WorldWideScience

Sample records for initiative effort reality

  1. Breckinridge Project, initial effort

    Energy Technology Data Exchange (ETDEWEB)

    None, None

    1982-09-01

    Report III, Volume 1 contains those specifications numbered A through J, as follows: General Specifications (A); Specifications for Pressure Vessels (C); Specifications for Tanks (D); Specifications for Exchangers (E); Specifications for Fired Heaters (F); Specifications for Pumps and Drivers (G); and Specifications for Instrumentation (J). The standard specifications of Bechtel Petroleum Incorporated have been amended as necessary to reflect the specific requirements of the Breckinridge Project, and the more stringent specifications of Ashland Synthetic Fuels, Inc. These standard specifications are available to the Initial Effort (Phase Zero) work performed by all contractors and subcontractors. Report III, Volume 1 also contains the unique specifications prepared for Plants 8, 15, and 27. These specifications will be substantially reviewed during Phase I of the project, and modified as necessary for use during the engineering, procurement, and construction of this project.

  2. Venture Capital Initiative: Ohio's School Improvement Effort.

    Science.gov (United States)

    Yoo, Soonhwa; Loadman, William E.

    In 1994 the Ohio State Legislature established Venture Capital to support school restructuring. The Venture Capital school initiative is a concept borrowed from the business community in which the corporate entity provides risk capital to parts of the organization to stimulate creative ideas and to provide opportunities for local entities to try…

  3. Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults.

    Science.gov (United States)

    Anderson-Hanley, Cay; Snyder, Amanda L; Nimon, Joseph P; Arciero, Paul J

    2011-01-01

    This study examined the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adults. Fourteen exergaming older adults participated. Competitiveness was assessed prior to the start of exercise. Participants were trained to ride a "cybercycle;" a virtual reality-enhanced stationary bike with interactive competition. After establishing a cybercycling baseline, competitive avatars were introduced. Pedaling effort (watts) was assessed. Repeated measures ANOVA revealed a significant group (high vs low competitiveness) × time (pre- to post-avatar) interaction (F[1,12] = 13.1, P = 0.003). Virtual social facilitation increased exercise effort among more competitive exercisers. Exercise programs that match competitiveness may maximize exercise effort.

  4. Climate Data Initiative: A Geocuration Effort to Support Climate Resilience

    Science.gov (United States)

    Ramachandran, Rahul; Bugbee, Kaylin; Tilmes, Curt; Pinheiro Privette, Ana

    2015-01-01

    Curation is traditionally defined as the process of collecting and organizing information around a common subject matter or a topic of interest and typically occurs in museums, art galleries, and libraries. The task of organizing data around specific topics or themes is a vibrant and growing effort in the biological sciences but to date this effort has not been actively pursued in the Earth sciences. In this paper, we introduce the concept of geocuration and define it as the act of searching, selecting, and synthesizing Earth science data/metadata and information from across disciplines and repositories into a single, cohesive, and useful compendium We present the Climate Data Initiative (CDI) project as an exemplar example. The CDI project is a systematic effort to manually curate and share openly available climate data from various federal agencies. CDI is a broad multi-agency effort of the U.S. government and seeks to leverage the extensive existing federal climate-relevant data to stimulate innovation and private-sector entrepreneurship to support national climate-change preparedness. We describe the geocuration process used in CDI project, lessons learned, and suggestions to improve similar geocuration efforts in the future.

