. In order to design haptic interfaces that will comply with human capabilities at least basic understanding of human sensors-motor system is required. An overview of this topic is provided in the chapter related to human haptics. The book does not try to introduce the state-of-the-art haptic interface solutions because these tend to change quickly. On...

  2. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

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

    2014-01-01

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

  3. Explore the consequences of climate changes in 2099: Virtual reality

    OpenAIRE

    Yilmaz, Rütvan Mustafa; Jakobsen, Nikolaj Egholk; Roed-Kristiansen, Søren

    2016-01-01

    The project’s theme is about climate changes and virtual reality’s role in simplifying the knowledge about the consequences, and the causes behind climate change to the point where the ordinary human understands the problematic. We present how humans understands and perceives the world. We explain how phenomenology and post- phenomenology has an impact on our experiences and how we make sense using some of the philosophical thinkings. We have used sketches to illustrate the desired virtual re...

  4. Technologies for Learner-Centered Feedback

    Science.gov (United States)

    Costello, Jane; Crane, Daph

    2013-01-01

    As the number, type, and use of technologies to support learning increases, so do the opportunities for using these technologies for feedback. Learner-centered feedback is a core to the teaching-learning process. It is related to assessment in describing how learners perform in their learning, their gain in knowledge, skills, and attitudes.…

  5. An Intelligent Virtual Human System For Providing Healthcare Information And Support

    Science.gov (United States)

    2011-01-01

    healthcare system, and also to other SMs and Veterans by way of a variety of social networking tools (e.g., 2nd Life, Facebook, etc.). The user can progress... CyberPsychology and Behavior 8, 3 (2005), 187-211. [2] T. Parsons & A.A. Rizzo, Affective Outcomes of Virtual Reality Exposure Therapy for Anxiety...VH System for Providing Healthcare Information and Support508 [4] G. Riva, Virtual Reality in Psychotherapy: Review, CyberPsychology and Behavior 8

  6. Learner-Centred Teaching Contributes in Promising Results in Improving Learner Understanding and Motivation: A Case Study at Malaysia Tertiary Education

    Science.gov (United States)

    Yap, Wei-Li; Neo, Mai; Neo, Tse-Kian

    2016-01-01

    In Malaysia, traditional teaching is still a common approach among many lecturers. There have been many studies that have reported its limitations and many lecturers have started to adopt a more learner-centred teaching approach to promote better learner understanding and learner motivation. Throughout this effort, it is noticed there are…

  7. On the Value of Estimating Human Arm Stiffness during Virtual Teleoperation with Robotic Manipulators.

    Science.gov (United States)

    Buzzi, Jacopo; Ferrigno, Giancarlo; Jansma, Joost M; De Momi, Elena

    2017-01-01

    Teleoperated robotic systems are widely spreading in multiple different fields, from hazardous environments exploration to surgery. In teleoperation, users directly manipulate a master device to achieve task execution at the slave robot side; this interaction is fundamental to guarantee both system stability and task execution performance. In this work, we propose a non-disruptive method to study the arm endpoint stiffness. We evaluate how users exploit the kinetic redundancy of the arm to achieve stability and precision during the execution of different tasks with different master devices. Four users were asked to perform two planar trajectories following virtual tasks using both a serial and a parallel link master device. Users' arm kinematics and muscular activation were acquired and combined with a user-specific musculoskeletal model to estimate the joint stiffness. Using the arm kinematic Jacobian, the arm end-point stiffness was derived. The proposed non-disruptive method is capable of estimating the arm endpoint stiffness during the execution of virtual teleoperated tasks. The obtained results are in accordance with the existing literature in human motor control and show, throughout the tested trajectory, a modulation of the arm endpoint stiffness that is affected by task characteristics and hand speed and acceleration.

  8. On the Value of Estimating Human Arm Stiffness during Virtual Teleoperation with Robotic Manipulators

    Directory of Open Access Journals (Sweden)

    Jacopo Buzzi

    2017-09-01

    Full Text Available Teleoperated robotic systems are widely spreading in multiple different fields, from hazardous environments exploration to surgery. In teleoperation, users directly manipulate a master device to achieve task execution at the slave robot side; this interaction is fundamental to guarantee both system stability and task execution performance. In this work, we propose a non-disruptive method to study the arm endpoint stiffness. We evaluate how users exploit the kinetic redundancy of the arm to achieve stability and precision during the execution of different tasks with different master devices. Four users were asked to perform two planar trajectories following virtual tasks using both a serial and a parallel link master device. Users' arm kinematics and muscular activation were acquired and combined with a user-specific musculoskeletal model to estimate the joint stiffness. Using the arm kinematic Jacobian, the arm end-point stiffness was derived. The proposed non-disruptive method is capable of estimating the arm endpoint stiffness during the execution of virtual teleoperated tasks. The obtained results are in accordance with the existing literature in human motor control and show, throughout the tested trajectory, a modulation of the arm endpoint stiffness that is affected by task characteristics and hand speed and acceleration.

  9. WORK AND LEARNER IDENTITY

    DEFF Research Database (Denmark)

    Kondrup, Sissel

    2015-01-01

    The aim of this article is to suggest a theoretical framework than can assess to how people’s engagement in specific historical and social work practices are significant to their development, maintenance or transformation of a learner identity. Such a framework is crucial in order to grasp how...... different groups have distinctive conditions for meeting the obligation of forming a proactive learner identity and engage in lifelong learning prevalent in both national and transnational policies on lifelong learning....

  10. Learner Agency within the Design of an EAP Course

    Science.gov (United States)

    Seppälä, Riina

    2015-01-01

    To meet the demands of today's society and working life, higher education should support the development of learner agency. How the agency of individual learners emerges in university courses and what kind of agency empowers the learners to face new challenges should be considered. In this article, the focus is on learner agency enabled and…

  11. Experiences of learners from informal settlements

    African Journals Online (AJOL)

    Erna Kinsey

    problem is further compounded if educators are not trained to work with learners from ... to locate problems that emerge with the learners themselves rather than within the system ..... "Black students' school success: coping with the burden of ...

  12. Virtual Class Support at the Virtual Machine Level

    DEFF Research Database (Denmark)

    Nielsen, Anders Bach; Ernst, Erik

    2009-01-01

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

  13. Profiling Mobile English Language Learners

    Science.gov (United States)

    Byrne, Jason; Diem, Robert

    2014-01-01

    The purpose of this study was to use an app-embedded survey to profile language learner demographics. A total of 3,759 EFL language learners from primarily eight L1 backgrounds (French, German, Italian, Japanese, Korean, Russian, Spanish and Thai) responded to the survey embedded within a popular English grammar app. This app has over 500,000…

  14. Evaluation of the appreciation of virtual teeth with and without pathology.

    Science.gov (United States)

    de Boer, I R; Lagerweij, M D; Wesselink, P R; Vervoorn, J M

    2015-05-01

    Virtual teeth with and without tooth pathology have been developed for use in a virtual learning environment in dental education. The objective of this study was to evaluate the appearance of these virtual teeth for use in dental education and to compare them with contemporary educational models, such as plastic teeth (Frasaco GmbH) and extracted human teeth. Six sets of photographs representing six different teeth were shown to dentists, teachers (dentists) and dental students (bachelor's and master's degree students). Each set consisted of 15 pictures showing five views of the extracted human tooth, the similar virtual tooth and the plastic tooth. The five views represented the mesial, distal, occlusal, buccal and lingual surfaces. The virtual tooth was the same as the extracted tooth (scanned with a cone beam CT, coloured and edited in ColorMapEditor(®) ), and the plastic tooth presented the best possible match to the extracted tooth. The participants were asked to rate the appearance of the virtual teeth (overall and in terms of caries, restoration and colours), whether the virtual or plastic teeth resembled the extracted teeth better and from which teeth they expected to learn the most (extracted, virtual or plastic). Each group of participants found that the virtual teeth resembled the extracted teeth more than they resembled the plastic teeth; 71% of the participants expected to learn more from the virtual teeth than from the plastic teeth. The results show that the appearance of the virtual teeth was considered more realistic than the appearance of the plastic teeth. The expectation was that the learning opportunities of the virtual teeth are better than of the plastic teeth. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  15. IceCube Polar Virtual Reality exhibit: immersive learning for learners of all ages

    Science.gov (United States)

    Madsen, J.; Bravo Gallart, S.; Chase, A.; Dougherty, P.; Gagnon, D.; Pronto, K.; Rush, M.; Tredinnick, R.

