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  1. Effects of Virtual Manipulatives on Student Achievement and Mathematics Learning

    Science.gov (United States)

    Moyer-Packenham, Patricia S.; Westenskow, Arla

    2013-01-01

    This paper is a meta-analysis that synthesizes the findings from 66 research reports examining the effects of virtual manipulatives on student achievement. Of the 66 reports, 32 contained data yielding 82 effect size scores with effects of virtual manipulatives on student achievement. The 66 reports also contributed to a conceptual analysis of…

  2. Achieving High Resolution Timer Events in Virtualized Environment.

    Science.gov (United States)

    Adamczyk, Blazej; Chydzinski, Andrzej

    2015-01-01

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

  3. The Effects of "Live Virtual Classroom" on Students' Achievement and Students' Opinions about "Live Virtual Classroom" at Distance Education

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    Yilmaz, Ozgur

    2015-01-01

    This study was performed to investigate the effects of live virtual classroom on students' achievement and to determine students' opinions about the live virtual physics classroom at distance learning. 63 second-year Distance Computer Education & Instructional Technology students enrolled in this study. At the live virtual physics classroom,…

  4. Using software interoperability to achieve a virtual design environment

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    Gregory, G. Groot; Koshel, R. John

    2005-09-01

    A variety of simulation tools, including optical design and analysis, have benefited by many years of evolution in software functionality and computing power, thus making the notion of virtual design environments a reality. To simulate the optical characteristics of a system, one needs to include optical performance, mechanical design and manufacturing aspects simultaneously. To date, no single software program offers a universal solution. One approach to achieve an integrated environment is to select tools that offer a high degree of interoperability. This allows the selection of the best tools for each aspect of the design working in concert to solve the problem. This paper discusses the issues of how to assemble a design environment and provides an example of a combination of tools for illumination design. We begin by offering a broad definition of interoperability from an optical analysis perspective. This definition includes aspects of file interchange formats, software communications protocols and customized applications. One example solution is proposed by combining SolidWorks1 for computer-aided design (CAD), TracePro2 for optical analysis and MATLAB3 as the mathematical engine for tolerance analysis. The resulting virtual tool will be applied to a lightpipe design task to illustrate how such a system can be used.

  5. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

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    Lau, Kung Wong

    2015-01-01

    Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…

  6. Identifying and Embedding Common Indicators of Compromise in Virtual Machines for Lab-Based Incident Response Education

    Science.gov (United States)

    2015-09-01

    artifacts for indicators of compromise and prominent incident investigative tools. These scenarios will help facilitate the educational experience...distribution is unlimited IDENTIFYING AND EMBEDDING COMMON INDICATORS OF COMPROMISE IN VIRTUAL MACHINES FOR LAB-BASED INCIDENT RESPONSE EDUCATION ...AND SUBTITLE IDENTIFYING AND EMBEDDING COMMON INDICATORS OF COMPROMISE IN VIRTUAL MACHINES FOR LAB-BASED INCIDENT RESPONSE EDUCATION 5. FUNDING

  7. Learning Mathematics with Technology: The Influence of Virtual Manipulatives on Different Achievement Groups

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    Moyer-Packenham, Patricia; Suh, Jennifer

    2012-01-01

    This study examined the influence of virtual manipulatives on different achievement groups during a teaching experiment in four fifth-grade classrooms. During a two-week unit focusing on two rational number concepts (fraction equivalence and fraction addition with unlike denominators) one low achieving, two average achieving, and one high…

  8. Comparison of student achievement among two science laboratory types: traditional and virtual

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    Reese, Mary Celeste

    Technology has changed almost every aspect of our daily lives. It is not surprising then that technology has made its way into the classroom. More and more educators are utilizing technological resources in creative ways with the intent to enhance learning, including using virtual laboratories in the sciences in place of the "traditional" science laboratories. This has generated much discussion as to the influence on student achievement when online learning replaces the face-to-face contact between instructor and student. The purpose of this study was to discern differences in achievement of two laboratory instruction types: virtual laboratory and a traditional laboratory. Results of this study indicate statistical significant differences in student achievement defined by averages on quiz scores in virtual labs compared with traditional face-to-face laboratories and traditional laboratories result in greater student learning gains than virtual labs. Lecture exam averages were also greater for students enrolled in the traditional laboratories compared to students enrolled in the virtual laboratories. To account for possible differences in ability among students, a potential extraneous variable, GPA and ACT scores were used as covariates.

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

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    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.

  10. The Use of Virtual Reality in the Study of People's Responses to Violent Incidents

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    Rovira, Aitor; Swapp, David; Spanlang, Bernhard; Slater, Mel

    2009-01-01

    This paper reviews experimental methods for the study of the responses of people to violence in digital media, and in particular considers the issues of internal validity and ecological validity or generalisability of results to events in the real world. Experimental methods typically involve a significant level of abstraction from reality, with participants required to carry out tasks that are far removed from violence in real life, and hence their ecological validity is questionable. On the other hand studies based on field data, while having ecological validity, cannot control multiple confounding variables that may have an impact on observed results, so that their internal validity is questionable. It is argued that immersive virtual reality may provide a unification of these two approaches. Since people tend to respond realistically to situations and events that occur in virtual reality, and since virtual reality simulations can be completely controlled for experimental purposes, studies of responses to violence within virtual reality are likely to have both ecological and internal validity. This depends on a property that we call ‘plausibility’ – including the fidelity of the depicted situation with prior knowledge and expectations. We illustrate this with data from a previously published experiment, a virtual reprise of Stanley Milgram's 1960s obedience experiment, and also with pilot data from a new study being developed that looks at bystander responses to violent incidents. PMID:20076762

  11. The Use of Virtual Reality in the Study of People's Responses to Violent Incidents.

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    Rovira, Aitor; Swapp, David; Spanlang, Bernhard; Slater, Mel

    2009-01-01

    This paper reviews experimental methods for the study of the responses of people to violence in digital media, and in particular considers the issues of internal validity and ecological validity or generalisability of results to events in the real world. Experimental methods typically involve a significant level of abstraction from reality, with participants required to carry out tasks that are far removed from violence in real life, and hence their ecological validity is questionable. On the other hand studies based on field data, while having ecological validity, cannot control multiple confounding variables that may have an impact on observed results, so that their internal validity is questionable. It is argued that immersive virtual reality may provide a unification of these two approaches. Since people tend to respond realistically to situations and events that occur in virtual reality, and since virtual reality simulations can be completely controlled for experimental purposes, studies of responses to violence within virtual reality are likely to have both ecological and internal validity. This depends on a property that we call 'plausibility' - including the fidelity of the depicted situation with prior knowledge and expectations. We illustrate this with data from a previously published experiment, a virtual reprise of Stanley Milgram's 1960s obedience experiment, and also with pilot data from a new study being developed that looks at bystander responses to violent incidents.

  12. The use of virtual reality in the study of people's responses to violent incidents

    Directory of Open Access Journals (Sweden)

    Aitor Rovira

    2009-12-01

    Full Text Available This paper reviews experimental methods for the study of the responses of people to violence in digital media, and in particular considers the issues of internal validity on the one hand and ecological validity or generalisability of results to events in the real world. Experimental methods typically involve a significant level of abstraction from reality, with participants required to carry out tasks that are far removed from violence in real life, and hence their ecological validity is questionable. On the other hand studies based on field data, while having ecological validity, cannot control multiple confounding variables that may have an impact on observed results, so that their internal validity is questionable. It is argued that immersive virtual reality may provide a unification of these two approaches. Since people tend to respond realistically to situations and events that occur in virtual reality, and since virtual reality simulations can be completely controlled for experimental purposes, studies of responses to violence within virtual reality are likely to have both ecological and internal validity. This depends on a property that we call ‘plausibility’ – including the fidelity of the depicted situation with prior knowledge and expectations. We illustrate this with data from a previously published experiment, a virtual reprise of Stanley Milgram’s 1960s obedience experiment, and also with pilot data from a new study being developed that looks at bystander responses to violent incidents.

  13. Training healthcare personnel for mass-casualty incidents in a virtual emergency department: VED II.

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    Heinrichs, Wm Leroy; Youngblood, Patricia; Harter, Phillip; Kusumoto, Laura; Dev, Parvati

    2010-01-01

    Training emergency personnel on the clinical management of a mass-casualty incident (MCI) with prior chemical, biological, radioactive, nuclear, or explosives (CBRNE) -exposed patients is a component of hospital preparedness procedures. The objective of this research was to determine whether a Virtual Emergency Department (VED), designed after the Stanford University Medical Center's Emergency Department (ED) and populated with 10 virtual patient victims who suffered from a dirty bomb blast (radiological) and 10 who suffered from exposure to a nerve toxin (chemical), is an effective clinical environment for training ED physicians and nurses for such MCIs. Ten physicians with an average of four years of post-training experience, and 12 nurses with an average of 9.5 years of post-graduate experience at Stanford University Medical Center and San Mateo County Medical Center participated in this IRB-approved study. All individuals were provided electronic information about the clinical features of patients exposed to a nerve toxin or radioactive blast before the study date and an orientation to the "game" interface, including an opportunity to practice using it immediately prior to the study. An exit questionnaire was conducted using a Likert Scale test instrument. Among these 22 trainees, two-thirds of whom had prior Code Triage (multiple casualty incident) training, and one-half had prior CBRNE training, about two-thirds felt immersed in the virtual world much or all of the time. Prior to the training, only four trainees (18%) were confident about managing CBRNE MCIs. After the training, 19 (86%) felt either "confident" or "very confident", with 13 (59%) attributing this change to practicing in the virtual ED. Twenty-one (95%) of the trainees reported that the scenarios were useful for improving healthcare team skills training, the primary objective for creating them. Eighteen trainees (82%) believed that the cases also were instructive in learning about clinical

  14. Leading effective virtual teams overcoming time and distance to achieve exceptional results

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    Settle-Murphy, Nancy M

    2013-01-01

    A proliferation of new technologies has lulled many into thinking that we actually have to think less about how we communicate. In fact, communicating and collaborating across time, distance, and cultures has never been more complex or difficult.Written as a series of bulleted tips drawn from client experiences and best practices, Leading Effective Virtual Teams: Overcoming Time and Distance to Achieve Exceptional Results presents practical tips to help leaders engage and motivate their geographically dispersed project team members. If you're a leader of any type of virtual team and want to he

  15. Involvement of Student Teachers and Pupils in Designing and Manipulating Virtual Learning Environments Impacts Reading Achievements

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    Esther Zaretsky

    2012-04-01

    Full Text Available The research is aimed at investigating the involvement of student teachers and pupils in designing and manipulating virtual learning environment and its impact on reading achievements through action research. In order to understand the connection between the real and virtual worlds, the design of such simulations is based on applying the virtual environment to the real world as much as possible. The objects were taken from the pupils’ everyday environment and unique motivation. The researcher taught the method to 30 student teachers. Such procedures were held among different populations. The findings showed that as the student teachers practiced the simulation design through the PowerPoint Software, it became clear to them how the computer can be implemented in their practical work. Consequently, their presentations became highly animated, and applied to the pupils

  16. The Comparative Effectiveness of Physical, Virtual, and Virtual-Physical Manipulatives on Third-Grade Students' Science Achievement and Conceptual Understanding of Evaporation and Condensation

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    Wang, Tzu-Ling; Tseng, Yi-Kuan

    2018-01-01

    The purpose of this study was to investigate the relative effectiveness of experimenting with physical manipulatives alone, virtual manipulatives alone, and virtual preceding physical manipulatives (combination environment) on third-grade students' science achievement and conceptual understanding in the domain of state changes of water, focusing…

  17. The Impact of Virtual Simulations, Communication and Peer Reviewing on Spatial Intelligence and Mathematical Achievements

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    Esther Zaretsky

    2011-12-01

    Full Text Available The research is aimed at enabling special education pupils to use computers in everyday life, and improving spatial intelligence and mathematical achievements through computers. The method of training focuses on enabling pupils to create computer simulations, communicate by electronic mail while evaluating each other’s products and navigate Internet sites. The creation of such simulations is based on manipulations of the virtual environment similar to the real world as much as possible in order to utilize the unique characteristics of the computer such as spatial visualization. The researcher taught the teachers the basics of the use of computer and trained them how to use the method in their classroom. Then the teachers used the method with their special education pupils in accordance with their cognitive and motor abilities. The objects were taken from the pupils’ everyday environment. The teachers trained the pupils in pairs. Such procedures were held among different populations. The teachers improved their mastery of computers. In spite of their lack of experience before the experiment, they built high-level PowerPoint presentations and used them with their pupils in the classroom including even virtual simulations. They sent their products by Electronic mail (E-Mail for the peer reviewing process and navigated relevant Internet sites. The teachers reported pupils’ high motivation and their success in the various virtual activities. As a result, the spatial intelligence and mathematical achievements of the pupils were improved. The teacher-pupil interaction and the social relationships between the pupils were also improved.

  18. ANCS: Achieving QoS through Dynamic Allocation of Network Resources in Virtualized Clouds

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    Cheol-Ho Hong

    2016-01-01

    Full Text Available To meet the various requirements of cloud computing users, research on guaranteeing Quality of Service (QoS is gaining widespread attention in the field of cloud computing. However, as cloud computing platforms adopt virtualization as an enabling technology, it becomes challenging to distribute system resources to each user according to the diverse requirements. Although ample research has been conducted in order to meet QoS requirements, the proposed solutions lack simultaneous support for multiple policies, degrade the aggregated throughput of network resources, and incur CPU overhead. In this paper, we propose a new mechanism, called ANCS (Advanced Network Credit Scheduler, to guarantee QoS through dynamic allocation of network resources in virtualization. To meet the various network demands of cloud users, ANCS aims to concurrently provide multiple performance policies; these include weight-based proportional sharing, minimum bandwidth reservation, and maximum bandwidth limitation. In addition, ANCS develops an efficient work-conserving scheduling method for maximizing network resource utilization. Finally, ANCS can achieve low CPU overhead via its lightweight design, which is important for practical deployment.

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

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    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.

  20. Bystander responses to a violent incident in an immersive virtual environment.

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    Slater, Mel; Rovira, Aitor; Southern, Richard; Swapp, David; Zhang, Jian J; Campbell, Claire; Levine, Mark

    2013-01-01

    Under what conditions will a bystander intervene to try to stop a violent attack by one person on another? It is generally believed that the greater the size of the crowd of bystanders, the less the chance that any of them will intervene. A complementary model is that social identity is critical as an explanatory variable. For example, when the bystander shares common social identity with the victim the probability of intervention is enhanced, other things being equal. However, it is generally not possible to study such hypotheses experimentally for practical and ethical reasons. Here we show that an experiment that depicts a violent incident at life-size in immersive virtual reality lends support to the social identity explanation. 40 male supporters of Arsenal Football Club in England were recruited for a two-factor between-groups experiment: the victim was either an Arsenal supporter or not (in-group/out-group), and looked towards the participant for help or not during the confrontation. The response variables were the numbers of verbal and physical interventions by the participant during the violent argument. The number of physical interventions had a significantly greater mean in the in-group condition compared to the out-group. The more that participants perceived that the Victim was looking to them for help the greater the number of interventions in the in-group but not in the out-group. These results are supported by standard statistical analysis of variance, with more detailed findings obtained by a symbolic regression procedure based on genetic programming. Verbal interventions made during their experience, and analysis of post-experiment interview data suggest that in-group members were more prone to confrontational intervention compared to the out-group who were more prone to make statements to try to diffuse the situation.

  1. Bystander responses to a violent incident in an immersive virtual environment.

    Directory of Open Access Journals (Sweden)

    Mel Slater

    Full Text Available Under what conditions will a bystander intervene to try to stop a violent attack by one person on another? It is generally believed that the greater the size of the crowd of bystanders, the less the chance that any of them will intervene. A complementary model is that social identity is critical as an explanatory variable. For example, when the bystander shares common social identity with the victim the probability of intervention is enhanced, other things being equal. However, it is generally not possible to study such hypotheses experimentally for practical and ethical reasons. Here we show that an experiment that depicts a violent incident at life-size in immersive virtual reality lends support to the social identity explanation. 40 male supporters of Arsenal Football Club in England were recruited for a two-factor between-groups experiment: the victim was either an Arsenal supporter or not (in-group/out-group, and looked towards the participant for help or not during the confrontation. The response variables were the numbers of verbal and physical interventions by the participant during the violent argument. The number of physical interventions had a significantly greater mean in the in-group condition compared to the out-group. The more that participants perceived that the Victim was looking to them for help the greater the number of interventions in the in-group but not in the out-group. These results are supported by standard statistical analysis of variance, with more detailed findings obtained by a symbolic regression procedure based on genetic programming. Verbal interventions made during their experience, and analysis of post-experiment interview data suggest that in-group members were more prone to confrontational intervention compared to the out-group who were more prone to make statements to try to diffuse the situation.

  2. THE EFFECT OF VIRTUAL VERSUS TRADITIONAL LEARNING IN ACHIEVING COMPETENCY-BASED SKILLS

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    Leili MOSALANEJAD

    2012-04-01

    Full Text Available Background: By rapid developing of the network technology, the internet-based learning methods are substituting the traditional classrooms making them expand to the virtual network learning environment. The purpose of this study was to determine the effectiveness of virtual systems on competency-based skills of first-year nursing students. Materials and methods: In this quasi-experimental study, 86 freshman nursing students were recruited. Nursing Fundamentals and Skills (including theoretical and practical credits was decided as the teaching course. The theory and practical contents were taught in one group by conventional method (face to face teaching, demonstration on moulage and for another by virtual simulation and interactive multimedia. The two groups were the same for the content being taught, the instructor and the final evaluation. Paired t-test and independent sample t-test was used for statistical analysis. Results: In theoretical exam, the mean score in virtual teaching group was higher than traditional group (P<0.001; however, there was no significant difference between the two groups in the result of objective structured clinical examination.Conclusions: Using virtual systems is beneficial in enhancing student learning. Both traditional and virtual methods can be used in teaching skills in nursing students; however, it seems that combination of the two can facilitate knowledge transfer.

  3. THE EFFECT OF VIRTUAL VERSUS TRADITIONAL LEARNING IN ACHIEVING COMPETENCY-BASED SKILLS

    Directory of Open Access Journals (Sweden)

    Leili MOSALANEJAD (Corresponding author

    2011-04-01

    Full Text Available By rapid developing of the network technology, the internet-based learning methods are substituting the traditional classrooms making them expand to the virtual network learning environment. The purpose of this study was to determine the effectiveness of virtual systems on competency-based skills of first-year nursing students.Materials and methods: In this quasi-experimental study, 86 freshman nursing students were recruited. Nursing Fundamentals and Skills (including theoretical and practical credits was decided as the teaching course. The theory and practical contents were taught in one group by conventional method (face to face teaching, demonstration on moulage and for another by virtual simulation and interactive multimedia. The two groups were the same for the content being taught, the instructor and the final evaluation. Paired t-test and independent sample t-test was used for statistical analysis.Results: In theoretical exam, the mean score in virtual teaching group was higher than traditional group (P<0.001; however, there was no significant difference between the two groups in the result of objective structured clinical examination.Conclusions: Using virtual systems is beneficial in enhancing student learning. Both traditional and virtual methods can be used in teaching skills in nursing students; however, it seems that combination of the two can facilitate knowledge transfer.

  4. Predictors of Achievement When Virtual Manipulatives Are Used for Mathematics Instruction

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    Moyer-Packenham, Patricia S.; Baker, Joseph; Westenskow, Arla; Anderson-Pence, Katie L.; Shumway, Jessica F.; Jordan, Kerry E.

    2014-01-01

    The purpose of this study was to determine variables that predict performance when virtual manipulatives are used for mathematics instruction. This study used a quasi-experimental design. This design was used to determine variables that predict student performance on tests of fraction knowledge for third- and fourth-grade students in two treatment…

  5. Exploring 3-D Virtual Reality Technology for Spatial Ability and Chemistry Achievement

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    Merchant, Z.; Goetz, E. T.; Keeney-Kennicutt, W.; Cifuentes, L.; Kwok, O.; Davis, T. J.

    2013-01-01

    We investigated the potential of Second Life® (SL), a three-dimensional (3-D) virtual world, to enhance undergraduate students' learning of a vital chemistry concept. A quasi-experimental pre-posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using…

  6. Effects of the Physical Laboratory versus the Virtual Laboratory in Teaching Simple Electric Circuits on Conceptual Achievement and Attitudes Towards the Subject

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    Tekbiyik, Ahmet; Ercan, Orhan

    2015-01-01

    Current study examined the effects of virtual and physical laboratory practices on students' conceptual achievement in the subject of electricity and their attitudes towards simple electric circuits. Two groups (virtual and physical) selected through simple random sampling was taught with web-aided material called "Electricity in Our…

  7. Renaming Teaching Practice through Teacher Reflection Using Critical Incidents on a Virtual Training Course

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    Badia, Antoni; Becerril, Lorena

    2016-01-01

    This study approaches teacher learning from a dialogical viewpoint where lecturers' voices used in a training course context reflect how lecturers generated new professional discourse. The design of the training course considered the analysis of several critical incidents (CIs) in online teaching. An analytical framework based on lecturers'…

  8. Virtual Machine Replication on Achieving Energy-Efficiency in a Cloud

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    Subrota K. Mondal

    2016-07-01

    Full Text Available The rapid growth in cloud service demand has led to the establishment of large-scale virtualized data centers in which virtual machines (VMs are used to handle user requests for service. A user’s request cannot be completed if the VM fails. Replication mechanisms can be used to mitigate the impact of failures. Further, data centers consume a large amount of energy resulting in high operating costs and contributing to significant greenhouse gas (GHG emissions. In this paper, we focus on Infrastructure as a Service (IaaS cloud where user job requests are processed by VMs and analyze the effectiveness of VM replications in terms of job completion time performance as well as energy consumption. Three different schemes: cold, warm, and hot replications are considered. The trade-offs between job completion time and energy consumption in different replication schemes are characterized through comprehensive analytical models which capture VM state transitions and associated power consumption patterns. The effectiveness of replication schemes are demonstrated through experimental results. To verify the validity of the proposed analytical models, we extend the widely used cloud simulator CloudSim and compare the simulation results with analytical solutions.

  9. Major incident preparation for acute hospitals: current state-of-the-art, training needs analysis, and the role of novel virtual worlds simulation technologies.

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    Cohen, Daniel C; Sevdalis, Nick; Patel, Vishal; Taylor, David; Batrick, Nicola; Darzi, Ara W

    2012-12-01

    There is growing evidence that health systems in developed countries are poorly prepared to deal with major incidents. This study aimed to determine the skills required for successful major incident response, the factors that contribute to a successful major incident exercise, and whether there is a role for using novel simulation training (virtual worlds) in preparing for major incidents. This was a qualitative semi-structured interview study. Fourteen health care staff with experience of major incident planning and training in the United Kingdom were recruited. Interviews were content-analyzed to identify emergent themes. The aims and benefits of current exercises were categorized into three major themes: Organizational, Interpersonal, and Cognitive. Participants felt that the main objective of current exercises is to see how a major incident plan is implemented, rather than training individual staff. Communications was the most frequently commented-on area requiring improvement. Participants felt that lack of constructive feedback reduced the effectiveness of the exercises. All participants commented that virtual worlds technology could be successfully utilized for training. The creation of an immersive environment, increased training opportunity, and improved participant feedback were thought to be amongst the greatest benefits. There are clear deficiencies with current major incident preparation. Utilizing virtual worlds technology as an adjunct to existing exercises could improve training and response in the future. Copyright © 2012 Elsevier Inc. All rights reserved.

  10. A Further Characterization of Empirical Research Related to Learning Outcome Achievement in Remote and Virtual Science Labs

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    Brinson, James R.

    2017-10-01

    This paper further characterizes recently reviewed literature related to student learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) science labs, as well as factors to consider when evaluating the state and progress of research in this field as a whole. Current research is characterized according to (1) participant nationality and culture, (2) participant education level, (3) participant demography, (4) scientific discipline, and (5) research methodology, which could provide avenues for further research and useful dialog regarding the measurement and interpretation of data related to student learning outcome achievement in, and thus the efficacy of, non-traditional versus traditional science labs. Current research is also characterized by (6) research publication media and (7) availability of non-traditional labs used, which demonstrate some of the obstacles to progress and consensus in this research field.

  11. Virtual Transgenics: Using a Molecular Biology Simulation to Impact Student Academic Achievement and Attitudes

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    Shegog, Ross; Lazarus, Melanie M.; Murray, Nancy G.; Diamond, Pamela M.; Sessions, Nathalie; Zsigmond, Eva

    2012-10-01

    The transgenic mouse model is useful for studying the causes and potential cures for human genetic diseases. Exposing high school biology students to laboratory experience in developing transgenic animal models is logistically prohibitive. Computer-based simulation, however, offers this potential in addition to advantages of fidelity and reach. This study describes and evaluates a computer-based simulation to train advanced placement high school science students in laboratory protocols, a transgenic mouse model was produced. A simulation module on preparing a gene construct in the molecular biology lab was evaluated using a randomized clinical control design with advanced placement high school biology students in Mercedes, Texas ( n = 44). Pre-post tests assessed procedural and declarative knowledge, time on task, attitudes toward computers for learning and towards science careers. Students who used the simulation increased their procedural and declarative knowledge regarding molecular biology compared to those in the control condition (both p < 0.005). Significant increases continued to occur with additional use of the simulation ( p < 0.001). Students in the treatment group became more positive toward using computers for learning ( p < 0.001). The simulation did not significantly affect attitudes toward science in general. Computer simulation of complex transgenic protocols have potential to provide a "virtual" laboratory experience as an adjunct to conventional educational approaches.

  12. An effective repetitive training schedule to achieve skill proficiency using a novel robotic virtual reality simulator.

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    Kang, Sung Gu; Ryu, Byung Ju; Yang, Kyung Sook; Ko, Young Hwii; Cho, Seok; Kang, Seok Ho; Patel, Vipul R; Cheon, Jun

    2015-01-01

    A robotic virtual reality simulator (Mimic dV-Trainer) can be a useful training method for the da Vinci surgical system. Herein, we investigate several repetitive training schedules and determine which is the most effective. A total of 30 medical students were enrolled and were divided into 3 groups according to the training schedule. Group 1 performed the task 1 hour daily for 4 consecutive days, group II performed the task on once per week for 1 hour for 4 consecutive weeks, and group III performed the task for 4 consecutive hours in 1 day. The effects of training were investigated by analyzing the number of repetitions and the time required to complete the "Tube 2" simulation task when the learning curve plateau was reached. The point at which participants reached a stable score was evaluated using the cumulative sum control graph. The average time to complete the task at the learning curve plateau was 150.3 seconds in group I, 171.9 seconds in group II, and 188.5 seconds in group III. The number of task repetitions required to reach the learning curve plateau was 45 repetitions in group I, 36 repetitions in group II, and 39 repetitions in group III. Therefore, there was continuous improvement in the time required to perform the task after 40 repetitions in group I only. There was a significant correlation between improvement in each trial interval and attempt, and the correlation coefficient (0.924) in group I was higher than that in group II (0.899) and group III (0.838). Daily 1-hour practice sessions performed for 4 consecutive days resulted in the best final score, continuous score improvement, and effective training while minimizing fatigue. This repetition schedule can be used for effectively training novices in future. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  13. In Kidney Transplant Recipients With a Positive Virtual Crossmatch, High PRA was Associated With Lower Incidence of Viral Infections.

    Science.gov (United States)

    Parajuli, Sandesh; Muth, Brenda L; Turk, Jennifer A; Astor, Brad C; Mohammed, Maha; Mandelbrot, Didier A; Djamali, Arjang

    2016-03-01

    There is little information on the incidence, risk factors, and outcomes associated with CMV and BK infections in sensitized patients. We examined 254 consecutive kidney transplant recipients with positive virtual crossmatch and negative flow crossmatch. A total of 111 patients (43%) developed CMV disease or BK infection or nephropathy (BKVN). Specifically, 78 patients (30.7%) developed BK infection, 19 (7.5%) had BKVN, and 33 (12.9%) presented with CMV disease. Four patients (1.5%) developed both infections. Mean time from transplant to diagnosis for BK and CMV was 4.07 ± 3.10 and 8.35 ± 5.20 months, respectively. African American (HR, 2.64; 95% CI, 1.37-5.07; P = 0.003), thymoglobulin induction (HR, 2.18; 95% CI, 1.38-3.43; P = 0.0008), DSA greater than 500 MFI at transplant (HR, 1.64; 95% CI, 1.05-2.57; P = 0.03), history of diabetes (HR, 1.62; 95% CI, 1.01-2.60; P = 0.04), CMV D+/R- (HR, 2.30; 95% CI, 1.06-5.01; P = 0.03), and acute rejection (HR, 1.49; 95% CI, 0.99-2.24; P = 0.05) were associated with increase incident of BK/CMV, whereas rituximab (HR, 0.47; 95% CI, 0.24-0.91; P = 0.02), peak PRA greater than 80% (HR, 0.48; 95% CI, 0.27-0.84; P = 0.01), and living donor transplant (HR, 0.57; 95% CI, 0.36-0.87; P = 0.01) were associated with a lower likelihood of infection. Thymoglobulin induction (HR, 2.50; 95% CI, 1.02-6.13; P = 0.04), and peak PRA greater than 80% (HR, 0.45; 95% CI, 0.23-0.86; P = 0.02) remained significant predictors of infection after multivariate adjustment. Although more than 40% of patients with a positive virtual crossmatch presented with BK infection/CMV disease, high PRA greater than 80% seemed to be protective.

  14. Virtual patrolling.

    NARCIS (Netherlands)

    van der Vlist, M.; Wismans, Luc Johannes Josephus; van Beek, P.; Suijs, L.C.W.

    2016-01-01

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

  15. Virtual patrolling

    NARCIS (Netherlands)

    van der Vlist, M.; Wismans, Luc Johannes Josephus; van Beek, P.; Suijs, L.C.W.

    2016-01-01

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

  16. The Relationship Between the Use of Virtual Social Networks with Academic Achievement and Students' Confidence in Interpersonal Relations at Birjand University of Medical Sciences

    Directory of Open Access Journals (Sweden)

    aliakbar ajam

    2017-06-01

    Full Text Available Background and Objective: This study aimed to investigate the relationship between the use of mobile based virtual social networks with academic achievement and trust in interpersonal relations of university students Of Medical Sciences was conducted. Materials and Methods: This study was descriptive correlational. The study population included college of Public Health students and students of medicine at Birjand University of Medical Sciences. Based on purposive sampling method, 150 students were selected. For data collection Scale of trust in interpersonal relations of Rempel & Holmes was used. The researchers made use of social networks and academic achievement. Data were analyzed by SPSS software version 20. Result: There was a significant negative relationship between the time allotted to the network and the number of virtual memberships in social groups and academic achievement of students(P <0.01. Academic achievement of students who used virtual social networks for scientific purposes was higher than those who used it for non-scientific purposes. There was a significant negative correlation between the time allocated to social networks and factors such as capability of trust, predictability and loyalty (P <0.05. Conclusion: It is recommended that workshops and training courses be held for practical learning of virtual networks.

  17. Effect of the Blended Learning Environment and the Application of Virtual Class upon the Achievement and the Attitude against the Geography Course

    Science.gov (United States)

    Dikmenli, Yurdal; Unaldi, Ulku Eser

    2013-01-01

    This study involves the elucidation of the effect of the virtual classroom application and blended learning medium upon the academic achievement of the students and their attitudes against the geography curse compared to the face to face expository (traditional) method. The study was carried out according to pre-test--post-test experimental design…

  18. The Impact of Internet Virtual Physics Laboratory Instruction on the Achievement in Physics, Science Process Skills and Computer Attitudes of 10th-Grade Students

    Science.gov (United States)

    Yang, Kun-Yuan; Heh, Jia-Sheng

    2007-01-01

    The purpose of this study was to investigate and compare the impact of Internet Virtual Physics Laboratory (IVPL) instruction with traditional laboratory instruction in physics academic achievement, performance of science process skills, and computer attitudes of tenth grade students. One-hundred and fifty students from four classes at one private…

  19. Field trips and their effect on student achievement in and attitudes toward science: A comparison of a physical versus a virtual field trip to the Indian River Lagoon

    Science.gov (United States)

    Garner, Lesley Cochran

    The purpose of this study was to determine the effect of physical and virtual field trips on students' achievement in estuarine ecology and their attitudes toward science. The study also assessed the effect of students' learning styles, the interaction between group membership and learning styles, and the effect of group membership on students' ability to answer questions at different levels of Bloom's (1956) taxonomy. Working with a convenient sample of 67 freshmen and sophomore non-science majors, students were randomly assigned to one of two treatment groups (physical, n = 32 and virtual, n = 35). Prior to treatment, students' learning styles were determined, students were pre-assessed on the two targeted measures, and all students attended four consecutive, in-class, 75-minute lectures on estuarine ecology and the Indian River Lagoon (IRL). Pre-assessed data indicated no significant differences between the groups on the two dependent measures. On the weekend following the lecture series, the physical field trip group engaged in a set of predetermined activities at the IRL for 2 hours in the morning. Later that afternoon, the virtual field trip group participated in a 2-hour virtual trip to the IRL that exactly matched the physical field trip activities. This virtual trip incorporated the CD-ROM The Living Lagoon: An Electronic Field Trip. Following each trip, students were post-assessed using the same pre-assessment instruments. MANCOVA results indicated no significant differences on all research factors (i.e., group membership, learning style, and group-learning style interaction). Data analysis also revealed that there was no significant effect of group membership on students' ability to answer questions at different levels of Bloom's taxonomy. These findings imply that educators can integrate virtual field trips that are structured in the same manner as their corresponding physical field trips without significantly impacting student achievement or attitudes.

  20. The Integration of Virtual Public-Private Partnerships into Local Law Enforcement to Achieve Enhanced Intelligence-Led Policing

    National Research Council Canada - National Science Library

    Simeone, Jr, Matthew J

    2007-01-01

    .... Virtual public-private partnerships (VP3s) offer local law enforcement agencies an effective and efficient way to leverage a vast and resourceful private sector for the purpose of enhancing ILP...