  5. Climate data initiative: A geocuration effort to support climate resilience

    Science.gov (United States)

    Ramachandran, Rahul; Bugbee, Kaylin; Tilmes, Curt; Privette, Ana Pinheiro

    2016-03-01

    Curation is traditionally defined as the process of collecting and organizing information around a common subject matter or a topic of interest and typically occurs in museums, art galleries, and libraries. The task of organizing data around specific topics or themes is a vibrant and growing effort in the biological sciences but to date this effort has not been actively pursued in the Earth sciences. In this paper, we introduce the concept of geocuration and define it as the act of searching, selecting, and synthesizing Earth science data/metadata and information from across disciplines and repositories into a single, cohesive, and useful collection. We present the Climate Data Initiative (CDI) project as a prototypical example. The CDI project is a systematic effort to manually curate and share openly available climate data from various federal agencies. CDI is a broad multi-agency effort of the U.S. government and seeks to leverage the extensive existing federal climate-relevant data to stimulate innovation and private-sector entrepreneurship to support national climate-change preparedness. We describe the geocuration process used in the CDI project, lessons learned, and suggestions to improve similar geocuration efforts in the future.

  6. Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults

    Directory of Open Access Journals (Sweden)

    Anderson-Hanley C

    2011-10-01

    Full Text Available Cay Anderson-Hanley1,2, Amanda L Snyder1, Joseph P Nimon1, Paul J Arciero1,21Healthy Aging and Neuropsychology Lab, Department of Psychology, Union College, Schenectady, NY, USA; 2Health and Exercise Sciences Department, Skidmore College, Saratoga Springs, NY, USAAbstract: This study examined the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adults. Fourteen exergaming older adults participated. Competitiveness was assessed prior to the start of exercise. Participants were trained to ride a “cybercycle;” a virtual reality-enhanced stationary bike with interactive competition. After establishing a cybercycling baseline, competitive avatars were introduced. Pedaling effort (watts was assessed. Repeated measures ANOVA revealed a significant group (high vs low competitiveness X time (pre- to post-avatar interaction (F[1,12] = 13.1, P = 0.003. Virtual social facilitation increased exercise effort among more competitive exercisers. Exercise programs that match competitiveness may maximize exercise effort.Keywords: exercise, aging, virtual reality, competitiveness, social facilitation, exercise intensity

  7. Breckinridge Project, initial effort. Report III, Volume 2. Specifications

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    Report III, Volume 2 contains those specifications numbered K through Y, as follows: Specifications for Compressors (K); Specifications for Piping (L); Specifications for Structures (M); Specifications for Insulation (N); Specifications for Electrical (P); Specifications for Concrete (Q); Specifications for Civil (S); Specifications for Welding (W); Specifications for Painting (X); and Specifications for Special (Y). The standard specifications of Bechtel Petroleum Incorporated have been amended as necessary to reflect the specific requirements of the Breckinridge Project and the more stringent specifications of Ashland Synthetic Fuels, Inc. These standard specifications are available for the Initial Effort (Phase Zero) work performed by all contractors and subcontractors.

  8. Mapping telemedicine efforts: surveying regional initiatives in Denmark.

    Science.gov (United States)

    Kierkegaard, Patrick

    2015-05-01

    The aim of this study is to survey telemedicine services currently in operation across Denmark. The study specifically seeks to answer the following questions: What initiatives are deployed within the different regions? What are the motivations behind the projects? What technologies are being utilized? What medical disciplines are being supported using telemedicine systems? All data were surveyed from the Telemedicinsk Landkort, a newly created database designed to provide a comprehensive and systematic overview of all telemedicine technologies in Denmark. The results of this study suggest that a growing numbers of telemedicine initiatives are currently in operation across Denmark but that considerable variations exist in terms of regional efforts as the number of operational telemedicine projects varied from region to region. The results of this study provide a timely picture of the factors that are shaping the telemedicine landscape of Denmark and suggest potential strategies to help policymakers increase and improve national telemedicine deployment.

  9. Initial data collection efforts of CREDO. Sodium valve failures

    International Nuclear Information System (INIS)

    Bott, T.F.; Haas, P.M.