    2017-12-01

    The IceCube Polar Virtual Reality project is an innovative, interactive exhibit that explains the operation and science of a flagship experiment in polar research, the IceCube Neutrino Observatory. The exhibit allows users to travel from the South Pole, where the detector is located, to the furthest reaches of the universe, learning how the detection of high-energy neutrinos has opened a new view to the universe. This novel exhibit combines a multitouch tabletop display system and commercially available virtual reality (VR) head-mounted displays to enable informal STEM learning of polar research. The exhibit, launched in early November 2017 during the Wisconsin Science Festival in Madison, WI, will study how immersive VR can enhance informal STEM learning. The foundation of this project is built upon a strong collaborative effort between the Living Environments Laboratory (LEL), the Wisconsin IceCube Particle Astrophysics Center (WIPAC), and the Field Day Laboratory groups from the University of Wisconsin-Madison campus. The project is funded through an NSF Advancing Informal STEM Learning (AISL) grant, under a special call for engaging students and the public in polar research. This exploratory pathways project seeks to build expertise to allow future extensions. The plan is to submit a subsequent AISL Broad Implementation proposal to add more 3D environments for other Antarctic research topics and locations in the future. We will describe the current implementation of the project and discuss the challenges and opportunities of working with an interdisciplinary team of scientists and technology and education researchers. We will also present preliminary assessment results, which seek to answer questions such as: Did users gain a better understanding of IceCube research from interacting with the exhibit? Do both technologies (touch table and VR headset) provide the same level of engagement? Is one technology better suited for specific learning outcomes?

  16. Turning university professors into competent learners

    NARCIS (Netherlands)

    Stefanova, Eliza; Ilieva, Miroslava; Nikolova, Nikolina; Stefanov, Krassen

    2008-01-01

    Stefanova, E., Ilieva, M., Nikolova, N, & Stefanov, K. (2008). Turning university professors into competent learners. In H. W. Sligte & R. Koper (Eds.), Proceedings of the 4th TENCompetence Open Workshop. Empowering Learners for Lifelong Competence Development: pedagogical, organisational and

  17. Virtual Worlds vs Books and Videos in History Education

    Science.gov (United States)

    Ijaz, Kiran; Bogdanovych, Anton; Trescak, Tomas

    2017-01-01

    In this paper, we investigate an application of virtual reality and artificial intelligence (AI) as a technological combination that has a potential to improve the learning experience and engage with the modern generation of students. To address this need, we have created a virtual reality replica of one of humanity's first cities, the city of…

  18. The easy ADL home: A physical-virtual approach to domestic living

    DEFF Research Database (Denmark)

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

    2010-01-01

    Smart environments worthy of the name need to capture, interpret, and support human activities that take place within their realms. Most existing efforts tend to focus on either real world activities or activities taking place in the virtual world accessed through digital devices. However......, as digital computation continues to permeate our everyday real world environments, and as the border between physical and digital continues to blur for the human agents acting in these environments, we need system design approaches that can cope with human activities that span the physical-virtual gap...

  19. Simulation Of Assembly Processes With Technical Of Virtual Reality

    Science.gov (United States)

    García García, Manuel; Arenas Reina, José Manuel; Lite, Alberto Sánchez; Sebastián Pérez, Miguel Ángel

    2009-11-01

    Virtual reality techniques use at industrial processes provides a real approach to product life cycle. For components manual assembly, the use of virtual surroundings facilitates a simultaneous engineering in which variables such as human factors and productivity take a real act. On the other hand, in the actual phase of industrial competition it is required a rapid adjustment to client needs and to market situation. In this work it is analyzed the assembly of the front components of a vehicle using virtual reality tools and following up a product-process design methodology which includes every life service stage. This study is based on workstations design, taking into account productive and human factors from the ergonomic point of view implementing a postural study of every assembly operation, leaving the rest of stages for a later study. Design is optimized applying this methodology together with the use of virtual reality tools. It is also achieved a 15% reduction on time assembly and of 90% reduction in muscle—skeletal diseases at every assembly operation.

  20. 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.

  1. Virtual Learning Spaces at the Royal Danish Defence College

    DEFF Research Database (Denmark)

    Frølund, Gro

    A growing proportion of today’s educational activity, civilian as well as military, takes place in virtual learning environments. A corollary of this growth is the emerging concern that the educational value of information and communication technology (ICT) is under-used by educators....... There are also professional concerns that ICT may even undermine the effectiveness of teaching in some instances. A recent report notes that our educational institutions are ill-prepared pedagogically for making the most of technology. It asserts that simply adding twenty first century technologies to twentieth...... century teaching practices will “dilute the effectiveness of teaching”. Since our military institutions are currently adopting new technologies extensively, this issue is a pressing one. We need a deeper understanding of how e-learning affects learners in a military context. For this reason, the present...

  2. (Virtual) Water-repellent Law? Why Legal Studies Should Be Brought Into the Virtual Water Debate

    Science.gov (United States)

    Turrini, Paolo

    2014-05-01

    Virtual water studies are a marvelous example of the much praised "interdisciplinary approach", efficaciously intertwining many threads woven by scholars of very diverse fields of research. After all, if water is an object of biological interest and the word "virtual" becomes especially significant in the framework of the international trade flows, why should agronomists and economists not work together? And, with them, hydrologists, environmental engineers, network analysis experts… either working side by side or, at least, following one another's steps. Browsing the relevant academic literature one may notice that a vast array of disciplines is dealing with the topic. As a consequence, it may come as a surprise that lawyers seem to have remained almost deaf to the charming call of virtual water. A social science thoroughly "social" even if sometimes deemed (also by its practitioners) akin to humanities - and for this reason not always timely in catching the hints by hard sciences - law has a lot to say about virtual water and its manifold aspects. And it is so, in my opinion, in at least two respects. First of all, legal provisions can be determinants of social facts no less than other types of norms, such as physical or economic laws. Law shapes the human behavior by giving incentives or establishing constraints to the conduct of virtually any kind of social actor, be they farmers needing to decide what to grow, entrepreneurs willing to invest in the water market, or governments requested to address their communities' problems. All of them will make their choices in consideration of the costs, opportunities, and limits set by a number of regulations. In the second place, and strictly connected with the first reason, law may offer some answers to the challenges that virtual water and, more in general, the water-food nexus bring with them. In fact, understanding the way legal provisions affect the taking of decisions in the water sector, one may try to devise

  3. Tangible interfaces for navigation in virtual environments: a Argonauta reactor case study

    International Nuclear Information System (INIS)

    Freitas, Victor Goncalves G.; Mol, Antonio Carlos de A.; Pereira, Claudio Marcio N.A.; Cunha, Mauricio da; Nomiya, Diogo Ventura; Espirito Santo, Andre Cotelli do

    2011-01-01

    This work presents a interaction system for virtual environments that allows users control platform without the need of using mouse and keyboard. Through the head movement and voice commands is possible the navigation and control of virtual human (avatar), thus, better human-computer integration. The control system called SOMI (Sounds and Motion Interface) is based on speech recognition using artificial neural networks (ANN), where once the ANN are trained for the different users it possible direct a vocal command to a command of avatar, resulting in the possibility of control by voice. Head movements are recognised using the system infrared(IR) head tracking, this system is based in a IR camera detecting the position of IR leds positioned on the user's head to put the avatar vision in accordance with the vision of the user. The SOMI was integrated into a system called Virtual Argonauta (VA), this system configures itself as a virtual platform for operations training at nuclear reactor research of the Nuclear Engineering Institute (IEN/CNEN), until the present work the virtual person was all controlled by mouse and keyboard, preventing the use of head mounted display (HMD) and decreasing user immersion. The results show an interface that promotes a more effective and engaging manner allowing the use of HMD and with that greater immersion of human beings to the virtual environment, more specifically the VA environment. (author)

  4. Virtual Glovebox (VGX) Aids Astronauts in Pre-Flight Training

    Science.gov (United States)

    2003-01-01

    NASA's Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.