  1. Alfabetización informacional en la educación superior virtual: logros y desafíos Informational Literacy in Virtual Higher Education: Achievements and Challenges

    Directory of Open Access Journals (Sweden)

    Clelia Pineda Báez

    2012-06-01

    Full Text Available La educación virtual se constituye en una alternativa para el acceso de un mayor número de estudiantes al sistema de educación superior. En Colombia se ha incrementado el número de programas de pregrado en esta modalidad, pero la documentación sobre el trabajo pedagógico desarrollado en la implementación de estas propuestas educativas es insuficiente para examinar su calidad. Esta investigación propuso como una de sus categorías de análisis indagar las percepciones y experiencias de agentes educativos acerca del desarrollo de la alfabetización informacional en los programas que se ofrecen en esa modalidad para especificar transformaciones, avances, rupturas, entre otros aspectos. El estudio empleó técnicas cuantitativas y cualitativas para la recolección de información de profesores, coordinadores, tutores y estudiantes de nueve instituciones de educación superior que contaban con programas con un alto componente virtual. Los resultados muestran que se ha dado inicio al fortalecimiento de las competencias informacionales de los estudiantes, pero que aún se requiere del trabajo colectivo entre profesores, tutores y estudiantes para refinar los criterios de búsqueda, valoración y aplicación de la información. Se evidencia también la necesidad de capacitación para expertos temáticos y la necesidad de reflexionar sobre estrategias para combatir el plagio.Abstract: Virtual education has become an alternative for students to access the higher education system. In Colombia, there has been an increase in the number of undergraduate programs in this form of education. However, information about the pedagogical work undertaken in those programs is scarce, and it is needed to examine their quality. This research project examined the education community's perception of undergraduate virtual education programs in Colombian higher education institutions. One of the key elements in the analysis was the development of students

  2. Virtual Labs and Virtual Worlds

    Science.gov (United States)

    Boehler, Ted

    2006-12-01

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

  3. The effectiveness of signaling principle in virtual reality courseware towards achievement of transfer learning among students with different spatial ability

    Science.gov (United States)

    Yahaya, Wan Ahmad Jaafar Wan; Ahmad, Awaatif

    2017-10-01

    Past research revealed that students and society, in general, are relatively under-skilled in performing the practice of Islamic funeral management which is one of the "ibadah fardu kifayah" (a legal obligation that must be discharged by the Muslim community as a whole) in Islam. Participation among youth in managing funerals is relatively low, partly due to the ineffectiveness of the instructional approach. This paper aims to examine the effectiveness of the signaling principle in virtual reality courseware pertaining to the topic of Islamic Funeral Management in the Islamic Education subject to ensure the accomplishment of transfer learning among students with different spatial abilities. The study comprises of two phases namely the courseware development phase and treatment phase. The courseware development employs the Instructional Design Model by Alessi and Trollip. Besides that, the courseware is integrated with components of CLE, principles in Theory of CATLM and signaling principle in multimedia learning. The sample consisted of 130 Form Two students who were selected randomly from four Malaysian secondary schools. They were divided into two experimental groups with 63 students in group one and 67 students in group two. The experimental group one used VR courseware without the signaling principle (VRTI) while experimental group two used the VR courseware with the signaling principle (VRDI). The experiment lasted for three weeks. ANOVA was utilised to analyse the data from this research. The findings showed significant differences between students who used VRDI in the transfer of learning compared to students who used VRTI.

  4. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

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

  5. Virtual, on-line, frog dissection vs. conventional laboratory dissection: A comparison of student achievement and teacher perceptions among honors, general ability, and foundations-level high school biology classes

    Science.gov (United States)

    Kopec, Ronald H.

    2002-09-01

    Dissecting animal specimens has long been a tradition in biology classes. Objections by students, based on religious or ethical grounds, have been raised regarding the dissections of animals in classroom laboratories. A number of states now have legal proceedings or statewide policies requiring that alternatives to the actual dissection of laboratory animal specimens be permitted in their school districts. Alternatives to actual dissections have been developed in recent years. For a variety of reasons, performing an actual or conventional animal dissection may not be a desirable option. The purpose of this study was to investigate how a virtual On-line frog dissection compares with an actual laboratory dissection. What were the perceptions of the teacher's using it? How does student achievement compare among three the different ability levels on a pre and posttest regarding basic frog anatomy? Is a virtual On-line dissection a suitable alternative for students who, for whatever reason, do not participate in the actual laboratory experience? The subjects consisted of 218 biology students among three different ability levels, in a Northeastern suburban high school. Approximately half of the student groups participated in a virtual On-line dissection, the other half in an actual laboratory dissection. A pretest of basic frog anatomy was administered to the students two days before and the posttest one day after their dissection experience. Data were analyzed using matched pairs t-Tests, Analysis of Variance, Tukey HSD, and Squared Curvilinear Coefficients. Survey questionnaires were administered to the teachers after the dissection experiences were completed. There were no significant differences found in achievement between the virtual and conventional dissection groups. There were significant differences found in achievement score means among the three ability levels. There was no significant interaction between gender and achievement. Perceptions of the teacher

  6. High availability using virtualization

    Science.gov (United States)

    Calzolari, Federico

    2009-10-01

    High availability has always been one of the main problems for a data center. Till now high availability was achieved by host per host redundancy, a highly expensive method in terms of hardware and human costs. A new approach to the problem can be offered by virtualization. Using virtualization, it is possible to achieve a redundancy system for all the services running on a data center. This new approach to high availability allows to share the running virtual machines over the servers up and running, by exploiting the features of the virtualization layer: start, stop and move virtual machines between physical hosts. The system (3RC) is based on a finite state machine with hysteresis, providing the possibility to restart each virtual machine over any physical host, or reinstall it from scratch. A complete infrastructure has been developed to install operating system and middleware in a few minutes. To virtualize the main servers of a data center, a new procedure has been developed to migrate physical to virtual hosts. The whole Grid data center SNS-PISA is running at the moment in virtual environment under the high availability system. As extension of the 3RC architecture, several storage solutions have been tested to store and centralize all the virtual disks, from NAS to SAN, to grant data safety and access from everywhere. Exploiting virtualization and ability to automatically reinstall a host, we provide a sort of host on-demand, where the action on a virtual machine is performed only when a disaster occurs.

  7. 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....

  8. Organizaciones Virtuales Organizaciones Virtuales

    Directory of Open Access Journals (Sweden)

    Gladis Cecilia Villegas Arias

    2003-06-01

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

  9. Virtual Telescope Alignment System

    Data.gov (United States)

    National Aeronautics and Space Administration — Next-generation space telescopes require two spacecraft to fly in a coordinated fashion in space forming a virtual telescope. Achieving and maintaining this precise...

  10. High availability using virtualization

    International Nuclear Information System (INIS)

    Calzolari, Federico; Arezzini, Silvia; Ciampa, Alberto; Mazzoni, Enrico; Domenici, Andrea; Vaglini, Gigliola

    2010-01-01

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

  11. Virtual Box

    DEFF Research Database (Denmark)

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

    2007-01-01

    . This paper reports on the design, implementation and initial evaluation of Virtual Box. Virtual Box attempts to create a physical and engaging context in order to support reciprocal interactions with expressive content. An implemented version of Virtual Box is evaluated in a location-aware environment...

  12. Wireless virtualization

    CERN Document Server

    Wen, Heming; Le-Ngoc, Tho

    2013-01-01

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

  13. 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...

  14. In vivo T-cell depletion using alemtuzumab in family and unrelated donor transplantation for pediatric non-malignant disease achieves engraftment with low incidence of graft vs. host disease.

    Science.gov (United States)

    Saif, M A; Borrill, R; Bigger, B W; Lee, H; Logan, A; Poulton, K; Hughes, S; Turner, A J; Bonney, D K; Wynn, R F

    2015-03-01

    In vivo T-cell depletion, using alemtuzumab therapy prior to SCT, can reduce the incidence of GVHD. This treatment has a potential to delay immune reconstitution resulting in increased morbidity due to viral illnesses. We retrospectively analyzed data on all pediatric patients with non-malignant disorders who received alemtuzumab-based conditioning regimens in our center over the last 10 yr (n = 91). Our data show an OS of 91.2%. The incidence of acute (grade 2-4) GVHD was 18.7% and that of chronic GVHD 5.5%. Viremia due to adenovirus, EBV and CMV was seen in 19.8%, 64.8% and 39.6% patients, respectively, with only two deaths attributed to viral infection (adenovirus). Chimerism level at three month was predictive of graft outcome. Nine patients, who had graft failure after first SCT, were salvaged with a second SCT using RIC and same donor (if available). Based on these results, we conclude that the use of in vivo T-cell depletion is safe, achieves good chimerism and does not lead to increased morbidity and mortality due to viral infections. It is associated with a reduced incidence of chronic GVHD. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  15. Virtual volatility

    Science.gov (United States)

    Silva, A. Christian; Prange, Richard E.

    2007-03-01

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

  16. Virtual bronchoscopy

    International Nuclear Information System (INIS)

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

    2001-01-01

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

  17. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

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

  18. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    -systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued......, the sense-making ontology and triangle (Dervin et al., 2003), the video-interaction analysis (Henderson & Jordan, 1994), and the method of videoviews (Jensen, 2001, 2005). Also the two analytical concepts ‘intermediaries’ and ‘mediators’ that come from the actor-network theory (Latour, 2005) are introduced...

  19. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

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

  20. Virtual Savannah

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    It is a daunting task to visualize square kilometers of African savannah and currently in zoos it is impossible to present true African ecology to visitors. Virtual Savannah is a dynamic virtual world that introduces school children to a 3D representation of the wildlife sanctuaries Serengeti...... and the navigation. The test depicted how they managed to search the virtual world for answers in patterns related to restrictions in the system and using graphical points of interest as reference points. Collecting information about the complete interaction provides teachers with a tool to assess the individual...

  1. 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...... and professionals, and they instigate change in organization and professional identities. Studies, which more specifically deal with telecare, stress how virtualization alters the character of the observations care workers are able to make, and how the validity of the patients’ own measurements and observations...... 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....

  2. Virtual Savannah

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

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

  3. Virtual data

    International Nuclear Information System (INIS)

    Bjorklund, E.

    1993-01-01

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

  4. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

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

  5. 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.

  6. Virtual Campus Hub technical evaluation report

    DEFF Research Database (Denmark)

    Vercoulen, Frank; Badger, Merete; Monaco, Lucio

    This report describes and discusses the technical achievements of the Virtual Campus Hub project and formulates a brief agenda for the future.......This report describes and discusses the technical achievements of the Virtual Campus Hub project and formulates a brief agenda for the future....

  7. Radiation incidents in dentistry

    International Nuclear Information System (INIS)

    Lovelock, D.J.

    1996-01-01

    Most dental practitioners act as their own radiographer and radiologist, unlike their medical colleagues. Virtually all dental surgeons have a dental X-ray machine for intraoral radiography available to them and 40% of dental practices have equipment for dental panoramic tomography. Because of the low energy of X-ray equipment used in dentistry, radiation incidents tend to be less serious than those associated with other aspects of patient care. Details of 47 known incidents are given. The advent of the 1985 and 1988 Ionising Radiation Regulations has made dental surgeons more aware of the hazards of radiation. These regulations, and general health and safety legislation, have led to a few dental surgeons facing legal action. Because of the publicity associated with these court cases, it is expected that there will be a decrease in radiation incidents arising from the practice of dentistry. (author)

  8. Virtual Tower

    International Nuclear Information System (INIS)

    Wayne, R.A.

    1997-01-01

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

  9. Virtual Sustainability

    Directory of Open Access Journals (Sweden)

    William Sims Bainbridge

    2010-09-01

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

  10. 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.

  11. Virtual Reality as Innovative Approach to the Interior Designing

    Science.gov (United States)

    Kaleja, Pavol; Kozlovská, Mária

    2017-06-01

    We can observe significant potential of information and communication technologies (ICT) in interior designing field, by development of software and hardware virtual reality tools. Using ICT tools offer realistic perception of proposal in its initial idea (the study). A group of real-time visualization, supported by hardware tools like Oculus Rift HTC Vive, provides free walkthrough and movement in virtual interior with the possibility of virtual designing. By improving of ICT software tools for designing in virtual reality we can achieve still more realistic virtual environment. The contribution presented proposal of an innovative approach of interior designing in virtual reality, using the latest software and hardware ICT virtual reality technologies

  12. Virtualize Me!

    Science.gov (United States)

    Waters, John K.

    2009-01-01

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

  13. Virtual modeling

    NARCIS (Netherlands)

    Flores, J.; Kiss, S.; Cano, P.; Nijholt, Antinus; Zwiers, Jakob

    2003-01-01

    We concentrate our efforts on building virtual modelling environments where the content creator uses controls (widgets) as an interactive adjustment modality for the properties of the edited objects. Besides the advantage of being an on-line modelling approach (visualised just like any other on-line

  14. Wheelchair incidents

    NARCIS (Netherlands)

    Drongelen AW van; Roszek B; Hilbers-Modderman ESM; Kallewaard M; Wassenaar C; LGM

    2002-01-01

    This RIVM study was performed to gain insight into wheelchair-related incidents with powered and manual wheelchairs reported to the USA FDA, the British MDA and the Dutch Center for Quality and Usability Research of Technical Aids (KBOH). The data in the databases do not indicate that incidents with

  15. Virtual vitreoretinal surgery

    DEFF Research Database (Denmark)

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

    2017-01-01

    PURPOSE: To test the validity of the eyesi surgical simulator as an assessment tool in a virtual reality vitreoretinal training programme. METHODS: In collaboration with an experienced vitreoretinal surgeon, a virtual vitreoretinal training programme was composed on the eyesi surgical simulator......, software version 2.9.2 (VRmagic GmbH, Manheim, Germany). It was completed twice by three groups: 20 medical students, ten residents of ophthalmology and five trained vitreoretinal surgeons. The programme contained six training modules: navigation level 2 (Nav2), forceps training level 5 (ForT5), bimanual...... training level 3 (BimT3), laser coagulation level 3 (LasC3), posterior hyaloid level 3 (PostH3) and internal limiting membrane peeling level 3 (ILMP3). The scores in each module were assessed from two to five different factors (tissue treatment, efficiency, target achievement, instrument handling...

  16. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

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

  17. ENHANCING SPIRITUALISM IN VIRTUAL WORLD

    Directory of Open Access Journals (Sweden)

    Kiran Lata DANGWAL

    2012-04-01

    Full Text Available Spiritualism is one word which puts man on the highest plinth of life. Spirituality is the way we find meaning, hope, comfort and inner peace in life. Spirituality in the virtual World is generally known as Virtual Spirituality. A goldmine of wisdom from all kinds of religious and spiritual philosophies, traditions and practices can be found in virtual World now. Technology and Spirituality together forms the material to which man can incline on to and work for the development of a globe in which war will be considered a taboo and violence a rejected dogma. Therefore there is an urgent nee to made the world a safe place to live in and the spiritual reconstruction can help us in achieving this.Spiritualism, Virtual World, Online Technology.

  18. 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

  19. Virtual anthropology.

    Science.gov (United States)

    Weber, Gerhard W

    2015-02-01

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

  20. Virtual crimes

    OpenAIRE

    Pobořilová, Michaela

    2010-01-01

    Virtual crimes are a new specific area in the law system, which is associated with information technologies (mobile, Internet etc.). These are crimes that can be committed in cyberspace or in connection with it. Generally, cyberspace can be defined from different perspectives most often as social, technological and legal environment in which there is mutual interaction of its users. This environment, in particular the Internet, due to its characteristics such as unlimited local, speed, low co...

  1. Virtual Cystoscopy

    International Nuclear Information System (INIS)

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

    2011-01-01

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

  2. Rationalizing virtual reality based on manufacturing paradigms

    NARCIS (Netherlands)

    Damgrave, Roy Gerhardus Johannes; Lutters, Diederick; Drukker, J. W.

    2014-01-01

    Comparing the evolvement of the manufacturing industry of the last century to the way virtual reality is used nowadays some remarkable similarities come to light. Current virtual reality equipment requires a high level of craftsmanship to achieve the maximum results, and often equipment is specially

  3. Essays on Educational Achievement

    Science.gov (United States)

    Ampaabeng, Samuel Kofi

    2013-01-01

    This dissertation examines the determinants of student outcomes--achievement, attainment, occupational choices and earnings--in three different contexts. The first two chapters focus on Ghana while the final chapter focuses on the US state of Massachusetts. In the first chapter, I exploit the incidence of famine and malnutrition that resulted to…

  4. Adapting virtual camera behaviour through player modelling

    DEFF Research Database (Denmark)

    Burelli, Paolo; Yannakakis, Georgios N.

    2015-01-01

    Research in virtual camera control has focused primarily on finding methods to allow designers to place cameras effectively and efficiently in dynamic and unpredictable environments, and to generate complex and dynamic plans for cinematography in virtual environments. In this article, we propose...... a novel approach to virtual camera control, which builds upon camera control and player modelling to provide the user with an adaptive point-of-view. To achieve this goal, we propose a methodology to model the player’s preferences on virtual camera movements and we employ the resulting models to tailor...

  5. Virtual Reality in Education: Defining Researchable Issues.

    Science.gov (United States)

    Hedburg, John; Alexander, Shirley

    1994-01-01

    Discusses situated learning and virtual reality, focusing on the pedagogical aspects of the technology and its importance in achieving a learning environment which challenges and supports effective learning. (AEF)

  6. Periodismo virtual

    Directory of Open Access Journals (Sweden)

    Carlos Morales

    2015-01-01

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

  7. Virtual photon spectra for finite nuclei

    International Nuclear Information System (INIS)

    Wolynec, E.; Martins, M.N.

    1988-01-01

    The experimental results of an isochromat of the virtual photon spectrum, obtained by measuring the number of ground-state protons emitted by the 16.28 MeV isobaric analogue state in 90 Zr as a function of electron incident energy in the range 17-105 MeV, are compared with the values predicted by a calculation of the E1 DWBA virtual photon spectra for finite nuclei. It is found that the calculations are in excellent agreement with the experimental results. The DWBA virtual photon spectra for finite nuclei for E2 and M1 multipoles are also assessed. (author) [pt

  8. Motor rehabilitation using virtual reality

    Directory of Open Access Journals (Sweden)

    Sveistrup Heidi

    2004-12-01

    Full Text Available Abstract Virtual Reality (VR provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs, haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.

  9. Motor rehabilitation using virtual reality.

    Science.gov (United States)

    Sveistrup, Heidi

    2004-12-10

    Virtual Reality (VR) provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs), haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.

  10. Incidents analysis

    International Nuclear Information System (INIS)

    Francois, P.

    1996-01-01

    We undertook a study programme at the end of 1991. To start with, we performed some exploratory studies aimed at learning some preliminary lessons on this type of analysis: Assessment of the interest of probabilistic incident analysis; possibility of using PSA scenarios; skills and resources required. At the same time, EPN created a working group whose assignment was to define a new approach for analysis of incidents on NPPs. This working group gave thought to both aspects of Operating Feedback that EPN wished to improve: Analysis of significant incidents; analysis of potential consequences. We took part in the work of this group, and for the second aspects, we proposed a method based on an adaptation of the event-tree method in order to establish a link between existing PSA models and actual incidents. Since PSA provides an exhaustive database of accident scenarios applicable to the two most common types of units in France, they are obviously of interest for this sort of analysis. With this method we performed some incident analyses, and at the same time explores some methods employed abroad, particularly ASP (Accident Sequence Precursor, a method used by the NRC). Early in 1994 EDF began a systematic analysis programme. The first, transient phase will set up methods and an organizational structure. 7 figs

  11. Teaching strategies in web technologies for virtual learning environments

    OpenAIRE

    Ilber Dario Saza-Garzón

    2016-01-01

    The virtual learning environments (AVAs) have been a subject of discussion and questions mainly on finding the best teaching practices, which tools you can use them and how to achieve optimum utilization have better results in virtual education, for Therefore in this paper some elements about the characteristics, history, teaching, studies have virtual environments and web applications as tools to support teaching and learning, are set for a virtual tutor note the when planning, designing, cr...

  12. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

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

  13. Astronomical Research Using Virtual Observatories

    Directory of Open Access Journals (Sweden)

    M Tanaka

    2010-01-01

    Full Text Available The Virtual Observatory (VO for Astronomy is a framework that empowers astronomical research by providing standard methods to find, access, and utilize astronomical data archives distributed around the world. VO projects in the world have been strenuously developing VO software tools and/or portal systems. Interoperability among VO projects has been achieved with the VO standard protocols defined by the International Virtual Observatory Alliance (IVOA. As a result, VO technologies are now used in obtaining astronomical research results from a huge amount of data. We describe typical examples of astronomical research enabled by the astronomical VO, and describe how the VO technologies are used in the research.

  14. Virtual Touch

    DEFF Research Database (Denmark)

    Stenslie, Ståle

    The central focus of this thesis is the use and experience of touch in artistic, multimodal and computer-based environments. The haptic experience of touch is an area that has only received limited research-based interest. Touch is too often seen as the effect, and not the cause of our everyday...... experiences. The study aims to provide an improved knowledge of how touch functions and how haptic storytelling can be used as an artistic medium. This thesis is divided into seven parts. The introductory chapter presents the structure of the study and the history leading up the formulation of research...... Erotogod. The third chapter investigates the foundations of touch through a physiological and psychological approach. Chapter four presents an alternative haptic history of Virtual Realities through the presentation and discussion of several technological and artistic works that are computer...

  15. Realidad virtual

    OpenAIRE

    García García, Alberto Luis

    2000-01-01

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

  16. Atelier Virtual

    OpenAIRE

    Leite, Luzirene do Rego

    2007-01-01

    Esta dissertação trata da proposição de um atelier virtual que contribua para arte-educação a distância. A origem desta idéia foi definida no trabalho desenvolvido durante minha experiência no Grupo Arteduca, formado por professores que atuam no Instituto de Artes da Universidade de Brasília e, mais especificamente, no curso "Arteduca: Arte, Educação e Tecnologias Contemporâneas". O foco desta dissertação está direcionado para a produção artística em ambientes virtuais de aprendizagem, por me...

  17. 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

  18. 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

  19. Managing virtual machines with Vac and Vcycle

    Science.gov (United States)

    McNab, A.; Love, P.; MacMahon, E.

    2015-12-01

    We compare the Vac and Vcycle virtual machine lifecycle managers and our experiences in providing production job execution services for ATLAS, CMS, LHCb, and the GridPP VO at sites in the UK, France and at CERN. In both the Vac and Vcycle systems, the virtual machines are created outside of the experiment's job submission and pilot framework. In the case of Vac, a daemon runs on each physical host which manages a pool of virtual machines on that host, and a peer-to-peer UDP protocol is used to achieve the desired target shares between experiments across the site. In the case of Vcycle, a daemon manages a pool of virtual machines on an Infrastructure-as-a-Service cloud system such as OpenStack, and has within itself enough information to create the types of virtual machines to achieve the desired target shares. Both systems allow unused shares for one experiment to temporarily taken up by other experiements with work to be done. The virtual machine lifecycle is managed with a minimum of information, gathered from the virtual machine creation mechanism (such as libvirt or OpenStack) and using the proposed Machine/Job Features API from WLCG. We demonstrate that the same virtual machine designs can be used to run production jobs on Vac and Vcycle/OpenStack sites for ATLAS, CMS, LHCb, and GridPP, and that these technologies allow sites to be operated in a reliable and robust way.

  20. Effect of Virtual Analytical Chemistry Laboratory on Enhancing Student Research Skills and Practices

    Science.gov (United States)

    Bortnik, Boris; Stozhko, Natalia; Pervukhina, Irina; Tchernysheva, Albina; Belysheva, Galina

    2017-01-01

    This article aims to determine the effect of a virtual chemistry laboratory on university student achievement. The article describes a model of a laboratory course that includes a virtual component. This virtual component is viewed as a tool of student pre-lab autonomous learning. It presents electronic resources designed for a virtual laboratory…

  1. Virtual Proprioception for eccentric training.

    Science.gov (United States)

    LeMoyne, Robert; Mastroianni, Timothy

    2017-07-01

    Wireless inertial sensors enable quantified feedback, which can be applied to evaluate the efficacy of therapy and rehabilitation. In particular eccentric training promotes a beneficial rehabilitation and strength training strategy. Virtual Proprioception for eccentric training applies real-time feedback from a wireless gyroscope platform enabled through a software application for a smartphone. Virtual Proprioception for eccentric training is applied to the eccentric phase of a biceps brachii strength training and contrasted to a biceps brachii strength training scenario without feedback. During the operation of Virtual Proprioception for eccentric training the intent is to not exceed a prescribed gyroscope signal threshold based on the real-time presentation of the gyroscope signal, in order to promote the eccentric aspect of the strength training endeavor. The experimental trial data is transmitted wireless through connectivity to the Internet as an email attachment for remote post-processing. A feature set is derived from the gyroscope signal for machine learning classification of the two scenarios of Virtual Proprioception real-time feedback for eccentric training and eccentric training without feedback. Considerable classification accuracy is achieved through the application of a multilayer perceptron neural network for distinguishing between the Virtual Proprioception real-time feedback for eccentric training and eccentric training without feedback.

  2. 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

  3. Virtual cystoscopy.

    Science.gov (United States)

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

    2008-07-01

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

  4. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

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

  5. Virtual Goods Recommendations in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Kuan-Yu Chen

    2015-01-01

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

  6. Virtual Reality Design: How Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds

    Directory of Open Access Journals (Sweden)

    Christian Stein

    2016-09-01

    Full Text Available With the upcoming generation of virtual reality HMDs, new virtual worlds, scenarios, and games are created especially for them. These are no longer bound to a remote screen or a relatively static user, but to an HMD as a more immersive device. This article discusses requirements for virtual scenarios implemented in new-generation HMDs to achieve a comfortable user experience. Furthermore, the effects of positional tracking are introduced and the relation between the user’s virtual and physical body is analyzed. The observations made are exemplified by existing software prototypes. They indicate how the term “virtual reality,” with all its loaded connotations, may be reconceptualized to express the peculiarities of HMDs in the context of gaming, entertainment, and virtual experiences.

  7. Information literacy experiencies inside virtual learning environments

    Directory of Open Access Journals (Sweden)

    Patricia Hernández Salazar

    2016-03-01

    Full Text Available Objective. Suggest the use of virtual learning environments as an Information Literacy (IL alternative. Method. Analysis of the main elements of web sites. To achieve this purpose the article includes the relationship between IL and the learning virtual environment (by defining both phrases; phases to create virtual IL programs; processes to elaborate didactic media; the applications that may support this plan; and the description of eleven examples of learning virtual environments IL experiences from four countries (Mexico, United States of America, Spain and United Kingdom these examples fulfill the conditions expressed. Results. We obtained four comparative tables examining five elements of each experience: objectives; target community; institution; country; and platform used. Conclusions. Any IL proposal should have a clear definition; IL experiences have to follow a didactic systematic process; described experiences are based on IL definition; the experiences analyzed are similar; virtual learning environments can be used as alternatives of IL.

  8. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    Rotation of three-dimensional objects by a two-dimensional mouse is a typical task in computer-aided design, operation simulations, and desktop virtual reality. The most commonly used rotation technique is a virtual trackball surrounding the object and operated by the mouse pointer. This article...... reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENCE]. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual...... trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation [CHECK END OF SENTENCE], which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake...

  9. Virtual assembly of the gear reducer based on VRML

    Science.gov (United States)

    Feng, Xiangzhong

    2011-10-01

    In order to improve the quality and efficiency of the design of reducer, the virtual assembly is used for the design of reducer, the process of parts assembly is achieved in a virtual environment before manufacture of parts, make potential problems of assembly are found and resolved as early as possible. In this paper, virtual reality technology is used to a virtual assembly design of reducer, can quickly detect the interference of the parts of reducer. In the virtual assembly of reducer, the static assembly, dynamic rotation, and the dynamic disassembly of reducer are realized, and dynamic rotation and dynamic disassembly are implemented with VRML and Java..

  10. Collaborative Educational Systems in the Virtual Environment

    Directory of Open Access Journals (Sweden)

    Cristian CIUREA

    2012-01-01

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

  11. Collaborative Educational Systems in the Virtual Environment

    OpenAIRE

    Cristian CIUREA; Paul POCATILU

    2012-01-01

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

  12. Effect of virtual analytical chemistry laboratory on enhancing student research skills and practices

    OpenAIRE

    Boris Bortnik; Natalia Stozhko; Irina Pervukhina; Albina Tchernysheva; Galina Belysheva

    2017-01-01

    This article aims to determine the effect of a virtual chemistry laboratory on university student achievement. The article describes a model of a laboratory course that includes a virtual component. This virtual component is viewed as a tool of student pre-lab autonomous learning. It presents electronic resources designed for a virtual laboratory and outlines the methodology of e-resource application. To find out how virtual chemistry laboratory affects student scientific literacy, research s...

  13. Virtual Trackballs Revisited

    OpenAIRE

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    Udgivelsesdato: March/April Rotation of three-dimensional objects by a two-dimensional mouse is a typical task in computer-aided design, operation simulations, and desktop virtual reality. The most commonly used rotation technique is a virtual trackball surrounding the object and operated by the mouse pointer. This article reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENC...

  14. Server virtualization solutions

    OpenAIRE

    Lodziņš, Gunārs Ernests

    2007-01-01

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

  15. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

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

  16. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

    mediators in 3D virtual space to collaborate and co-design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual...... the audio-visual characteristics of designing in multi-user virtual environments generate experiential, interpersonal and textual meaning potentials....

  17. Comparison between virtual museums

    Directory of Open Access Journals (Sweden)

    Simona Caraceni

    2014-04-01

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

  18. A Virtual Class Calculus

    DEFF Research Database (Denmark)

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

    2006-01-01

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

  19. Virtualization for the LHCb Online system

    International Nuclear Information System (INIS)

    Bonaccorsi, Enrico; Brarda, Loic; Moine, Gary; Neufeld, Niko

    2011-01-01

    Virtualization has long been advertised by the IT-industry as a way to cut down cost, optimise resource usage and manage the complexity in large data-centers. The great number and the huge heterogeneity of hardware, both industrial and custom-made, has up to now led to reluctance in the adoption of virtualization in the IT infrastructure of large experiment installations. Our experience in the LHCb experiment has shown that virtualization improves the availability and the manageability of the whole system. We have done an evaluation of available hypervisors / virtualization solutions and find that the Microsoft HV technology provides a high level of maturity and flexibility for our purpose. We present the results of these comparison tests, describing in detail, the architecture of our virtualization infrastructure with a special emphasis on the security for services visible to the outside world. Security is achieved by a sophisticated combination of VLANs, firewalls and virtual routing - the cost and benefits of this solution are analysed. We have adapted our cluster management tools, notably Quattor, for the needs of virtual machines and this allows us to migrate smoothly services on physical machines to the virtualized infrastructure. The procedures for migration will also be described. In the final part of the document we describe our recent R and D activities aiming to replacing the SAN-backend for the virtualization by a cheaper iSCSI solution - this will allow to move all servers and related services to the virtualized infrastructure, excepting the ones doing hardware control via non-commodity PCI plugin cards.

  20. Virtual Reality in Engineering Education: The Future of Creative Learning

    Directory of Open Access Journals (Sweden)

    Abdul-Hadi Ghazi Abulrub

    2011-12-01

    Full Text Available Virtual reality has achieved an adequate level of development for it to be considered in innovative applications such as education, training, and research in higher education. Virtual reality offers both opportunities and challenges for the educational sector. One of the challenges of virtual reality technology is the costs associated which have been unaffordable for educational institutes. However, in recent years, computer hardware and software development has made it more feasible to incorporate virtual reality technology into future teaching strategies. Despite the cost challenges, educational benefits of implementing virtual reality remain compelling. This paper explains virtual reality principle and describes the interactive educational environment developed at WMG, the University of Warwick. It also discusses the benefits of using state-of-the-art 3D photorealistic interactive and immersive virtual environment for engineering undergraduates and postgraduate teaching, learning and training.

  1. Virtual Reality as Innovative Approach to the Interior Designing

    Directory of Open Access Journals (Sweden)

    Kaleja Pavol

    2017-06-01

    Full Text Available We can observe significant potential of information and communication technologies (ICT in interior designing field, by development of software and hardware virtual reality tools. Using ICT tools offer realistic perception of proposal in its initial idea (the study. A group of real-time visualization, supported by hardware tools like Oculus Rift HTC Vive, provides free walkthrough and movement in virtual interior with the possibility of virtual designing. By improving of ICT software tools for designing in virtual reality we can achieve still more realistic virtual environment. The contribution presented proposal of an innovative approach of interior designing in virtual reality, using the latest software and hardware ICT virtual reality technologies

  2. METRIC OF VIRTUAL WORLDS

    OpenAIRE

    Trunev A. P.

    2013-01-01

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

  3. Virtualization A Manager's Guide

    CERN Document Server

    Kusnetzky, Dan

    2011-01-01

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

  4. Achieving Standardization

    DEFF Research Database (Denmark)

    Henningsson, Stefan

    2016-01-01

    competitive, national customs and regional economic organizations are seeking to establish a standardized solution for digital reporting of customs data. However, standardization has proven hard to achieve in the socio-technical e-Customs solution. In this chapter, the authors identify and describe what has......International e-Customs is going through a standardization process. Driven by the need to increase control in the trade process to address security challenges stemming from threats of terrorists, diseases, and counterfeit products, and to lower the administrative burdens on traders to stay...... to be harmonized in order for a global company to perceive e-Customs as standardized. In doing so, they contribute an explanation of the challenges associated with using a standardization mechanism for harmonizing socio-technical information systems....

  5. Achieving Standardization

    DEFF Research Database (Denmark)

    Henningsson, Stefan

    2014-01-01

    competitive, national customs and regional economic organizations are seeking to establish a standardized solution for digital reporting of customs data. However, standardization has proven hard to achieve in the socio-technical e-Customs solution. In this chapter, the authors identify and describe what has......International e-Customs is going through a standardization process. Driven by the need to increase control in the trade process to address security challenges stemming from threats of terrorists, diseases, and counterfeit products, and to lower the administrative burdens on traders to stay...... to be harmonized in order for a global company to perceive e-Customs as standardized. In doing so, they contribute an explanation of the challenges associated with using a standardization mechanism for harmonizing socio-technical information systems....

  6. Control Reconfiguration of LPV Systems Using Virtual Sensor and Virtual Actuator

    DEFF Research Database (Denmark)

    Tabatabaeipour, Seyed Mojtaba; Stoustrup, Jakob; Bak, Thomas

    2012-01-01

    In this paper, a fault tolerant control method for linear parameter varying (LPV) systems using a virtual actuator and a virtual sensor is proposed. The basic idea of the method is to insert a reconfiguration block, which consists of an LPV virtual actuator and an LPV virtual sensor, between...... the plant and the nominal controller such that the fault tolerant goal is achieved without re-designing the nominal controller. The role of the reconfiguration block is to transform the signals from the faulty system such that its behavior is similar to the nominal system from the point of view...... of the controller and to transform the output of the controller for the faulty system such that the stability and performance goals are preserved. In this paper, we consider the weak fault-hiding goal and stability of the closed loop system. Input to state stabilizing LPV gains of the virtual actuator and sensor...