    1978-01-01

    The Centralized Reliability Data organisation (CREDO) has been established at Oak Ridge National Laboratory to define, develop, and maintain a reliability data analysis center for use in advanced reactor safety and licensing. Its primary functions are collection, reduction, evaluation, storage, retrieval, and dissemination of reliability/maintainability data. Data-collection efforts have been initiated at several test loops, at the Experimental Breeder Reactor-II and at the Fast Flux Test Facility. Top priority is being given to collection data on safety and safety-related systems, primarily for sodium-cooled reactors. Sufficient operating time has been accumulated on sodium valves at test facilities to provide quantitative estimates of reliability characteristics with a reasonable degree of confidence. Sodium-valve failures have been categorized according to seat design, size, seal type, and actuator type. Attempts have been made to establish the variation of failure rate with time and duty. Estimates of failure rates for sodium valves have been compared to those for water valves and appear to be of the same order of magnitude. (author)

  10. One watt initiative: A global effort to reduce leaking electricity

    International Nuclear Information System (INIS)

    Meier, Alan K.; LeBot, Benoit

    1999-01-01

    Many domestic appliances and commercial equipment consume some electric power when they are switched off or not performing their primary purpose. The typical loss per appliance is low (from 1 to 25 W) but, when multiplied by the billions of appliances in houses and in commercial buildings, standby losses represent a significant fraction of total electricity use. Several initiatives to reduce standby losses have appeared in different parts of the world. One proposal, the 1-watt plan, seeks to harmonize these initiatives by establishing a single target for all appliances. This paper explains the background to the 1-watt plan, identifies some unresolved aspects, and gives some estimates of energy savings

  11. Reality

    Science.gov (United States)

    Harteveld, Casper

    The first of the three worlds to be discussed is Reality. This whole level is devoted to this world consisting of consultants, subject-matter experts, and disciplines related to the domain and subject of the game. After a short introduction where I show—amongst many other things—a virtual reproduction and game interpretation of Magritte's famous painting of a pipe, I explain by using my experiences from Levee Patroller and drawing upon other examples, four relevant aspects from this world that designers need to consider. The first concerns defining the problem. This is quite hard, especially because at many times, different problem definitions can be conceived. When a problem is finally defined, the second aspect, the factors which are involved with the problem, need to be found and elaborated on. If designers start to relate the factors to each other, they are preoccupied with the third aspect, the relationships. To picture this well, it helps to draw a diagram. Mostly, games are not static and that is why the process needs to be taken into account as well. After considering this fourth aspect, the “model of reality” can be said to be complete. To judge this model and the eventual game, Reality has its own criteria of which I discuss flexibility, fidelity, and validity.

  12. Temporal variations in dispatcher-assisted and bystander-initiated resuscitation efforts.

    Science.gov (United States)

    Yamashita, Akira; Maeda, Tetsuo; Myojo, Yasuhiro; Wato, Yukihiro; Ohta, Keisuke; Inaba, Hideo

    2018-04-03

    To investigate temporal variations in dispatcher-assisted and bystander-initiated resuscitation efforts and their association with survival after bystander-witnessed out-of-hospital cardiac arrests (OHCAs). We retrospectively analyzed the neurologically favorable 1-month survival and the parameters related to dispatcher assisted cardiopulmonary resuscitation (DA-CPR) and bystander CPR (BCPR) for 227,524 OHCA patients between 2007 and 2013 in Japan. DA-CPR sensitivity for OHCAs, bystander's compliance to DA-CPR assessed by the proportion of bystanders who follow DA-CPR, and performance of BCPR measured by the rate of bystander-initiated CPR in patients without DA-CPR were calculated as indices of resuscitation efforts. Performance of BCPR was only similar to temporal variations in the survival (correlation between hourly paired values, R 2 =0.263, P=0.01): a lower survival rate (3.4% vs 4.2%) and performance of BCPR (23.1% vs 30.8%) during night-time (22:00-5:59) than during non-night-time. In subgroup analyses based on interaction tests, all three indices deteriorated during night-time when OHCAs were witnessed by non-family (adjusted odds ratio, 0.73-0.82), particularly in non-elderly patients. The rate of public access defibrillation for these OHCAs markedly decreased during night-time (adjusted odds ratio, 0.49) with delayed emergency calls and BCPR initiation. Multivariable logistic regression analyses revealed that the survival rate of non-family-witnessed OHCAs was 1.83-fold lower during night-time than during non-night-time. Dispatcher-assisted and bystander-initiated resuscitation efforts are low during night-time in OHCAs witnessed by non-family. A divisional alert system to recruit well-trained individuals is needed in order to improve the outcomes of night-time OHCAs witnessed by non-family bystanders. Copyright © 2018 Elsevier Inc. All rights reserved.