  5. Introduction of virtual patients onto a final year anesthesia course: Hong Kong experience

    Directory of Open Access Journals (Sweden)

    Joseph YC Leung

    2011-02-01

    Full Text Available Joseph YC Leung1, Lester AH Critchley1, Alex LK Yung2, Shekhar M Kumta21Department of Anaesthesia and Intensive Care, 2Department of Traumatology and Orthopaedics, Prince of Wales Hospital, The Chinese University of Hong Kong, Shatin, New Territories, Hong KongAbstract: e-Learning has revolutionized the way in which undergraduate medical education is delivered. One e-learning tool of note is the virtual patient (VP, a type of computer software that simulates real-life clinical scenarios, in which the learner emulates the role of health care provider to obtain the history, conduct examination, and make diagnoses and management decisions. VPs have been in use since 1993. Early designs were based on serial screen-cards of patient history, examination, investigations, diagnoses, treatment, and outcome, which the learner explored. With the development of web technology, VPs can now be accessed via the Internet and are more versatile, supporting different structural designs to suit a variety of learning objectives, and they can branch via different routes through a case. Using VPs has a number of advantages: 1 VPs improve access to learning material, 2 VPs help learners to acquire higher order cognitive skills like strategic thinking and decision making, 3 VPs provide a safe environment to practice, 4 VPs help to teach interdisciplinary care, and 5 VPs can be used instead of patients for examination. A number of well-known VP player systems are in use today: CASUS, CAMPUS, web-based Simulation of Patients, OpenLabyrinth, and vpSim. At the Chinese University of Hong Kong, we have also developed a web-based VP authoring and player system called Formative Assessment Case Studies (FACS, which is run by our Teaching and Learning Resources Centre. FACS has been integrated into Year-5 Anesthesia teaching since 2006. Three VP products have been developed: Anaesthesia FACS (six cases that teaches preoperative assessment, Acute Pain Management FACS, and an

  6. Telemanipulation, telepresence, and virtual reality for surgery in the year 2000

    Science.gov (United States)

    Satava, Richard M.

    1995-12-01

    The new technologic revolution in medicine is based upon information technologies, and telemanipulation, telepresence and virtual reality are essential components. Telepresence surgery returns the look and feel of `open surgery' to the surgeon and promises enhancement of physical capabilities above normal human performance. Virtual reality provides basic medical education, simulation of surgical procedures, medical forces and disaster medicine practice, and virtual prototyping of medical equipment.

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

    CERN Document Server

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

    2010-01-01

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

  8. Whose voice matters? LEARNERS | Bansilal | South African Journal ...

    African Journals Online (AJOL)

    International and national mathematics studies have revealed the poor mathematics skills of South African learners. An essential tool that can be used to improve learners' mathematical skills is for educators to use effective feedback. Our purpose in this study was to elicit learners' understanding and expectations of teacher ...

  9. Virtual Hematoxylin and Eosin Transillumination Microscopy Using Epi-Fluorescence Imaging.

    Directory of Open Access Journals (Sweden)

    Michael G Giacomelli

    Full Text Available We derive a physically realistic model for the generation of virtual transillumination, white light microscopy images using epi-fluorescence measurements from thick, unsectioned tissue. We demonstrate this technique by generating virtual transillumination H&E images of unsectioned human breast tissue from epi-fluorescence multiphoton microscopy data. The virtual transillumination algorithm is shown to enable improved contrast and color accuracy compared with previous color mapping methods. Finally, we present an open source implementation of the algorithm in OpenGL, enabling real-time GPU-based generation of virtual transillumination microscopy images using conventional fluorescence microscopy systems.

  10. Learners' experiences of learning support in selected Western Cape schools

    Directory of Open Access Journals (Sweden)

    Olaniyi Bojuwoye

    2014-01-01

    Full Text Available The study explored Western Cape primary and secondary school learners' experiences regarding the provision and utilization of support services for improving learning. A qualitative interpretive approach was adopted and data gathered through focus group interviews involving 90 learners. Results revealed that learners received and utilized various forms of learning support from their schools, teachers, and peers. The learning support assisted in meeting learners' academic, social and emotional needs by addressing barriers to learning, creating conducive learning environments, enhancing learners' self-esteem and improving learners' academic performance.

  11. Ontological implications of being in immersive virtual environments

    Science.gov (United States)

    Morie, Jacquelyn F.

    2008-02-01

    The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.

  12. Advancing Learner Autonomy in TEFL via Collaborative Learning

    Science.gov (United States)

    Jacobs, George M.; Shan, Tan Hui

    2015-01-01

    The present paper begins by situating learner autonomy and collaborative learning as part of a larger paradigm shift towards student-centred learning. Next are brief discussions of learner autonomy and how learner autonomy links with collaborative learning. In the main part of the paper, four central principles of collaborative learning are…

  13. Implementation of the Immersive Virtual Reality Laboratory in Nuclear Engineering Institute

    International Nuclear Information System (INIS)

    Mol, Antonio Carlos de Abreu; Grecco, Claudio Henrique dos Santos; Carvalho, Paulo Victor R.; Oliveira, Mauro Vitor de; Santos, Isaac J.A. Luquetti; Augusto, Silas Cordeiro; Viana Filho, Alfredo Marques

    2005-01-01

    The Immersive Virtual Reality Laboratory under development in Human System Interface Laboratory constitute a powerful general-purpose facility for experimental and computational work on human perception and perceptually guided action. Virtual reality or virtual environment are computer generated environments with and within people can interact. The advantage of VR is that people can be immersed by the simulated environment, which would sometimes be unavailable due to cost, safety, or perceptual restrictions in the real environment. There are many applications of virtual reality on the nuclear area. Training is one of the most common of them. A significant advantage of a virtual training environment over a real one is it's enormous flexibility. A virtual environment can be used as the basis for training in any number of different scenarios, so that trainees can learn to cope with many different situations, some of which may be impossible to prepare for any other way. Another advantage of using virtual environments for training purposes is that trainees learn by actively performing actions. This has a significant effect on their ability to retain what they learn, and is clearly superior to passive training techniques, such as videos and books, for training where spatial understanding is important. This kind of Laboratory is the first in Brazilian nuclear area. A safe virtual environment can be used to simulate a real environment that is either too dangerous, complex, or expensive to training. Virtual environments can therefore be used to increase safety standards, improve efficiency, and reduce overall training costs. (author)

  14. Enhanced virtual microscopy for collaborative education

    Directory of Open Access Journals (Sweden)

    Holloway William J

    2011-01-01

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

  15. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

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

  16. The Effect of Flipped Model of Instruction on EFL Learners' Reading Comprehension: Learners' Attitudes in Focus

    Science.gov (United States)

    Karimi, Mehrnoosh; Hamzavi, Raouf

    2017-01-01

    The present study aimed at investigating the effect of flipped model of instruction on EFL learners' reading comprehension ability. Moreover, this study aimed at identifying EFL students' attitudes toward flipped model of instruction. To this end, 60 EFL learners studying at an accredited private language institute in Isfahan were first…

  17. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

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

  18. From virtual environment to virtual community

    NARCIS (Netherlands)

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

    2001-01-01

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

  19. Controlling social stress in virtual reality environments.

    Directory of Open Access Journals (Sweden)

    Dwi Hartanto

    Full Text Available Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6 = 0.91, p = 0.002; r(6 = 0.76, p = 0.028 and r(6 = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.