  7. Virtual Reality in Engineering Education: The Future of Creative Learning

    OpenAIRE

    Abdul-Hadi Ghazi Abulrub; Alex Attridge; Mark A Williams

    2011-01-01

    Virtual reality has achieved an adequate level of development for it to be considered in innovative applications such as education, training, and research in higher education. Virtual reality offers both opportunities and challenges for the educational sector. One of the challenges of virtual reality technology is the costs associated which have been unaffordable for educational institutes. However, in recent years, computer hardware and software development has made it more feasible to incor...

  8. Virtual screening - what does it give us?

    Science.gov (United States)

    Köppen, Herbert

    2009-05-01

    In current pharmaceutical research, lead compounds of high quality and structural diversity are key to the successful optimization of development candidates. In-house compound libraries at pharmaceutical companies, tested using HTS assays, are the major source of leads for new projects. However, these physically existing compounds, stored in microtiter plates in dispensaries, represent only a tiny fraction of the drug-like chemical space. Virtual screening offers many possibilities for new structures beyond those found in in-house libraries. During the last decade, a huge number of different virtual screening methods have been reported and used to search for novel bioactive compounds for many targets. This review addresses the current status of virtual screening, highlighting achievements as well as challenges, along with the value of virtual screening, and recent examples of successful applications.

  9. Quality of Service for I/O Workloads in Multicore Virtualized Servers

    Science.gov (United States)

    Lakshmi, J.; Nandy, S. K.

    Emerging trend of multicore servers promises to be the panacea for all data-center issues with system virtualization as the enabling technology. System virtualization allows one to create virtual replicas of the physical system, over which independent virtual machines can be created, complete with their own, individual operating systems, software, and applications. This provides total system isolation of the virtual machines. Apart from this, the key driver for virtualization adoption in data-centers will be safe virtual machine performance isolation that can be achieved over a consolidated server with shared resources. This chapter identifies the basic requirements for performance isolation of virtual machines on such servers. The consolidation focus is on enterprise workloads that are a mix of compute and I/O intensive workloads. An analysis of prevalent, popular system virtualization technologies is presented with a view toward application performance isolation. Based on the observed lacunae, an end-to-end system virtualization architecture is proposed and evaluated.

  10. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

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

  11. Dynamic management of geographic data in a virtual environment

    NARCIS (Netherlands)

    Jense, G.J.; Donkers, K.

    1996-01-01

    In order to achieve true 3D user interaction with geographic information, an interface between a virtual environment system and a geographic information system has been designed and implemented. This VE/GIS interface is based on a loose coupling of the underlying geographic database and the virtual

  12. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    Science.gov (United States)

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

    2017-01-01

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

  13. Virtual reality for engineering

    CERN Document Server

    De Gennaro, Silvano; CERN. Geneva

    1996-01-01

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

  14. Transforming Virtual Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    2005-01-01

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

  15. Learning by doing virtually.

    Science.gov (United States)

    von Sternberg, N; Bartsch, M S; Petersik, A; Wiltfang, J; Sibbersen, W; Grindel, T; Tiede, U; Warnke, P H; Heiland, M; Russo, P A J; Terheyden, H; Pohlenz, P; Springer, I N

    2007-05-01

    Selective reduction of bone without collateral damage (nerves, teeth) is essential in apicectomy. To test whether skills acquired on a virtual apicectomy simulator (VOXEL-MAN system with integrated force-feedback) are transferable from virtual to physical reality, two groups of trainees were compared. Group 1 received computer-based virtual surgical training before performing an apicectomy in a pig cadaver model. The probability of preserving vital neighboring structures was improved significantly, i.e. six-fold, after virtual surgical training (P<0.001). The average volume of the bony defects created by the trainees of Group 2 (mean: 0.47 ml) was significantly (P<0.001) larger than by the trainees of Group 1 (mean: 0.25 ml). Most importantly, the ability to objectively self-assess performance was significantly improved after virtual training. Training with a virtual apicectomy simulator appears to be effective, and the skills acquired are transferable to physical reality.

  16. Virtual Campus Hub technology

    DEFF Research Database (Denmark)

    Vercoulen, Frank; Badger, Merete; Monaco, Lucio

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

  17. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

    by virtuality, such as virtual child pornography. The introduction further develops a philosophical anthropology, rooted in Kantian ethics, phenomenology, virtue ethics, and feminist perspectives, that grounds a specific approach to ethical issues in virtual environments....... of embodiment in establishing trust in (primarily) disembodied venues; how far artificial agents and other forms of machine intelligence can be trusted in any strong sense; and how diverse ethical frameworks, as developed in embodied contexts and histories, may (not) be applied to ethical issues evoked...

  18. Use of virtual sets in the broadcasting of major events

    Directory of Open Access Journals (Sweden)

    Cesáreo Fernández Fernández, PhD.

    2011-01-01

    Full Text Available In 2000, the BBC virtual studios expert, Danny Popkin, criticised the television industry for making a poor use of virtual technology. Ten years later the situation has not improved significantly. So far, virtual studios are seen just as good technological tools to save money and time in the production of news, children’s programming, commercials and elections coverage. However, the virtual studio must also enhance realism, improve the presentation of information, and increase entertainment. In order to help broadcasters achieving these goals, this article describes six examples of special television programmes, from 1996 to 2009, which presented some ideas to improve the quality and richness of the audiovisual language.

  19. Virtual morality in the helping professions: simulated action and resilience

    OpenAIRE

    Francis, Kathryn B.; Gummerum, Michaela; Ganis, Giorgio; Howard, Ian S.; Terbeck, Sylvia

    2017-01-01

    Recent advances in virtual technologies have allowed the investigation of simulated moral actions in aversive moral dilemmas. Previous studies have employed diverse populations in order to explore these actions, with little research considering the significance of occupation on moral decision-making. For the first time, in this study we have investigated simulated moral actions in Virtual Reality made by professionally trained paramedics and fire service incident commanders who are frequently...

  20. Photon virtual bound state

    International Nuclear Information System (INIS)

    Inoue, J.; Ohtaka, K.

    2004-01-01

    We study virtual bound states in photonics, which are a vectorial extension of electron virtual bound states. The condition for these states is derived. It is found that the Mie resonant state which satisfies the condition that the size parameter is less than the angular momentum should be interpreted as a photon virtual bound state. In order to confirm the validity of the concept, we compare the photonic density of states, the width of which represents the lifetime of the photon virtual bound states, with numerical results

  1. Secure Virtual Enclaves

    National Research Council Canada - National Science Library

    Shands, Deborah

    2002-01-01

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

  2. Virtual Training Devices Laboratory

    Data.gov (United States)

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

  3. Virtual Environments for Training

    National Research Council Canada - National Science Library

    Stiles, R

    1998-01-01

    .... Progress on productization of the VET Training Studio software includes increased robustness for Vista virtual environment display and interaction services, a new capability to use the STEVE visual...

  4. Virtual Reality Laboratory

    Data.gov (United States)

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

  5. Virtual Environments for Training. Annual Productivity Report October 1 1996 to September 30, 1997

    National Research Council Canada - National Science Library

    Stiles, R

    1997-01-01

    .... Achievements in opportunistic instruction, event sequencing, and team task modeling for team training are described, as well as advances in a unifying framework for virtual environment interaction...

  6. Virtual reality simulation in endovascular surgical training.

    LENUS (Irish Health Repository)

    Tsang, J S

    2008-08-01

    Shortened trainingtimes duetothe European Working Time Directive (EWTD) and increased public scrutiny of surgical competency have led to a move away from the traditional apprenticeship model of training. Virtual reality (VR) simulation is a fascinating innovation allowing surgeons to develop without the need to practice on real patients and it may be a solution to achieve competency within a shortened training period.

  7. [Virtual reality therapy in anxiety disorders].

    Science.gov (United States)

    Mitrousia, V; Giotakos, O

    2016-01-01

    During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation. Main characteristics of virtual reality therapy are: "interaction", "immersion", and "presence". High levels of "immersion" and "presence" are associated with increased response to exposure therapy in virtual environments, as well as better therapeutic outcomes and sustained therapeutic gains. Typical devices that are used in order patient's immersion to be achieved are the Head-Mounted Displays (HMD), which are only for individual use, and the computer automatic virtual environment (CAVE), which is a multiuser. Virtual reality therapy's disadvantages lie in the difficulties that arise due to the demanded specialized technology skills, devices' cost and side effects. Therapists' training is necessary in order for them to be able to manipulate the software and the hardware and to adjust it to each case's needs. Devices' cost is high but as technology continuously improves it constantly decreases. Immersion during virtual reality therapy can induce mild and temporary side effects such as nausea, dizziness or headache. Until today, however, experience shows that virtual reality offers several advantages. Patient's avoidance to be exposed in phobic stimuli is reduced via the use of virtual reality since the patient is exposed to them as many times as he

  8. The application and value of virtual animation in Jinzhai revolutionary site

    Science.gov (United States)

    Liu, Gang; Zhou, Xiaocheng

    2017-04-01

    A virtual interactive technology in Jinzhai revolutionary site virtual interactive animation, with “Internet plus Jinzhai revolutionary site virtual animation” spread display, to achieve a variety of ways to carry forward the patriotic education, Jinzhai red culture, but also promote benign circulation of red tourism and economic development of Jinzhai revolutionary site protection investment group.

  9. Measurement Properties of "Wii Fit Free Jogging" Virtual Distance.

    Science.gov (United States)

    O'Donovan, Cuisle; Gormley, John; Hussey, Juliette

    2014-04-01

    The aim of this study was to examine the measurement properties of an outcome associated with the Nintendo(®) (Kyoto, Japan) game "Wii™ Fit Free Jogging" called virtual distance. Investigations into virtual distance were carried out with a view towards using this outcome measure as a tool to estimate fitness as part of a self-paced field-based exercise test. Virtual distance achieved was recorded while participants jogged on a treadmill and stepped up and down a standardized step and while the game controllers (Wii remotes) were attached to electrically powered pedals moving at steady rates. Virtual distance was recorded at different time points and different speeds, using different consoles, using different Wii remotes, and using different virtual characters. When movement of the Wii remote was kept constant, there was no significant difference in virtual distance reached at different times, with different consoles, with different Wii remotes, or with different virtual characters (Pjogging on the spot, an increase in the rate of stepping per minute, and an increase in rotations per minute on automated pedals all resulted in increased virtual distance. At a constant speed, the rate of increase in virtual distance with time was consistent. Virtual distance appears to be a reliable measure that is sensitive to changes in the speed of movement of Wii remotes.

  10. Virtual instrument automation of ion channeling setup for 1.7 MV tandetron accelerator

    International Nuclear Information System (INIS)

    Suresh, K.; Sundaravel, B.; Panigrahi, B.K.; Nair, K.G.M.; Viswanathan, B.

    2004-01-01

    A virtual instrument based automated ion channeling experimental setup has been developed and implemented in a 1.7 MV tandetron accelerator. Automation of the PC based setup is done using a windows based virtual instrument software allowing the setup to be easily ported between different computer operating systems. The virtual instrument software has been chosen to achieve quick and easy development of versatile, multi-purpose user friendly graphical interface for carrying out channeling experiments. The software has been modular designed to provide independent control of the stepper motors for fixing the sample at any user defined orientation, running and on-line display of azimuthal and tilt angular scans, auto storage of the angular scan data. Using this automated setup, the crystallographic axis of the sample can be aligned with the incident ion beam rapidly minimizing the beam damages to the sample. A standard single crystalline GaAs(100) has been characterized with this set up using 2 MeV He ++ ion beam. The crystalline quality (χ min ) and channeling half angle (ψ 1sol2 ) are measured to be 3.7% and 0.48 deg., respectively, which are close to the theoretical values. Salient features, working principles and design details of the automated setup are discussed in this paper

  11. Asphyxia Neonatorum-Incidence In Cape Town

    African Journals Online (AJOL)

    task of all concerned with the process of human repro- duction. In order to achieve this, a study of the incidence and risk factors of asphyxia neonatorum was undertaken in the Groote Schuur Maternity Hospital. TABLE I. INCIDENCE OF ASPHYXIA NEONATORUM. Source of. Hospital. Apgar score 0 - 3% information.

  12. The virtual GULLIVER project

    NARCIS (Netherlands)

    Trappl, R.; Nijholt, Antinus; Stuk, M.; Zwiers, Jakob

    2002-01-01

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

  13. 10 Myths of Virtualization

    Science.gov (United States)

    Schaffhauser, Dian

    2012-01-01

    Half of servers in higher ed are virtualized. But that number's not high enough for Link Alander, interim vice chancellor and CIO at the Lone Star College System (Texas). He aspires to see 100 percent of the system's infrastructure requirements delivered as IT services from its own virtualized data centers or other cloud-based operators. Back in…

  14. A Virtual Good Idea

    Science.gov (United States)

    Bolch, Matt

    2009-01-01

    School districts across the country have always had to do more with less. Funding goes only so far, leaving administrators and IT staff to find innovative ways to save money while maintaining a high level of academic quality. Creating virtual servers accomplishes both tasks, district technology personnel say. Virtual environments not only allow…

  15. Virtual Seminar Room

    DEFF Research Database (Denmark)

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

    1999-01-01

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

  16. OVERLAPPING VIRTUAL CADASTRAL DOCUMENTATION

    Directory of Open Access Journals (Sweden)

    Madalina - Cristina Marian

    2013-12-01

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

  17. Virtual Peace Education

    Science.gov (United States)

    Firer, Ruth

    2008-01-01

    This article is based on the convictions that peace education is the basis for any sustainable non-violent relations between parties in a conflict, and that virtual peace education is almost the only feasible way to practise peace education in an open violent conflict as is the current Israeli/Palestinians one. Moreover, virtual peace education…

  18. Designing Virtual Learning Environments

    DEFF Research Database (Denmark)

    Veirum, Niels Einar

    2003-01-01

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

  19. Digging the Virtual Past

    Science.gov (United States)

    Polymeropoulou, Panagiota

    2014-01-01

    In this paper we will investigate the way that the technological progress and the Informatics contributed greatly to the field of Archaeology. There will be analyzed the terms of virtual archaeology and virtual reality in archaeology and there will be an extended reference to the applications and the computer graphics that archaeologists could use…

  20. Virtual Company and Modelbank

    DEFF Research Database (Denmark)

    Thorsteinsson, Uffe

    1996-01-01

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

  1. Taxation of virtual currency

    NARCIS (Netherlands)

    Bal, Aleksandra Marta

    2014-01-01

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

  2. VEM: Virtual Enterprise Methodology

    DEFF Research Database (Denmark)

    Tølle, Martin; Vesterager, Johan

    2003-01-01

    This chapter presents a virtual enterprise methodology (VEM) that outlines activities to consider when setting up and managing virtual enterprises (VEs). As a methodology the VEM helps companies to ask the right questions when preparing for and setting up an enterprise network, which works as a b...

  3. Representing Large Virtual Worlds

    NARCIS (Netherlands)

    Kol, T.R.

    2018-01-01

    The ubiquity of large virtual worlds and their growing complexity in computer graphics require efficient representations. This means that we need smart solutions for the underlying storage of these complex environments, but also for their visualization. How the virtual world is best stored and how

  4. The Erasmus Virtual Campus

    Science.gov (United States)

    Isakeit, D.

    2002-02-01

    The Erasmus Virtual Campus was inaugurated in September 2000 to bring together scientists and engineers interested in using the International Space Station and other facilities for their research. It also provides the foundation for creating Virtual Institutes in selected scientific disciplines. The current capabilities of the Campus are highlighted, along with plans for the future.

  5. Virtual Pediatric Hospital

    Science.gov (United States)

    ... Imaging Encyclopedia of Pediatric Thoracic Disease Virtual Pediatric Hospital is the Apprentice's Assistant™ Last revised on February ... GeneralPediatrics.com | PediatricEducation.org | SearchingPediatrics.com Virtual Pediatric Hospital is curated by Donna M. D'Alessandro, M. ...

  6. The Virtual Dressing Room

    DEFF Research Database (Denmark)

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

    2015-01-01

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

  7. The issue of virtual teams

    OpenAIRE

    Fleiberková, Šárka

    2012-01-01

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

  8. Organization Virtual or Networked?

    Directory of Open Access Journals (Sweden)

    Rūta Tamošiūnaitė

    2013-08-01

    Full Text Available Purpose—to present distinction between “virtual organization” and “networked organization”; giving their definitions.Design/methodology/approach—review of previous researches, systemic analyses of their findings and synthesis of distinctive characteristics of ”virtual organization” and “networked organization.”Findings—the main result of the research is key diverse features separating ”virtual organization” and ”networked organization.” Definitions of “virtual organization” and “networked organization” are presented.Originality/Value—distinction between “virtual organization” and “networked organization” creates possibilities to use all advantages of those types of organizations and gives foundation for deeper researches in this field.Research type: general review.

  9. The green and virtual data center

    CERN Document Server

    Schulz, Greg

    2009-01-01

    The Green and Virtual Data Center sets aside the political aspects of what is or is not considered green to instead focus on the opportunities for organizations that want to sustain environmentally-friendly economical growth. If you are willing to believe that IT infrastructure resources deployed in a highly virtualized manner can be combined with other technologies to achieve simplified and cost-effective delivery of services in a  green, profitable manner, this book is for you. Savvy industry veteran Greg Schulz provides real-world insight, addressing best practices, server, software, storag

  10. Comparing Stage Presence and Virtual Reality Presence

    Directory of Open Access Journals (Sweden)

    Sebastian Xavier Samur

    2016-05-01

    Full Text Available Reflecting on the impending release of new Head Mounted Display virtual reality (VR technologies, the article examines definitions and techniques for digital presence, and compares them with research into stage presence. It opens with an outline of definitions of digital presence, comparing them with Cormac Power’s fictional, auratic, and literal modes of presence in performance. The article then looks at techniques used in VR and on stage to achieve presence. Finally, performance examples that use virtual reality technologies are presented. The article concludes that even if the technology falls short, discourse on digital presence is useful in providing insights into presence on stage.

  11. Virtual microscopy in virtual tumor banking

    NARCIS (Netherlands)

    Isabelle, M.; Teodorovic, I.; Oosterhuis, J. W.; Riegman, P. H. J.; Passioukov, A.; Lejeune, S.; Therasse, P.; Dinjens, W. N. M.; Lam, K. H.; Oomen, M. H. A.; Spatz, A.; Ratcliffe, C.; Knox, K.; Mager, R.; Kerr, D.; Pezzella, F.; van Damme, B.; van de Vijver, M.; van Boven, H.; Morente, M. M.; Alonso, S.; Kerjaschki, D.; Pammer, J.; López-Guerrero, J. A.; Llombart-Bosch, A.; Carbone, A.; Gloghini, A.; van Veen, E. B.

    2006-01-01

    Many systems have already been designed and successfully used for sharing histology images over large distances, without transfer of the original glass slides. Rapid evolution was seen when digital images could be transferred over the Internet. Nowadays, sophisticated virtual microscope systems can

  12. Virtual Machine Logbook - Enabling virtualization for ATLAS

    International Nuclear Information System (INIS)

    Yao Yushu; Calafiura, Paolo; Leggett, Charles; Poffet, Julien; Cavalli, Andrea; Frederic, Bapst

    2010-01-01

    ATLAS software has been developed mostly on CERN linux cluster lxplus or on similar facilities at the experiment Tier 1 centers. The fast rise of virtualization technology has the potential to change this model, turning every laptop or desktop into an ATLAS analysis platform. In the context of the CernVM project we are developing a suite of tools and CernVM plug-in extensions to promote the use of virtualization for ATLAS analysis and software development. The Virtual Machine Logbook (VML), in particular, is an application to organize work of physicists on multiple projects, logging their progress, and speeding up ''context switches'' from one project to another. An important feature of VML is the ability to share with a single 'click' the status of a given project with other colleagues. VML builds upon the save and restore capabilities of mainstream virtualization software like VMware, and provides a technology-independent client interface to them. A lot of emphasis in the design and implementation has gone into optimizing the save and restore process to makepractical to store many VML entries on a typical laptop disk or to share a VML entry over the network. At the same time, taking advantage of CernVM's plugin capabilities, we are extending the CernVM platform to help increase the usability of ATLAS software. For example, we added the ability to start the ATLAS event display on any computer running CernVM simply by clicking a button in a web browser. We want to integrate seamlessly VML with CernVM unique file system design to distribute efficiently ATLAS software on every physicist computer. The CernVM File System (CVMFS) download files on-demand via HTTP, and cache it locally for future use. This reduces by one order of magnitude the download sizes, making practical for a developer to work with multiple software releases on a virtual machine.

  13. Virtualization Security Combining Mandatory Access Control and Virtual Machine Introspection

    OpenAIRE

    Win, Thu Yein; Tianfield, Huaglory; Mair, Quentin

    2014-01-01

    Virtualization has become a target for attacks in cloud computing environments. Existing approaches to protecting the virtualization environment against the attacks are limited in protection scope and are with high overheads. This paper proposes a novel virtualization security solution which aims to provide comprehensive protection of the virtualization environment.

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

    OpenAIRE

    Dave Birch

    2003-01-01

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

  15. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

    Overgaard, Julie Hougaard; Bruun, Jesper; May, Michael

    2016-01-01

    We describe how virtual experiments can be utilized in a learning design that prepares students for hands-on experiments at large-scale facilities. We illustrate the design by showing how virtual experiments are used at the Niels Bohr Institute in a master level course on neutron scattering....... In the last week of the course, students travel to a large-scale neutron scattering facility to perform real neutron scattering experiments. Through student interviews and survey answers, we argue, that the virtual training prepares the students to engage more fruitfully with experiments by letting them focus...

  16. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

    Overgaard, Julie Hougaard; Bruun, Jesper; May, Michael

    2017-01-01

    We describe how virtual experiments can be utilized in a learning design that prepares students for hands-on experiments at large-scale facilities. We illustrate the design by showing how virtual experiments are used at the Niels Bohr Institute in a master level course on neutron scattering....... In the last week of the course, students travel to a large-scale neutron scattering facility to perform real neutron scattering experiments. Through student interviews and survey answers, we argue, that the virtual training prepares the students to engage more fruitfully with experiments by letting them focus...

  17. Untyped Memory in the Java Virtual Machine

    DEFF Research Database (Denmark)

    Gal, Andreas; Probst, Christian; Franz, Michael

    2005-01-01

    We have implemented a virtual execution environment that executes legacy binary code on top of the type-safe Java Virtual Machine by recompiling native code instructions to type-safe bytecode. As it is essentially impossible to infer static typing into untyped machine code, our system emulates...... untyped memory on top of Java’s type system. While this approach allows to execute native code on any off-the-shelf JVM, the resulting runtime performance is poor. We propose a set of virtual machine extensions that add type-unsafe memory objects to JVM. We contend that these JVM extensions do not relax...... Java’s type system as the same functionality can be achieved in pure Java, albeit much less efficiently....

  18. Content Management for the Virtual Library

    Directory of Open Access Journals (Sweden)

    Ed Salazar

    2006-09-01

    Full Text Available Traditional, larger libraries can rely on their physical collection, coffee shops, and study rooms as ways to entice patrons into their library. Yet virtual libraries merely have their online presence to attract students to resources. This can only be achieved by providing a fully functional site that is well designed and organized, allowing patrons to navigate and locate information easily. One such technology significantly improving the overall usefulness of Web sites is a content management system (CMS. Although the CMS is not a novel technology per se, it is a technology smaller libraries cannot afford to ignore. In the fall of 2004, the Northcentral University Electronic Learning Resources Center (ELRC, a small, virtual library, moved from a static to a database-driven Web site. This article explains the importance of a CMS for the virtual or smaller library and describes the methodology used by ELRC to complete the project.

  19. Management and Engineering of Virtual Enterprises

    DEFF Research Database (Denmark)

    Tølle, Martin

    This dissertation presents the results of a Ph.D. project entitled: management and engineering of virtual enterprises. The research addresses preparation and set up of virtual enterprises and enterprise networks. A virtual enterprise (VE) can be perceived as a customer solution delivery system...... created by a temporary and re-configurable information and communications technology (ICT) enabled aggregation of competencies. The project has been closely affiliated and funded by the international research project GLOBEMEN (Global Engineering and Manufacturing in Enterprise Networks, IMS-project 99004......, the European part of the project was funded by the EUs 5. framework programme, IST-1999-6002). GLOBEMEN had 19 partners from Australia, Japan and Europe, of which 11 were from industry. In total the workload exceeded 1000 person months. The main achievements of the project includes: * A) Clarification...

  20. Virtual Museums as Educational Tool

    DEFF Research Database (Denmark)

    2007-01-01

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

  1. Virtual Organizations: An Overview

    Science.gov (United States)

    Nami, Mohammad Reza

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

  2. Virtual Factory Testbed

    Data.gov (United States)

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

  3. Layered Augmented Virtuality

    National Research Council Canada - National Science Library

    Ahuja, G; Pacis, E. B; Sights, B; Fellars, D; Everett, H. R

    2007-01-01

    ... a virtual-world representation with information from onboard sensors and human input. Standard techniques for displaying information, such as embedding information icons from sensor payloads and external systems (e.g. other robots...

  4. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

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

  5. Xen and the Art of Virtualization

    Science.gov (United States)

    Barham, P.; Dragovic, B.; Fraser, K.; Hand, S.; Harris, T.; Ho, A.; Neugebauer, R.; Pratt, I.; Warfield, A.

    2003-10-01

    Numerous systems have been designed which use virtualization to subdivide the ample resources of a modern computer. Some require specialized hardware, or cannot support commodity operating systems. Some target 100% binary compatibility at the expense of performance. Others sacrifice security or functionality for speed. Few offer resource isolation or performance guarantees; most provide only best-effort provisioning, risking denial of service. This paper presents Xen, an x86 virtual machine monitor which allows multiple commodity operating systems to share conventional hardware in a safe and resource managed fashion, but without sacrificing either performance or functionality. This is achieved by providing an idealized virtual machine abstraction to which operating systems such as Linux, BSD and Windows XP, can be ported with minimal effort. Our design is targeted at hosting up to 100 virtual machine instances simultaneously on a modern server. The virtualization approach taken by Xen is extremely efficient: we allow operating systems such as Linux and Windows XP to be hosted simultaneously for a negligible performance overhead — at most a few percent compared with the unvirtualized case. We considerably outperform competing commercial and freely available solutions in a range of microbenchmarks and system-wide tests.

  6. On the Virtual Cell Transmission in Ultra Dense Networks

    Directory of Open Access Journals (Sweden)

    Xiaopeng Zhu

    2016-10-01

    , interference alignment based on the low complexity virtual cell merging can achieve much better performance than ZF and MRT precoding in terms of average user spectral efficiency.

  7. Virtual Reality Lab Assistant

    Science.gov (United States)

    Saha, Hrishikesh; Palmer, Timothy A.

    1996-01-01

    Virtual Reality Lab Assistant (VRLA) demonstration model is aligned for engineering and material science experiments to be performed by undergraduate and graduate students in the course as a pre-lab simulation experience. This will help students to get a preview of how to use the lab equipment and run experiments without using the lab hardware/software equipment. The quality of the time available for laboratory experiments can be significantly improved through the use of virtual reality technology.

  8. Virtual reality musical instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...... design and evaluation guidelines, and examine historical case studies. Our main contribution is to inform the design and evaluation of the future VRMIs and consider the challenges....

  9. 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.

  10. Virtualization Technologies for the Business

    OpenAIRE

    Sabina POPESCU

    2011-01-01

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

  11. Sobre objetos y experiencias virtuales

    OpenAIRE

    Pacho, Julián

    2009-01-01

    This paper analyses basic onto-epistemological properties of the virtual reality and suggests these theses. First, the virtual reality establishes a new nature; its essential feature is to be an organic world of emancipated techno-theories. Second, the virtual reality doesn’t substitutes the traditional book; it substitutes the world. Third, the experience of the world in the virtual reality excludes the natural world experience. Fourth, the ontology of virtual reality is build without an act...

  12. Virtual Machine in Automation Projects

    OpenAIRE

    Xing, Xiaoyuan

    2010-01-01

    Virtual machine, as an engineering tool, has recently been introduced into automation projects in Tetra Pak Processing System AB. The goal of this paper is to examine how to better utilize virtual machine for the automation projects. This paper designs different project scenarios using virtual machine. It analyzes installability, performance and stability of virtual machine from the test results. Technical solutions concerning virtual machine are discussed such as the conversion with physical...

  13. Incidence of ascariasis in gastric carcinoma

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Jong Woo; Rhee, Hak Song; Bahk, Yong Whee [St Mary' s Hospital Catholic Medical College, Seoul (Korea, Republic of)

    1972-09-15

    Prompted by the finding that the radiological incidence of small bowel ascariasis in the patient with gastric carcinoma was unexpectedly lower than the incidence in the normal population, a clinical study was performed to investigate possible relationship between gastric carcinoma and intestinal ascariasis. As a preliminary survey, we reviewed the radiological incidence of ascariasis in a total of 2,446 cases of upper GI series performed at the Department of Radiology, St Mary's Hospital Catholic Medical College. These included 1,573 normal subjects, 146 gastric carcinoma patients, 100 benign gastric ulcer and 249 duodenal ulcer patients and 378 other upper GI diseases. Following the preliminary study, a more accurate parasitologic study was conducted in another 578 normal subjects and 51 gastric carcinoma patients. The radiological incidences of ascaiasis in normal subjects and gastric carcinoma patients were 15.1% and 28.1%, respectively. The incidence of overall helminthiasis including ascaris lumbricoides, trichocephalus trichiurus and trichostrongyloides orientalis in normal subjects of the present series was 73.5%. This figure is virtually the same with 69.1% of the general population incidence reported by Kim, et al. (1971), but the incidence in gastric carcinoma patients was 94.1%. The high incidence pattern of overall helminthiasis in gastric carcinoma patients is, however, reversed as for as ascariasis is concerned. Thus, the incidence of ascariasis of gastric carcinoma patients was much lower than that of normal subjects (9.8% vs 19.4%). From the present observation, it is postulated that there can be some possible antagonistic relationship between evolution of gastric carcinoma and small bowel infestation of ascaris lumbricoides.

  14. 78 FR 38949 - Computer Security Incident Coordination (CSIC): Providing Timely Cyber Incident Response

    Science.gov (United States)

    2013-06-28

    ... indicators of incidents. The organizations work together to achieve common goals (i.e., fast, effective... and Analysis Center (ISAC)? What are the benefits? Are there any pain points? 4. How is information...

  15. Teaching strategies in web technologies for virtual learning environments

    Directory of Open Access Journals (Sweden)

    Ilber Dario Saza-Garzón

    2016-12-01

    Full Text Available The virtual learning environments (AVAs have been a subject of discussion and questions mainly on finding the best teaching practices, which tools you can use them and how to achieve optimum utilization have better results in virtual education, for Therefore in this paper some elements about the characteristics, history, teaching, studies have virtual environments and web applications as tools to support teaching and learning, are set for a virtual tutor note the when planning, designing, creating and implementing online courses. Thus the reader will find concepts, explanations and different evolutionary processes that wins ICT and how are you have been involved in the educational context, spotting potential applications from mediation of teaching, plus some suggestions of how to carry out exposed use thereof in virtual learning environments to strengthen the different processes of teaching and learning.

  16. 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

  17. MCFRS Incidents by Station

    Data.gov (United States)

    Montgomery County of Maryland — This dataset contains the monthly summary data indicating incident occurred in each fire station response area. The summary data is the incident count broken down by...

  18. Police Incident Reports Written

    Data.gov (United States)

    Town of Chapel Hill, North Carolina — This table contains incident reports filed with the Chapel Hill Police Department. Multiple incidents may have been reported at the same time. The most serious...

  19. Incident Information Management Tool

    CERN Document Server

    Pejovic, Vladimir

    2015-01-01

    Flaws of\tcurrent incident information management at CMS and CERN\tare discussed. A new data\tmodel for future incident database is\tproposed and briefly described. Recently developed draft version of GIS-­‐based tool for incident tracking is presented.

  20. The Validation of One Parental Involvement Measurement in Virtual Schooling

    Science.gov (United States)

    Liu, Feng; Black, Erik; Algina, James; Cavanaugh, Cathy; Dawson, Kara

    2010-01-01

    Parental involvement has been recognized as an important factor for student achievement in traditional school settings. The lack of research regarding the effect of parental involvement on student achievement in virtual schooling is, in part, due to the absence of a valid and reliable instrument to measure this construct. This paper provides an…

  1. Virtual Data in CMS Production

    CERN Document Server

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

    2003-01-01

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

  2. Virtual data in CMS production

    International Nuclear Information System (INIS)

    Arbree, A. et al.

    2004-01-01

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

  3. Virtual Exploration of Earth's Evolution

    Science.gov (United States)

    Anbar, A. D.; Bruce, G.; Semken, S. C.; Summons, R. E.; Buxner, S.; Horodyskyj, L.; Kotrc, B.; Swann, J.; Klug Boonstra, S. L.; Oliver, C.

    2014-12-01

    Traditional introductory STEM courses often reinforce misconceptions because the large scale of many classes forces a structured, lecture-centric model of teaching that emphasizes delivery of facts rather than exploration, inquiry, and scientific reasoning. This problem is especially acute in teaching about the co-evolution of Earth and life, where classroom learning and textbook teaching are far removed from the immersive and affective aspects of field-based science, and where the challenges of taking large numbers of students into the field make it difficult to expose them to the complex context of the geologic record. We are exploring the potential of digital technologies and online delivery to address this challenge, using immersive and engaging virtual environments that are more like games than like lectures, grounded in active learning, and deliverable at scale via the internet. The goal is to invert the traditional lecture-centric paradigm by placing lectures at the periphery and inquiry-driven, integrative virtual investigations at the center, and to do so at scale. To this end, we are applying a technology platform we devised, supported by NASA and the NSF, that integrates a variety of digital media in a format that we call an immersive virtual field trip (iVFT). In iVFTs, students engage directly with virtual representations of real field sites, with which they interact non-linearly at a variety of scales via game-like exploration while guided by an adaptive tutoring system. This platform has already been used to develop pilot iVFTs useful in teaching anthropology, archeology, ecology, and geoscience. With support the Howard Hughes Medical Institute, we are now developing and evaluating a coherent suite of ~ 12 iVFTs that span the sweep of life's history on Earth, from the 3.8 Ga metasediments of West Greenland to ancient hominid sites in East Africa. These iVFTs will teach fundamental principles of geology and practices of scientific inquiry, and expose

  4. 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.