  13. The International Data Sharing Challenge: Realities and Lessons Learned from International Field Projects and Data Analysis Efforts

    Science.gov (United States)

    Williams, S. F.; Moore, J. A.

    2014-12-01

    One of the major challenges facing science in general is how foster trust and cooperation between nations that then allows the free and open exchange of data. The rich data coming from many nations conducting Arctic research must be allowed to be brought together to understand and assess the huge changes now underway in the Arctic regions. The NCAR Earth Observing Laboratory has been supporting a variety of international field process studies and WCRP sponsored international projects that require international data collection and exchange in order to be successful. Some of the programs include the Surface Heat Budget of the Arctic (SHEBA) International Tundra Experiment (ITEX), the Arctic Climate Systems Study (ACSYS), the Distributed Biological Observatory (DBO), and the Coordinated Energy and water-cycle Observations Project (CEOP) to name a few. EOL played a major role in the data management of these projects, but the CEOP effort in particular involved coordinating common site documentation and data formatting across a global network (28 sites). All these unique projects occurred over 25 years but had similar challenges in the international collection, archival, and access to the rich datasets that are their legacy. The Belmont Forum offers as its main challenge to deliver knowledge needed for action to avoid or adapt to environmental change. One of their major themes is related to the study of these changes in the Arctic. The development of capable e-infrastructure (technologies and groups supporting international collaborative environments networks and data centers) to allow access to large diverse data collections is key to meeting this challenge. The reality of meeting this challenge, however, is something much more difficult. The authors will provide several specific examples of successes and failures when trying to meet the needs of an international community of researchers specifically related to Belmont Forum Work Package Themes regarding standards of

  14. Energy efficiency advocacy groups: A study of selected interactive efforts and independent initiatives

    Energy Technology Data Exchange (ETDEWEB)

    Schweitzer, M. [Oak Ridge National Lab., TN (United States); English, M.; Schexnayder, S.; Altman, J. [Univ. of Tennessee, Knoxville, TN (United States). Energy, Environment, and Resources Center

    1994-03-01

    Non-utility groups participate in a myriad of activities--initiated by themselves and others--aimed at influencing the policies and actions of utilities and their regulators related to Integrated Resource Planning (IRP) and Demand-Side Management (DSM). Some of these activities are not directed toward a particular regulatory body or utility but are designed to influence public knowledge and acceptance of IRP and DSM. Other activities involve interaction with a particular utility or regulatory body. The traditional forum for this interaction is an adversarial debate (i.e., litigation or regulatory intervention) over the merits of a utility`s plan or proposed action. However, an increasingly common forum is one in which non-utility groups and utilities cooperatively develop plans, policies, and/or programs. Arrangements of this type are referred to in this report as ``interactive efforts``. This report presents the findings derived from ten case studies of energy efficiency advocacy groups (EEAG) activities to influence the use of cost-effective DSM and to promote IRP; nine of these ten cases involve some form of interactive effort and all of them also include other EEAG activities. The goal of this research is not to measure the success of individual activities of the various groups, but to glean from a collective examination of their activities an understanding of the efficacy of various types of interactive efforts and other EEAG activities and of the contextual and procedural factors that influence their outcomes.