  20. Controlling social stress in virtual reality environments.

    Science.gov (United States)

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

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.

  1. Controlling Social Stress in Virtual Reality Environments

    Science.gov (United States)

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

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = −0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes. PMID:24671006

  2. South African law and policy regulating learner absenteeism

    African Journals Online (AJOL)

    Packard Bell

    Learner absenteeism often occurs involuntarily due to learners' social and economic circumstances. ..... still a child; e.g. under 18 years of age, and ... schools to take the age and maturity of the ... 5). The Policy on Learner Attendance (DBE, RSA,. 2010, para. 13(i)) allows the ..... Emotional literacy and the ecology of.

  3. Online Games for Young Learners' Foreign Language Learning

    Science.gov (United States)

    Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji

    2014-01-01

    Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…

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

    Science.gov (United States)

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

    2015-01-01

    As technology advances, robots and virtual agents will be introduced into the home and healthcare settings to assist individuals, both young and old, with everyday living tasks. Understanding how users recognize an agent’s social cues is therefore imperative, especially in social interactions. Facial expression, in particular, is one of the most common non-verbal cues used to display and communicate emotion in on-screen agents (Cassell, Sullivan, Prevost, & Churchill, 2000). Age is important to consider because age-related differences in emotion recognition of human facial expression have been supported (Ruffman et al., 2008), with older adults showing a deficit for recognition of negative facial expressions. Previous work has shown that younger adults can effectively recognize facial emotions displayed by agents (Bartneck & Reichenbach, 2005; Courgeon et al. 2009; 2011; Breazeal, 2003); however, little research has compared in-depth younger and older adults’ ability to label a virtual agent’s facial emotions, an import consideration because social agents will be required to interact with users of varying ages. If such age-related differences exist for recognition of virtual agent facial expressions, we aim to understand if those age-related differences are influenced by the intensity of the emotion, dynamic formation of emotion (i.e., a neutral expression developing into an expression of emotion through motion), or the type of virtual character differing by human-likeness. Study 1 investigated the relationship between age-related differences, the implication of dynamic formation of emotion, and the role of emotion intensity in emotion recognition of the facial expressions of a virtual agent (iCat). Study 2 examined age-related differences in recognition expressed by three types of virtual characters differing by human-likeness (non-humanoid iCat, synthetic human, and human). Study 2 also investigated the role of configural and featural processing as a

  5. Design of virtual three-dimensional instruments for sound control

    Science.gov (United States)

    Mulder, Axel Gezienus Elith

    An environment for designing virtual instruments with 3D geometry has been prototyped and applied to real-time sound control and design. It enables a sound artist, musical performer or composer to design an instrument according to preferred or required gestural and musical constraints instead of constraints based only on physical laws as they apply to an instrument with a particular geometry. Sounds can be created, edited or performed in real-time by changing parameters like position, orientation and shape of a virtual 3D input device. The virtual instrument can only be perceived through a visualization and acoustic representation, or sonification, of the control surface. No haptic representation is available. This environment was implemented using CyberGloves, Polhemus sensors, an SGI Onyx and by extending a real- time, visual programming language called Max/FTS, which was originally designed for sound synthesis. The extension involves software objects that interface the sensors and software objects that compute human movement and virtual object features. Two pilot studies have been performed, involving virtual input devices with the behaviours of a rubber balloon and a rubber sheet for the control of sound spatialization and timbre parameters. Both manipulation and sonification methods affect the naturalness of the interaction. Informal evaluation showed that a sonification inspired by the physical world appears natural and effective. More research is required for a natural sonification of virtual input device features such as shape, taking into account possible co- articulation of these features. While both hands can be used for manipulation, left-hand-only interaction with a virtual instrument may be a useful replacement for and extension of the standard keyboard modulation wheel. More research is needed to identify and apply manipulation pragmatics and movement features, and to investigate how they are co-articulated, in the mapping of virtual object

  6. El campus virtual como recurso útil: un estudio de estudiantes universitarios de carreras humanísticas [The virtual learning platform as a useful resource: a research among university students of humanistic degrees

    Directory of Open Access Journals (Sweden)

    Carmen Luján-García

    2012-06-01

    Full Text Available Resumen:Este artículo, realizado con estudiantes universitarios de dos carreras humanísticas en la Universidad de Las Palmas de Gran Canaria: Filología Inglesa y Geografía, investiga el grado de familiaridad y utilidad del campus virtual en el mundo académico. Los resultados demuestran que es una herramienta útil, aunque percibida más como un apoyo a la enseñanza presencial que con validez en sí misma. La variable género revela que los hombres valoran mejor esta herramienta, mientras que los informantes de geografía perciben más positivamente el campus virtual que los de filología inglesa. Abstract:This paper presents the results of a study carried out among undergraduate students of English Language and Literature and Geography at the University of Las Palmas de Gran Canaria to investigate their degree of familiarity with and the general usefulness of the virtual learning platform in Higher Education. The results show that whilst this is indeed a useful tool, it is used to best effect when seen as a supportive resource for regular education. The variation in responses from men and women reveals that men are more familiar with and value this tool more highly than women. It was also found that the Geography Undergraduates have a more positive view of virtual learning platforms than English Language and Literature Undergraduates.

  7. Computer-aided training sensorimotor cortex functions in humans before the upper limb transplantation using virtual reality and sensory feedback.

    Science.gov (United States)

    Kurzynski, Marek; Jaskolska, Anna; Marusiak, Jaroslaw; Wolczowski, Andrzej; Bierut, Przemyslaw; Szumowski, Lukasz; Witkowski, Jerzy; Kisiel-Sajewicz, Katarzyna

    2017-08-01

    One of the biggest problems of upper limb transplantation is lack of certainty as to whether a patient will be able to control voluntary movements of transplanted hands. Based on findings of the recent research on brain cortex plasticity, a premise can be drawn that mental training supported with visual and sensory feedback can cause structural and functional reorganization of the sensorimotor cortex, which leads to recovery of function associated with the control of movements performed by the upper limbs. In this study, authors - based on the above observations - propose the computer-aided training (CAT) system, which generating visual and sensory stimuli, should enhance the effectiveness of mental training applied to humans before upper limb transplantation. The basis for the concept of computer-aided training system is a virtual hand whose reaching and grasping movements the trained patient can observe on the VR headset screen (visual feedback) and whose contact with virtual objects the patient can feel as a touch (sensory feedback). The computer training system is composed of three main components: (1) the system generating 3D virtual world in which the patient sees the virtual limb from the perspective as if it were his/her own hand; (2) sensory feedback transforming information about the interaction of the virtual hand with the grasped object into mechanical vibration; (3) the therapist's panel for controlling the training course. Results of the case study demonstrate that mental training supported with visual and sensory stimuli generated by the computer system leads to a beneficial change of the brain activity related to motor control of the reaching in the patient with bilateral upper limb congenital transverse deficiency. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. Ergonomic Optimization of a Manufacturing System Work Cell in a Virtual Environment

    Directory of Open Access Journals (Sweden)

    F. Caputo

    2006-01-01

    Full Text Available The paper deals with the development of a methodology for studying, in a virtual environment, the ergonomics of a work cell in an automotive manufacturing system. The methodology is based on the use of digital human models and virtual reality techniques in order to simulate, in a virtual environment, human performances during the execution of assembly operations. The objective is to define the optimum combination of those geometry features that influence human postures during assembly operation in a work cell. In the demanding global marketplace, ensuring that human factors are comprehensively addressed is becoming an increasingly important aspect of design. Manufacturers have to design work cells that conform to all relevant Health and Safety standards. The proposed methodology can assist the designer to evaluate the performance of workers in a workplace before it has been realized. The paper presents an analysis of a case study proposed by COMAU, a global supplier of industrial automation systems for the automotive manufacturing sector and a global provider of full maintenance services. The study and all the virtual simulations have been carried out in the Virtual Reality Laboratory of the Competence Regional Center for the qualification of transportation systems (CRdC “Trasporti” - www.centrodicompetenzatrasporti.unina. it, which was founded by the Campania region with the aim of delivering advanced services and introducing new technologies into local companies operating in the field of transport. 