  5. 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.

  6. Content Management for the Virtual Library

    OpenAIRE

    Ed Salazar

    2006-01-01

    Traditional, larger libraries can rely on their physical collection, coffee shops, and study rooms as ways to entice patrons into their library. Yet virtual libraries merely have their online presence to attract students to resources. This can only be achieved by providing a fully functional site that is well designed and organized, allowing patrons to navigate and locate information easily. One such technology significantly improving the overall usefulness of Web sites is a content managemen...

  7. The Virtual Enterprise from a Governance Perspective

    Science.gov (United States)

    Romero, David; Oliveira, Ana Inês; Camarinha-Matos, Luis M.; Molina, Arturo

    Virtual Enterprises (VEs) are temporary alliances of enterprises that share a common goal towards responding to a competitive collaboration or business opportunity. VEs need suitable governance principles that can only be achieved if during the VE creation they have been properly defined through a negotiation process. This paper presents the VE from a governance perspective and how fundamental the negotiation process in the VE creation phase can be.

  8. Architectural design and simulation of a virtual memory

    Science.gov (United States)

    Kwok, G.; Chu, Y.

    1971-01-01

    Virtual memory is an imaginary main memory with a very large capacity which the programmer has at his disposal. It greatly contributes to the solution of the dynamic storage allocation problem. The architectural design of a virtual memory is presented which implements by hardware the idea of queuing and scheduling the page requests to a paging drum in such a way that the access of the paging drum is increased many times. With the design, an increase of up to 16 times in page transfer rate is achievable when the virtual memory is heavily loaded. This in turn makes feasible a great increase in the system throughput.

  9. Super-virtual Interferometric Separation and Enhancement of Back-scattered Surface Waves

    KAUST Repository

    Guo, Bowen

    2015-08-19

    Back-scattered surface waves can be migrated to detect near-surface reflectors with steep dips. A robust surface-wave migration requires the prior separation of the back-scattered surface-wave events from the data. This separation is often difficult to implement because the back-scattered surface waves are masked by the incident surface waves. We mitigate this problem by using a super-virtual interferometric method to enhance and separate the back-scattered surface waves. The key idea is to calculate the virtual back-scattered surface waves by stacking the resulting virtual correlated and convolved traces associated with the incident and back-scattered waves. Stacking the virtual back-scattered surface waves improves their signal-to-noise ratio and separates the back-scattered surface-waves from the incident field. Both synthetic and field data results validate the robustness of this method.

  10. Virtual-World Naturalism

    Directory of Open Access Journals (Sweden)

    Daniel Reynolds

    2010-07-01

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

  11. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments......, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field...... overview of VRMIs from the viewpoint of the performer. We propose nine design guidelines, describe evaluation methods, analyze case studies, and consider future challenges....

  12. First Indico Virtual Event

    CERN Multimedia

    CERN. Geneva

    2014-01-01

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

  13. A Security Monitoring Framework For Virtualization Based HEP Infrastructures

    Science.gov (United States)

    Gomez Ramirez, A.; Martinez Pedreira, M.; Grigoras, C.; Betev, L.; Lara, C.; Kebschull, U.; ALICE Collaboration

    2017-10-01

    High Energy Physics (HEP) distributed computing infrastructures require automatic tools to monitor, analyze and react to potential security incidents. These tools should collect and inspect data such as resource consumption, logs and sequence of system calls for detecting anomalies that indicate the presence of a malicious agent. They should also be able to perform automated reactions to attacks without administrator intervention. We describe a novel framework that accomplishes these requirements, with a proof of concept implementation for the ALICE experiment at CERN. We show how we achieve a fully virtualized environment that improves the security by isolating services and Jobs without a significant performance impact. We also describe a collected dataset for Machine Learning based Intrusion Prevention and Detection Systems on Grid computing. This dataset is composed of resource consumption measurements (such as CPU, RAM and network traffic), logfiles from operating system services, and system call data collected from production Jobs running in an ALICE Grid test site and a big set of malware samples. This malware set was collected from security research sites. Based on this dataset, we will proceed to develop Machine Learning algorithms able to detect malicious Jobs.

  14. Virtual or Virtually U: Educational Institutions in Second Life

    OpenAIRE

    Nancy Jennings; Chris Collins

    2007-01-01

    Educational institutions are increasingly exploring the affordances of 3D virtual worlds for instruction and research, but few studies have been done to document current practices and uses of this emerging technology. This observational survey examines the virtual presences of 170 accredited educational institutions found in one such 3D virtual world called Second Life®, created by San- Francisco based Linden Lab®. The study focuses on what educational institutions look like in this virtual e...

  15. The virtual knife

    DEFF Research Database (Denmark)

    Hansen, Mads Fogtmann

    and order books. The Danish Meat Research Institute (DMRI) is currently constructing a representative database of virtual representations of pigs using X-ray Computed Tomography (CT). The database will serve as the foundation for the diversity modeling of pigs and for extracting predictors of quality...... and optimal use. This thesis integrates well-known techniques from the medical image analysis into the development of tools for automated analysis of the morphology of pigs. E.g. elastic image matching has been applied to establish spatial correspondence between the virtual representations of pigs...

  16. Coded Network Function Virtualization

    DEFF Research Database (Denmark)

    Al-Shuwaili, A.; Simone, O.; Kliewer, J.

    2016-01-01

    Network function virtualization (NFV) prescribes the instantiation of network functions on general-purpose network devices, such as servers and switches. While yielding a more flexible and cost-effective network architecture, NFV is potentially limited by the fact that commercial off-the-shelf ha......Network function virtualization (NFV) prescribes the instantiation of network functions on general-purpose network devices, such as servers and switches. While yielding a more flexible and cost-effective network architecture, NFV is potentially limited by the fact that commercial off...

  17. Virtual realities and education

    Directory of Open Access Journals (Sweden)

    Curcio Igor D.D.

    2016-12-01

    Full Text Available The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.

  18. Laboratorios virtuales colaborativos

    OpenAIRE

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

    2008-01-01

    Comunicación presentada en las XXIX Jornadas de Automática, Tarragona, 3-5 Septiembre 2008. El uso del laboratorio virtual (LV) como herramienta para el aprendizaje y experimentación práctica a distancia, cada vez es mayor en el entorno de educación superior. Este objeto de enseñanza virtual representa actualmente una revolución dentro del ámbito educativo, ya que permite adquirir al alumno habilidades prácticas desde cualquier lugar y en cualquier momento. Por otro lado, el desarrollo ...

  19. 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.

  20. Designing Virtual Learning Centers

    OpenAIRE

    Paquette, Gilbert

    2002-01-01

    - This paper is a pre-print version of the article whose definitive version can be found on http://www.springer.com/east/home/generic/search/results?SGWID=5-40109-22-2122620-0. Please cite the full reference when referring to the article. - This article is an extended version of a key-note presentation at the Ed-Media 2000 conference.; Virtual universities and work-place virtual institutes are seen, more and more, as a solution to the huge education demand of the knowledge society. I will lim...

  1. Virtual power plant auctions

    International Nuclear Information System (INIS)

    Ausubel, Lawrence M.; Cramton, Peter

    2010-01-01

    Since their advent in 2001, virtual power plant (VPP) auctions have been implemented widely. In this paper, we describe the simultaneous ascending-clock auction format that has been used for virtually all VPP auctions to date, elaborating on other design choices that most VPP auctions have had in common as well as discussing a few aspects that have varied significantly among VPP auctions. We then evaluate the various objectives of regulators in requiring VPP auctions, concluding that the auctions have been effective devices for facilitating new entry into electricity markets and for developing wholesale power markets. (author)

  2. Virtual power plant auctions

    Energy Technology Data Exchange (ETDEWEB)

    Ausubel, Lawrence M.; Cramton, Peter [Department of Economics, University of Maryland, College Park, MD 20742 (United States)

    2010-12-15

    Since their advent in 2001, virtual power plant (VPP) auctions have been implemented widely. In this paper, we describe the simultaneous ascending-clock auction format that has been used for virtually all VPP auctions to date, elaborating on other design choices that most VPP auctions have had in common as well as discussing a few aspects that have varied significantly among VPP auctions. We then evaluate the various objectives of regulators in requiring VPP auctions, concluding that the auctions have been effective devices for facilitating new entry into electricity markets and for developing wholesale power markets. (author)

  3. A duet (virtually)

    OpenAIRE

    Waeckerlé, Emmanuelle

    2008-01-01

    My practice-based research explores language and related issues of place and identity, such as personal cultural borders and digital-human relationships on the edges of language. With A duo and A duet (virtually) I attempt to push further the interplay between the virtual and the real, and between the visual and sonic representations of my voice. In 2002 I created a unique vocal and visual instrument that I call VINST3, which responds not only to touch but to mood and sensibility. It cons...

  4. Virtual Manipulatives: What They Are and How Teachers Can Use Them

    Science.gov (United States)

    Bouck, Emily C.; Flanagan, Sara M.

    2010-01-01

    Research on the positive impact of using concrete manipulatives in mathematics for students with high-incidence disabilities is clear. Maccini and Gagnon (2000) considered manipulatives to be a best practice in terms of educating students with high-incidence disabilities in mathematics. It would follow, then, that research on virtual manipulatives…

  5. Universidades virtuales: ¿aprendizaje real?

    OpenAIRE

    Valenzuela González, Jaime R.

    2015-01-01

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

  6. Corporate Training in Virtual Worlds

    OpenAIRE

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

    2004-01-01

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

  7. Corporate Training in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Charles Nebolsky

    2004-12-01

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

  8. Virtual Inertia: Current Trends and Future Directions

    Directory of Open Access Journals (Sweden)

    Ujjwol Tamrakar

    2017-06-01

    Full Text Available The modern power system is progressing from a synchronous machine-based system towards an inverter-dominated system, with large-scale penetration of renewable energy sources (RESs like wind and photovoltaics. RES units today represent a major share of the generation, and the traditional approach of integrating them as grid following units can lead to frequency instability. Many researchers have pointed towards using inverters with virtual inertia control algorithms so that they appear as synchronous generators to the grid, maintaining and enhancing system stability. This paper presents a literature review of the current state-of-the-art of virtual inertia implementation techniques, and explores potential research directions and challenges. The major virtual inertia topologies are compared and classified. Through literature review and simulations of some selected topologies it has been shown that similar inertial response can be achieved by relating the parameters of these topologies through time constants and inertia constants, although the exact frequency dynamics may vary slightly. The suitability of a topology depends on system control architecture and desired level of detail in replication of the dynamics of synchronous generators. A discussion on the challenges and research directions points out several research needs, especially for systems level integration of virtual inertia systems.

  9. Green Virtualization for Multiple Collaborative Cellular Operators

    KAUST Repository

    Farooq, Muhammad Junaid

    2017-06-05

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

  10. Simulation data mapping in virtual cardiac model.

    Science.gov (United States)

    Jiquan, Liu; Jingyi, Feng; Duan, Huilong; Siping, Chen

    2004-01-01

    Although 3D heart and torso model with realistic geometry are basis of simulation computation in LFX virtual cardiac model, the simulation results are mostly output in 2D format. To solve such a problem and enhance the virtual reality of LFX virtual cardiac model, the methods of voxel mapping and vertex project mapping were presented. With these methods, excitation isochrone map (EIM) was mapped from heart model with realistic geometry to real visible man heart model, and body surface potential map (BSPM) was mapped from torso model with realistic geometry to real visible man body surface. By visualizing in the 4Dview, which is a real-time 3D medical image visualization platform, the visualization results of EIM and BSPM simulation data before and after mapping were also provided. According to the visualization results, the output format of EIM and BSPM simulation data of LFX virtual cardiac model were extended from 2D to 4D (spatio-temporal) and from cardiac model with realistic geometry to real cardiac model, and more realistic and effective simulation was achieved.

  11. Virtual Museum Learning

    Science.gov (United States)

    Prosser, Dominic; Eddisford, Susan

    2004-01-01

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

  12. Laboratorio virtual visual

    OpenAIRE

    Torres Medina, Fernando

    2010-01-01

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

  13. A virtual nuclear world?

    International Nuclear Information System (INIS)

    Salve, R.

    1998-01-01

    The way in which virtual reality technology has so dramatically developed over the last few years has opened up the possibility of its application to various industrial processes. This article describes the possible uses of such a technique in nuclear power plants in various phases such as design, construction, operation or dismantling. (Author)

  14. Virtual Libraries: Service Realities.

    Science.gov (United States)

    Novak, Jan

    This paper discusses client service issues to be considered when transitioning to a virtual library situation. Themes related to the transitional nature of society in the knowledge era are presented, including: paradox and a contradictory nature; blurring of boundaries; networks, systems, and holistic thinking; process/not product, becoming/not…

  15. Virtual Libraries: Service Realities.

    Science.gov (United States)

    Novak, Jan

    2002-01-01

    Discussion of changes in society that have resulted from information and communication technologies focuses on changes in libraries and a new market for library services with new styles of clients. Highlights client service issues to be considered when transitioning to a virtual library situation. (Author/LRW)

  16. CMS Virtual Tour Greece

    CERN Document Server

    CERN. Geneva

    2014-01-01

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

  17. Adaptivenes in Virtual Teams

    NARCIS (Netherlands)

    S. Qureshi (Sadja); D. Vogel

    2000-01-01

    textabstractComputer supported teams are capturing the attention of academics and practitioners as organisations increasingly put them into practice as virtual teams. The practical relevance of current research into computer supported teams could be increased if greater attention is paid to

  18. Virtual Interactive Space (VIS)

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2015-01-01

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

  19. Virtual machine performance benchmarking.

    Science.gov (United States)

    Langer, Steve G; French, Todd

    2011-10-01

    The attractions of virtual computing are many: reduced costs, reduced resources and simplified maintenance. Any one of these would be compelling for a medical imaging professional attempting to support a complex practice on limited resources in an era of ever tightened reimbursement. In particular, the ability to run multiple operating systems optimized for different tasks (computational image processing on Linux versus office tasks on Microsoft operating systems) on a single physical machine is compelling. However, there are also potential drawbacks. High performance requirements need to be carefully considered if they are to be executed in an environment where the running software has to execute through multiple layers of device drivers before reaching the real disk or network interface. Our lab has attempted to gain insight into the impact of virtualization on performance by benchmarking the following metrics on both physical and virtual platforms: local memory and disk bandwidth, network bandwidth, and integer and floating point performance. The virtual performance metrics are compared to baseline performance on "bare metal." The results are complex, and indeed somewhat surprising.

  20. Alice - The Virtual Secretary

    DEFF Research Database (Denmark)

    Hansen, Thomas K.

    2009-01-01

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

  1. Adapting Virtual Camera Behaviour

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2013-01-01

    In a three-dimensional virtual environment aspects such as narrative and interaction completely depend on the camera since the camera defines the player’s point of view. Most research works in automatic camera control aim to take the control of this aspect from the player to automatically gen...

  2. Definition of Virtual Levels.

    Science.gov (United States)

    Shore, Bruce W.

    1979-01-01

    Presents an examination of graphical displays of solutions to time-dependent Schrodinger equation modeling a laser-excited three-level atom. It suggests that an energy level may be regarded as virtual when it is detuned from resonance by more than two Rabi frequencies. (Author/HM)

  3. Virtual Reality and Education.

    Science.gov (United States)

    Helsel, Sandra

    1992-01-01

    Intended to provide a basic understanding of virtual reality (VR) from an educational perspective, this article describes the debate between conceptual and technological orientations to VR; the conceptual orientation to VR; technological definitions of VR, artificial reality, and cyberspace; dimensions of VR; and VR's impact on education. (11…

  4. Virtual Bridge Design Challenge

    Science.gov (United States)

    Mitts, Charles R.

    2013-01-01

    This design/problem-solving activity challenges students to design a replacement bridge for one that has been designated as either structurally deficient or functionally obsolete. The Aycock MS Technology/STEM Magnet Program Virtual Bridge Design Challenge is an authentic introduction to the engineering design process. It is a socially relevant…

  5. Virtual Environments 2005

    DEFF Research Database (Denmark)

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

  6. A realidade do virtual

    Directory of Open Access Journals (Sweden)

    Eduardo Simonini Lopes

    2005-06-01

    Full Text Available O presente trabalho propõe discutir o conceito de virtual, tendocomo apoio as obras de Pierre Lévy, Jean Baudrillard e Gilles Deleuze.Entendemos que diferentes propostas de realidade do virtualsurgem baseando-se na abordagem de cada um desses autores. E cadauma dessas propostas abre novas perspectivas para o pensamentode enxergar e manipular o conceito de virtual. Partimos, então,neste trabalho, do entendimento do virtual conquanto entidadedesterritorializada (Lévy, 1998, seguindo até sua compreensãoenquanto espaço de potência (Deleuze, 1996. Cada uma dessasabordagens produz um modo de pensar, e, enquanto Lévy situa ovirtual como o espaço de representação da consciência humana,Deleuze já o trabalha como dimensão de intensidades não representacionais, promotora de contínua diferença. Construímos, assim, uma reflexão sobre o modo como alguns pensadores têm trabalhadoo conceito de virtual: utilizando-o como recognição e ignorandoseu entendimento como potência.

  7. A Virtual History of Mauritius

    African Journals Online (AJOL)

    admpather

    while offering numerous advantages over real reconstructions: Virtual Reconstructions. Historical reconstruction of the Aapravasi Ghat and the Grand Port Naval Battle will be considered and finally some preliminary work that has already been carried out will be presented. Keywords: Virtual Heritage, Virtual Reality, ...

  8. Team Development of Virtual Teams

    Science.gov (United States)

    Kim, Sooyoung

    2004-01-01

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

  9. Interacting with a Virtual Conductor

    NARCIS (Netherlands)

    Bos, P.; Reidsma, Dennis; Ruttkay, Z.M.; Nijholt, Antinus; Harper, R.; Rauterberg, M; Combetto, M.

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

  10. Virtual Application of Darul Arif Palace from Serdang Sultanate using Virtual Reality

    Science.gov (United States)

    Syahputra, M. F.; Annisa, T.; Rahmat, R. F.; Muchtar, M. A.

    2017-01-01

    Serdang Sultanate is one of Malay Sultanate in Sumatera Utara. In the 18th century, many Malay Aristocrats have developed in Sumatera Utara. Social revolution has happened in 1946, many sultanates were overthrown and member of PKI (Communist Party of Indonesia) did mass killing on members of the sultanate families. As the results of this incident, many cultural and historical heritage destroyed. The integration of heritage preservation and the digital technology has become recent trend. The digital technology is not only able to record, preserve detailed documents and information of heritage completely, but also effectively bring the value-added. In this research, polygonal modelling techniques from 3D modelling technology is used to reconstruct Darul Arif Palace of Serdang Sultanate. After modelling the palace, it will be combined with virtual reality technology to allow user to explore the palace and the environment around the palace. Virtual technology is simulation of real objects in virtual world. The results in this research is that virtual reality application can run using Head-Mounted Display.

  11. Virtual Sensor Test Instrumentation

    Science.gov (United States)

    Wang, Roy

    2011-01-01

    Virtual Sensor Test Instrumentation is based on the concept of smart sensor technology for testing with intelligence needed to perform sell-diagnosis of health, and to participate in a hierarchy of health determination at sensor, process, and system levels. A virtual sensor test instrumentation consists of five elements: (1) a common sensor interface, (2) microprocessor, (3) wireless interface, (4) signal conditioning and ADC/DAC (analog-to-digital conversion/ digital-to-analog conversion), and (5) onboard EEPROM (electrically erasable programmable read-only memory) for metadata storage and executable software to create powerful, scalable, reconfigurable, and reliable embedded and distributed test instruments. In order to maximize the efficient data conversion through the smart sensor node, plug-and-play functionality is required to interface with traditional sensors to enhance their identity and capabilities for data processing and communications. Virtual sensor test instrumentation can be accessible wirelessly via a Network Capable Application Processor (NCAP) or a Smart Transducer Interlace Module (STIM) that may be managed under real-time rule engines for mission-critical applications. The transducer senses the physical quantity being measured and converts it into an electrical signal. The signal is fed to an A/D converter, and is ready for use by the processor to execute functional transformation based on the sensor characteristics stored in a Transducer Electronic Data Sheet (TEDS). Virtual sensor test instrumentation is built upon an open-system architecture with standardized protocol modules/stacks to interface with industry standards and commonly used software. One major benefit for deploying the virtual sensor test instrumentation is the ability, through a plug-and-play common interface, to convert raw sensor data in either analog or digital form, to an IEEE 1451 standard-based smart sensor, which has instructions to program sensors for a wide variety of

  12. Designing presence for real locomotion in immersive virtual environments

    DEFF Research Database (Denmark)

    Turchet, Luca

    2015-01-01

    This paper describes a framework for designing systems for real locomotion in virtual environments (VEs) in order to achieve an intense sense of presence. The main outcome of the present research is a list of design features that the virtual reality technology should have in order to achieve...... that allows VE designers to evaluate the maturity of their systems and to pinpoint directions for future developments. A survey analysis was performed using the proposed framework, which involved three case studies to determine how many features of the proposed framework were present and their status...

  13. Acute incidents during anaesthesia

    African Journals Online (AJOL)

    Incidents can occur during induction, maintenance and emergence from anaesthesia. The following acute critical incidents are discussed in this article: • Anaphylaxis. • Aspiration ..... Already used in South Africa and Malawi, a scale-up of the technique is under way in Tanzania, Rwanda and Ghana. The report found that.

  14. Art in virtual reality 2010

    Science.gov (United States)

    Chang, Ben

    2010-01-01

    For decades, virtual reality artwork has existed in a small but highly influential niche in the world of electronic and new media art. Since the early 1990's, virtual reality installations have come to define an extreme boundary point of both aesthetic experience and technological sophistication. Classic virtual reality artworks have an almost mythological stature - powerful, exotic, and often rarely exhibited. Today, art in virtual environments continues to evolve and mature, encompassing everything from fully immersive CAVE experiences to performance art in Second Life to the use of augmented and mixed reality in public space. Art in Virtual Reality 2010 is a public exhibition of new artwork that showcases the diverse ways that contemporary artists use virtual environments to explore new aesthetic ground and investigate the continually evolving relationship between our selves and our virtual worlds.

  15. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

    Full Text Available ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a having preparation to arrange learning unit, b analyzing and developing the content of learning materials, c designing storyboard or scenario of the virtual class, d making website of virtual class, e implementing the website as facility of online learning for Augmanted Reality. The available facilities in virtual class were to check learning units, to choose and download the material in the forms of e-book and presentation slides, to open the relevant website link for material enrichment as well as students’ practice with pre-test and post-test for measuring students’ understanding. By implementing virtual class for Augmanted Reality learning based Android, it is expected to provide alternative learning strategies for students that are interesting and easy to understand. The students are expected to be able to utilize this facility optimally in order to achieve the purposes of learning process and graduates’ competence. Keywords: VirtualClass, Augmented Reality (AR

  16. Topological Embedding Feature Based Resource Allocation in Network Virtualization

    Directory of Open Access Journals (Sweden)

    Hongyan Cui

    2014-01-01

    Full Text Available Virtualization provides a powerful way to run multiple virtual networks on a shared substrate network, which needs accurate and efficient mathematical models. Virtual network embedding is a challenge in network virtualization. In this paper, considering the degree of convergence when mapping a virtual network onto substrate network, we propose a new embedding algorithm based on topology mapping convergence-degree. Convergence-degree means the adjacent degree of virtual network’s nodes when they are mapped onto a substrate network. The contributions of our method are as below. Firstly, we map virtual nodes onto the substrate nodes with the maximum convergence-degree. The simulation results show that our proposed algorithm largely enhances the network utilization efficiency and decreases the complexity of the embedding problem. Secondly, we define the load balance rate to reflect the load balance of substrate links. The simulation results show our proposed algorithm achieves better load balance. Finally, based on the feature of star topology, we further improve our embedding algorithm and make it suitable for application in the star topology. The test result shows it gets better performance than previous works.

  17. Occupational emerging risks affecting international virtual project Team Results

    Directory of Open Access Journals (Sweden)

    Dumitraşcu-Băldău Iulia

    2017-01-01

    Full Text Available The expansion of internet access, high-speed connection services, collaborative work platforms and tools, allowed employees to interact virtually offering companies the possibility to develop projects around the world, reducing operational costs and gain competitive advantage. Realizing the advantages and disadvantages of developing a project team in an international virtual work environment, requires adopting specific strategies to construct an effective team and ensure the project success. One of the most important disadvantages that we identified is that the new work environment brings new risks for both team members and managers. So, it becomes mandatory to identify and analyze the occupational emerging risks and their impact on the productivity of virtual team members, in order to prevent them efficiently and to ensure the safety and health of employees in a virtual working environment. This paper aims to highlight the necessity for project managers and organizations, to include in their specific project strategies, an efficient occupational risks management in the virtual workplace, to obtain a continuously improved virtual working environment, so to achieve a high performance from virtual employees.

  18. Radiological incidents in radiotherapy

    International Nuclear Information System (INIS)

    Hobzova, L.; Novotny, J.

    2008-01-01

    In many countries a reporting system of radiological incidents to national regulatory body exists and providers of radiotherapy treatment are obliged to report all major and/or in some countries all incidents occurring in institution. State Office for Nuclear Safety (SONS) is providing a systematic guidance for radiotherapy departments from 1997 by requiring inclusion of radiation safety problems into Quality assurance manual, which is the basic document for obtaining a license of SONS for handling with sources of ionizing radiation. For that purpose SONS also issued the recommendation 'Introduction of QA system for important sources in radiotherapy-radiological incidents' in which the radiological incidents are defined and the basic guidance for their classification (category A, B, C, D), investigation and reporting are given. At regular periods the SONS in co-operation with radiotherapy centers is making a survey of all radiological incidents occurring in institutions and it is presenting obtained information in synoptic communication (2003 Motolske dny, 2005 Novy Jicin). This presentation is another summary report of radiological incidents that occurred in our radiotherapy institutions during last 3 years. Emphasis is given not only to survey and statistics, but also to analysis of reasons of the radiological incidents and to their detection and prevention. Analyses of incidents in radiotherapy have led to a much broader understanding of incident causation. Information about the error should be shared as early as possible during or after investigation by all radiotherapy centers. Learning from incidents, errors and near misses should be a part of improvement of the QA system in institutions. Generally, it is recommended that all radiotherapy facilities should participate in the reporting, analyzing and learning system to facilitate the dissemination of knowledge throughout the whole country to prevent errors in radiotherapy.(authors)

  19. 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...

  20. 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.

  1. 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.

  2. The Herbert Virtual Museum

    Directory of Open Access Journals (Sweden)

    Panagiotis Petridis

    2013-01-01

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

  3. Virtual reality systems

    Science.gov (United States)

    Johnson, David W.

    1992-01-01

    Virtual realities are a type of human-computer interface (HCI) and as such may be understood from a historical perspective. In the earliest era, the computer was a very simple, straightforward machine. Interaction was human manipulation of an inanimate object, little more than the provision of an explicit instruction set to be carried out without deviation. In short, control resided with the user. In the second era of HCI, some level of intelligence and control was imparted to the system to enable a dialogue with the user. Simple context sensitive help systems are early examples, while more sophisticated expert system designs typify this era. Control was shared more equally. In this, the third era of the HCI, the constructed system emulates a particular environment, constructed with rules and knowledge about 'reality'. Control is, in part, outside the realm of the human-computer dialogue. Virtual reality systems are discussed.

  4. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

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

  5. Material and Virtuality

    DEFF Research Database (Denmark)

    Kruse Aagaard, Anders

    2015-01-01

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

  6. Virtual reality at work

    Science.gov (United States)

    Brooks, Frederick P., Jr.

    1991-01-01

    The utility of virtual reality computer graphics in telepresence applications is not hard to grasp and promises to be great. When the virtual world is entirely synthetic, as opposed to real but remote, the utility is harder to establish. Vehicle simulators for aircraft, vessels, and motor vehicles are proving their worth every day. Entertainment applications such as Disney World's StarTours are technologically elegant, good fun, and economically viable. Nevertheless, some of us have no real desire to spend our lifework serving the entertainment craze of our sick culture; we want to see this exciting technology put to work in medicine and science. The topics covered include the following: testing a force display for scientific visualization -- molecular docking; and testing a head-mounted display for scientific and medical visualization.

  7. Virtual team collaboration

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Ngwenyama, Ojelanki

    2009-01-01

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

  8. Virtual personal assistant

    OpenAIRE

    Imrie, Peter; Bednar, Peter

    2013-01-01

    Abstract This report discusses ways in which new technology could be harnessed to create an intelligent Virtual Personal Assistant (VPA) with a focus on user-based information. It will look at examples of intelligent programs with natural language processing that are currently available, with different categories of support, and examine the potential usefulness of one specific piece of software as a VPA. This engages the ability to communicate socially through natural language processing, hol...

  9. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

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

  10. Virtual nuclear weapons

    Energy Technology Data Exchange (ETDEWEB)

    Pilat, J.F.

    1997-08-01

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

  11. Virtual Reality Spectating

    OpenAIRE

    Hemb, Jan Greger

    2017-01-01

    The goal of this master was to assess and evaluate Virtual Reality (VR) spectating. VR spectating refers to spectating someone playing a game in VR. A series of spectating modes (mirroring, 3D and VR) was assessed in a series of experiments, and user testing sessions to determine the preferred mode for spectating VR content. A range of related topics were discussed as well, including spectator placement models, streamers core success values, and the projected success of VR as a platform. ...

  12. Virtual Environments Overview

    Science.gov (United States)

    2009-04-01

    digital form. McQuail , D (2000) McQuail’s Mass Communication Theory (4th edition), Sage, London, pp. 16-34. 5 2. AFFORDANCES OF VIRTUAL... S . (1991). “Grounding in Communication .” In Resnick, L.B., Levine, J., Teasley, S . (Eds.). Perspectives on Socially Shared Cognition. Washington DC...www.cia.gov/library/center-for-the-study-of-intelligence/csi-publications/books-and- monographs/analytic-culture-in-the-u- s -intelligence- community

  13. The virtual oil company

    International Nuclear Information System (INIS)

    Garibaldi, C.A.; Haney, R.M.; Ross, C.E.

    1995-01-01

    In anticipation of continuing declines in upstream activity levels over the next 15 years, the virtual oil company model articulates a vision of fewer, leaner, but financially stronger firms that concentrate only on their core competencies and outsource the rest through well-structured partnering arrangements. Freed from the ''clutter,'' these leading companies will be in better position to focus on those opportunities that offer the potential for renewed reserve and revenue growth

  14. Virtual private network (VPN)

    International Nuclear Information System (INIS)

    Caskey, Susan

    2006-01-01

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

  15. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

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

  16. Virtual Reality in Neurorehabilitation

    OpenAIRE

    Stasieńko Agnieszka; Sarzyńska-Długosz Iwona

    2016-01-01

    This article includes current information on the use of modern IT solutions and virtual-reality (VR)-based technologies in medical rehabilitation. A review of current literature on VR-based interventions and their indications, benefits and limitations in patients with nervous system diseases was conducted. The popularity of VR-based training as a tool used for rehabilitation of patients with acute and chronic deficits in both sensory-motor and cognitive disorders is increasing. Still, there i...

  17. School Size, Achievement, and Achievement Gaps

    Directory of Open Access Journals (Sweden)

    Bradley J. McMillen

    2004-10-01

    Full Text Available In order to examine the relationship between school size and achievement, a study was conducted using longitudinal achievement data from North Carolina for three separate cohorts of public school students (one elementary, one middle and one high school. Results revealed several interactions between size and student characteristics, all of which indicated that the achievement gaps typically existing between certain subgroups (i.e., more versus less-advantaged, lower versus higher-achieving were larger in larger schools. Results varied across the grade level cohorts and across subjects, but in general effects were more common in mathematics than in reading, and were more pronounced at the high school level. Study results are discussed in the context of educational equity and cost-effectiveness.

  18. Tele Hyper Virtuality

    Science.gov (United States)

    Terashima, Nobuyoshi

    1994-01-01

    In the future, remote images sent over communication lines will be reproduced in virtual reality (VR). This form of virtual telecommunications, which will allow observers to engage in an activity as though it were real, is the focus of considerable attention. Taken a step further, real and unreal objects will be placed in a single space to create an extremely realistic environment. Here, imaginary and other life forms as well as people and animals in remote locations will gather via telecommunication lines that create a common environment where life forms can work and interact together. Words, gestures, diagrams and other forms of communication will be used freely in performing work. Actual construction of a system based on this new concept will not only provide people with experiences that would have been impossible in the past, but will also inspire new applications in which people will function in environments where it would have been difficult if not impossible for them to function until now. This paper describes Tele Hyper Virtuality concept, its definition, applications, the key technologies to accomplish it and future prospects.

  19. Medical Virtual Public Services

    Directory of Open Access Journals (Sweden)

    Iulia SURUGIU

    2008-01-01

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

  20. The virtual articulator.

    Science.gov (United States)

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

    2002-01-01

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

  1. Virtual blood bank

    Directory of Open Access Journals (Sweden)

    Kit Fai Wong

    2011-01-01

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

  2. Virtual blood bank

    Science.gov (United States)

    Wong, Kit Fai

    2011-01-01

    Virtual blood bank is the computer-controlled, electronically linked information management system that allows online ordering and real-time, remote delivery of blood for transfusion. It connects the site of testing to the point of care at a remote site in a real-time fashion with networked computers thus maintaining the integrity of immunohematology test results. It has taken the advantages of information and communication technologies to ensure the accuracy of patient, specimen and blood component identification and to enhance personnel traceability and system security. The built-in logics and process constraints in the design of the virtual blood bank can guide the selection of appropriate blood and minimize transfusion risk. The quality of blood inventory is ascertained and monitored, and an audit trail for critical procedures in the transfusion process is provided by the paperless system. Thus, the virtual blood bank can help ensure that the right patient receives the right amount of the right blood component at the right time. PMID:21383930

  3. 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...... is then gaining consensus: the augmented actor. Fundamental concepts and examples of methods proposed for realistic view synthesis, based on the transfer of photorealism from reference photographs to novel views, will be presented. The application of methods for realistic image synthesis to virtual cinematography...