  15. Breckinridge Project, initial effort. Report XI, Volume V. Critical review of the design basis. [Critical review

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    Report XI, Technical Audit, is a compendium of research material used during the Initial Effort in making engineering comparisons and decisions. Volumes 4 and 5 of Report XI present those studies which provide a Critical Review of the Design Basis. The Critical Review Report, prepared by Intercontinental Econergy Associates, Inc., summarizes findings from an extensive review of the data base for the H-Coal process design. Volume 4 presents this review and assessment, and includes supporting material; specifically, Design Data Tabulation (Appendix A), Process Flow Sheets (Appendix B), and References (Appendix C). Volume 5 is a continuation of the references of Appendix C. Studies of a proprietary nature are noted and referenced, but are not included in these volumes. They are included in the Limited Access versions of these reports and may be reviewed by properly cleared personnel in the offices of Ashland Synthetic Fuels, Inc.

  16. Genuine participation in participant-centred research initiatives: the rhetoric and the potential reality.

    Science.gov (United States)

    Feeney, Oliver; Borry, Pascal; Felzmann, Heike; Galvagni, Lucia; Haukkala, Ari; Loi, Michele; Nordal, Salvör; Rakic, Vojin; Riso, Brígida; Sterckx, Sigrid; Vears, Danya

    2018-04-01

    The introduction of Web 2.0 technology, along with a population increasingly proficient in Information and Communications Technology (ICT), coupled with the rapid advancements in genetic testing methods, has seen an increase in the presence of participant-centred research initiatives. Such initiatives, aided by the centrality of ICT interconnections, and the ethos they propound seem to further embody the ideal of increasing the participatory nature of research, beyond what might be possible in non-ICT contexts alone. However, the majority of such research seems to actualise a much narrower definition of 'participation'-where it is merely the case that such research initiatives have increased contact with participants through ICT but are otherwise non-participatory in any important normative sense. Furthermore, the rhetoric of participant-centred initiatives tends to inflate this minimalist form of participation into something that it is not, i.e. something genuinely participatory, with greater connections with both the ICT-facilitated political contexts and the largely non-ICT participatory initiatives that have expanded in contemporary health and research contexts. In this paper, we highlight that genuine (ICT-based) 'participation' should enable a reasonable minimum threshold of participatory engagement through, at least, three central participatory elements: educative, sense of being involved and degree of control. While we agree with criticisms that, at present, genuine participation seems more rhetoric than reality, we believe that there is clear potential for a greater ICT-facilitated participatory engagement on all three participatory elements. We outline some practical steps such initiatives could take to further develop these elements and thereby their level of ICT-facilitated participatory engagement.

  17. Report Summarizing the Effort Required to Initiate Welding of Irradiated Materials within the Welding Cubicle

    Energy Technology Data Exchange (ETDEWEB)

    Frederick, Greg [Electric Power Research Institute (EPRI), Palo Alto, CA (United States); Sutton, Benjamin J. [Electric Power Research Institute (EPRI), Palo Alto, CA (United States); Tatman, Jonathan K. [Electric Power Research Institute (EPRI), Palo Alto, CA (United States); Vance, Mark Christopher [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Smith, Allen W. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Clark, Scarlett R. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Feng, Zhili [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Miller, Roger G. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Chen, Jian [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Tang, Wei [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Hu, Xunxiang [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Gibson, Brian T. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States)

    2017-06-01

    The advanced welding facility within a hot cell at the Radiochemical Engineering Development Center of Oak Ridge National Laboratory (ORNL), which has been jointly funded by the U.S. Department of Energy (DOE), Office of Nuclear Energy, Light Water Reactor Sustainability Program and the Electric Power Research Institute, Long Term Operations Program and the Welding and Repair Technology Center, is in the final phase of development. Research and development activities in this facility will involve direct testing of advanced welding technologies on irradiated materials in order to address the primary technical challenge of helium induced cracking that can arise when conventional fusion welding techniques are utilized on neutron irradiated stainless steels and nickel-base alloys. This report details the effort that has been required since the beginning of fiscal year 2017 to initiate welding research and development activities on irradiated materials within the hot cell cubicle, which houses welding sub-systems that include laser beam welding (LBW) and friction stir welding (FSW) and provides material containment within the hot cell.