  9. Examining the Real Merits of the Virtual Microscope

    Science.gov (United States)

    Hennessy, Ronan; Meere, Pat; Ho, Timsie; Menuge, Julian; Tyrrell, Shane; Kamber, Balz; Higgs, Bettie; Kelley, Simon

    2017-04-01

    The Geoscience e-Laboratory (GeoLAB) project is a cooperative digital petrological microscopy technology enhanced learning (TEL) resource development project involving the four main university geoscience teaching centres in Ireland. Collaborating with the Open University (UK), a new digital library of petrographic thin sections has been added to the Virtual Microscope for Earth Sciences (VMfES) online repository. The collection was compiled with a view to introducing high-quality samples to teaching programmes in a manner that hitherto was limited by sample and microscope availability and cost and the temporal limits of laboratory access. The project has proceeded to explore the pedagogical implications of using the Virtual Microscope in teaching programmes. Online assessments and self-guided exercises developed using applications such as Google Forms have been introduced into programmes at each centre, and complimented by tutorial and interactive videos designed to support self-guided learning. The GeoLab project is reporting on the pedagogical implications of providing students with unimpeded access to high-quality petrographic learning resources during the term of semester and in advance of student assessments. Additionally, the project is collating data on the perceptions of both teachers and learners to using online learning media in mineralogy and petrology programmes, and if there are benefits therein to the more traditional styles of petrology and microscopy teaching and learning.

  10. The EuroPhysiome, STEP and a roadmap for the virtual physiological human.

    Science.gov (United States)

    Fenner, J W; Brook, B; Clapworthy, G; Coveney, P V; Feipel, V; Gregersen, H; Hose, D R; Kohl, P; Lawford, P; McCormack, K M; Pinney, D; Thomas, S R; Van Sint Jan, S; Waters, S; Viceconti, M

    2008-09-13

    Biomedical science and its allied disciplines are entering a new era in which computational methods and technologies are poised to play a prevalent role in supporting collaborative investigation of the human body. Within Europe, this has its focus in the virtual physiological human (VPH), which is an evolving entity that has emerged from the EuroPhysiome initiative and the strategy for the EuroPhysiome (STEP) consortium. The VPH is intended to be a solution to common infrastructure needs for physiome projects across the globe, providing a unifying architecture that facilitates integration and prediction, ultimately creating a framework capable of describing Homo sapiens in silico. The routine reliance of the biomedical industry, biomedical research and clinical practice on information technology (IT) highlights the importance of a tailor-made and robust IT infrastructure, but numerous challenges need to be addressed if the VPH is to become a mature technological reality. Appropriate investment will reap considerable rewards, since it is anticipated that the VPH will influence all sectors of society, with implications predominantly for improved healthcare, improved competitiveness in industry and greater understanding of (patho)physiological processes. This paper considers issues pertinent to the development of the VPH, highlighted by the work of the STEP consortium.

  11. Simulating Social Situations in Immersive Virtual Reality - A Study of Bystander Responses to Violent Emergencies

    OpenAIRE

    Rovira i Pérez, A.

    2016-01-01

    The goal of this research is to show how immersive virtual reality (IVR) can be used to study human responses to extreme emergencies in social situations. Participants interact realistically with animated virtual humans. We show this through experimental studies of bystander responses to a violent confrontation, and find that there are conditions under which people intervene to help virtual characters that are threatened. We go on to show that a reinforcement learning (RL) method can capture ...

  12. Identifying Successful Learners from Interaction Behaviour

    Science.gov (United States)

    McCuaig, Judi; Baldwin, Julia

    2012-01-01

    The interaction behaviours of successful, high-achieving learners when using a Learning Management System (LMS) are different than the behaviours of learners who are having more difficulty mastering the course material. This paper explores the idea that conventional Learning Management Systems can exploit data mining techniques to predict the…

  13. Hippocampal Volume Reduction in Humans Predicts Impaired Allocentric Spatial Memory in Virtual-Reality Navigation.

    Science.gov (United States)

    Guderian, Sebastian; Dzieciol, Anna M; Gadian, David G; Jentschke, Sebastian; Doeller, Christian F; Burgess, Neil; Mishkin, Mortimer; Vargha-Khadem, Faraneh

    2015-10-21

    The extent to which navigational spatial memory depends on hippocampal integrity in humans is not well documented. We investigated allocentric spatial recall using a virtual environment in a group of patients with severe hippocampal damage (SHD), a group of patients with "moderate" hippocampal damage (MHD), and a normal control group. Through four learning blocks with feedback, participants learned the target locations of four different objects in a circular arena. Distal cues were present throughout the experiment to provide orientation. A circular boundary as well as an intra-arena landmark provided spatial reference frames. During a subsequent test phase, recall of all four objects was tested with only the boundary or the landmark being present. Patients with SHD were impaired in both phases of this task. Across groups, performance on both types of spatial recall was highly correlated with memory quotient (MQ), but not with intelligence quotient (IQ), age, or sex. However, both measures of spatial recall separated experimental groups beyond what would be expected based on MQ, a widely used measure of general memory function. Boundary-based and landmark-based spatial recall were both strongly related to bilateral hippocampal volumes, but not to volumes of the thalamus, putamen, pallidum, nucleus accumbens, or caudate nucleus. The results show that boundary-based and landmark-based allocentric spatial recall are similarly impaired in patients with SHD, that both types of recall are impaired beyond that predicted by MQ, and that recall deficits are best explained by a reduction in bilateral hippocampal volumes. In humans, bilateral hippocampal atrophy can lead to profound impairments in episodic memory. Across species, perhaps the most well-established contribution of the hippocampus to memory is not to episodic memory generally but to allocentric spatial memory. However, the extent to which navigational spatial memory depends on hippocampal integrity in humans is

  14. Virtual coaches for healthy lifestyle

    NARCIS (Netherlands)

    op den Akker, Hendrikus J.A.; Klaassen, Randy; Nijholt, Antinus; Esposito, Anna; Jain, Lakhmi C.

    2016-01-01

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

  15. Tangible interfaces for navigation in virtual environments: a Argonauta reactor case study

    Energy Technology Data Exchange (ETDEWEB)

    Freitas, Victor Goncalves G.; Mol, Antonio Carlos de A.; Pereira, Claudio Marcio N.A.; Cunha, Mauricio da; Nomiya, Diogo Ventura; Espirito Santo, Andre Cotelli do, E-mail: mol@ien.gov.b, E-mail: vgoncalves@ien.gov.b, E-mail: calexandre@ien.gov.b, E-mail: cmnap@ien.gov.b [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2011-07-01

    This work presents a interaction system for virtual environments that allows users control platform without the need of using mouse and keyboard. Through the head movement and voice commands is possible the navigation and control of virtual human (avatar), thus, better human-computer integration. The control system called SOMI (Sounds and Motion Interface) is based on speech recognition using artificial neural networks (ANN), where once the ANN are trained for the different users it possible direct a vocal command to a command of avatar, resulting in the possibility of control by voice. Head movements are recognised using the system infrared(IR) head tracking, this system is based in a IR camera detecting the position of IR leds positioned on the user's head to put the avatar vision in accordance with the vision of the user. The SOMI was integrated into a system called Virtual Argonauta (VA), this system configures itself as a virtual platform for operations training at nuclear reactor research of the Nuclear Engineering Institute (IEN/CNEN), until the present work the virtual person was all controlled by mouse and keyboard, preventing the use of head mounted display (HMD) and decreasing user immersion. The results show an interface that promotes a more effective and engaging manner allowing the use of HMD and with that greater immersion of human beings to the virtual environment, more specifically the VA environment. (author)

  16. Learners' experiences of learning support in selected Western Cape ...

    African Journals Online (AJOL)

    The learning support assisted in meeting learners' academic, social and emotional needs by addressing barriers to learning, creating conducive learning environments, enhancing learners' self-esteem and improving learners' academic performance. Keywords: academic needs; academic performance; barriers to learning; ...