  4. Experience in Education Environment Virtualization within the Automated Information System "Platonus" (Kazakhstan)

    Science.gov (United States)

    Abeldina, Zhaidary; Moldumarova, Zhibek; Abeldina, Rauza; Makysh, Gulmira; Moldumarova, Zhuldyz Ilibaevna

    2016-01-01

    This work reports on the use of virtual tools as means of learning process activation. A good result can be achieved by combining the classical learning with modern computer technology. By creating a virtual learning environment and using multimedia learning tools one can obtain a significant result while facilitating the development of students'…

  5. Virtual Grower 3: A powerful decision support tool for greenhouse systems

    Science.gov (United States)

    Several years ago, Virtual Grower software was released to the public. Initially designed to help greenhouse growers determine heating costs and do simple simulations to figure out where heat savings could be achieved, it has slowly added features. Now, Virtual Grower can help not only identify he...

  6. Conceptual Visibility and Virtual Dynamics in Technology-Scaffolded Learning Environments for Conceptual Knowledge of Mathematics

    Science.gov (United States)

    McLeod, Julie; Vasinda, Sheri; Dondlinger, Mary Jo

    2012-01-01

    This article adds to the growing body of research surrounding the use of virtual manipulatives for mathematics learning. The study reported herein used five different virtual manipulatives from four different websites, all within a sixth grade unit on proportional thinking. While many studies have reported on student achievement when using virtual…

  7. Making Sense of Integer Arithmetic: The Effect of Using Virtual Manipulatives on Students' Representational Fluency

    Science.gov (United States)

    Bolyard, Johnna; Moyer-Packenham, Patricia

    2012-01-01

    This study investigated how the use of virtual manipulatives in integer instruction impacts student achievement for integer addition and subtraction. Of particular interest was the influence of using virtual manipulatives on students' ability to create and translate among representations for integer computation. The research employed a…

  8. Examining Technology Uses in the Classroom: Developing Fraction Sense Using Virtual Manipulative Concept Tutorials

    Science.gov (United States)

    Suh, Jennifer; Moyer, Patricia S.; Heo, Hae-Ja

    2005-01-01

    This paper describes a classroom teaching experiment conducted in three fifth-grade mathematics classrooms with students of different achievement levels. Virtual fraction manipulative concept tutorials were used in three one-hour class sessions to investigate the learning characteristics afforded by these technology tools. The virtual fraction…

  9. What Happens in a Virtual World Has a Real-World Impact, a Scholar Finds

    Science.gov (United States)

    Foster, Andrea L.

    2008-01-01

    Forget the pills, hypnosis, and meditation. Losing weight or boosting self-confidence can be achieved by adopting an avatar and living in virtual reality, says Jeremy N. Bailenson, an assistant professor of communications at Stanford University. As the director of Stanford's Virtual Human Interaction Lab, Mr. Bailenson has explored ways that…

  10. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    OpenAIRE

    Fan Zhang; Mingyuan Hu; Weitao Che; Hui Lin; Chaoyang Fang

    2018-01-01

    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 ...

  11. 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.

  12. Critical incident stress management.

    Science.gov (United States)

    Lim, J J; Childs, J; Gonsalves, K

    2000-10-01

    Recent studies have indicated implementation of the CISM Program has impacted and reduced the cost of workers' compensation claims for stress related conditions and the number of lost work days (Ott, 1997; Western Management Consultants, 1996). Occupational health professionals need to be ready to develop and implement a comprehensive critical incident stress management process in anticipation of a major event. The ability to organize, lead, or administer critical incident stress debriefings for affected employees is a key role for the occupational health professional. Familiarity with these concepts and the ability to identify a critical incident enhances value to the business by mitigating the stress and impact to the workplace. Critical Incident Stress Management Systems have the potential for decreasing stress and restoring employees to normal life function--a win/win situation for both the employees and the organization.

  13. Marine Animal Incident Database

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Large whale stranding, death, ship strike and entanglement incidents are all recorded to monitor the health of each population and track anthropogenic factors that...

  14. Police Incident Blotter (Archive)

    Data.gov (United States)

    Allegheny County / City of Pittsburgh / Western PA Regional Data Center — The Police Blotter Archive contains crime incident data after it has been validated and processed to meet Uniform Crime Reporting (UCR) standards, published on a...

  15. Prediction of Safety Incidents

    Data.gov (United States)

    National Aeronautics and Space Administration — Safety incidents, including injuries, property damage and mission failures, cost NASA and contractors thousands of dollars in direct and indirect costs. This project...

  16. 2011 Japanese Nuclear Incident

    Science.gov (United States)

    EPA’s RadNet system monitored the environmental radiation levels in the United States and parts of the Pacific following the Japanese Nuclear Incident. Learn about EPA’s response and view historical laboratory data and news releases.

  17. Information Security Incident Management

    Directory of Open Access Journals (Sweden)

    D. I. Persanov

    2010-03-01

    Full Text Available The present report highlights the points of information security incident management in an enterprise. Some aspects of the incident and event classification are given. The author presents his view of the process scheme over the monitoring and processing information security events. Also, the report determines a few critical points of the listed process and gives the practical recommendations over its development and optimization.

  18. 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...

  19. The ethnography of virtual reality

    Directory of Open Access Journals (Sweden)

    Gavrilović Ljiljana 1

    2004-01-01

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

  20. Surgery applications of virtual reality

    Science.gov (United States)

    Rosen, Joseph

    1994-01-01

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

  1. A Virtual Commissioning Learning Platform

    DEFF Research Database (Denmark)

    Mortensen, Steffen; Madsen, Ole

    2018-01-01

    Production Lab integrates a number of Industry 4.0 technologies for learning and research purposes. One of the many techniques is virtual commissioning. Virtual commissioning uses a virtual plant model and real controllers (PLCs) enabling a full emulation of the manufacturing system for verification. Virtual......The introduction of reconfigurable manufacturing systems (RMS), Industry 4.0 and the associated technologies requires the establishment of new competencies. Towards that goal, Aalborg University (AAU) has developed an Industry 4.0 learning factory, the AAU Smart Production Lab. The AAU Smart...... commissioning can lower the commissioning time up to 63%, allowing faster time to market. However, virtual commission is still missing industrial impact one of the reasons being lack of competencies and integration experiences. The paper presents the setup of the virtual commissioning learning platform...

  2. Virtual Reality for Anxiety Disorders

    Directory of Open Access Journals (Sweden)

    Elif Uzumcu

    2018-03-01

    Full Text Available Virtual reality is a relatively new exposure tool that uses three-dimensional computer-graphics-based technologies which allow the individual to feel as if they are physically inside the virtual environment by misleading their senses. As virtual reality studies have become popular in the field of clinical psychology in recent years, it has been observed that virtual-reality-based therapies have a wide range of application areas, especially on anxiety disorders. Studies indicate that virtual reality can be more realistic than mental imagery and can create a stronger feeling of ԰resenceԻ that it is a safer starting point compared to in vivo exposure; and that it can be applied in a more practical and controlled manner. The aim of this review is to investigate exposure studies based on virtual reality in anxiety disorders (specific phobias, panic disorder and agoraphobias, generalized anxiety disorder, social phobia, posttraumatic stress disorder and obsessive compulsive disorder.

  3. Virtual Vertical Aircraft Signal Training

    National Research Council Canada - National Science Library

    Norling, William

    1998-01-01

    .... Advances in virtual environments may provide a cost effective solution to the current live helicopter operations method of training, provided technical issues associated with hand and wand signal...

  4. Playful mediation and virtual sociality

    Directory of Open Access Journals (Sweden)

    Sihem NAJJAR

    2010-01-01

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

  5. Virtual microscopy in pathology education.

    Science.gov (United States)

    Dee, Fred R

    2009-08-01

    Technology for acquisition of virtual slides was developed in 1985; however, it was not until the late 1990s that desktop computers had enough processing speed to commercialize virtual microscopy and apply the technology to education. By 2000, the progressive decrease in use of traditional microscopy in medical student education had set the stage for the entry of virtual microscopy into medical schools. Since that time, it has been successfully implemented into many pathology courses in the United States and around the world, with surveys indicating that about 50% of pathology courses already have or expect to implement virtual microscopy. Over the last decade, in addition to an increasing ability to emulate traditional microscopy, virtual microscopy has allowed educators to take advantage of the accessibility, efficiency, and pedagogic versatility of the computer and the Internet. The cost of virtual microscopy in education is now quite reasonable after taking into account replacement cost for microscopes, maintenance of glass slides, and the fact that 1-dimensional microscope space can be converted to multiuse computer laboratories or research. Although the current technology for implementation of virtual microscopy in histopathology education is very good, it could be further improved upon by better low-power screen resolution and depth of field. Nevertheless, virtual microscopy is beginning to play an increasing role in continuing education, house staff education, and evaluation of competency in histopathology. As Z-axis viewing (focusing) becomes more efficient, virtual microscopy will also become integrated into education in cytology, hematology, microbiology, and urinalysis.

  6. Virtual corporations, enterprise and organisation

    Directory of Open Access Journals (Sweden)

    Carmen RÃDUT

    2009-06-01

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

  7. VirtualSpace: A vision of a machine-learned virtual space environment

    Science.gov (United States)

    Bortnik, J.; Sarno-Smith, L. K.; Chu, X.; Li, W.; Ma, Q.; Angelopoulos, V.; Thorne, R. M.

    2017-12-01

    Space borne instrumentation tends to come and go. A typical instrument will go through a phase of design and construction, be deployed on a spacecraft for several years while it collects data, and then be decommissioned and fade into obscurity. The data collected from that instrument will typically receive much attention while it is being collected, perhaps in the form of event studies, conjunctions with other instruments, or a few statistical surveys, but once the instrument or spacecraft is decommissioned, the data will be archived and receive progressively less attention with every passing year. This is the fate of all historical data, and will be the fate of data being collected by instruments even at the present time. But what if those instruments could come alive, and all be simultaneously present at any and every point in time and space? Imagine the scientific insights, and societal gains that could be achieved with a grand (virtual) heliophysical observatory that consists of every current and historical mission ever deployed? We propose that this is not just fantasy but is imminently doable with the data currently available, with the present computational resources, and with currently available algorithms. This project revitalizes existing data resources and lays the groundwork for incorporating data from every future mission to expand the scope and refine the resolution of the virtual observatory. We call this project VirtualSpace: a machine-learned virtual space environment.

  8. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft

    2013-01-01

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

  9. Analizar las interacciones virtuales

    Directory of Open Access Journals (Sweden)

    Luis Gómez Encinas

    2003-11-01

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

  10. Grids, Clouds and Virtualization

    CERN Document Server

    Cafaro, Massimo

    2011-01-01

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

  11. Interactive virtual optical laboratories

    Science.gov (United States)

    Liu, Xuan; Yang, Yi

    2017-08-01

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

  12. Mobile Virtual Private Networking

    Science.gov (United States)

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

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

  13. The Virtual Monte Carlo

    CERN Document Server

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

    2003-01-01

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

  14. Curso virtual de epilepsia

    OpenAIRE

    García Orjuela, Jemmy Xiomara

    2011-01-01

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

  15. Virtual Black Holes

    OpenAIRE

    Hawking, Stephen W.

    1995-01-01

    One would expect spacetime to have a foam-like structure on the Planck scale with a very high topology. If spacetime is simply connected (which is assumed in this paper), the non-trivial homology occurs in dimension two, and spacetime can be regarded as being essentially the topological sum of $S^2\\times S^2$ and $K3$ bubbles. Comparison with the instantons for pair creation of black holes shows that the $S^2\\times S^2$ bubbles can be interpreted as closed loops of virtual black holes. It is ...

  16. Virtual Paint for Android

    OpenAIRE

    Miloeski, Aleksandar

    2017-01-01

    The aim of this thesis is to create a functional application for the Android environment that allows the user to do simple virtual drawings without the use of the touch screen, but rather through hand motions caught by the camera. There is a variety of approaches to this end, which vary by complexity and performance. This piece of work attempts to find a middle ground among the existing algorithms, as well as to build on and improve them specifically for this particular task. The idea is ...

  17. Virtual Reality in Neurorehabilitation

    Directory of Open Access Journals (Sweden)

    Stasieńko Agnieszka

    2016-12-01

    Full Text Available This article includes current information on the use of modern IT solutions and virtual-reality (VR-based technologies in medical rehabilitation. A review of current literature on VR-based interventions and their indications, benefits and limitations in patients with nervous system diseases was conducted. The popularity of VR-based training as a tool used for rehabilitation of patients with acute and chronic deficits in both sensory-motor and cognitive disorders is increasing. Still, there is a need for large randomized trials to evaluate the efficacy and safety of VR-based rehabilitation techniques in different disease entities. .

  18. Generalized parton distributions and deep virtual Compton scattering

    International Nuclear Information System (INIS)

    Hasell, D.; Milner, R.; Takase, K.

    2001-01-01

    A brief description of generalized parton distributions is presented together with a discussion on studying such distributions via deep virtual Compton scattering. The kinematics, estimates of rates, and accuracies achievable for measuring DVCS utilizing a 5+50 GeV ep collider are also provided

  19. Effects of Collaborative Activities on Group Identity in Virtual World

    Science.gov (United States)

    Park, Hyungsung; Seo, Sumin

    2013-01-01

    The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as "Second Life." To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in "Second Life." The interactive tools given to the control group in this…

  20. Best-effort Support for a Virtual Seminar Room

    DEFF Research Database (Denmark)

    Sharp, Robin; Todirica, Edward Alexandru

    2002-01-01

    This paper describes the RTMM Virtual Seminar Room, an interactive distributed multimedia application based on a platform with a simple middleware architecture, using best effort scheduling and a best effort network service. Emphasis has been placed on achieving low latency in all parts of the so...

  1. The Virtual Retina: Is Good Educational Technology Always Strategic?

    Science.gov (United States)

    Dowie, Sandra

    Educational technology units must continually monitor their strategic plans to ensure that they are aligned with the realities of their institutions. Strategic dissonance occurs when previously successful strategies are no longer achieving the same positive outcomes. The Virtual Retina CD-ROM project is used in this paper as an example of…

  2. A Virtual Reality Game to Assess Obsessive-Compulsive Disorder

    NARCIS (Netherlands)

    van Bennekom, Martine J.; Kasanmoentalib, M. Soemiati; de Koning, Pelle P.; Denys, Damiaan

    2017-01-01

    The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct

  3. The design of virtual signal analyzer with high cost performance

    Science.gov (United States)

    Wang, Ya-nan; Pei, Gui-ling; Xu, Lei

    2013-03-01

    Based on 16bit STEREO AUDIO CODEC and C# this paper introduces a virtual signal analyzer. It mainly describes the system's overall structure, hardware design, PC software framework, etc. With reducing costs dramatically, the system also achieves being a signal generator, oscilloscope, recorder, spectrum analyzer, time-frequency analyzer and so on.

  4. On virtual displacement and virtual work in Lagrangian dynamics

    International Nuclear Information System (INIS)

    Ray, Subhankar; Shamanna, J

    2006-01-01

    The confusion and ambiguity encountered by students in understanding virtual displacement and virtual work is discussed in this paper. A definition of virtual displacement is presented that allows one to express them explicitly for holonomic (velocity independent), non-holonomic (velocity dependent), scleronomous (time independent) and rheonomous (time dependent) constraints. It is observed that for holonomic, scleronomous constraints, the virtual displacements are the displacements allowed by the constraints. However, this is not so for a general class of constraints. For simple physical systems, it is shown that the work done by the constraint forces on virtual displacements is zero. This motivates Lagrange's extension of d'Alembert's principle to a system of particles in constrained motion. However, a similar zero work principle does not hold for the allowed displacements. It is also demonstrated that d'Alembert's principle of zero virtual work is necessary for the solvability of a constrained mechanical problem. We identify this special class of constraints, physically realized and solvable, as the ideal constraints. The concept of virtual displacement and the principle of zero virtual work by constraint forces are central to both Lagrange's method of undetermined multipliers and Lagrange's equations in generalized coordinates

  5. THE USE OF VIRTUAL ETHNOGRAPHY THE USE OF VIRTUAL ETHNOGRAPHY

    Directory of Open Access Journals (Sweden)

    Kadriye UZUN

    2012-04-01

    Full Text Available 3D virtual worlds can and have been used as a meeting place for distance education courses. Virtual worlds allow for group learning of the kind enjoyed by students gathered in a virtual classroom, where they know they are in a communal space, they are aware of the social process of learning and are affected by the presence and behaviour of their fellow students and tutor.Traditional ethnography has been adjusted to virtual environments and much research on this issue has been carried out under the umbrella of virtual ethnography. The increase in diverse Internet applications can be pointed out as the cause of this inclination and increase.In this study, the authors explain the method of virtual ethnography in detail, inform about data gathering instruments such as participatory virtual observation, online and offline (face to face interviews touch upon ethical questions related to field studies and highlight the elements that call for attention in the use of virtual ethnography in distance education studies.

  6. Data center virtualization and its economic implications for the companies

    Directory of Open Access Journals (Sweden)

    Cristian STEFAN

    2009-05-01

    Full Text Available In the current situation of the economic crisis, when companies target budgetcuttings in a context of an explosive data growth, the IT community must evaluate potentialtechnology developments not only on their technical advantages, but on their economiceffects as well. More then ever, the old cliché “doing more things with fewer resources” istrue today. Many IT companies started building very large facilities, called data centers(DCs or Internet DC (IDCs, which provide businesses a wide range of solutions forsystems deployment and operation. In recent years, the IT departments around the worldhave moved from data center and infrastructure consolidation to virtualization.Data center virtualization is the process of aligning available resources with the actualneeds of the offered services, moving from physical servers to virtual servers, sharing andprovisioning servers, networks, storage, and applications. By taking advantage of threebasic innovations — virtualization, tiered storage architectures and dynamic provisioningsoftware — an organization can achieve greater efficiencies in their current computingenvironment.Such a unified computing architecture offers end-to-end virtualization; all structures areoptimized for virtualized environments, from the CPU to the aggregation layer. Incombination with embedded management, this new approach increases responsiveness andreduces the opportunities for human error, improving consistency and reducing server andnetwork deployment times.

  7. Therapeutic Media: Treating PTSD with Virtual Reality Exposure Therapy

    Directory of Open Access Journals (Sweden)

    Kathrin Friedrich

    2016-09-01

    Full Text Available Applying head-mounted displays (HMDs and virtual reality scenarios in virtual reality exposure therapy (VRET promises to alleviate combat-related post-traumatic stress disorders (among others. Its basic premise is that, through virtual scenarios, patients may re-engage immersively with situations that provoke anxiety, thereby reducing fear and psychosomatic stress. In this context, HMDs and visualizations should be considered not merely as devices for entertainment purposes or tools for achieving pragmatic objectives but also as a means to instruct and guide patients’ imagination and visual perception in triggering traumatic experiences. Under what perceptual and therapeutic conditions is virtual therapy to be considered effective? Who is the “ideal” patient for such therapy regimes, both in terms of his/her therapeutic indications and his/her perceptual readiness to engage with VR scenarios? In short, how are “treatable” patients conceptualized by and within virtual therapy? From a media-theory perspective, this essay critically explores various aspects of the VRET application Bravemind in order to shed light on conditions of virtual exposure therapy and conceptions of subjectivity and traumatic experience that are embodied and replicated by such HMD-based technology.

  8. Emergency preparedness in the 21st century: training and preparation modules in virtual environments.

    Science.gov (United States)

    Cohen, Daniel; Sevdalis, Nick; Taylor, David; Kerr, Karen; Heys, Mick; Willett, Keith; Batrick, Nicola; Darzi, Ara

    2013-01-01

    To determine the feasibility of evidence-based design and use of low-cost virtual world environments for preparation and training in multi-agency, multi-site, major incident response. A prospective cohort feasibility study was carried out. One pre-hospital, and two in-hospital major incident scenarios, were created in an accessible virtual world environment. 23 pre-hospital and hospital-based clinicians each took part in one of three linked major incident scenarios: a pre-hospital bomb blast site, focusing on the roles of the team leader and triage person; a blast casualty in a resuscitation room, focusing on the role of the trauma team leader; a hospital command and control scenario focusing on the role of the clinical major incident co-ordinator/silver commander. Participants supplied both quantitative and qualitative feedback. Using a systematic, evidence-based approach, three scenarios were successfully developed and tested using low-cost virtual worlds (Second Life and OpenSimulator). All scenarios were run to completion. 95% of participants expressed a desire to use virtual environments for future training and preparation. Pre-hospital responders felt that the immersive virtual environment enabled training in surroundings that would be inaccessible in real-life. The feasibility and face/content validity of using low-cost virtual worlds for multi-agency major incident simulation has been established. Major incident planners and trainers should explore utilising this technology as an adjunct to existing methodologies. Future work will involve development of robust assessment metrics. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  9. Realidad Virtual: Potencial Educativo

    Directory of Open Access Journals (Sweden)

    Luz Santamaría Granados

    2013-08-01

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

  10. Grids, Clouds, and Virtualization

    Science.gov (United States)

    Cafaro, Massimo; Aloisio, Giovanni

    This chapter introduces and puts in context Grids, Clouds, and Virtualization. Grids promised to deliver computing power on demand. However, despite a decade of active research, no viable commercial grid computing provider has emerged. On the other hand, it is widely believed - especially in the Business World - that HPC will eventually become a commodity. Just as some commercial consumers of electricity have mission requirements that necessitate they generate their own power, some consumers of computational resources will continue to need to provision their own supercomputers. Clouds are a recent business-oriented development with the potential to render this eventually as rare as organizations that generate their own electricity today, even among institutions who currently consider themselves the unassailable elite of the HPC business. Finally, Virtualization is one of the key technologies enabling many different Clouds. We begin with a brief history in order to put them in context, and recall the basic principles and concepts underlying and clearly differentiating them. A thorough overview and survey of existing technologies provides the basis to delve into details as the reader progresses through the book.

  11. Virtual reality via photogrammetry

    Science.gov (United States)

    Zahrt, John D.; Papcun, George; Childers, Randy A.; Rubin, Naama

    1996-03-01

    We wish to walk into a photograph just as Alice walked into the looking glass. From a mathematical perspective, this problem is exceedingly ill-posed (e.g. Is that a large, distant object or a small, nearby object?). A human expert can supply a large amount of a priori information that can function as mathematical constraints. The constrained problem can then be attacked with photogrammetry to obtain a great deal of quantitative information which is otherwise only qualitatively apparent. The user determines whether the object to be analyzed contains two or three vanishing points, then selects an appropriate number of points from the photon to enable the code to compute the locations of the vanishing points. Using this information and the standard photogrammetric geometric algorithms, the location of the camera, relative to the structure, is determined. The user must also enter information regarding an absolute sense of scale. As the vectors from the camera to the various points chosen from the photograph are determined, the vector components (coordinates) are handed to a virtual reality software package. Once the objects are entered, the appropriate surfaces of the 3D object are `wallpapered' with the surface from the photograph. The user is then able to move through the virtual scene. A video will demonstrate our work.

  12. Tools virtualization for command and control systems

    Science.gov (United States)

    Piszczek, Marek; Maciejewski, Marcin; Pomianek, Mateusz; Szustakowski, Mieczysław

    2017-10-01

    Information management is an inseparable part of the command process. The result is that the person making decisions at the command post interacts with data providing devices in various ways. Tools virtualization process can introduce a number of significant modifications in the design of solutions for management and command. The general idea involves replacing physical devices user interface with their digital representation (so-called Virtual instruments). A more advanced level of the systems "digitalization" is to use the mixed reality environments. In solutions using Augmented reality (AR) customized HMI is displayed to the operator when he approaches to each device. Identification of device is done by image recognition of photo codes. Visualization is achieved by (optical) see-through head mounted display (HMD). Control can be done for example by means of a handheld touch panel. Using the immersive virtual environment, the command center can be digitally reconstructed. Workstation requires only VR system (HMD) and access to information network. Operator can interact with devices in such a way as it would perform in real world (for example with the virtual hands). Because of their procedures (an analysis of central vision, eye tracking) MR systems offers another useful feature of reducing requirements for system data throughput. Due to the fact that at the moment we focus on the single device. Experiments carried out using Moverio BT-200 and SteamVR systems and the results of experimental application testing clearly indicate the ability to create a fully functional information system with the use of mixed reality technology.

  13. Immersive virtual walk-through development for tokamak using active head mounted display

    International Nuclear Information System (INIS)

    Dutta, Pramit

    2015-01-01

    A fully immersive virtual walk-through of the SST-1 tokamak has been developed. The virtual walkthrough renders the virtual model of SST-1 tokamak through a active stereoscopic head mounted display to visualize the virtual environment. All locations inside and outside of the reactor can be accessed and reviewed. Such a virtual walkthrough provides a 1:1 scale visualization of all components of the tokamak. To achieve such a virtual model, the graphical details of the tokamak CAD model are enhanced. Such enhancements are provided to improve lighting conditions at various locations, texturing of components to have a realistic visual effect and 360° rendering for ease of access. The graphical enhancements also include the redefinition of the facets to optimize the surface triangles to remove lags in display during visual rendering. Two separate algorithms are developed to interact with the virtual model. A fly-by algorithm, developed using C#, uses inputs from a commercial joystick to navigate within the virtual environment. The second algorithm uses the IR and gyroscopic tracking system of the head mounted display to render view as per the current pose of the user within the virtual environment and the direction of view. Such a virtual walk-thorough can be used extensively for design review and integration, review of new components, operator training for remote handling, operations, upgrades of tokamak, etc. (author)

  14. Virtual Realities and the Future of Text.

    Science.gov (United States)

    Marcus, Stephen

    1992-01-01

    Discusses issues surrounding virtual reality and "virtual books." Suggests that those who are exploring the territory of virtual realities are already helping to expand and enrich expectations and visions for integrating technology into reading and writing. (RS)

  15. Training Spatial Knowledge Acquisition Using Virtual Environments

    National Research Council Canada - National Science Library

    Koh, Glenn

    1997-01-01

    .... Subjects were trained to recognize key features of a venue using one of: an immersive virtual environment, a nonimmersive virtual environment, an exocentric virtual model of the venue, and a walkthrough of the actual venue...

  16. Virtual Stationary Automata for Mobile Networks

    National Research Council Canada - National Science Library

    Dolev, Shlomi; Gilbert, Seth; Lahiani, Limor; Lynch, Nancy; Nolte, Tina

    2005-01-01

    We define a programming abstraction for mobile networks called the Virtual Stationary Automata programming layer, consisting of real mobile clients, virtual timed I/O automata called virtual stationary automata (VSAs...

  17. The metaphors of virtual worlds

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    The analysis of recollections of experiencing two types of virtual worlds where the recollections were in the form of metaphors.......The analysis of recollections of experiencing two types of virtual worlds where the recollections were in the form of metaphors....

  18. Realistic Visualization of Virtual Views

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    phenomena captured in the reference photographs, (i.e. the transfer of photographic-realism). An overview of most prominent approaches in realistic virtual view synthesis will be presented and briefly discussed. Applications of proposed methods to visual survey, virtual cinematography, as well as mobile...

  19. Virtual Enterprise: Transforming Entrepreneurship Education

    Science.gov (United States)

    Borgese, Anthony

    2011-01-01

    Entrepreneurship education is ripe for utilizing experiential learning methods. Experiential methods are best learned when there is constant immersion into the subject matter. One such transformative learning methodology is Virtual Enterprise (VE). Virtual Enterprise is a multi-faceted, experiential learning methodology disseminated by the City…

  20. Virtuality and Reality in Science

    International Nuclear Information System (INIS)

    Cohen-Tannoudji, G.

    1995-01-01

    This book compiles eight contributions devoted to the topical question about the relation between virtuality and reality. In the theoretical frame of quantum and relativistic particle physics, the concept of virtuality is used according to its strict and precise meaning. In this context, particles are generally invented before their discovery. Some famous historical experiments which led to the postulation and then the discovery of new particles are mentioned. These examples are used to illustrate and to discuss the concept of virtuality as well as the physical reality of virtual processes. But, how can the concept of virtuality in other scientific fields be applied ? In order to answer this question, the concepts of virtuality and reality are discussed in other branches of physics as well as in other fields such as geophysics, cosmology and biology. Philosophical and sociological implications of virtual realities are also considered. Moreover, in relation to virtuality and reality, the connections between modeling, simulation and experimentation, their respective roles, the advantages and risks of their use are discussed (in relation to nuclear sciences and geophysical problems) (N.T.)

  1. Virtual Reality and Special Needs

    Science.gov (United States)

    Jeffs, Tara L.

    2009-01-01

    The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…

  2. Virtual Reality, Combat, and Communication.

    Science.gov (United States)

    Thrush, Emily Austin; Bodary, Michael

    2000-01-01

    Presents a brief examination of the evolution of virtual reality devices that illustrates how the development of this new medium is influenced by emerging technologies and by marketing pressures. Notes that understanding these influences may help prepare for the role of technical communicators in building virtual reality applications for education…

  3. Learning Experience with Virtual Worlds

    Science.gov (United States)

    Wagner, Christian

    2008-01-01

    Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…

  4. 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…

  5. Virtual visualization of La Quintilla

    Directory of Open Access Journals (Sweden)

    Mariano Flores Gutiérrez

    2013-11-01

    Full Text Available In this article we give an overview of the production process of the virtual reconstrucción virtual archeology. While Referring to the Roman town of Lorca Limerick show the proper steps virtualizatión purchase.

  6. Virtual Technologies Trends in Education

    Science.gov (United States)

    Martín-Gutiérrez, Jorge; Mora, Carlos Efrén; Añorbe-Díaz, Beatriz; González-Marrero, Antonio

    2017-01-01

    Virtual reality captures people's attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has been leisure and entertainment. Regardless the sector, the introduction of virtual or augmented reality had several constraints: it was expensive, it…

  7. Medical Procedural Training in Virtual Reality

    OpenAIRE

    Gåsbakk, Tarald; Snarby, Håvard

    2017-01-01

    Virtual reality tools have seen a large increase in interest over the last few years. Educators have been early adopters of such tools, and research have shown that students enjoy training in a virtual world using virtual reality devices. New tools for interacting with the virtual world, like the controllers offered by virtual reality products like HTC Vive and Oculus Rift opens for more immersive applications. In addition, the usage of real world medical imaging in virtual applications is a ...

  8. Designing and Embedding Reliable Virtual Infrastructures

    OpenAIRE

    Yeow, Wai-Leong; Westphal, Cédric; Kozat, Ulaş C.

    2010-01-01

    In a virtualized infrastructure where physical resources are shared, a single physical server failure will terminate several virtual servers and crippling the virtual infrastructures which contained those virtual servers. In the worst case, more failures may cascade from overloading the remaining servers. To guarantee some level of reliability, each virtual infrastructure, at instantiation, should be augmented with backup virtual nodes and links that have sufficient capacities. This ensures t...

  9. Análisis de cursos de Educación Social en entornos virtuales de aprendizaje y su influencia en la calidad

    Directory of Open Access Journals (Sweden)

    Sonia María SANTOVEÑA CASAL

    2009-05-01

    Full Text Available RESUMEN: El presente artículo muestra una síntesis de los resultados obtenidos en la tesis doctoral «Análisis de cursos de Educación Social: Los entornos virtuales de aprendizaje y su incidencia en la calidad». Analizar los cursos de Educación Social en entornos virtuales de aprendizaje y su incidencia en la calidad constituye el objetivo principal de la tesis. Se pretende estudiar la participación (accesos, mensajes leídos y enviados a los foros y la calidad (entorno, metodología didáctica y técnica que ofrecen los cursos virtuales. Además, se busca conocer la relación entre la participación y la calidad, analizar cómo influye el uso de los medios tecnológicos en la calidad del aprendizaje y, por último, presentar una propuesta de mejora de los cursos. La fundamentación teórica de la investigación está contextualizada en la Educación Social, la calidad en la enseñanza universitaria y en Internet, el Espacio Europeo de Educación Superior y los entornos virtuales de aprendizaje. Se utilizó un diseño mixto de investigación (cualitativo y cuantitativo por medio de diferentes técnicas e instrumentos de evaluación. El análisis de datos se ha desarrollado por medio de un análisis descriptivo y un análisis relacional. Se llevó a cabo una discusión de resultados de cada uno de los cursos virtuales por separado y una discusión de los resultados de toda la muestra. Para finalizar el artículo se presentan conclusiones, limitaciones del estudio y prospectiva de la investigación.ABSTRACT: This article presents a resume of the results obtained in the investigation made in the doctoral Thesis «Analysis of courses of Social Education: The virtual surroundings of learning and their incidence in the quality». The main objective of this Thesis is to analyze the courses of Social Education in virtual environment of learning and its incidence in the quality. In order to achieve this aim, the study has focused on two aspects of

  10. Diagnostic accuracy in virtual dermatopathology

    DEFF Research Database (Denmark)

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

    2012-01-01

    Background Virtual microscopy is used for teaching medical students and residents and for in-training and certification examinations in the United States. However, no existing studies compare diagnostic accuracy using virtual slides and photomicrographs. The objective of this study was to compare...... diagnostic accuracy of dermatopathologists and pathologists using photomicrographs vs. digitized images, through a self-assessment examination, and to elucidate assessment of virtual dermatopathology. Methods Forty-five dermatopathologists and pathologists received a randomized combination of 15 virtual...... slides and photomicrographs with corresponding clinical photographs and information in a self-assessment examination format. Descriptive data analysis and comparison of groups were performed using a chi-square test. Results Diagnostic accuracy in dermatopathology using virtual dermatopathology...

  11. Modelling Virtual Environments for Geovisualization

    DEFF Research Database (Denmark)

    Bodum, Lars

    2005-01-01

    and use of virtual environments has developed form being a rather sophisticated type of visualization that demanded extreme computer resources to become an integral part of the software on every desktop computer. This chapter addresses both philosophical and technical issues regarding the modelling......The use of virtual environments in geovisualization has become a major topic within the last few years. The main reason for this interest in the growing use of 3D models and visual realizations in a wide range of applications concerned with the geographic element of information. The implementation...... of virtual environments. It specifically focuses on different representational aspects to be taken into consideration when a virtual environment is created. These aspects are data modelling, 3D modelling and level-of-detail. A range of different approaches can be taken to visualize a virtual environment...

  12. Marshall Engineers Use Virtual Reality

    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. Marshall Spce Flight Center (MSFC) is begirning 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 are 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 is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  13. Formal modeling of virtual machines

    Science.gov (United States)

    Cremers, A. B.; Hibbard, T. N.

    1978-01-01

    Systematic software design can be based on the development of a 'hierarchy of virtual machines', each representing a 'level of abstraction' of the design process. The reported investigation presents the concept of 'data space' as a formal model for virtual machines. The presented model of a data space combines the notions of data type and mathematical machine to express the close interaction between data and control structures which takes place in a virtual machine. One of the main objectives of the investigation is to show that control-independent data type implementation is only of limited usefulness as an isolated tool of program development, and that the representation of data is generally dictated by the control context of a virtual machine. As a second objective, a better understanding is to be developed of virtual machine state structures than was heretofore provided by the view of the state space as a Cartesian product.

  14. 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.

  15. An Experimental Investigation of the Flow in a Virtual Cyclone

    Energy Technology Data Exchange (ETDEWEB)

    Torczynski, J.R.; O' Hern, T.J.; Rader, D.J.; Brockmann, J.E.; Grasser, T.W.

    1998-09-01

    An experimental investigation has confirmed the predicted flow pattern in a prototype virtual cyclone, a novel device for nonimpact particle separation proposed by Torcdzynski and Rader (1996, 1997) based solely on computational simulations. The virtual cyclone differs from an ordinary cyclone in that the flow is turned by a virtual wall composed of an eddy rather than by a solid wall. A small-scale version of the computationally simulated geometry has been fabricated out of Lucite. The working fluid is ambient air, which is drawn through the apparatus and flow-metering equipment using a wind-tunnel vacuum source. The flow is seeded with smoke or water droplets produced by a nebulizer so that flow visualization techniques and particle-imaging velocimetry could be applied. Experiments have been performed on this apparatus for flows with Reynolds numbers from 200 up to 40,000 (a Mach number of 0.3). Flow visualization using a laser light sheet passing through the mid-plane of the apparatus verified that the computationally predicted flow is obtained over the entire range of flow rates. The shear layer between the main and recirculating flow is observed to become turbulent around a Reynolds number of 4000. While not changing the flow structure, the turbulent mixing produced by shear-layer roll-up limits particle concentration at the higher flow rates. In order to achieve highly efficient particle separation using a virtual cyclone, turbulence must be suppressed or mitigated. If laminar flow cannot be achieved for macroscopic-scale virtual cyclones, it should be achievable for a small-scale (low Reynolds number) virtual cyclone fabricated using MEMS-related technologies. This approach could lead to a chip-scale particle concentrator.

  16. NASA Virtual Glovebox: An Immersive Virtual Desktop Environment for Training Astronauts in Life Science Experiments

    Science.gov (United States)

    Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard

    2003-01-01

    The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

  17. Effects of individualized assignments on biology achievement

    Science.gov (United States)

    Kremer, Philip L.

    A pretest-posttest, randomized, two groups, experimental, factorial design compared effects of detailed and nondetailed assignments on biology achievement over seven and a half months. Detailed assignments (favoring field independence and induction) employed block diagrams and stepwise directions. Nondetailed assignments (favoring field dependence and deduction) virtually lacked these. The accessible population was 101 tenth grade preparatory school male students. The 95 students enrolled in first year biology constituted the sample. Two by three ANOVA was done on residualized posttest score means of the students. Totally, the detailed students achieved significantly higher than the nondetailed students. This significantly higher achievement was only true of detailed students in the middle thirds of the deviation intelligence quotient (DIQ) range and of the grade point average (G.P.A.) range after the breakdown into upper, middle, and lower thirds of intellectual capability (ability and achievement). The upper third detailed DIQ grouping indirectly achieved higher than its peers, whereas the lower detailed DIQ third achieved lower than its peers. Thus, high capability students apparently benefit from flow and block diagrams, inductions, field independence, and high structure, whereas low capability students may be hindered by these.

  18. Incidents in nuclear installations

    International Nuclear Information System (INIS)

    Franzen, L.F.; Wienhold, W.

    1976-09-01

    With reference to the incident list of the Ministry for the period 1971-74, Prof. Bechert has expressed a lot of questions and statements in a letter to the Government. The letter is quoted in full. Inadequate conclusions drawn by Prof. Bechert in connection with quotations from daily newspapers and other documents are put right. (HP) [de

  19. Lightning incidents in Mongolia

    Directory of Open Access Journals (Sweden)

    Myagmar Doljinsuren

    2015-11-01

    Full Text Available This is one of the first studies that has been conducted in Mongolia on the distribution of lightning incidents. The study covers a 10-year period from 2004 to 2013. The country records a human death rate of 15.4 deaths per 10 million people per year, which is much higher than that of many countries with similar isokeraunic level. The reason may be the low-grown vegetation observed in most rural areas of Mongolia, a surface topography, typical to steppe climate. We suggest modifications to Gomes–Kadir equation for such countries, as it predicts a much lower annual death rate for Mongolia. The lightning incidents spread over the period from May to August with the peak of the number of incidents occurring in July. The worst lightning affected region in the country is the central part. Compared with impacts of other convective disasters such as squalls, thunderstorms and hail, lightning stands as the second highest in the number of incidents, human deaths and animal deaths. Economic losses due to lightning is only about 1% of the total losses due to the four extreme weather phenomena. However, unless precautionary measures are not promoted among the public, this figure of losses may significantly increase with time as the country is undergoing rapid industrialization at present.

  20. Fire Incident Reporting Manual

    Science.gov (United States)

    1984-02-01

    the result of an incident that requires (or should require) treatment by a practitioner of medicine , a registered emergency medical technician, or a...UNANNOUNCED AIRCRAFT EMERGENCYS ~~PRIOR TO TAKE OFF OR AFTERLADN 5 FUEL OPERATIONS REQUIRING 1AREING G A FIRE10 ARRESTING GEAR’BARRIER FR . ENGAGEMENTS AND

  1. Virtual Research Environments: An Overview and a Research Agenda

    Directory of Open Access Journals (Sweden)

    Leonardo Candela

    2013-07-01

    Full Text Available Virtual Research Environments are innovative, web-based, community-oriented, comprehensive, flexible, and secure working environments conceived to serve the needs of modern science. We overview the existing initiatives developing these environments by highlighting the major distinguishing features. We envisage a future where regardless of geographical location, scientists will be able to use their Web browsers to seamlessly access data, software, and processing resources that are managed by diverse systems in separate administration domains via Virtual Research Environments. We identify and discuss the major challenges that should be resolved to fully achieve the proposed vision, i.e., large-scale integration and interoperability, sustainability, and adoption.

  2. Augmented Virtual Reality Laboratory

    Science.gov (United States)

    Tully-Hanson, Benjamin

    2015-01-01

    Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

  3. VIRTUAL REALITY HYPNOSIS.

    Science.gov (United States)

    Askay, Shelley Wiechman; Patterson, David R; Sharar, Sam R

    2009-03-01

    Scientific evidence for the viability of hypnosis as a treatment for pain has flourished over the past two decades (Rainville, Duncan, Price, Carrier and Bushnell, 1997; Montgomery, DuHamel and Redd, 2000; Lang and Rosen, 2002; Patterson and Jensen, 2003). However its widespread use has been limited by factors such as the advanced expertise, time and effort required by clinicians to provide hypnosis, and the cognitive effort required by patients to engage in hypnosis.The theory in developing virtual reality hypnosis was to apply three-dimensional, immersive, virtual reality technology to guide the patient through the same steps used when hypnosis is induced through an interpersonal process. Virtual reality replaces many of the stimuli that the patients have to struggle to imagine via verbal cueing from the therapist. The purpose of this paper is to explore how virtual reality may be useful in delivering hypnosis, and to summarize the scientific literature to date. We will also explore various theoretical and methodological issues that can guide future research.In spite of the encouraging scientific and clinical findings, hypnosis for analgesia is not universally used in medical centres. One reason for the slow acceptance is the extensive provider training required in order for hypnosis to be an effective pain management modality. Training in hypnosis is not commonly offered in medical schools or even psychology graduate curricula. Another reason is that hypnosis requires far more time and effort to administer than an analgesic pill or injection. Hypnosis requires training, skill and patience to deliver in medical centres that are often fast-paced and highly demanding of clinician time. Finally, the attention and cognitive effort required for hypnosis may be more than patients in an acute care setting, who may be under the influence of opiates and benzodiazepines, are able to impart. It is a challenge to make hypnosis a standard part of care in this environment

  4. Virtual Meteorological Center

    Directory of Open Access Journals (Sweden)

    Marius Brinzila

    2007-10-01

    Full Text Available A virtual meteorological center, computer based with Internet possibility transmission of the information is presented. Circumstance data is collected with logging field meteorological station. The station collects and automatically save data about the temperature in the air, relative humidity, pressure, wind speed and wind direction, rain gauge, solar radiation and air quality. Also can perform sensors test, analyze historical data and evaluate statistical information. The novelty of the system is that it can publish data over the Internet using LabVIEW Web Server capabilities and deliver a video signal to the School TV network. Also the system performs redundant measurement of temperature and humidity and was improved using new sensors and an original signal conditioning module.

  5. STUDY ON VIRTUAL COLONOSCOPY

    Directory of Open Access Journals (Sweden)

    Aithagani Rama Chandraiah

    2016-10-01

    Full Text Available BACKGROUND Current options available in the investigations of colorectal carcinoma include screening using digital rectal examination, sigmoidoscopy, barium enema and fiberoptic colonoscopy, virtual colonoscopy. The aim of the study was to prospectively evaluate patient acceptance of virtual colonoscopy compared with that of conventional colonoscopy when performed in patients with or suspected of having colorectal disease. MATERIALS AND METHODS The study had been conducted on patients attending Department of Radiology for a period of 1 year. Patients with primary or secondary complaints of pain abdomen, lump in abdomen, bleeding per rectum, loose motions/constipation, altered bowel habits, loss of appetite and weight and anaemia, so total number of cases were 51. RESULTS In our study, the patients were in age groups of 21-70 years. Both sexes were represented in our study. Male preponderance was noted in 51 patients. Cases of adenoma were more commonly found 37 (72.78%. The sensitivity of the CT colonography for the polyps more than 10 mm is 100%, polyps 6-9 mm is 90%, less than 6 mm is 80%. Our study consists of 51 patients; among them, 30 patients showed acceptance for CT colonography, 10 patients for optical colonoscopy. Our study consists of 51 patients, the polyps (more than 10 mm detected in 2D viewing were 24, 2D and 3D viewing of 24, the polyps (less than 10 mm detected in 2D viewing were 15, 2D and 3D viewing were 17. 3D viewing resulted in increased sensitivity for identification of patients with larger polyps more than 1 cm, (70-85% sensitivity and patients with smaller polyps less than 1 cm (increased sensitivity 75-88%. CONCLUSIONS Multislice CT (64 colonography is a good alternative to other colorectal screening tests because it has high sensitivity for polyps 10 mm or more in diameter is relatively safe, clinical effective, minimally invasive, cost effective and filter for therapeutic optical colonoscopy.

  6. Virtual reality and anthropology

    International Nuclear Information System (INIS)

    Recheis, Wolfgang; Weber, Gerhard W.; Schaefer, Katrin; Knapp, Rudolf; Seidler, Horst; Zur Nedden, Dieter

    1999-01-01

    Since the discovery of the Tyrolean Iceman in 1991 advanced imaging and post processing techniques were successfully applied in anthropology. Specific techniques include spiral computed tomography and 3-dimensional reconstructions including stereolithographic and fused deposition modeling of volume data sets. The Iceman's skull was the first to be reproduced using stereolithography, before this method was successfully applied in preoperative planning. With the advent of high-end graphics workstations and biomedical image processing software packages, 3-dimensional reconstructions were established as a routine tool for analyzing volume data sets. These techniques opened totally new insights in the field of physical anthropology. Computed tomography became the ideal research tool to access the internal structures of various precious fossils without damaging or even touching them. Many of the most precious specimens from the species Autralopithecus (1.8-3.5 Myears), Homo heidelbergensis (200-600 kyears) or Homo neanderthalensis (40-100 kyears) were scanned during the last 5 years. Often the fossils are filled with a stone matrix or other materials. During the postprocessing routines highly advanced algorithms were used to remove virtually these incrustations. Thus it was possible to visualize the morphological structures that lie beneath the matrix. Some specimens were partially destroyed, so the missing parts were reconstructed on computer screen in order to get estimations of the brain volume and endocranial morphology, both major fields of interest in physical anthropology. Moreover the computerized form of the data allows new descriptions of morphologic structures by the means of 'geometric morphometrics'. Some of the results may change aspects and interpretations in human evolution. The introduction of new imaging and post processing techniques created a new field of research: Virtual Anthropology

  7. Geomatics and virtual tourism

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2013-09-01

    Full Text Available The most recent technological revolution, concerning web and “ICT”, not only changed individual and collective behaviors, but also allowed experiences no possible before: a real time communication, regardless of the distances; an extended access to disjointed data and sources; the shift in different realities – missing or entirely imaginary. Nowadays, we can think about a new concept of museum, much more inclusive than “objects container”: now the museum involves entire countries, entire ecosystems, entire regions. We can speak of “museum outside of the museum”, to extend museum “storytelling” to a regional scale, beyond the walls of the traditional museum. On a regional scale experiments entirely convincing have not yet been carried out, but from this point of view cultural lands can be visited as great open air museums, to find objects, artworks or signs: the whole land is a “collection” to be preserved, to be presented and to be interpreted. Thus the visit allows to elicit outstanding objects, to read into landscapes with different filters. Both the physical and virtual visit seem to be a “tour” (Minucciani and Garnero, 2013. To create a virtual tourism prototypal station, we need several and unconventional geometrical data (shared geographic databases, DTMs, digital orthoimages and angle shots, modeling with spherical cameras, ..., thematic data (related to cultural content and no conventional input units to move and to observe how and where the observer prefers. Authors report here their experience to carry out a prototypal station, able to relate geomatics references to cultural content and to offer a whole experience, involving users also from the sensory point of view. That’s nowadays a specific purpose of new technologies applied to cultural heritage.

  8. Tracking Virtual Trajectories

    Science.gov (United States)

    Stone, Leland S.; Beutter, Brent R.; Lorenceau, Jean D.; Null, Cynthia H. (Technical Monitor)

    1996-01-01

    Current models of smooth pursuit eye movements assume that it is largely driven by retinal image motion. We tested this hypothesis by measuring pursuit of elliptical motion (3.2s, 0.9 Hz, 1.4 deg x 1.6 deg, 4 randomly interleaved phases) of either a small spot ("real" motion) or of a line-figure diamond viewed through apertures such that only the motion of four isolated oblique line segments was visible ("virtual" motion). Each segment moved sinusoidally along a linear trajectory yet subjects perceived a diamond moving along an elliptical path behind the aperture. We found, as expected, that real motion produced accurate tracking (N = 2) with mean gain (over horizontal and vertical) of 0.9, mean phase of -6 deg (lag), mean relative phase (H vs V) of 90 +/- 8 deg (RMS error). Virtual motion behind an X-shaped aperture (N= 4 with one naive) yielded a mean gain of 0.7, mean phase of -11 deg, mean relative phase of 87 +/- 15 deg. We also measured pursuit with the X-shaped aperture using a higher segment luminance which prevents the segments from being grouped into a coherently moving diamond while keeping the motion otherwise identical. In this incoherent case, the same four subjects no longer showed consistent elliptical tracking (RMS error in relative phase rose to 60 deg) suggesting that perceptual coherence is critical. Furthermore, to rule out tracking of the centroid, we also used vertical apertures so that all segment motion was vertical (N = 3). This stimulus still produced elliptical tracking (mean relative phase of 84 +/- 19 deg), albeit with a lower gain (0.6). These data show that humans can track moving objects reasonably accurately even when the trajectory can only be derived by spatial integration of motion signals. Models that merely seek to minimize retinal or local stimulus motion cannot explain these results.

  9. 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

  10. A Framework for Virtual Hand Haptic Interaction

    Science.gov (United States)

    Han, Xiaoxia; Wan, Huagen

    Virtual hand interactions play key roles in virtual environments. The recent addition of force feedback to virtual reality simulations has enhanced their realism, especially when dexterous manipulation of virtual objects is concerned. However, though there exist many works on virtual hand modeling regarding computer animation and interaction applications, much less attention is paid on haptic modeling of virtual hand. In this paper, we propose a framework for virtual hand haptic interaction. The modeling of a sophisticated virtual hand for haptic interactions is investigated with special attention paid on issues of visual realism, motion realism as well as force sensation. Specifically, our virtual hand model simulates natural anatomy in its appearance, motion and deformation, and reflects the feature of force feedback datagloves. Besides, virtual hand interactions based on the constructed virtual hand model are discussed. The proposed framework has been tested on a PC with a force feedback dataglove.

  11. Achieving Public Schools

    Science.gov (United States)

    Abowitz, Kathleen Knight

    2011-01-01

    Public schools are functionally provided through structural arrangements such as government funding, but public schools are achieved in substance, in part, through local governance. In this essay, Kathleen Knight Abowitz explains the bifocal nature of achieving public schools; that is, that schools are both subject to the unitary Public compact of…

  12. Checking the virtual treatment modality Wedge from Siemens; Verificacion de la modalidad de tratamiento virtual WEDGE de SIEMENS

    Energy Technology Data Exchange (ETDEWEB)

    Suero Rodrigo, M. A.; Marques Fraguela, E.

    2011-07-01

    The treatment modality Virtual Wedge (VW) or implemented by Siemens virtual wedge in electron linear accelerators achieved dose distributions are similar but not identical, to those obtained with physical wedges. Among the advantages against the latter is the greater ease of use, wedge factor close to one, and lower peripheral dose. However, these benefits are to be effective requires a through quality control dependence because a larger number of parameters that control the generation of the beam, the dose monitor system and the movement of the jaws of the collimator. We performed a study of the wedge taking into account different configurations that can affect their behavior from the dosimetric point of view.

  13. Software for virtual accelerator designing

    International Nuclear Information System (INIS)

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

    2012-01-01

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

  14. ABSTRACT MODELS FOR SYSTEM VIRTUALIZATION

    Directory of Open Access Journals (Sweden)

    M. G. Koveshnikov

    2015-05-01

    Full Text Available The paper is dedicated to issues of system objects securing (system files and user system or application configuration files against unauthorized access including denial of service attacks. We have suggested the method and developed abstract system virtualization models, which are used toresearch attack scenarios for different virtualization modes. Estimation for system tools virtualization technology effectiveness is given. Suggested technology is based on redirection of access requests to system objects shared among access subjects. Whole and partial system virtualization modes have been modeled. The difference between them is the following: in the whole virtualization mode all copies of access system objects are created whereon subjects’ requests are redirected including corresponding application objects;in the partial virtualization mode corresponding copies are created only for part of a system, for example, only system objects for applications. Alternative solutions effectiveness is valued relating to different attack scenarios. We consider proprietary and approved technical solution which implements system virtualization method for Microsoft Windows OS family. Administrative simplicity and capabilities of correspondingly designed system objects security tools are illustrated on this example. Practical significance of the suggested security method has been confirmed.

  15. Virtual agents in a simulated virtual training environment

    Science.gov (United States)

    Achorn, Brett; Badler, Norman L.

    1993-01-01

    A drawback to live-action training simulations is the need to gather a large group of participants in order to train a few individuals. One solution to this difficulty is the use of computer-controlled agents in a virtual training environment. This allows a human participant to be replaced by a virtual, or simulated, agent when only limited responses are needed. Each agent possesses a specified set of behaviors and is capable of limited autonomous action in response to its environment or the direction of a human trainee. The paper describes these agents in the context of a simulated hostage rescue training session, involving two human rescuers assisted by three virtual (computer-controlled) agents and opposed by three other virtual agents.

  16. Shader Lamps Virtual Patients: the physical manifestation of virtual patients.

    Science.gov (United States)

    Rivera-Gutierrez, Diego; Welch, Greg; Lincoln, Peter; Whitton, Mary; Cendan, Juan; Chesnutt, David A; Fuchs, Henry; Lok, Benjamin

    2012-01-01

    We introduce the notion of Shader Lamps Virtual Patients (SLVP) - the combination of projector-based Shader Lamps Avatars and interactive virtual humans. This paradigm uses Shader Lamps Avatars technology to give a 3D physical presence to conversational virtual humans, improving their social interactivity and enabling them to share the physical space with the user. The paradigm scales naturally to multiple viewers, allowing for scenarios where an instructor and multiple students are involved in the training. We have developed a physical-virtual patient for medical students to conduct ophthalmic exams, in an interactive training experience. In this experience, the trainee practices multiple skills simultaneously, including using a surrogate optical instrument in front of a physical head, conversing with the patient about his fears, observing realistic head motion, and practicing patient safety. Here we present a prototype system and results from a preliminary formative evaluation of the system.

  17. Modeling Virtual Organization Architecture with the Virtual Organization Breeding Methodology

    Science.gov (United States)

    Paszkiewicz, Zbigniew; Picard, Willy

    While Enterprise Architecture Modeling (EAM) methodologies become more and more popular, an EAM methodology tailored to the needs of virtual organizations (VO) is still to be developed. Among the most popular EAM methodologies, TOGAF has been chosen as the basis for a new EAM methodology taking into account characteristics of VOs presented in this paper. In this new methodology, referred as Virtual Organization Breeding Methodology (VOBM), concepts developed within the ECOLEAD project, e.g. the concept of Virtual Breeding Environment (VBE) or the VO creation schema, serve as fundamental elements for development of VOBM. VOBM is a generic methodology that should be adapted to a given VBE. VOBM defines the structure of VBE and VO architectures in a service-oriented environment, as well as an architecture development method for virtual organizations (ADM4VO). Finally, a preliminary set of tools and methods for VOBM is given in this paper.

  18. A Review on Virtual Reality

    OpenAIRE

    Pallavi Halarnkar; Sahil Shah; Harsh Shah; Hardik Shah; Anuj Shah

    2012-01-01

    Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and...

  19. ACE Strategy with Virtual Channels

    Directory of Open Access Journals (Sweden)

    T. Tichy

    2008-12-01

    Full Text Available Cochlear implant is an electronic device, which can mediate hearing sensations to profoundly deaf people. Contemporary cochlear implants are sophisticated electronic devices; however, their performance could still be improved. This paper describes an experiment we made in that direction: additional 21 virtual channels were implemented by sequential stimulation of adjacent intracochlear electrodes, and the ACE strategy with virtual channels (ACEv, Advanced Combination Encoder strategy with virtual channels for the Nucleus® 24 Cochlear Implant System was created and verified in a clinical test with four patients.

  20. Virtual reality for spherical images

    Science.gov (United States)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

    Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.

  1. Reconciling Virtual Classes with Genericity

    DEFF Research Database (Denmark)

    Ernst, Erik

    2006-01-01

    is functional abstraction, yielding more precise knowledge about the outcome; the prime ex- ample is type parameterized classes. This paper argues that they should be clearly separated to work optimally. We have applied this design philosophy to a lan- guage based on an extension mechanism, namely virtual...... classes. As a result, a kind of type parameters have been introduced, but they are simple and only used where they excel. Conversely, final definitions of virtual classes have been re- moved from the language, thus making virtual classes more flexible. The result- ing language presents a clearer and more...

  2. VIRTUAL AND PHYSICAL ARCHITECTURAL ATMOSPHERE

    DEFF Research Database (Denmark)

    Hermund, Anders; Klint, Lars

    2016-01-01

    Models in Virtual Reality. 60 test persons experienced a specific test space as either a physical or a virtual environment, while data from their experiences was collected through a quantitative/qualitative questionnaire. The overall conclusion, from this phase of the study, is that even a simple BIM......This study, of the similarities between the perception of architectural space experienced in physical space conditions and in Virtual Reality, intents to clarify to what extend subjective and objective attributes of architectural space can be conveyed through a direct use of Building Information...

  3. Leading a Virtual Intercultural Team. Implications for Virtual Team Leaders

    OpenAIRE

    Chutnik, Monika; Grzesik, Katarzyna

    2009-01-01

    Increasing number of companies operate in the setup of teams whose members are geographically scattered and have different cultural origins. They work through access to the same digital network and communicate by means of modern technology. Sometimes they are located in different time zones and have never met each other face to face. This is the age of a virtual team leader. Virtual leadership in intercultural groups requires special skills from leaders. Many of these reflect leadership s...

  4. Ensinar e aprender no meio virtual: rompendo paradigmas Teaching and learning in the virtual environment: shifting paradigms

    Directory of Open Access Journals (Sweden)

    Gilberto Lacerda dos Santos

    2011-08-01

    precisely, the text aims at outlining the paradigm crisis around the rupture between the presence classroom and the virtual classroom, in view of the emergence of the information society, through empirical data gathered by the 13 Master students that took part in this longitudinal study sponsored by CNPq, FAPDF, and FENADESP. In its first part, there is a general introduction to the theme and to the research problem that gave origin to the meta-analytic or synthesis study described here, which is defined by four questions: 1 what are the new formats for the virtual classroom?; 2 what pedagogical strategies are more adequate to guide the teaching work in the virtual classroom?; 3 what innovative didactic materials are consistent with the teaching work in the virtual classroom?; 4 what new teacher roles emerge in the context of the virtual classroom? There follows a succinct description of the methodological approach adopted to give support to our investigation effort in search of answers to the questions posed above. The third part of the article consists of an equally brief theoretical picture of the concept of virtual classroom. The next section brings a discussion of each of those issues in the light of the results achieved in the 13 Master dissertations analyzed. Lastly, conclusions are put forward, which point out and discuss some of the defining elements of the virtual classroom that give shape to the paradigm crisis alluded to here.

  5. Constipation and Incident CKD.

    Science.gov (United States)

    Sumida, Keiichi; Molnar, Miklos Z; Potukuchi, Praveen K; Thomas, Fridtjof; Lu, Jun Ling; Matsushita, Kunihiro; Yamagata, Kunihiro; Kalantar-Zadeh, Kamyar; Kovesdy, Csaba P

    2017-04-01

    Constipation is one of the most prevalent conditions in primary care settings and increases the risk of cardiovascular disease, potentially through processes mediated by altered gut microbiota. However, little is known about the association of constipation with CKD. In a nationwide cohort of 3,504,732 United States veterans with an eGFR ≥60 ml/min per 1.73 m 2 , we examined the association of constipation status and severity (absent, mild, or moderate/severe), defined using diagnostic codes and laxative use, with incident CKD, incident ESRD, and change in eGFR in Cox models (for time-to-event analyses) and multinomial logistic regression models (for change in eGFR). Among patients, the mean (SD) age was 60.0 (14.1) years old; 93.2% of patients were men, and 24.7% were diabetic. After multivariable adjustments, compared with patients without constipation, patients with constipation had higher incidence rates of CKD (hazard ratio, 1.13; 95% confidence interval [95% CI], 1.11 to 1.14) and ESRD (hazard ratio, 1.09; 95% CI, 1.01 to 1.18) and faster eGFR decline (multinomial odds ratios for eGFR slope constipation associated with an incrementally higher risk for each renal outcome. In conclusion, constipation status and severity associate with higher risk of incident CKD and ESRD and with progressive eGFR decline, independent of known risk factors. Further studies should elucidate the underlying mechanisms. Copyright © 2017 by the American Society of Nephrology.

  6. Cancer incidence among firefighters

    DEFF Research Database (Denmark)

    Pukkala, Eero; Martinsen, Jan Ivar; Weiderpass, Elisabete

    2014-01-01

    .51), adenocarcinoma of the lung (SIR=1.90, 95% CI 1.34 to 2.62), and mesothelioma (SIR=2.59, 95% CI 1.24 to 4.77). By contrast with earlier studies, the incidence of testicular cancer was decreased (SIR=0.51, 95% CI 0.23 to 0.98). CONCLUSIONS: Some of these associations have been observed previously, and potential...

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

    Science.gov (United States)

    Scacchi, Walt

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

  8. Achieving excellence in training

    International Nuclear Information System (INIS)

    Mangin, A.M.; Solymossy, J.M.

    1983-01-01

    Operating a nuclear power plant is a uniquely challenging activity, requiring a high degree of competence from all who are involved. Achieving and maintaining this competence requires excellence in training. But what does excellence mean, and how do we achieve it. Based on the experience gained by INPO in plant training evaluations and accreditation activities, this paper describes some of the actions that can be taken to achieve the quality appropriate for nuclear power plant training. These actions are discussed in relation to the four phases of a performance-based training system: (1) needs analysis, (2) program design and development, (3) implementation, and (4) evaluation and improvement

  9. [Achievement of therapeutic objectives].

    Science.gov (United States)

    Mantilla, Teresa

    2014-07-01

    Therapeutic objectives for patients with atherogenic dyslipidemia are achieved by improving patient compliance and adherence. Clinical practice guidelines address the importance of treatment compliance for achieving objectives. The combination of a fixed dose of pravastatin and fenofibrate increases the adherence by simplifying the drug regimen and reducing the number of daily doses. The good tolerance, the cost of the combination and the possibility of adjusting the administration to the patient's lifestyle helps achieve the objectives for these patients with high cardiovascular risk. Copyright © 2014 Sociedad Española de Arteriosclerosis y Elsevier España, S.L. All rights reserved.

  10. Adoptees' Educational Achievements

    DEFF Research Database (Denmark)

    Olsen, Rikke Fuglsang

    This study analyses educational achievement at age 20 for 3,180 non-kin adoptees and at age 25 for 1,559 non-kin adoptees in Denmark by comparing them to non-adoptees. The study also analyses whether there are within-group differences in the educational achievement of non-kin adoptees according...... to country of origin. The results suggest that the relatively small gap between non-kin adoptees’ and non-adoptees’ educational achievements widens between ages 20 and 25. Moreover, the results show some differences in educational outcomes among non-kin adoptees with different countries of origin....

  11. Cancer incidence among waiters

    DEFF Research Database (Denmark)

    Reijula, Jere; Kjaerheim, Kristina; Lynge, Elsebeth

    2015-01-01

    AIMS: To study cancer risk patterns among waiters in the Nordic countries. METHODS: We identified a cohort of 16,134 male and 81,838 female waiters from Denmark, Finland, Iceland, Norway and Sweden. During the follow-up period from 1961 to 2005, we found that 19,388 incident cancer cases were...... diagnosed. Standardised incidence ratio (SIR) was defined as the observed number of cancer cases divided by the expected number, based on national age, time period and gender-specific cancer incidence rates in the general population. RESULTS: The SIR of all cancers in waiters, in the five countries combined......, was 1.46 (95% CI 1.41-1.51) in men and 1.09 (1.07-1.11) in women. In male waiters, the SIR decreased from 1.79 (1.63-1.96) in 1961-1975, to 1.33 (1.26-1.40) in 1991-2005, but remained stable among women. The SIR among male waiters was highest for cancers in the pharynx (6.11; 95% CI 5.02-7.37), oral...

  12. Contaminated Mexican steel incident

    International Nuclear Information System (INIS)

    1985-01-01

    This report documents the circumstances contributing to the inadvertent melting of cobalt 60 (Co-60) contaminated scrap metal in two Mexican steel foundries and the subsequent distribution of contaminated steel products into the United States. The report addresses mainly those actions taken by US Federal and state agencies to protect the US population from radiation risks associated with the incident. Mexico had much more serious radiation exposure and contamination problems to manage. The United States Government maintained a standing offer to provide technical and medical assistance to the Mexican Government. The report covers the tracing of the source to its origin, response actions to recover radioactive steel in the United States, and return of the contaminated materials to Mexico. The incident resulted in significant radiation exposures within Mexico, but no known significant exposure within the United States. Response to the incident required the combined efforts of the Nuclear Regulatory Commission (NRC), Department of Energy, Department of Transportation, Department of State, and US Customs Service (Department of Treasury) personnel at the Federal level and representatives of all 50 State Radiation Control Programs and, in some instances, local and county government personnel. The response also required a diplomatic interface with the Mexican Government and cooperation of numerous commercial establishments and members of the general public. The report describes the factual information associated with the event and may serve as information for subsequent recommendations and actions by the NRC. 8 figures

  13. 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.

  14. A Review of Virtual Character's Emotion Model

    Science.gov (United States)

    Liu, Zhen

    2008-11-01

    Emotional virtual characters are essential to digital entertainment, an emotion is related to virtual environment and a virtual character's inner variables, emotion model of virtual character is a hot topic in many fields, domain knowledge is very important for modeling emotion, and the current research of emotion expression in the world was also summarized, and some new research directions of emotion model are presented.

  15. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  16. CEDS Addresses: Virtual and Blended Learning

    Science.gov (United States)

    US Department of Education, 2015

    2015-01-01

    The Common Education Data Standards (CEDS) common data vocabulary supports the collection and use of information about virtual and blended learning. The data element "Virtual Indicator", introduced in version 3 of CEDS, supports a range of virtual learning-related use cases. The Virtual Indicator element may be related to a Course…

  17. Typology on Leadership toward Creativity in Virtual Work

    Directory of Open Access Journals (Sweden)

    Iris A Humala

    2017-07-01

    Full Text Available Aim/Purpose: This study aims to develop a descriptive typology to better identify leadership toward creativity in virtual work in different types of companies. Background: The study empirically explores how leadership toward creativity occurs in virtual work and uses the theoretical lenses of creativity-conducive leadership and heterarchy to generate a typology. Methodology\t: A multiple qualitative case study design, interpretivist approach, and abductive analysis are applied. Data is collected by interviewing 21 leaders and employees face-to-face in four companies in the ICT sector and one business advisor company. Contribution: The empirical evidence of this study enriches the understanding of leadership toward creativity in virtual work and contributes to the limited empirical knowledge on leadership that stimulates a virtual workforce to achieve creativity. Findings: The four different types of companies in the typology utilize various transitions toward leadership creativity in virtual work. The trend in leadership in the existing virtually networked business environment is toward the “collective mind” company, which is characterized by shared values, meaningful work, collective intelligence, conscious reflection, transparency, coaching, empowering leadership by example, effective multichannel interaction, and assertiveness. The findings empirically support applying a heterarchy perspective to lead a virtual workforce toward creativity and promote leaders who are genuinely interested in people, their development, collaboration, and technology. Recommendations for Practitioners: The typology helps professionals realize the need to develop leadership, communication, interaction, learning, and growth to foster creative interaction and improve productivity and competitiveness. Recommendation for Researchers: This study enables researchers to more rigorously and creatively conceptualize the conditions and relationships in leadership that

  18. Time-Predictable Virtual Memory

    DEFF Research Database (Denmark)

    Puffitsch, Wolfgang; Schoeberl, Martin

    2016-01-01

    Virtual memory is an important feature of modern computer architectures. For hard real-time systems, memory protection is a particularly interesting feature of virtual memory. However, current memory management units are not designed for time-predictability and therefore cannot be used...... in such systems. This paper investigates the requirements on virtual memory from the perspective of hard real-time systems and presents the design of a time-predictable memory management unit. Our evaluation shows that the proposed design can be implemented efficiently. The design allows address translation...... and address range checking in constant time of two clock cycles on a cache miss. This constant time is in strong contrast to the possible cost of a miss in a translation look-aside buffer in traditional virtual memory organizations. Compared to a platform without a memory management unit, these two additional...