  17. When Is an English Language Learner Not an English Language Learner? Exploring Individual Differences in Developmental Language and Literacy Acquisition for At-Risk Learners: A Latent Transition Approach

    Science.gov (United States)

    Guzman-Orth, Danielle Alicia

    2012-01-01

    Empirical evidence suggests oral language proficiency is correlated with literacy outcomes; however, the relationship between oral language proficiency and literacy outcomes for English Language Learners is highly variable. As a result, the field lacks critical direction to identify children who are English Language Learners experiencing general…

  18. Foreign language learning in immersive virtual environments

    Science.gov (United States)

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

    2012-03-01

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

  19. A Computerized Procedure linked to Virtual Equipment

    International Nuclear Information System (INIS)

    Jung, Yeon Sub; Song, Tae Young

    2011-01-01

    Digital, information, and communication technologies have change human's behavior. This is because human has limitation to memorize and process information. Human has to access other information and real time information for important decisions. Those technologies are playing important roles. Nuclear power plants cannot be exception. Many accidents in nuclear power plants result from absent or incorrect information. The information for nuclear personnel is context sensitive. They don't have enough time to verify the context sensitive information. Therefore they skip the information, as resulting in incident. Nuclear personnel are usually carrying static paper procedures during local task performance. The procedure guides them steps to follow. There is, however, no dynamic and context sensitive information in the paper. The effect of the work is evaluated once while getting permission of the work. Afterward they are not informed. The static paper is generally simplified, so that it does not show detail of equipment being manipulated. Particularly novice workers feel difficult to understand the procedure due to lack of detail. Pictures of equipment inserted in the procedure are not enough for comprehension. A computerized procedure linked with virtual equipment is one of the best solutions to increase the detail of procedure. Virtual equipment, however, has still limitation not to provide real time information, because the virtual equipment is not synchronized with real plants

  20. Virtual Raters for Reproducible and Objective Assessments in Radiology

    Science.gov (United States)

    Kleesiek, Jens; Petersen, Jens; Döring, Markus; Maier-Hein, Klaus; Köthe, Ullrich; Wick, Wolfgang; Hamprecht, Fred A.; Bendszus, Martin; Biller, Armin

    2016-04-01

    Volumetric measurements in radiologic images are important for monitoring tumor growth and treatment response. To make these more reproducible and objective we introduce the concept of virtual raters (VRs). A virtual rater is obtained by combining knowledge of machine-learning algorithms trained with past annotations of multiple human raters with the instantaneous rating of one human expert. Thus, he is virtually guided by several experts. To evaluate the approach we perform experiments with multi-channel magnetic resonance imaging (MRI) data sets. Next to gross tumor volume (GTV) we also investigate subcategories like edema, contrast-enhancing and non-enhancing tumor. The first data set consists of N = 71 longitudinal follow-up scans of 15 patients suffering from glioblastoma (GB). The second data set comprises N = 30 scans of low- and high-grade gliomas. For comparison we computed Pearson Correlation, Intra-class Correlation Coefficient (ICC) and Dice score. Virtual raters always lead to an improvement w.r.t. inter- and intra-rater agreement. Comparing the 2D Response Assessment in Neuro-Oncology (RANO) measurements to the volumetric measurements of the virtual raters results in one-third of the cases in a deviating rating. Hence, we believe that our approach will have an impact on the evaluation of clinical studies as well as on routine imaging diagnostics.

  1. Not My Problem: Vicarious Conflict Adaptation with Human and Virtual Co-Actors

    Directory of Open Access Journals (Sweden)

    Michiel M. Spapé

    2016-04-01

    Full Text Available The Simon effect refers to an incompatibility between stimulus and response locations resulting in a conflict situation and, consequently, slower responses. Like other conflict effects, it is commonly reduced after repetitions, suggesting an executive control ability, which flexibly rewires cognitive processing and adapts to conflict. Interestingly, conflict is not necessarily individually defined: the Social Simon effect refers to a scenario where two people who share a task show a conflict effect where a single person does not. Recent studies showed these observations might converge into what could be called vicarious conflict adaptation, with evidence indicating that observing someone else’s conflict may subsequently reduce one’s own. While plausible, there is reason for doubt: both the social aspect of the Simon Effect, and the degree to which executive control accounts for the conflict adaptation effect, have become foci of debate in recent studies. Here, we present two experiments that were designed to test the social dimension of the effect by varying the social relationship between the actor and the co-actor. In Experiment 1, participants performed a conflict task with a virtual co-actor, while the actor-observer relationship was manipulated as a function of the similarity between response modalities. In Experiment 2, the same task was performed both with a virtual and with a human co-actor, while heart-rate measurements were taken to measure the impact of observed conflict on autonomous activity. While both experiments replicated the interpersonal conflict adaptation effects, neither showed evidence of the critical social dimension. We consider the findings as demonstrating that vicarious conflict adaptation does not rely on the social relationship between the actor and co-actor.

  2. Towards a digital body: the virtual arm illusion

    Directory of Open Access Journals (Sweden)

    2008-08-01

    Full Text Available The integration of the human brain with computers is an interesting new area of applied neuroscience, where one application is replacement of a person’s real body by a virtual representation. Here we demonstrate that a virtual limb can be made to feel part of your body if appropriate multisensory correlations are provided. We report an illusion that is invoked through tactile stimulation on a person’s hidden real right hand with synchronous virtual visual stimulation on an aligned 3D stereo virtual arm projecting horizontally out of their shoulder. An experiment with 21 male participants showed displacement of ownership towards the virtual hand, as illustrated by questionnaire responses and proprioceptive drift. A control experiment with asynchronous tapping was carried out with a different set of 20 male participants who did not experience the illusion. After 5 minutes of stimulation the virtual arm rotated. Evidence suggests that the extent of the illusion was also correlated with the degree of muscle activity onset in the right arm as measured by EMG during this period that the arm was rotating, for the synchronous but not the asynchronous condition. A completely virtual object can therefore be experienced as part of one’s self, which opens up the possibility that an entire virtual body could be felt as one’s own in future virtual reality applications or online games, and be an invaluable tool for the understanding of the brain mechanisms underlying body ownership.

  3. LANGUAGE LEARNING ACTIVITIES OF DISTANCE EFL LEARNERS IN THE TURKISH OPEN EDUCATION SYSTEM AS THE INDICATOR OF THEIR LEARNER AUTONOMY

    Directory of Open Access Journals (Sweden)

    Dilek ALTUNAY

    2013-10-01

    Full Text Available This study investigates the noncompulsory language learning activities performed by a group of distance EFL learners in the Turkish Open Education System. Performance of these activities has been considered as an indicator of their learner autonomy. The data were collected through an online questionnaire and interviews. The study shows that in general learners do not demonstrate autonomous language learning behaviour. They prefer learning English in a relaxed environment particularly by engaging in entertaining activities, and through note-taking. However, they do not have sufficient interaction with their facilitator, other learners or speakers. Although the participants are distance learners, they do not prefer Internet-based activities. Conditions stemming from adulthood, lack of skills necessary to perform an activity, lack of awareness of some activities and learners’ experiences in their previous years of education are some of the reasons for their unautonomous behaviour. The article also includes suggestions for teaching and future research.

  4. A Radiation Learning Support System by Tri-sensory Augmented Reality using a Mobile Phone

    International Nuclear Information System (INIS)

    Shimoda, Hiroshi; Zhao, Yue; Yan, Weida; Ishii, Hirotake

    2011-01-01

    A radiation learning support system has been developed to support learning basic knowledge of radiation and its influence on the human body by using tri-sensory Augmented Reality (AR) technology with presenting information to visual, auditory and tactile sensation. The system consists of a knowledge learning mode in which learners can learn basic knowledge of radiation and an experience learning mode in which they can virtually experience its influence on the human body under various conditions. As the result of a simple evaluation, it was suggested that the system improves the learners' intuitive understanding, and information presentation to auditory and tactile sensation is more effective than that to visual sensation

  5. Selection of magister learners in nursing science at the Rand Afrikaans University.

    Science.gov (United States)

    Botes, A

    2001-05-01

    Selection of learners implies that candidates are assessed according to criteria with the purpose of selecting the most suitable learners for the course. A magister qualification is on level 8A of the National Qualifications Framework (NQF). The purpose of a magister qualification in Nursing is the development of advanced research, clinical, professional, managerial, educational, leadership and consultative abilities (knowledge, skills, values and attitudes) for the promotion of individual, family, group and community health. From the above introduction it becomes clear that there is a high expectations of a person with a magister qualification. Such a person should be a specialist, scientist, leader and role model in the profession. A magister programme is human-power intensive as well as capital intensive for both the learner and higher education institutions. It is therefore important to select learners with the ability to achieve the outcomes of the programme. Limited research has been conducted on the selection of post graduate learners. This leads to the question whether the current selection criteria (undergraduate mark and the mark in Research Methodology) are reasonable predictors of success for the magister programmes. In order to answer this question, hypotheses with the following variables were formulated. Achievement/success in the magister programme as reflected by The mark for the dissertation or mini-dissertation. The level of input by the supervisor during the magister programme. The quality of the research article reflecting the research in the magister programme. Undergraduate mark Mark for Research Methodology In order to test the hypotheses a quantitative correlation design was used incorporating documented data of 74 magister graduates. Descriptive and inferential data analysis (Pearson's correlation coefficient, ANOVA and multivariate test) were used. The findings showed Research Methodology to be the best indicator of success in the magister

  6. Virtualization of work in global supply chains

    Directory of Open Access Journals (Sweden)

    Sabina Wyrwich-Płotka

    2016-12-01

    Full Text Available Background: The paper is devoted to the notion and benefits of implementing virtual work in global supply chains. Virtual work must be understood as an intentional activity of a human being, aimed at rendering services (tangible and intangible, by means of ITC tools, performed in a distance from the traditional place of work, in a mobile manner. The empirical research were conducted on the basis of 4 case studies of global leaders of supply chains, which in accordance with M. Fisher's classification, represent two types. The case studies confirmed the positive influence of virtual work both in effective and flexible supply chains. Favourable market and technological conditions and increasing awareness of benefits of virtual work will make it more and more widespread in companies comprising global supply chains. The aim of the study is to demonstrate the cause and effect relationships between virtual work and competitiveness of efficient and flexible supply chain. Methods: The paper is based on the available recent scientific-theoretical research and publication.  The authors analyzed 4 enterprises in Poland. The enterprises representing a flexible or an effective supply chain, either using or not a virtual work. The study carried out the authors had the form of individual interviews. The authors used case studies to show that virtual work brings notable benefits in an effective and flexible supply chain.  Results: Based on these case studies, the authors demonstrated reasons to implement virtual work in selected enterprises. The reasons to implement virtual work are determinants of possible achieve economies in effective and flexible supply chain Conclusions: The examined case studies show that virtual work brings different benefits. In the effective supply chain, virtual workers enable to increase effectiveness and financial results for example. In the flexible supply chain the virtual work can be a way to maintain and build long

  7. 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

  8. The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

    Science.gov (United States)

    Little, William

    2017-01-01

    The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

  9. Measuring Multimodal Synchrony for Human-Computer Interaction

    NARCIS (Netherlands)

    Reidsma, Dennis; Nijholt, Antinus; Tschacher, Wolfgang; Ramseyer, Fabian; Sourin, A.

    2010-01-01

    Nonverbal synchrony is an important and natural element in human-human interaction. It can also play various roles in human-computer interaction. In particular this is the case in the interaction between humans and the virtual humans that inhabit our cyberworlds. Virtual humans need to adapt their

  10. Virtual language learning environments: the standardization of evaluation

    Directory of Open Access Journals (Sweden)

    Francesca Romero Forteza

    2014-03-01

    Full Text Available Nowadays there are many approaches aimed at helping learners acquire knowledge through the Internet. Virtual Learning Environments (VLE facilitate the acquisition and practice of skills, but some of these learning platforms are not evaluated or do not follow a standard that guarantees the quality of the tasks involved. In this paper, we set out a proposal for the standardization of the evaluation of VLEs available on the World Wide Web. Thus, the main objective of this study is to establish an evaluation template with which to test whether a VLE is appropriate for computer-assisted language learning (CALL. In the methodology section, a learning platform is analysed and tested to establish the characteristics learning platforms must have. Having established the design of the template for language learning environments, we concluded that a VLE must be versatile enough for application with different language learning and teaching approaches.

  11. Implementing learnerships: learner recruitment and selection B ...

    African Journals Online (AJOL)

    Implementing learnerships: learner recruitment and selection B lessons learnt from the KwaZulu-Natal pilot projects. ... 2001 in KwaZulu-Natal, with specific reference to the recruitment and selection of learners. ... AJOL African Journals Online.

  12. E-learning for medical education: reflections of learners on patients.

    Science.gov (United States)

    Walsh, Kieran

    2018-01-01

    There is a growing research interest in how healthcare professionals learn online. This paper reports an analysis of reflections that relate to patients from users of an e-learning resource, BMJ Learning. Healthcare professionals who use BMJ Learning are encouraged to reflect on their learning. Over one year, all of the learners' reflections that related to patients were captured by the programme's software and were analysed using thematic analysis. A number of key themes emerged from this analysis: many learners reflected on patients in the context of their disease; many learners reflected on how they had put their learning into action or planned to put their learning into action for the benefit of patients; many learners reflected on how they would pass on what they had learned to patients; learners greatly appreciated patients contributing to the learning. Learners predominantly reflect about patients in the context of their disease. The reflections demonstrate that learners are keen to put their learning into action for the benefit of their patients. Learners' reflections show a keen interest in the patient-centredness of the learning resources.

  13. Reading comprehension and its underlying components in second-language learners: A meta-analysis of studies comparing first- and second-language learners.

    Science.gov (United States)

    Melby-Lervåg, Monica; Lervåg, Arne

    2014-03-01

    We report a systematic meta-analytic review of studies comparing reading comprehension and its underlying components (language comprehension, decoding, and phonological awareness) in first- and second-language learners. The review included 82 studies, and 576 effect sizes were calculated for reading comprehension and underlying components. Key findings were that, compared to first-language learners, second-language learners display a medium-sized deficit in reading comprehension (pooled effect size d = -0.62), a large deficit in language comprehension (pooled effect size d = -1.12), but only small differences in phonological awareness (pooled effect size d = -0.08) and decoding (pooled effect size d = -0.12). A moderator analysis showed that characteristics related to the type of reading comprehension test reliably explained the variation in the differences in reading comprehension between first- and second-language learners. For language comprehension, studies of samples from low socioeconomic backgrounds and samples where only the first language was used at home generated the largest group differences in favor of first-language learners. Test characteristics and study origin reliably contributed to the variations between the studies of language comprehension. For decoding, Canadian studies showed group differences in favor of second-language learners, whereas the opposite was the case for U.S. studies. Regarding implications, unless specific decoding problems are detected, interventions that aim to ameliorate reading comprehension problems among second-language learners should focus on language comprehension skills.

  14. The correlation between effective factors of e-learning and demographic variables in a post-graduate program of virtual medical education in Tehran University of Medical Sciences.