  19. Virtual Reality and Public Administration

    Directory of Open Access Journals (Sweden)

    István TÓZSA

    2013-02-01

    Full Text Available This study serves as an introduction to how virtual reality systems could be applied in public administration and what research tasks would be necessary to accomplish a project. E-government solutions began to emerge in public administration approximately a decade ago all over the developed world. Administration service facilities via the Internet did not attract many customers, because of the digital divide. E-government solutions were extended to mobile devices as well, but the expected breakthrough of usage has not ensued. The virtual reality form of public administration services recommended in this study has the most attractive outlay and the simplest navigation tools if compared to ‘traditional’ Internet based e-government. Thus, in accordance with the worldwide amazingly quick spread of the virtual reality systems of Second Life and 3 D types of entertainment, virtual reality applications in public administration could rely on a wide range of acceptance as well.

  20. Creating a Virtual Physics Department.

    Science.gov (United States)

    Suson, Daniel J.; Hewett, Lionel D.; McCoy, Jim; Nelson, Vaughn

    1999-01-01

    Describes a solution to alleviate the low numbers of students graduating from the majority of physics programs throughout the nation. Discusses the outcome of a virtual physics department. (Author/CCM)

  1. Dynamic Virtual Credit Card Numbers

    Science.gov (United States)

    Molloy, Ian; Li, Jiangtao; Li, Ninghui

    Theft of stored credit card information is an increasing threat to e-commerce. We propose a dynamic virtual credit card number scheme that reduces the damage caused by stolen credit card numbers. A user can use an existing credit card account to generate multiple virtual credit card numbers that are either usable for a single transaction or are tied with a particular merchant. We call the scheme dynamic because the virtual credit card numbers can be generated without online contact with the credit card issuers. These numbers can be processed without changing any of the infrastructure currently in place; the only changes will be at the end points, namely, the card users and the card issuers. We analyze the security requirements for dynamic virtual credit card numbers, discuss the design space, propose a scheme using HMAC, and prove its security under the assumption the underlying function is a PRF.

  2. Embodied Involvement in Virtual Worlds

    DEFF Research Database (Denmark)

    Ekdahl, David; Ravn, Susanne

    2018-01-01

    eSports practice designates a unique set of activities tethered to competitive, virtual environments or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor...... a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within their virtual worlds. By approaching eSports phenomenologically......, we uncover ways in which its unique forms of virtual involvement overlap with as well as differentiate themselves from traditional structures of embodiment....

  3. Map Usage in Virtual Environments

    National Research Council Canada - National Science Library

    Cevik, Helsin

    1998-01-01

    .... Instead, we can determine the parameters that affect virtual map representation and that help to construct a mental map, and then manipulate these parameters in order to increase the effectiveness...

  4. Affective appraisal of virtual environments

    NARCIS (Netherlands)

    Houtkamp, J.M.|info:eu-repo/dai/nl/251997677

    2012-01-01

    Interactive navigable 3D visualisations of built and natural environments have become commonplace in design and planning of urban environments and landscapes, and are regarded as potent prototyping and communication tools. In training applications, for instance for fire fighters, virtual

  5. Virtual Teams and Knowledge Communication

    DEFF Research Database (Denmark)

    Lehtonen, Miikka; Kampf, Constance Elizabeth

    2014-01-01

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

  6. Saving Money and Time with Virtual Server

    CERN Document Server

    Sanders, Chris

    2006-01-01

    Microsoft Virtual Server 2005 consistently proves to be worth its weight in gold, with new implementations thought up every day. With this product now a free download from Microsoft, scores of new users are able to experience what the power of virtualization can do for their networks. This guide is aimed at network administrators who are interested in ways that Virtual Server 2005 can be implemented in their organizations in order to save money and increase network productivity. It contains information on setting up a virtual network, virtual consolidation, virtual security, virtual honeypo

  7. Virtual environment simulation as a tool to support evacuation planning

    International Nuclear Information System (INIS)

    Mol, Antonio C.; Grecco, Claudio H.S.; Santos, Isaac J.A.L.; Carvalho, Paulo V.R.; Jorge, Carlos A.F.; Sales, Douglas S.; Couto, Pedro M.; Botelho, Felipe M.; Bastos, Felipe R.

    2007-01-01

    This work is a preliminary study of the use of a free game-engine as a tool to build and to navigate in virtual environments, with a good degree of realism, for virtual simulations of evacuation from building and risk zones. To achieve this goal, some adjustments in the game engine have been implemented. A real building with four floors, consisting of some rooms with furniture and people, has been virtually implemented. Simulations of simple different evacuation scenarios have been performed, measuring the total time spent in each case. The measured times have been compared with their corresponding real evacuation times, measured in the real building. The first results have demonstrated that the virtual environment building with the free game engine is capable to reproduce the real situation with a satisfactory level. However, it is important to emphasize that such virtual simulations serve only as an aid in the planning of real evacuation simulations, and as such must never substitute the later. (author)

  8. PROVISIONING RESTORABLE VIRTUAL PRIVATE NETWORKS USING BARABASI AND WAXMAN TOPOLOGY GENERATION MODEL

    Directory of Open Access Journals (Sweden)

    R. Ravi

    2010-12-01

    Full Text Available As internet usage grows exponentially, network security issues become increasingly important. Network security measures are needed to protect data during transmission. Various security controls are used to prevent the access of hackers in networks. They are firewall, virtual private networks and encryption algorithms. Out of these, the virtual private network plays a vital role in preventing hackers from accessing the networks. A Virtual Private Network (VPN provides end users with a way to privately access information on their network over a public network infrastructure such as the internet. Using a technique called “Tunneling”, data packets are transmitted across a public routed network, such as the internet that simulates a point-to-point connection. Virtual private networks provide customers with a secure and low-cost communication environment. The basic structure of the virtual circuit is to create a logical path from the source port to the destination port. This path may incorporate many hops between routers for the formation of the circuit. The final, logical path or virtual circuit acts in the same way as a direct connection between the two ports. Our proposed Provisioning Restorable Virtual Private Networks Algorithm (PRA is used to combine the provisioning and restoration algorithms to achieve better results than the ones obtained by independent restoration and provisioning. In order to ensure service quality and availability in Virtual Private Networks, seamless recovery from failures is essential. The quality of service of the Virtual Private Networks is also improved due to the combination of provisioning and restoration. The bandwidth sharing concept is also applied in link to improve the quality of service in the Virtual Private Network. The performance analysis of the proposed algorithm is carried out in terms of cost, the number of nodes, the number of VPN nodes, delay, asymmetric ratio and delay with constraints with

  9. Virtual reunification of papyrus fragments

    OpenAIRE

    Vannini, Lucia

    2015-01-01

    Many Greek and Latin papyri, originally belonging to only one book (be it in roll or codex form), are currently scattered among different libraries. While it is not possible to physically rejoin these fragments as they cannot be moved from their institutions, they may be virtually reunited thanks to the techniques of digitisation, image processing and electronic publishing. This paper focuses on some issues – emerged from the work of my MA dissertation – that virtual reunification of Greek an...

  10. Virtual reference: chat with us!

    Science.gov (United States)

    Lapidus, Mariana; Bond, Irena

    2009-01-01

    Virtual chat services represent an exciting way to provide patrons of medical libraries with instant reference help in an academic environment. The purpose of this article is to examine the implementation, marketing process, use, and development of a virtual reference service initiated at the Massachusetts College of Pharmacy and Health Sciences and its three-campus libraries. In addition, this paper will discuss practical recommendations for the future improvement of the service.

  11. Reference Models for Virtual Enterprises

    DEFF Research Database (Denmark)

    Tølle, Martin; Bernus, Peter; Vesterager, Johan

    2002-01-01

    This paper analyses different types of Reference Models (RMs) applicable to support the set up and (re)configuration of virtual enterprises (VEs). RMs are models capturing concepts common to VEs aiming to convert the task of setting up of VE towards a configuration task, and hence reduce the time...... needed for VE creation. The RMs are analysed through a mapping onto the Virtual Enterprise Reference Architecture (VERA) created in the IMS GLOBEMEN project based upon GERAM....

  12. Bulgarian experience in virtual neuronavigatoin

    International Nuclear Information System (INIS)

    Kalionski, R.; Tonchev, Z.; Bussarski, A.; Marinov, M.; Bussarski, V.

    2003-01-01

    The virtual magnetic resonance endoscopy is a new imaging method for examination. It is applied in the modern micro-invasive neurosurgery. The goal of the presentation is to demonstrate the capabilities of the virtual magnetic resonance images for pre-operative localization of the pathological process and a choice of access during the neurosurgical interventions. The technical parameters of the scanning and image processing are presented. A comparison is made of endoscopic intraoperative images of the brain and the pathological process

  13. Training Rowing with Virtual Environments

    Directory of Open Access Journals (Sweden)

    Gopher Daniel

    2011-12-01

    Full Text Available This paper presents the results of the design, implementation and evaluation of a platform for rowing training in Virtual Reality called SPRINT. The paper discusses how various aspects of the rowing skill can be analyzed and trained over a single common methodology and system platform. The result is a vision for new directions in the domain of sport training with Virtual Reality.

  14. Virtual learning environments: second life.

    Science.gov (United States)

    Ahern, Nancy; Wink, Diane M

    2010-01-01

    In this bimonthly series, the authors examine how nurse educators can use the Internet and Web-based computer technologies such as search, communication, collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. The editor of this column and her coauthor describes how the virtual world of Second Life can be used in nursing education.

  15. Weak Deeply Virtual Compton Scattering

    Energy Technology Data Exchange (ETDEWEB)

    Ales Psaker; Wolodymyr Melnitchouk; Anatoly Radyushkin

    2007-03-01

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

  16. Virtual pinhole confocal microscope

    Energy Technology Data Exchange (ETDEWEB)

    George, J.S.; Rector, D.M.; Ranken, D.M. [Los Alamos National Lab., NM (United States). Biophysics Group; Peterson, B. [SciLearn Inc. (United States); Kesteron, J. [VayTech Inc. (United States)

    1999-06-01

    Scanned confocal microscopes enhance imaging capabilities, providing improved contrast and image resolution in 3-D, but existing systems have significant technical shortcomings and are expensive. Researchers at Los Alamos National Laboratory have developed a novel approach--virtual pinhole confocal microscopy--that uses state of the art illumination, detection, and data processing technologies to produce an imager with a number of advantages: reduced cost, faster imaging, improved efficiency and sensitivity, improved reliability and much greater flexibility. Work at Los Alamos demonstrated proof of principle; prototype hardware and software have been used to demonstrate technical feasibility of several implementation strategies. The system uses high performance illumination, patterned in time and space. The authors have built functional confocal imagers using video display technologies (LCD or DLP) and novel scanner based on a micro-lens array. They have developed a prototype system for high performance data acquisition and processing, designed to support realtime confocal imaging. They have developed algorithms to reconstruct confocal images from a time series of spatially sub-sampled images; software development remains an area of active development. These advances allow the collection of high quality confocal images (in fluorescence, reflectance and transmission modes) with equipment that can inexpensively retrofit to existing microscopes. Planned future extensions to these technologies will significantly enhance capabilities for microscopic imaging in a variety of applications, including confocal endoscopy, and confocal spectral imaging.

  17. Virtual environment tactile system

    Science.gov (United States)

    Renzi, Ronald

    1996-01-01

    A method for providing a realistic sense of touch in virtual reality by means of programmable actuator assemblies is disclosed. Each tactile actuator assembly consists of a number of individual actuators whose movement is controlled by a computer and associated drive electronics. When an actuator is energized, the rare earth magnet and the associated contactor, incorporated within the actuator, are set in motion by the opposing electromagnetic field of a surrounding coil. The magnet pushes the contactor forward to contact the skin resulting in the sensation of touch. When the electromagnetic field is turned off, the rare earth magnet and the contactor return to their neutral positions due to the magnetic equilibrium caused by the interaction with the ferrous outer sleeve. The small size and flexible nature of the actuator assemblies permit incorporation into a glove, boot or body suit. The actuator has additional applications, such as, for example, as an accelerometer, an actuator for precisely controlled actuations or to simulate the sensation of braille letters.

  18. Portable Virtual Training Units

    Science.gov (United States)

    Malone, Reagan; Johnston, Alan

    2015-01-01

    The Mission Operations Lab initiated a project to design, develop, deliver, test, and validate a unique training system for astronaut and ground support personnel. In an effort to keep training costs low, virtual training units (VTUs) have been designed based on images of actual hardware and manipulated by a touch screen style interface for ground support personnel training. This project helped modernized the training system and materials by integrating them with mobile devices for training when operators or crew are unavailable to physically train in the facility. This project also tested the concept of a handheld remote device to control integrated trainers using International Space Station (ISS) training simulators as a platform. The portable VTU can interface with the full-sized VTU, allowing a trainer co-located with a trainee to remotely manipulate a VTU and evaluate a trainee's response. This project helped determine if it is useful, cost effective, and beneficial for the instructor to have a portable handheld device to control the behavior of the models during training. This project has advanced NASA Marshall Space Flight Center's (MSFC's) VTU capabilities with modern and relevant technology to support space flight training needs of today and tomorrow.

  19. Virtual colonoscopy: clinical application

    Energy Technology Data Exchange (ETDEWEB)

    Laghi, A. [Univ. of Rome La Sapienza, Polo Didattico Pontino, Latina (Italy)

    2005-11-15

    Virtual colonoscopy (VC), also known as computed tomography Colonography (CTC), is a non-invasive test for the examination of the colon based on volumetric, thin-collimation CT acquisition of a cleansed and air-distended colon. The technique is easy, less labour-intensive than barium enema and conventional colonoscopy, and is inherently safer. Several studies demonstrate the ability of VC in the detection of colonic neoplastic lesions, not only large carcinomas, but also polyps. Currently, the most widely accepted clinical indication is incomplete or unsuccessful colonoscopy, which may be the result of redundant colon, patient intolerance to the procedure, spasm not resolving even with the use of spasmolytics, obstructing colo-rectal cancer. VC is also used to detect cancer in frail and immobile patients to avoid sedation during colonoscopy or the turning required during barium enema. The use of VC in patients under surveillance following colo-rectal cancer surgery is under investigation. Further studies are necessary in order to assess the cost-effectiveness of this approach. For colo-rectal cancer screening, a practical approach is to consider VC as a currently credible alternative screening method and as a reasonable alternative to the other colo-rectal cancer screening tests when a patient is unable or unwilling to undergo conventional colonoscopy. (orig.)

  20. The virtual geometry model

    International Nuclear Information System (INIS)

    Hrivnacova, I; Viren, B

    2008-01-01

    The Virtual Geometry Model (VGM) was introduced at CHEP in 2004 [1], where its concept, based on the abstract interfaces to geometry objects, has been presented. Since then, it has undergone a design evolution to pure abstract interfaces, it has been consolidated and completed with more advanced features. Currently it is used in Geant4 VMC for the support of TGeo geometry definition with Geant4 native geometry navigation and recently it has been used in the validation of the G4Root tool. The implementation of the VGM for a concrete geometry model represents a small layer between the VGM and the particular native geometry. In addition to the implementations for Geant4 and Root TGeo geometry models, there is now added the third one for AGDD, which together with the existing XML exporter makes the VGM the most advanced tool for exchanging geometry formats providing 9 ways of conversions between Geant4, TGeo, AGDD and GDML models. In this presentation we will give the overview and the present status of the tool, we will review the supported features and point to possible limits in converting geometry models

  1. Virtual art revisited

    Science.gov (United States)

    Ruzanka, S.

    2014-02-01

    Virtual reality art at the turn of the millenium saw an explosion of creative exploration around this nascent technoloy. Though VR art has much in common with media art in general, the affordances of the technology gave rise to unique experiences, discourses, and artistic investigations. Women artists were at the forefront of the medium, shaping its aesthetic and technical development, and VR fostered a range of artistic concerns and experimentation that was largely distinct from closely related forms such as digital games. Today, a new wave of consumer technologies including 3D TV's, gestural and motion tracking interfaces, and headmount displays as viable, low-cost gaming peripherals drives a resurgence in interest in VR for interactive art and entertainment. Designers, game developers, and artists working with these technologies are in many cases discovering them anew. This paper explores ways of reconnecting this current moment in VR with its past. Can the artistic investigations begun in previous waves of VR be continued? How do the similarities and differences in contexts, communities, technologies, and discourses affect the development of the medium?

  2. The Virtual Robotics Laboratory

    Energy Technology Data Exchange (ETDEWEB)

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

    1999-09-01

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

  3. Virtual colonoscopy: clinical application

    International Nuclear Information System (INIS)

    Laghi, A.

    2005-01-01

    Virtual colonoscopy (VC), also known as computed tomography Colonography (CTC), is a non-invasive test for the examination of the colon based on volumetric, thin-collimation CT acquisition of a cleansed and air-distended colon. The technique is easy, less labour-intensive than barium enema and conventional colonoscopy, and is inherently safer. Several studies demonstrate the ability of VC in the detection of colonic neoplastic lesions, not only large carcinomas, but also polyps. Currently, the most widely accepted clinical indication is incomplete or unsuccessful colonoscopy, which may be the result of redundant colon, patient intolerance to the procedure, spasm not resolving even with the use of spasmolytics, obstructing colo-rectal cancer. VC is also used to detect cancer in frail and immobile patients to avoid sedation during colonoscopy or the turning required during barium enema. The use of VC in patients under surveillance following colo-rectal cancer surgery is under investigation. Further studies are necessary in order to assess the cost-effectiveness of this approach. For colo-rectal cancer screening, a practical approach is to consider VC as a currently credible alternative screening method and as a reasonable alternative to the other colo-rectal cancer screening tests when a patient is unable or unwilling to undergo conventional colonoscopy. (orig.)

  4. The Virtual Robotics Laboratory

    International Nuclear Information System (INIS)

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

    1997-01-01

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

  5. Virtual Machine Language

    Science.gov (United States)

    Grasso, Christopher; Page, Dennis; O'Reilly, Taifun; Fteichert, Ralph; Lock, Patricia; Lin, Imin; Naviaux, Keith; Sisino, John

    2005-01-01

    Virtual Machine Language (VML) is a mission-independent, reusable software system for programming for spacecraft operations. Features of VML include a rich set of data types, named functions, parameters, IF and WHILE control structures, polymorphism, and on-the-fly creation of spacecraft commands from calculated values. Spacecraft functions can be abstracted into named blocks that reside in files aboard the spacecraft. These named blocks accept parameters and execute in a repeatable fashion. The sizes of uplink products are minimized by the ability to call blocks that implement most of the command steps. This block approach also enables some autonomous operations aboard the spacecraft, such as aerobraking, telemetry conditional monitoring, and anomaly response, without developing autonomous flight software. Operators on the ground write blocks and command sequences in a concise, high-level, human-readable programming language (also called VML ). A compiler translates the human-readable blocks and command sequences into binary files (the operations products). The flight portion of VML interprets the uplinked binary files. The ground subsystem of VML also includes an interactive sequence- execution tool hosted on workstations, which runs sequences at several thousand times real-time speed, affords debugging, and generates reports. This tool enables iterative development of blocks and sequences within times of the order of seconds.

  6. Toward the virtual classroom

    Energy Technology Data Exchange (ETDEWEB)

    Pihlman, M.; Dirks, D.H.

    1990-01-03

    The Lawrence Livermore National Laboratory (LLNL) encourages its employees to remotely attend classes given by Stanford University, University of California at Davis, and the National Technological University (NTU). To improve the quality of education for LLNL employees, we are cooperating with Stanford University in upgrading the Stanford Instructional Television Network (SITN). A dedicated high-speed communication link (Tl) between Stanford and LLNL will be used for enhanced services such as videoconferencing, real time classnotes distribution, and electronic distribution of homework assignments. The new network will also allow students to take classes from their offices with the ability to ask the professor questions via an automatically dialed telephone call. As part of this upgrade, we have also proposed a new videoconferencing based classroom environment where students taking remote classes would feel as though they are attending the live class. All paperwork would be available in near real time and students may converse normally with, and see, other remote students as though they were all in the same physical location. We call this the Virtual Classroom.'' 1 ref., 6 figs.

  7. Virtual morality in the helping professions: Simulated action and resilience.

    Science.gov (United States)

    Francis, Kathryn B; Gummerum, Michaela; Ganis, Giorgio; Howard, Ian S; Terbeck, Sylvia

    2017-11-22

    Recent advances in virtual technologies have allowed the investigation of simulated moral actions in aversive moral dilemmas. Previous studies have employed diverse populations to explore these actions, with little research considering the significance of occupation on moral decision-making. For the first time, in this study we have investigated simulated moral actions in virtual reality made by professionally trained paramedics and fire service incident commanders who are frequently faced with and must respond to moral dilemmas. We found that specially trained individuals showed distinct empathic and related personality trait scores and that these declined with years of experience working in the profession. Supporting the theory that these professionals develop resilience in moral conflict, reduced emotional arousal was observed during virtual simulations of a distressing dilemma. Furthermore, trained professionals demonstrated less regret following the execution of a moral action in virtual reality when compared to untrained control populations. We showed that, contrary to previous research, trained individuals made the same moral judgements and moral actions as untrained individuals, though showing less arousal and regret. In the face of increasing concerns regarding empathy decline in health care professionals, we suggest that the nature of this decline is complex and likely reflects the development of a necessary emotional resilience to distressing events. © 2017 The British Psychological Society.

  8. Virtualization for the LHCb experiment

    International Nuclear Information System (INIS)

    Bonaccorsi, E.; Brarda, L.; Chebbi, M.; Neufeld, N.; Sborzacci, F.

    2012-01-01

    The LHCb experiment, one of the 4 large particle detector at CERN, counts in its Online System more than 2000 servers and embedded systems. As a result of ever-increasing CPU performance in modern servers, many of the applications in the controls system are excellent candidates for virtualization technologies. We see virtualization as an approach to cut down cost, optimize resource usage and manage the complexity of the IT infrastructure of LHCb. Recently we have added a Kernel Virtual Machine (KVM) cluster based on Red Hat Enterprise Virtualization for Servers (RHEV) complementary to the existing Hyper-V cluster devoted only to the virtualization of the windows guests. This paper describes the architecture of our solution based on KVM and RHEV as along with its integration with the existing Hyper-V infrastructure and the Quattor cluster management tools and in particular how we use to run controls applications on a virtualized infrastructure. We present performance results of both the KVM and Hyper-V solutions, problems encountered and a description of the management tools developed for the integration with the Online cluster and LHCb SCADA control system based on PVSS. (authors)

  9. Virtual patients in geriatric education.

    Science.gov (United States)

    Tan, Zaldy S; Mulhausen, Paul L; Smith, Stephen R; Ruiz, Jorge G

    2010-01-01

    The virtual patient is a case-based computer program that combines textual information with multimedia elements such as audio, graphics, and animation. It is increasingly being utilized as a teaching modality by medical educators in various fields of instruction. The inherent complexity of older patients and the shortage of geriatrics educators have spurred the development of virtual patient programs to teach geriatrics at the medical undergraduate, graduate, and postgraduate levels. As an instructional tool, the Virtual Patient must be placed in the correct educational context to help educators identify opportunities for its proper use in the curriculum. In this review, the experiences of three medical schools in the development and application of geriatric virtual patients are described as case studies. In each case study, the challenges encountered and solutions developed are presented. Areas of future research in the use of virtual patients in geriatrics education include the determination of the optimal combination of features, the settings of use of virtual patient programs, the underlying pedagogy, and the limitations in its application in clinical instruction.

  10. Virtual planning in orthognathic surgery.

    Science.gov (United States)

    Stokbro, K; Aagaard, E; Torkov, P; Bell, R B; Thygesen, T

    2014-08-01

    Numerous publications regarding virtual surgical planning protocols have been published, most reporting only one or two case reports to emphasize the hands-on planning. None have systematically reviewed the data published from clinical trials. This systematic review analyzes the precision and accuracy of three-dimensional (3D) virtual surgical planning of orthognathic procedures compared with the actual surgical outcome following orthognathic surgery reported in clinical trials. A systematic search of the current literature was conducted to identify clinical trials with a sample size of more than five patients, comparing the virtual surgical plan with the actual surgical outcome. Search terms revealed a total of 428 titles, out of which only seven articles were included, with a combined sample size of 149 patients. Data were presented in three different ways: intra-class correlation coefficient, 3D surface area with a difference Virtual planning appears to be an accurate and reproducible method for orthognathic treatment planning. A more uniform presentation of the data is necessary to allow the performance of a meta-analysis. Currently, the software system most often used for 3D virtual planning in clinical trials is SimPlant (Materialise). More independent clinical trials are needed to further validate the precision of virtual planning. Copyright © 2014 International Association of Oral and Maxillofacial Surgeons. All rights reserved.

  11. Medication incidents reported to an online incident reporting system.

    LENUS (Irish Health Repository)

    Alrwisan, Adel

    2011-01-15

    AIMS: Approximately 20% of deaths from adverse events are related to medication incidents, costing the NHS an additional £500 million annually. Less than 5% of adverse events are reported. This study aims to assess the reporting rate of medication incidents in NHS facilities in the north east of Scotland, and to describe the types and outcomes of reported incidents among different services. Furthermore, we wished to quantify the proportion of reported incidents according to the reporters\\' profession. METHODS: A retrospective description was made of medication incidents reported to an online reporting system (DATIX) over a 46-month-period (July 2005 to April 2009). Reports originated from acute and community hospitals, mental health, and primary care facilities. RESULTS: Over the study period there were 2,666 incidents reported with a mean monthly reporting rate of 78.2\\/month (SD±16.9). 6.1% of all incidents resulted in harm, with insulin being the most commonly implicated medication. Nearly three-quarters (74.2%, n=1,978) of total incidents originated from acute hospitals. Administration incidents were implicated in the majority of the reported medication incidents (59%), followed by prescribing (10.8%) and dispensing (9.9%), while the nondescript "other medication incidents" accounted for 20.3% of total incidents. The majority of reports were made by nursing and midwifery staff (80%), with medical and dental professionals reporting the lowest number of incidents (n=56, 2%). CONCLUSIONS: The majority of medication incidents in this study were reported by nursing and midwifery staff, and were due to administration incidents. There is a clear need to elucidate the reasons for the limited contribution of the medical and dental professionals to reporting medication incidents.

  12. ROLE OF VIRTUALIZATION IN CLOUD COMPUTING

    OpenAIRE

    Avneet kaur; Dr. Gaurav Gupta; Dr. Gurjit Singh Bhathal

    2017-01-01

    Cloud Computing is the fundamental change happening in the field of Information Technology.. Virtualization is the key component of cloud computing. With the use of virtualization, cloud computing brings about not only convenience and efficiency benefits, but also great challenges in the field of data security and privacy protection. .In this paper, we are discussing about virtualization, architecture of virtualization technology as well as Virtual Machine Monitor (VMM). Further discussing ab...

  13. APLIKASI SERVER VIRTUAL IP UNTUK MIKROKONTROLER

    OpenAIRE

    Ashari, Ahmad

    2008-01-01

    Selama ini mikrokontroler yang terhubung ke satu komputer hanya dapat diakses melalui satu IP saja, padahal kebanyakan sistem operasi sekarang dapat memperjanjikan lebih dari satu IP untuk setiap komputer dalam bentuk virtual IP. Penelitian ini mengkaji pemanfaatan virtual IP dari IP aliasing pada sistem operasi Linux sebagai Server Virtual IP untuk mikrokontroler. Prinsip dasar Server Virtual IP adalah pembuatan Virtual Host pada masing-masing IP untuk memproses paket-paket data dan menerjem...

  14. A Study Comparing Virtual Manipulatives with Other Instructional Treatments in Third-and Fourth-Grade Classrooms

    Science.gov (United States)

    Moyer-Packenham, Patricia; Baker, Joseph; Westenskow, Arla; Anderson, Katie; Shumway, Jessica; Rodzon, Kati; Jordan, Kerry

    2013-01-01

    The study reported here examined virtual manipulatives as an instructional treatment in 17 third- and fourth-grade classrooms. Students were randomly assigned to two treatment groups: texts and physical manipulatives, and virtual manipulatives. Results revealed no significant differences in achievement between the treatments. Additional results…

  15. 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…

  16. [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.

  17. Security incidents on the Internet, 1989--1995

    Energy Technology Data Exchange (ETDEWEB)

    Howard, J.D.

    1995-12-31

    This paper presents an analysis of trends in Internet security based on an investigation of 4,299 Internet security-related incidents reported to the CERT{reg_sign} Coordination Center (CERT{reg_sign}/CC) from 1989 through 1995. Prior to this research, knowledge of actual Internet security incidents was limited and primarily anecdotal. This research: (1) developed a taxonomy to classify Internet attacks and incidents, (2) organized, classified, and analyzed CERT{reg_sign}/CC incident records, (3) summarized the relative frequency of the use of tools and vulnerabilities, success in achieving access, and results of attacks, (4) estimated total Internet incident activity, (5) developed recommendations for Internet users and suppliers, and (6) developed recommendations for future research. With the exception of denial-of-service attacks, security incidents were found to be increasing at a rate less than Internet growth. Estimates showed that most, if not all, severe incidents were reported to the CERT{reg_sign}/CC, and that more than one out of three above average incidents (in terms of duration and number of sites) were reported. Estimates also indicated that a typical Internet site was involved in, at most, around one incident (of any kind) per year, and a typical Internet host in, at most, around one incident in 45 years. The probability of unauthorized privileged access was around an order of magnitude less likely. As a result, simple and reasonable security precautions should be sufficient for most Internet users.

  18. Incident users of antipsychotics

    DEFF Research Database (Denmark)

    Baandrup, Lone; Kruse, Marie

    2016-01-01

    PURPOSE: In Denmark, as well as in many other countries, consumption of antipsychotics is on the rise, partly due to increasing off-label use. The aim of this study was to analyze and quantify the extent of off-label use and polypharmacy in incident users of antipsychotic medication, and to examine...... initial antipsychotic prescribing patterns and associated use of mental health care services. METHOD: Population-based cohort study linking the following Danish national registers: the Central Psychiatric Research Register, the Register of Medicinal Product Statistics, and Statistics Denmark. RESULTS...

  19. Race in virtual environments: competitive versus cooperative games with black or white avatars.

    Science.gov (United States)

    Vang, Mao H; Fox, Jesse

    2014-04-01

    Often, virtual environments and video games have established goals, and to achieve them, users must either compete or cooperate with others. The common ingroup identity model predicts that individuals maintain multiple identities at any given time based on roles, demographics, and contextual factors, and that they interpret others based on similarity (i.e., perceived ingroup) or dissimilarity (i.e., perceived outgroup) to these identities. In this experiment, we manipulated two aspects of a virtual partner's identity-race and task collaboration-to determine how users would perceive others in a virtual world. White participants (N=99) played an anagram game competitively (outgroup) or cooperatively (ingroup) in a virtual environment with a black (outgroup) or white (ingroup) virtual partner. Contrary to hypotheses, performing either task led to more positive evaluations of black avatars than white avatars.

  20. Dissemination of medical applications of nuclear energy with virtual reality technology

    International Nuclear Information System (INIS)

    Botelho, Felipe M.; Oliveira, Beatriz A.R.

    2007-01-01

    This work makes use of Virtual Reality technology to disseminate medical applications of nuclear energy, with educational purposes. Virtual Reality is an effective learning tool, since navigation and interaction in virtual worlds can improve motivation in the learning process. With this technology, learning can be achieved in a clearer, joyful and more objective way. Among the existing medical applications of nuclear energy, this work focuses on the use of radiopharmaceuticals. The goal is to simulate this application in a virtual environment, for educational purposes, and to show the absorption of a radiopharmaceutical by the human body, during a diagnostics or treatment procedure. An example has been chosen, for Iodine radiopharmaceutical, which has affinity with the thyroid, and then concentrates in this organ. During the simulation, the concentration of the radioactive Iodine in the thyroid can be emphasized, and in the sequence, the virtual patient can be shown during the imaging procedure. (author)

  1. Three-Dimensional Virtual Bone Bank System Workflow for Structural Bone Allograft Selection: A Technical Report

    Directory of Open Access Journals (Sweden)

    Lucas Eduardo Ritacco

    2013-01-01

    Full Text Available Structural bone allograft has been used in bone defect reconstruction during the last fifty years with acceptable results. However, allograft selection methods were based on 2-dimensional templates using X-rays. Thanks to preoperative planning platforms, three-dimensional (3D CT-derived bone models were used to define size and shape comparison between host and donor. The purpose of this study was to describe the workflow of this virtual technique in order to explain how to choose the best allograft using a virtual bone bank system. We measured all bones in a 3D virtual environment determining the best match. The use of a virtual bone bank system has allowed optimizing the allograft selection in a bone bank, providing more information to the surgeons before surgery. In conclusion, 3D preoperative planning in a virtual environment for allograft selection is an important and helpful tool in order to achieve a good match between host and donor.

  2. Improving freight crash incident management.

    Science.gov (United States)

    2015-06-01

    The objective of this study was to determine the most effective way to mitigate the effect of freight : crash incidents on Louisiana freeways. Candidate incident management strategies were reviewed from : practice in other states and from those publi...

  3. Common Causes of Pesticide Incidents

    Science.gov (United States)

    There are many types of pesticide incidents. EPA staff analyze pesticide incident reports involving people (including children and farm workers), pets, domestic animals, wildlife including bees and other pollinators, and the environment.

  4. Developing a Measure of Virtual Community Citizenship Behavior

    Directory of Open Access Journals (Sweden)

    Luman Yong

    2011-12-01

    Full Text Available This study examines the kinds of behaviors that constitute virtual community citizenship behaviors (VCCB and tests three factors that may influence community members’ willingness to engage in VCCB. More specifically, the authors propose a multi-dimensional VCCB construct (altruism, civic virtue, consciousness, courtesy, and sportsmanship and three antecedents of VCCB (affective commitment, structural embeddedness and membership tenure. Four dimensions including altruism, civic virtue, courtesy and loyalty emerged as a result of behavioral examples collection from SMEs using critical incident technique and a VCCB survey with 19 Likert type items reflecting the behavioral examples within each dimension was created. Data was collected from an online discussion forum (The Grad Cafe to address the research questions of this study. Results indicate that affective commitment was a significant predictor of the virtual community citizenship behaviors. A research agenda for studying VCCB is presented.