    Science.gov (United States)

    Golband, Farnoosh; Hosseini, Agha Fatemeh; Mojtahedzadeh, Rita; Mirhosseini, Fakhrossadat; Bigdeli, Shoaleh

    2014-01-01

    E-learning as an educational approach has been adopted by diverse educational and academic centers worldwide as it facilitates learning in facing the challenges of the new era in education. Considering the significance of virtual education and its growing practice, it is of vital importance to examine its components for promoting and maintaining success. This analytical cross-sectional study was an attempt to determine the relationship between four factors of content, educator, learner and system, and effective e-learning in terms of demographic variables, including age, gender, educational background, and marital status of postgraduate master's students (MSc) studying at virtual faculty of Tehran University of Medical Sciences. The sample was selected by census (n=60); a demographic data gathering tool and a researcher-made questionnaire were used to collect data. The face and content validity of both tools were confirmed and the results were analyzed by descriptive statistics (frequency, percentile, standard deviation and mean) and inferential statistics (independent t-test, Scheffe's test, one-way ANOVA and Pearson correlation test) by using SPSS (V.16). The present study revealed that There was no statistically significant relationship between age and marital status and effective e-learning (P>0.05); whereas, there was a statistically significant difference between gender and educational background with effective e-learning (Pe-learning can help managers and designers to make the right decisions about educational components of e-learning, i.e. content, educator, system and learner and improve them to create a more productive learning environment for learners.

  15. Which Dictionary? A Review of the Leading Learners' Dictionaries.

    Science.gov (United States)

    Nesi, Hilary

    Three major dictionaries designed for learners of English as a second language are reviewed, their elements and approaches compared and evaluated, their usefulness for different learners discussed, and recommendations for future dictionary improvement made. The dictionaries in question are the "Oxford Advanced Learner's Dictionary," the…

  16. A Virtual Tomb for Kelvingrove: Virtual Reality, Archaeology and Education

    Directory of Open Access Journals (Sweden)

    Melissa M. Terras

    1999-11-01

    Full Text Available The use of computers as an educational resource in museums is becoming increasingly popular as more and more institutions realise that multimedia displays are very successful in imparting a broad variety of information. Although three-dimensional reconstructions of sites and structures have been used in archaeology for many years, the majority of museum computer installations have dealt with two-dimensional media because of the costs, equipment and labour involved in producing interactive 3D scenes. The birth of VRML (Virtual Reality Modeling Language has changed the way virtual reality is implemented and viewed. As an internet protocol, VRML can be used on most major platforms and implemented by anyone with a word-processing package, an internet browser, and the relevant plug-in. There is no reason why this new technology cannot be adopted by archaeologists and museums to produce virtual reality models of structures, sites and objects to aid the research of specialists and the education of the public. This project (undertaken at the Humanities Advanced Technology and Information Institute, University of Glasgow, Scotland, between May and October 1998 investigated the practicalities involved in using VRML to create a virtual reality model for use in a public space. A model of the Egyptian tomb of Sen-nedjem was developed for installation in the Egyptian Gallery of the Kelvingrove Museum and Art Gallery, Glasgow, in the hope that the introduction of this computer display would encourage the museum visitor's interest in the gallery's existing artefacts. Creation of the model would also investigate the possibility of using VRML to build accurate archaeological reconstructions cheaply and efficiently using publicly available software and existing archaeological resources. A fully functioning virtual reality model of the tomb of Sen-nedjem has been created, incorporating interactive elements, photorealistic representation, and animation, and this

  17. Addressing security issues related to virtual institute distributed activities

    Science.gov (United States)

    Stytz, Martin R.; Banks, Sheila B.

    2008-03-01

    One issue confounding the development and experimentation of distributed modeling and simulation environments is the inability of the project team to identify and collaborate with resources, both human and technical, from outside the United States. This limitation is especially significant within the human behavior representation area where areas such as cultural effects research and joint command team behavior modeling require the participation of various cultural and national representatives. To address this limitation, as well as other human behavior representation research issues, NATO Research and Technology Organization initiated a project to develop a NATO virtual institute that enables more effective and more collaborative research into human behavior representation. However, in building and operating a virtual institute one of the chief concerns must be the cyber security of the institute. Because the institute "exists" in cyberspace, all of its activities are susceptible to cyberattacks, subterfuge, denial of service and all of the vulnerabilities that networked computers must face. In our opinion, for the concept of virtual institutes to be successful and useful, their operations and services must be protected from the threats in the cyber environment. A key to developing the required protection is the development and promulgation of standards for cyber security. In this paper, we discuss the types of cyber standards that are required, how new internet technologies can be exploited and can benefit the promulgation, development, maintenance, and robustness of the standards. This paper is organized as follows. Section One introduces the concept of the virtual institutes, the expected benefits, and the motivation for our research and for research in this area. Section Two presents background material and a discussion of topics related to VIs, uman behavior and cultural modeling, and network-centric warfare. Section Three contains a discussion of the

  18. TOWARDS UNDERSTANDING THE SUCCESSFUL LEARNER: A Case Study of IGNOU

    Directory of Open Access Journals (Sweden)

    Sindhu P. NAIR

    2012-04-01

    Full Text Available The growth of enrolment in the ODL system has been considerable. However, another parameter of significance in the context of Open and Distance learning is the learner success rate. While enrolment rates have been very encouraging in distance education, the pass-out rates haven’t been similar. There is a need to focus on the dynamics involved after a learner enrols himself in an OU and what drives him to stay focussed and complete his academic pursuit successfully or alternatively what holds or slows his academic progress and eventually makes him drop out. The study highlights that there are both institution-based (that is OU-based and learner-centric factors that could facilitate learners to successfully complete their studies. There are both controllable and uncontrollable factors that affect the OU learners’ success rate. This study attempts to capture the learner-centric factors and OU-related factors that have facilitated the learners to successfully complete their study. The paper delves into those key aspects or factors which would have facilitated the passed out learners in successfully completing their programmes in the open system. The findings are of direct interest, both from an institution perspective and that of a distance learner. It provides inputs to the Open and distance learning system, towards formulating appropriate strategies that further facilitate learners to successfully pass out. Also the findings serve as indicators/guide rules for any learner in the open system.

  19. The Virtual Conductor: Learning and Teaching about Music, Performing, and Conducting

    NARCIS (Netherlands)

    Nijholt, Antinus; Reidsma, Dennis; Ebbers, Rob; ter Maat, Mark

    2008-01-01

    The Virtual Conductor is an artificial conducting system for tutoring purposes that uses real-time audio analysis of music played by musicians and uses this analysis to animate a virtual human that acts as a conductor. The analysis detects the tempo and the dynamics of the music, compares the

  20. Virtual impact: visualizing the potential effects of cosmic impact in human history

    Energy Technology Data Exchange (ETDEWEB)

    Masse, W Bruce [Los Alamos National Laboratory; Janecky, David R [Los Alamos National Laboratory; Forte, Maurizio [UC MERCED; Barrientos, Gustavo [UNIV OF LA PLATA, ARG.

    2009-01-01

    Current models indicate that catastrophic impacts by asteroids and comets capable of killing more than one quarter of Earth's human population have occurred on average once every million years; smaller impacts, such the 1908 Tunguska impact that leveled more than 2,000 square km of Siberian forest, occur every 200-300 years. Therefore, cosmic impact likely significantly affected hominine evolution and conceivably played a role in Holocene period human culture history. Regrettably, few archaeologists are trained to appreciate the nature and potential effects of cosmic impact. We have developed a conceptual model for an extensible set of educational and research tools based on virtual reality collaborative environments to engage archaeologists and the general public on the topic of the role of cosmic impact in human history. Our initial focus is on two documented asteroid impacts in Argentina during the period of 4000 to 1000 B.C. Campo del Cicio resulted in an energy release of around 2-3 megatons (100-150 times the Hiroshima atomic weapon), and left several craters and a strewn field covering 493 km{sup 2} in northeastern Argentina. Rio Cuarto was likely more than 1000 megatons and may have devastated an area greater than 50,000 km{sup 2} in central Argentina. We are focusing on reconstructions of these events and their potential effects on contemporary hunter and gatherers. Our vinual reality tools also introduce interactive variables (e.g., impactor physical properties, climate, vegetation, topography, and social complexity) to allow researchers and students to better investigate and evaluate the factors that significantly influence cosmic impact effects.