  5. Distributed continuous energy scheduling for dynamic virtual power plants

    International Nuclear Information System (INIS)

    Niesse, Astrid

    2015-01-01

    This thesis presents DynaSCOPE as distributed control method for continuous energy scheduling for dynamic virtual power plants (DVPP). DVPPs aggregate the flexibility of distributed energy units to address current energy markets. As an extension of the Virtual Power Plant concept they show high dynamics in aggregation and operation of energy units. Whereas operation schedules are set up for all energy units in a day-ahead planning procedure, incidents may render these schedules infeasible during execution, like deviation from prognoses or outages. Thus, a continuous scheduling process is needed to ensure product fulfillment. With DynaSCOPE, software agents representing single energy units solve this problem in a completely distributed heuristic approach. Using a stepped concept, several damping mechanisms are applied to allow minimum disturbance while continuously trying to fulfill the product as contracted at the market.

  6. Integrating Virtual Reality (VR) into traditional instructional design ...

    African Journals Online (AJOL)

    PROF. OLIVER OSUAGWA

    2015-12-01

    Dec 1, 2015 ... Medicine and rehabilitation (surgery, anatomic simulator, remote surgery, hybrid systems). • VR games. • Arts (virtual actors, virtual museum, virtual music, virtual theatre). • Virtual product design (CAD display, process simulation, virtual prototyping). • Robotic (robot and virtual reality, design of robots, robot ...

  7. Increasing incidence of pyogenic spondylodiscitis

    DEFF Research Database (Denmark)

    Kehrer, Michala; Pedersen, Court; Jensen, Thøger G

    2014-01-01

    Smaller studies indicate that the incidence of pyogenic spondylodiscitis is increasing, possible related to a growing elderly population. Data supporting this is sparse, and we therefore studied patient characteristics and changes in spondylodiscitis incidence 1995-2008.......Smaller studies indicate that the incidence of pyogenic spondylodiscitis is increasing, possible related to a growing elderly population. Data supporting this is sparse, and we therefore studied patient characteristics and changes in spondylodiscitis incidence 1995-2008....

  8. Incident Management: Process into Practice

    Science.gov (United States)

    Isaac, Gayle; Moore, Brian

    2011-01-01

    Tornados, shootings, fires--these are emergencies that require fast action by school district personnel, but they are not the only incidents that require risk management. The authors have introduced the National Incident Management System (NIMS) and the Incident Command System (ICS) and assured that these systems can help educators plan for and…

  9. 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.

  10. Effects of decades of physical driving on body movement and motion sickness during virtual driving.

    Directory of Open Access Journals (Sweden)

    Thomas A Stoffregen

    Full Text Available We investigated relations between experience driving physical automobiles and motion sickness during the driving of virtual automobiles. Middle-aged individuals drove a virtual automobile in a driving video game. Drivers were individuals who had possessed a driver's license for approximately 30 years, and who drove regularly, while non-drivers were individuals who had never held a driver's license, or who had not driven for more than 15 years. During virtual driving, we monitored movement of the head and torso. During virtual driving, drivers became motion sick more rapidly than non-drivers, but the incidence and severity of motion sickness did not differ as a function of driving experience. Patterns of movement during virtual driving differed as a function of driving experience. Separately, movement differed between participants who later became motion sick and those who did not. Most importantly, physical driving experience influenced patterns of postural activity that preceded motion sickness during virtual driving. The results are consistent with the postural instability theory of motion sickness, and help to illuminate relations between the control of physical and virtual vehicles.

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

    International Nuclear Information System (INIS)

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

    1988-01-01

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

  12. The International Virtual Observatory: Summary of the first decade

    Science.gov (United States)

    Malkov, O. Yu.

    2012-01-01

    International Virtual Observatory is a collection of integrated astronomical data archives and software tools that utilize computer networks to create an environment in which research can be conducted. Several countries have initiated national virtual observatory programs that will combine existing databases from ground-based and space-born observatories and make them easily accessible to researchers. As a result, data from all the world's major observatories will be available to all users and to the public. This is significant not only because of the immense volume of astronomical data but also because the data on stars and galaxies have been compiled from observations in a variety of wavelengths: optical, radio, infrared, gamma ray, X-ray and more. Each wavelength can provide different information about a celestial event or object, but also requires a special expertise to interpret. In a virtual observatory environment, all of this data is integrated so that it can be synthesized and used in a given study. The International Virtual Observatory Alliance (IVOA) represents 20 national and international projects working in coordination to realize the essential technologies and interoperability standards necessary to create a new research infrastructure. Russian Virtual Observatory is one of the founders and important members of the IVOA. The International Virtual Observatory project was launched about ten years ago, and its major achievements in science and technology in recent years are discussed in this paper. Standards for accessing large astronomical data sets were developed. Such data sets can accommodate the full range of wavelengths and observational techniques for all types of astronomical data: catalogues, images, spectra and time series. The described standards include standards for metadata, data formats, query language, etc. Services for the federation of massive, distributed data sets, regardless of the wavelength, resolution and type of data were

  13. Developing a Virtual Book - Material for Virtual Learning Environments

    Directory of Open Access Journals (Sweden)

    Anne Karin Larsen

    2007-12-01

    Full Text Available This article describes the process of, and considerations taken when Virtual Learning Materials were developed for an international study in Comparative Social Work arranged by the VIRCLASS project. The steps taken and the elements included in the Virtual Book – A Guide to Social Work in Europe are presented in details to inform others who are planning to make virtual learning materials. Students from 11 countries in Europe participated, and their reception of this material and learning outcomes from using it are analysed and presented. Furthermore; the article discuss how the learning material contributes to students’ learning, how a common understanding of practice enhances knowledge-building and in what way audio-visual learning material can contribute to good learning in e-learning courses. The results are discussed in relation to theories about composite texts and community of inquiry, and outlines some challenges for e-teachers’ competences.

  14. Correlates of Achievement Motivation.

    Science.gov (United States)

    Whiteside, Marilyn

    1978-01-01

    Undergraduates given a self-concept scale, a sentence completion exercise, and story cues related to academic achievement generally expressed positive attitudes toward success; but students of both sexes with high self-esteem tended to associate success with a male, and those with lower self-esteem attributed success to a female. (Author)

  15. Advancing Student Achievement

    Science.gov (United States)

    Walberg, Herbert J.

    2010-01-01

    For the last half century, higher spending and many modern reforms have failed to raise the achievement of students in the United States to the levels of other economically advanced countries. A possible explanation, says Herbert Walberg, is that much current education theory is ill informed about scientific psychology, often drawing on fads and…

  16. NCLB: Achievement Robin Hood?

    Science.gov (United States)

    Bracey, Gerald W.

    2008-01-01

    In his "Wall Street Journal" op-ed on the 25th of anniversary of "A Nation At Risk", former assistant secretary of education Chester E. Finn Jr. applauded the report for turning U.S. education away from equality and toward achievement. It was not surprising, then, that in mid-2008, Finn arranged a conference to examine the…

  17. Virtual reality applications to work.

    Science.gov (United States)

    Weiss, P L; Jessel, A S

    1998-01-01

    Virtual reality (VR) entails the use of advanced technologies, including computers and various multimedia peripherals, to produce a simulated (i.e. virtual) environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. The unique features and flexibility of VR give it extraordinary potential for use in work-related applications. It permits users to experience and interact with a life-like model or environment, in safety and at convenient times, while providing a degree of control over the simulation that is usually not possible in the real-life situation. The work-related applications that appear to be most promising are those that employ virtual reality for visualization and representation, distance communication and education, hands-on training, and orientation and navigation. This article presents an overview to the concepts of VR focusing on its applications in a variety of work settings. Issues related to potential difficulties in using VR including side effects and the transfer of skills learned in the virtual environment to the real world are also reviewed.

  18. Evolving Capabilities for Virtual Globes

    Science.gov (United States)

    Glennon, A.

    2006-12-01

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

  19. Virtualization in control system environment

    International Nuclear Information System (INIS)

    Shen, L.R.; Liu, D.K.; Wan, T.M.

    2012-01-01

    In large scale distributed control system, there are lots of common service composed an environment for the entire control system, such as the server system for the common software base library, application server, archive server and so on. This paper gives a description of a virtualization realization for control system environment including the virtualization for server, storage, network system and application for the control system. With a virtualization instance of the EPICS based control system environment that was built by the VMware vSphere v4, we tested the whole functionality of this virtualization environment in the SSRF control system, including the common server of the NFS, NIS, NTP, Boot and EPICS base and extension library tools, we also have applied virtualization to application servers such as the Archive, Alarm, EPICS gateway and all of the network based IOC. Specially, we test the high availability and VMotion for EPICS asynchronous IOC successful under the different VLAN configuration of the current SSRF control system network. (authors)

  20. 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

  1. Generating Virtual Images from Oblique Frames

    Directory of Open Access Journals (Sweden)

    Carlos R. T. Caldeira

    2013-04-01

    Full Text Available Image acquisition systems based on multi-head arrangement of digital cameras are attractive alternatives enabling a larger imaging area when compared to a single frame camera. The calibration of this kind of system can be performed in several steps or by using simultaneous bundle adjustment with relative orientation stability constraints. The paper will address the details of the steps of the proposed approach for system calibration, image rectification, registration and fusion. Experiments with terrestrial and aerial images acquired with two Fuji FinePix S3Pro cameras were performed. The experiments focused on the assessment of the results of self-calibrating bundle adjustment with and without relative orientation constraints and the effects to the registration and fusion when generating virtual images. The experiments have shown that the images can be accurately rectified and registered with the proposed approach, achieving residuals smaller than one pixel.

  2. A European Languages Virtual Network Proposal

    Science.gov (United States)

    García-Peñalvo, Francisco José; González-González, Juan Carlos; Murray, Maria

    ELVIN (European Languages Virtual Network) is a European Union (EU) Lifelong Learning Programme Project aimed at creating an informal social network to support and facilitate language learning. The ELVIN project aims to research and develop the connection between social networks, professional profiles and language learning in an informal educational context. At the core of the ELVIN project, there will be a web 2.0 social networking platform that connects employees/students for language practice based on their own professional/academic needs and abilities, using all relevant technologies. The ELVIN remit involves the examination of both methodological and technological issues inherent in achieving a social-based learning platform that provides the user with their own customized Personal Learning Environment for EU language acquisition. ELVIN started in November 2009 and this paper presents the project aims and objectives as well as the development and implementation of the web platform.

  3. Optimal Regulation of Virtual Power Plants

    Energy Technology Data Exchange (ETDEWEB)

    Dall Anese, Emiliano; Guggilam, Swaroop S.; Simonetto, Andrea; Chen, Yu Christine; Dhople, Sairaj V.

    2018-03-01

    This paper develops a real-time algorithmic framework for aggregations of distributed energy resources (DERs) in distribution networks to provide regulation services in response to transmission-level requests. Leveraging online primal-dual-type methods for time-varying optimization problems and suitable linearizations of the nonlinear AC power-flow equations, we believe this work establishes the system-theoretic foundation to realize the vision of distribution-level virtual power plants. The optimization framework controls the output powers of dispatchable DERs such that, in aggregate, they respond to automatic-generation-control and/or regulation-services commands. This is achieved while concurrently regulating voltages within the feeder and maximizing customers' and utility's performance objectives. Convergence and tracking capabilities are analytically established under suitable modeling assumptions. Simulations are provided to validate the proposed approach.

  4. Improving Performance to Engineering Students through Virtual Labs and its Monitoring in Cockpit

    Directory of Open Access Journals (Sweden)

    Leandro Rosniak Tibola

    2014-10-01

    Full Text Available Modern education needs use all resources to improve teaching-learning process. To achieve this goal, technology can be a sharp allied. Especially to the engineering education, which seeks the balance among theoretical and practice lessons. Thus, many universities are using the virtual labs and virtual worlds 3D like way to support the student's learning and enrich the teaching methods. High tech classes, broadband communication, mobility and ubiquity aren't enough if the student's engagement can't be measured. This work presents a proposal to monitor the virtual lab use by students, showing the educational parameters in a graphical interface, following the suitable pedagogical concepts.

  5. On the transverse momentum in Z-boson production in a virtually ordered parton shower

    Energy Technology Data Exchange (ETDEWEB)

    Nagy, Zoltan [Deutsches Elektronen-Synchrotron (DESY), Hamburg (Germany); Soper, Davison E. [Oregon Univ., Eugene, OR (United States). Inst. of Theoretical Science

    2009-12-15

    Cross sections for physical processes that involve very different momentum scales in the same process will involve large logarithms of the ratio of the momentum scales when calculated in perturbation theory. One goal of calculations using parton showers is to sum these large logarithms. We ask whether this goal is achieved for the transverse momentum distribution of a Z-boson produced in hadron-hadron collisions when the shower is organized with higher virtuality parton splittings coming first, followed successively by lower virtuality parton splittings. We find that the virtuality ordered shower works well in reproducing the known QCD result. (orig.)

  6. On the transverse momentum in Z-boson production in a virtually ordered parton shower

    International Nuclear Information System (INIS)

    Nagy, Zoltan; Soper, Davison E.

    2009-12-01

    Cross sections for physical processes that involve very different momentum scales in the same process will involve large logarithms of the ratio of the momentum scales when calculated in perturbation theory. One goal of calculations using parton showers is to sum these large logarithms. We ask whether this goal is achieved for the transverse momentum distribution of a Z-boson produced in hadron-hadron collisions when the shower is organized with higher virtuality parton splittings coming first, followed successively by lower virtuality parton splittings. We find that the virtuality ordered shower works well in reproducing the known QCD result. (orig.)

  7. Virtual Human Technology: Capturing Sex, Race, and Age Influences in Individual Pain Decision Policies

    OpenAIRE

    Hirsh, Adam T.; Alqudah, Ashraf F.; Stutts, Lauren A.; Robinson, Michael E.

    2008-01-01

    Pain assessment is subject to bias due to characteristics of the individual in pain and of the observing person. Few research studies have examined pain assessment biases in an experimental setting. The present study employs innovative virtual human technology to achieve greater experimental control. A lens model design was used to capture decision-making policies at the idiographic and nomothetic level. Seventy-five undergraduates viewed virtual humans (VH) that varied in sex, race, age, and...

  8. An Islanding Microgrid Power Sharing Approach Using Enhanced Virtual Impedance Control Scheme

    DEFF Research Database (Denmark)

    He, Jinwei; Li, Yun Wei; Guerrero, Josep M.

    2013-01-01

    In order to address the load sharing problem in islanding microgrids, this paper proposes an enhanced distributed generation (DG) unit virtual impedance control approach. The proposed method can realize accurate regulation of DG unit equivalent impedance at both fundamental and selected harmonic...... and PCC harmonic voltage compensation are achieved without using any fundamental and harmonic components extractions. Experimental results from a scaled single-phase microgrid prototype are provided to validate the feasibility of the proposed virtual impedance control approach....

  9. Convenience of achieving a software platform leading to increased travel safety for disabled persons

    Directory of Open Access Journals (Sweden)

    Alina Simona TECĂU

    2017-07-01

    Full Text Available The paper presents the results of a qualitative marketing research, achieved by the focus group method, one of a series of marketing researches proposed with a view to determining the extent to which it is opportune to achieve a software platform containing a database with safe tourist routes and images, accessible for disabled persons, which may tested/ visualized by virtual reality.

  10. The Gender Confidence Gap in Fractions Knowledge: Gender Differences in Student Belief-Achievement Relationships

    Science.gov (United States)

    Ross, John A.; Scott, Garth; Bruce, Catherine D.

    2012-01-01

    Recent research demonstrates that in many countries gender differences in mathematics achievement have virtually disappeared. Expectancy-value theory and social cognition theory both predict that if gender differences in achievement have declined there should be a similar decline in gender differences in self-beliefs. Extant literature is…

  11. Grazing incidence beam expander

    Energy Technology Data Exchange (ETDEWEB)

    Akkapeddi, P.R.; Glenn, P.; Fuschetto, A.; Appert, Q.; Viswanathan, V.K.

    1985-01-01

    A Grazing Incidence Beam Expander (GIBE) telescope is being designed and fabricated to be used as an equivalent end mirror in a long laser resonator cavity. The design requirements for this GIBE flow down from a generic Free Electron Laser (FEL) resonator. The nature of the FEL gain volume (a thin, pencil-like, on-axis region) dictates that the output beam be very small. Such a thin beam with the high power levels characteristic of FELs would have to travel perhaps hundreds of meters or more before expanding enough to allow reflection from cooled mirrors. A GIBE, on the other hand, would allow placing these optics closer to the gain region and thus reduces the cavity lengths substantially. Results are presented relating to optical and mechanical design, alignment sensitivity analysis, radius of curvature analysis, laser cavity stability analysis of a linear stable concentric laser cavity with a GIBE. Fabrication details of the GIBE are also given.

  12. Virtualization in the Operations Environments

    Science.gov (United States)

    Pitts, Lee; Lankford, Kim; Felton, Larry; Pruitt, Robert

    2010-01-01

    Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.

  13. 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

  14. Multi-stakeholder Virtual Dialogue

    DEFF Research Database (Denmark)

    Kornum, Niels; Mühlbacher, Hans

    2013-01-01

    This article introduces the special issue on multi-stakeholder virtual dialogue. Research as well as managerial practice in marketing has traditionally focused on single stakeholders and a one-way communication perspective. This special issue takes a novel approach by directing attention to the s......This article introduces the special issue on multi-stakeholder virtual dialogue. Research as well as managerial practice in marketing has traditionally focused on single stakeholders and a one-way communication perspective. This special issue takes a novel approach by directing attention...... success. While marketing literature increasingly recognizes that divers stakeholders have an impact on a company''s success, little is known about how virtual multi-stakeholder dialogue changes marketing research and management. This special issue provides insights on what roles stakeholders may play...

  15. Vivencias afectivas como discurso virtual

    Directory of Open Access Journals (Sweden)

    Mijaíl Málishev

    2011-01-01

    Full Text Available El discurso virtual expresa nuestras vivencias afectivas tanto en el futuro -esperanza- como en el pasado -culpa y venganza-. La esperanza es un estímulo que nos alienta a alcanzar nuestras metas. A diferencia del futuro, el pasado es irreversible y, sin embargo, el pluscuamperfecto es un "mago" que "transforma" lo irreparable en lo virtual. Nuestra conciencia nos hace sentir culpables, haciéndonos creer que lo indebido que hemos cometido, hubiéramos podido hacerlo de otra manera. El pluscuamperfecto expresa la venganza que nos hace "lavar la ofensa" causada por nuestro adversario, pero el discurso virtual en el pluscuamperfecto nos ayuda a sublimar nuestros rencores sin causar algún daño a nuestro adversario y a nuestra propia reputación.

  16. Teleoperation with virtual force feedback

    Energy Technology Data Exchange (ETDEWEB)

    Anderson, R.J.

    1993-08-01

    In this paper we describe an algorithm for generating virtual forces in a bilateral teleoperator system. The virtual forces are generated from a world model and are used to provide real-time obstacle avoidance and guidance capabilities. The algorithm requires that the slaves tool and every object in the environment be decomposed into convex polyhedral Primitives. Intrusion distance and extraction vectors are then derived at every time step by applying Gilbert`s polyhedra distance algorithm, which has been adapted for the task. This information is then used to determine the compression and location of nonlinear virtual spring-dampers whose total force is summed and applied to the manipulator/teleoperator system. Experimental results validate the whole approach, showing that it is possible to compute the algorithm and generate realistic, useful psuedo forces for a bilateral teleoperator system using standard VME bus hardware.

  17. : Virtual Tours in School Context

    Directory of Open Access Journals (Sweden)

    Nuno Ribeiro,

    2016-12-01

    Full Text Available This article is based on the importance of using virtual tours in schools as a means to disseminate local cultural heritage, school projects and teaching resources. We want to use virtual tours, involving the school community in its use, through the production of relevant multimedia content as a way to understand and analyze the potential of multimedia resources in schools. With the evolution of new technologies, including the internet, it is up to the schools, as sources of knowledge transmission, to resort to new technologies as a way to encourage students to learn, to promote local heritage and to disclose the work of the school community, using virtual tours in school context as a powerful interdisciplinary technical and educational resource.

  18. Utilization of virtual reality for reading the superheated emulsion detector

    International Nuclear Information System (INIS)

    Santos Sobrinho, Jose C.; Santo, Andre C.E.; Pereira, Claudio M.N.A.; Mol, Antonio C.A.

    2013-01-01

    This paper presents a method based on Virtual Reality for reading the Superheated Emulsion Detector (Bubble Detector). The proposed method is an alternative to: automatic counters offered by the manufacturers of detectors, since they have a relatively high cost (acquisition, maintenance and periodic calibration), and visual counting of detectors, since it only has an advantage when there are a small number of bubbles. The method starts with the collection of detector's digital images in order to obtain a sequence of images to create an animation that is displayed with the help of Virtual Reality. To this end, it is modeled, using OpenGL graphics library, a virtual environment for visualizing and manipulating virtual detector. It is made, then a calibration of this virtual environment thus ensuring the correspondence of the model with reality. The reading of the detector (bubbles count) is made visually by the user with the assistance of stereo vision and a 3D cursor to navigation, marking and counting the bubbles. The user views a further auxiliary display that shows the three-dimensional cursor position, the labeled amount of bubbles and the measured dose. After testing, the following results were achieved: better precision in counting the bubbles compared with the 10% reported by the manufacturer of the automatic reader; achieving a low cost tool that requires no calibration constant in the process of maintenance and/or lifetime; minimizing the problem of manual counting for large number of bubbles and ease of use, because can be operated by a common user. (author)

  19. The World of Virtual Exhibitions

    Directory of Open Access Journals (Sweden)

    Irena Eiselt

    2013-09-01

    Full Text Available EXTENDED ABSTRACTSpecial collections of the National and University Library (NUK hide a lot of items of precious value. The Slovenian cultural heritage is stored on paper or on other media as a part of the library’s Manuscripts, Incunabula and Rare Books Collection, Old Prints Collection, Maps and Pictorial Collection, Music Collection, Ephemera Collection, Serials Collection, and Slovenian Diaspora Publications Collection. Only a small part of the treasures is temporary revealed to the public on special exhibitions. The idea of virtual exhibitions of library treasures was born in 2005. The library aimed to exhibit precious items of special collections of high historical or artistic value. In 2008 the first two virtual exhibitions were created in-house offering access to the rich collections of old postcards of Ljubljana at the beginning of 20th century kept in the Maps and Pictorial Collection of NUK. They were soon followed by other virtual exhibitions. At the beginning they were organised in the same way as physical exhibitions, afterwards different programs were used for creation of special effects (for ex. 3D wall. About two years ago it was decided that the creation of virtual exhibitions will be simplified. Files of digitised and borndigital library materials in jpg format are imported to MS PowerPoint 2010. Each jpg file is now formatted by adding a frame, a description … to the slides which are saved as jpg files. The last step is the import of jpg files into Cooliris application used for NUK web exhibitions. In the paper the virtual exhibition design and creation, the technical point of view and criteria for the selection of exhibition content are explained following the example of the virtual exhibitions the Old Postcards of Ljubljana, Photo Ateliers in Slovenia, a collection of photographs Four Seasons by Fran Krašovec and photos of Post-Earthquake Ljubljana in 1895.

  20. grupos virtuales de aprendizaje colaborativo

    Directory of Open Access Journals (Sweden)

    Ángel Torres Velandia

    2002-01-01

    Full Text Available Diversas experiencias de educación superior, virtual y a distancia, en las que hemos participado demuestran que la revolución tecnológica, en el contexto de la sociedad de la información, propicia cambios comunicacionales y educativos que favorecen la preparación profesional de cientos de jóvenes y adultos que, de otra manera, difícilmente llegarían a desarrollar autonomía e iniciativa propias para emprender y autodirigir procesos de aprendizaje personales, así como para trabajar en entornos virtuales colaborativos, mediante el uso racional y crítico de una variedad de herramientas y recursos técnicos y pedagógicos. Por lo que pretendemos: a analizar la naturaleza y aspectos básicos de las comunidades virtuales de aprendizaje (CVA y los grupos virtuales de aprendizaje colaborativo (GVAC, y b registrar los avances y las limitaciones de tres proyectos de investigación y desarrollo de la UAM-Xochimilco: 1 Red electrónica de la UAM para la formación virtual de tutores e investigadores de los sistemas de educación superior a distancia (SESAD. 2 Formación de docentes-tutores para la enseñanza y el aprendizaje en ambientes presenciales, virtuales y a distancia. 3 La experiencia de interacción y cooperación de dos tipos diferentes de grupos de aprendizaje: los del sistema modular de la UAM-Xochimilco y los de la Universitat Oberta de Catalunya, UOC.

  1. An improved Virtual Torso phantom

    International Nuclear Information System (INIS)

    Kramer, Gary H; Crowley, Paul

    2000-01-01

    The virtual phantom that was previously designed by the Human Monitoring Laboratory had some limitations. It contained no sternum and the ribs extended all the way round the torso, whereas in reality the central part of the chest is covered with a mixture of cartilage (ribs) and bone (sternum). The ribs were located below the chest wall which added to the thickness of the chest wall. The lungs did not touch the inner surface of the chest wall along their length due to the differences in curvature between the ellipsoidal lungs and the ellipsoidal cylinder that defined the torso. As a result there was extra intervening tissue between the lungs and the chest wall. This was shown to have a noticeable effect on the simulation of low energy photons. The virtual phantom has been redesigned and comparison of measured and calculated counting efficiencies shows that it is a good representation of both of LLNL or JAERI at all photon energies measured. The redesigned virtual phantom agrees to within 11% of the torsos' counting efficiency over the energy range 17 - 240 keV. Before modification, the virtual phantom's counting efficiency was a of factor three lower at 17 keV and a factor of two lower at 20 keV; now it is within 5% at 17 keV and within 10% at 20 keV. This phantom can now be reliably used to simulate lung counting. The virtual phantom still contains no sternum and the ribs extend all the way round the torso, whereas in reality the central part of the chest is covered with cartilage (ribs) and bone (sternum). However, the above results indicate that this is not a major flaw in the design of the virtual phantom, as agreement between the Monte Carlo results and experimental data is good. (author)

  2. Virtual Interactive Practice: a strategy to enhance learning and competence in health care students.

    Science.gov (United States)

    Gobbi, Mary; Monger, Eloise; Watkinson, Graham; Spencer, Anne; Weaver, Mike; Lathlean, Judith; Bryant, Stephanie

    2004-01-01

    This paper reports the processes and initial outcomes of a pilot study which investigated a week long 'virtual' children's ward experience for nursing students. Providing sufficient and meaningful experiences which enable students to quickly and effectively achieve competence in diverse areas of practice is often frustrated by the realities of available clinical experiences. Our response to this challenge was to more fully exploit and evaluate technologies which can be used to provide these learning experiences. Students experienced 'real time' scenario based work involving SIM-MAN; interactive information technology scenarios, critical incidents, master classes, video conferencing, and observational skill development exercises. Evaluation methodologies included observation of student performance, competence self rating scales; analysis of videotaped performance episodes and other data generated through the learning activities and lived experience accounts of participants. Initial findings indicate (1) statistically significant improvements in student competence measured through self reports; and (2) evidence of improvement gleaned from observed accounts, video analysis and qualitative evaluative comments. The final outcomes, including work with a control group, will be available for Conference.

  3. The Virtual Campus Hub Concept

    DEFF Research Database (Denmark)

    Badger, Merete; Prag, Sidsel-Marie Winther; Monaco, Lucio

    The research infrastructure project Virtual Campus Hub (VCH) runs from October 1, 2011 to September 30, 2013. Four technical universities in Europe, who are all active in the field of sustainable energy, form the project consortium: the Technical University of Denmark, The Royal Institute...... of Technology in Sweden, Politecnico di Torino in Italy, and Eindhoven University of Technology in the Netherlands. The project is partially funded by the European Commission under the 7th Framework Programme (project no. RI-283746). This report describes the final concept of Virtual Campus Hub. It gives...

  4. The transience of virtual fractals.

    Science.gov (United States)

    Taylor, R P

    2012-01-01

    Artists have a long and fruitful tradition of exploiting electronic media to convert static images into dynamic images that evolve with time. Fractal patterns serve as an example: computers allow the observer to zoom in on virtual images and so experience the endless repetition of patterns in a matter that cannot be matched using static images. This year's featured cover artist, Susan Lowedermilk, instead plans to employ persistence of human vision to bring virtual fractals to life. This will be done by incorporating her prints of fractal patterns into zoetropes and phenakistoscopes.

  5. Sonic Virtuality, Environment, and Presence

    DEFF Research Database (Denmark)

    Grimshaw, Mark

    2018-01-01

    The article presents a brief introduction to the concept of sonic virtuality, a view of sound as a multi-modal, emergent perception that provides a framework that has since been used to provide an explanation of the formation of environments. Additionally, the article uses such concepts to explain...... the phenomenon of presence, not only in virtual worlds but also in actual worlds. The view put forward is that environment is an emergent perception, formed from the hypothetical modelling of salient worlds of sensory things, and it is in the environment that we feel present. The article ends with some thoughts...

  6. VERA: Virtual Enterprise Reference Architecture

    DEFF Research Database (Denmark)

    Vesterager, Johan; Tølle, Martin; Bernus, Peter

    2003-01-01

    . To prepare for this is a complex task, in fact all business, management and planning views, and related subject areas and activities, may be involved. In order to deal with this complexity in a systematic way and secure global understanding Globemen has developed a Virtual Enterprise Reference Architecture......Globalisation, outsourcing and customisation are main challenges of today not least for one-of-a-kind producers. A crucial competitive factor will be the ability rapidly to form customer focused virtual enterprises comprised of competencies from different partners by taking full advantage of ICT...

  7. L'invasione del virtuale

    Directory of Open Access Journals (Sweden)

    Renzo Carlucci

    2005-07-01

    Full Text Available L'ormai indiscutibile il fatto di essere talmente circondati dal virtuale sintetico che quasi si fa fatica a riconoscere la realtà, col suo corollario di fatti “veri” legati alla nostra vita, dalle ricostruzioni digitali che permeano la nostra quotidianità (ogni riferimento al mondo di “Matrix” è puramente casuale; con l’avvento dei moderni sensori è poi veramente impressionante vedere quanto ormai il nostro ambiente sia “contaminato” dal virtuale.

  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. Collaborative design in virtual environments

    CERN Document Server

    Wang, Xiangyu

    2011-01-01

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

  10. The road to virtual: the Sauls Memorial Virtual Library journey.

    Science.gov (United States)

    Waddell, Stacie; Harkness, Amy; Cohen, Mark L

    2014-01-01

    The Sauls Memorial Virtual Library closed its physical space in 2012. This article outlines the reasons for this change and how the library staff and hospital leadership planned and executed the enormous undertaking. Outcomes of the change and lessons learned from the process are discussed.

  11. Virtual reality negotiation training system with virtual cognitions

    NARCIS (Netherlands)

    Ding, D.; Burger, F.; Brinkman, W.P.; Neerincx, M.A.

    2017-01-01

    A number of negotiation training systems have been developed to improve people’s performance in negotiation. They mainly focus on the skills development, and less on negotiation understanding and improving self-efficacy. We propose a virtual reality negotiation training system that exposes users to

  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. Evaluating Coincident Relationships Between Obesity Incidence and Normal Weight Incidence From Birth Through Kindergarten for US Children.

    Science.gov (United States)

    Yeaton, William H; Shah, Megha K; Moss, Brian G

    2018-01-01

    We examine the concurrent relationship between obesity incidence and normal weight status incidence and prevalence in children between 9 months and kindergarten. Multistage, probability sample from the Early Childhood Longitudinal Study-Birth cohort. United States. Representative sample of US preschool children (n = 9950) followed from birth through kindergarten. From direct, anthropometric measures, we reported prevalence and incidence rates across 4 follow-up periods. In addition to prevalence and incidence rates, we reported risk ratios based on multiple definitions and estimated predicted probabilities of obesity and normal weight status using clinically meaningful body mass index (BMI)-for-age percentiles. Obesity prevalence (13%-20%) was much smaller than normal weight status prevalence (66%-70%). Lower socioeconomic status, Hispanic, and non-Hispanic black children had greater risk of obesity. During 9 months to kindergarten, obesity incidence decreased two-thirds (15.6%), while normal weight status incidence decreased almost one-half (44.6%). Coincidently, normal weight status incidence (ranged from 23% to 45%) was consistently and substantially higher than obesity incidence (ranged from 5% to 15%). During 4 years to kindergarten, the obesity risk for overweight children was 13 times higher than that for normal weight status children. Overall rates of obese and normal weight incidence were substantial at 9 months, trended lower, but remained high through kindergarten. At 4 years to kindergarten, children with relatively high initial BMI were very likely to become obese but far less likely to achieve normal weight status.

  14. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria

    2017-11-20

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large

  15. Direct manipulation of virtual objects

    Science.gov (United States)

    Nguyen, Long K.

    Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities -- proprioception, haptics, and audition -- and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum -- Immersive Virtual Environment (IVE) and Reality Environment (RE). This

  16. GIS Function Coupling for Virtual Globes Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Virtual Globe (VG) systems such as Google Earth, NASA World Winds and Microsoft Virtual Earth provide captivating animated 3D visualizations and support user queries...

  17. ARLearn: augmented reality meets augmented virtuality

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland; Kalz, Marco; Van Ulzen, Patricia; Specht, Marcus

    2012-01-01

    Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces, 18(15), 2143-2164.

  18. An introduction to virtual reality technology

    International Nuclear Information System (INIS)

    Louka, Michael N.

    1999-02-01

    This paper is a brief introduction to virtual reality technology. It discusses the meaning of the term 'Virtual Reality', introduces common hardware and software technology, and provides a brief overview of applications and research areas (author) (ml)

  19. Aerospace applications of virtual environment technology

    Science.gov (United States)

    Loftin, R. B.

    1996-01-01

    The uses of virtual environment technology in the space program are examined with emphasis on training for the Hubble Space Telescope Repair and Maintenance Mission in 1993. Project ScienceSpace at the Virtual Environment Technology Lab is discussed.

  20. Providing Virtual Execution Environments: A Twofold Illustration

    CERN Document Server

    Grehant, Xavier

    2008-01-01

    Platform virtualization helps solving major grid computing challenges: share resource with flexible, user-controlled and custom execution environments and in the meanwhile, isolate failures and malicious code. Grid resource management tools will evolve to embrace support for virtual resource. We present two open source projects that transparently supply virtual execution environments. Tycoon has been developed at HP Labs to optimise resource usage in creating an economy where users bid to access virtual machines and compete for CPU cycles. SmartDomains provides a peer-to-peer layer that automates virtual machines deployment using a description language and deployment engine from HP Labs. These projects demonstrate both client-server and peer-to-peer approaches to virtual resource management. The first case makes extensive use of virtual machines features for dynamic resource allocation. The second translates virtual machines capabilities into a sophisticated language where resource management components can b...