  18. Initial validation of a virtual-reality learning environment for prostate biopsies: realism matters!

    Science.gov (United States)

    Fiard, Gaelle; Selmi, Sonia-Yuki; Promayon, Emmanuel; Vadcard, Lucile; Descotes, Jean-Luc; Troccaz, Jocelyne

    2014-04-01

    A virtual-reality learning environment dedicated to prostate biopsies was designed to overcome the limitations of current classical teaching methods. The aim of this study was to validate reliability, face, content, and construct of the simulator. The simulator is composed of (a) a laptop computer, (b) a haptic device with a stylus that mimics the ultrasound probe, (c) a clinical case database including three-dimensional (3D) ultrasound volumes and patient data, and (d) a learning environment with a set of progressive exercises including a randomized 12-core biopsy procedure. Both visual (3D biopsy mapping) and numerical (score) feedback are given to the user. The simulator evaluation was conducted in an academic urology department on 7 experts and 14 novices who each performed a virtual biopsy procedure and completed a face and content validity questionnaire. The overall realism of the biopsy procedure was rated at a median of 9/10 by nonexperts (7.1-9.8). Experts rated the usefulness of the simulator for the initial training of urologists at 8.2/10 (7.9-8.3), but reported the range of motion and force feedback as significantly less realistic than novices (P=0.01 and 0.03, respectively). Pearson r correlation coefficient between correctly placed biopsies on the right and left side of the prostate for each user was 0.79 (Prealism and scoring system used.

  19. Augmented Reality Guidance for the Resection of Missing Colorectal Liver Metastases: An Initial Experience.

    Science.gov (United States)

    Ntourakis, Dimitrios; Memeo, Ricardo; Soler, Luc; Marescaux, Jacques; Mutter, Didier; Pessaux, Patrick

    2016-02-01

    Modern chemotherapy achieves the shrinking of colorectal cancer liver metastases (CRLM) to such extent that they may disappear from radiological imaging. Disappearing CRLM rarely represents a complete pathological remission and have an important risk of recurrence. Augmented reality (AR) consists in the fusion of real-time patient images with a computer-generated 3D virtual patient model created from pre-operative medical imaging. The aim of this prospective pilot study is to investigate the potential of AR navigation as a tool to help locate and surgically resect missing CRLM. A 3D virtual anatomical model was created from thoracoabdominal CT-scans using customary software (VR RENDER(®), IRCAD). The virtual model was superimposed to the operative field using an Exoscope (VITOM(®), Karl Storz, Tüttlingen, Germany). Virtual and real images were manually registered in real-time using a video mixer, based on external anatomical landmarks with an estimated accuracy of 5 mm. This modality was tested in three patients, with four missing CRLM that had sizes from 12 to 24 mm, undergoing laparotomy after receiving pre-operative oxaliplatin-based chemotherapy. AR display and fine registration was performed within 6 min. AR helped detect all four missing CRLM, and guided their resection. In all cases the planned security margin of 1 cm was clear and resections were confirmed to be R0 by pathology. There was no postoperative major morbidity or mortality. No local recurrence occurred in the follow-up period of 6-22 months. This initial experience suggests that AR may be a helpful navigation tool for the resection of missing CRLM.

  20. Strategies to Build Readiness in Community Mobilization Efforts for Implementation in a Multi-Year Teen Pregnancy Prevention Initiative.

    Science.gov (United States)

    Bhuiya, Nazmim; House, L Duane; Desmarais, Jeffrey; Fletcher, Erica; Conlin, Maeve; Perez-McAdoo, Sarah; Waggett, Jessica; Tendulkar, Shalini A

    2017-03-01

    This paper describes an assessment of community readiness to implement a community-wide teen pregnancy prevention initiative, Youth First, and presents strategies used to enhance this readiness as informed by the assessment. Twenty-five community stakeholder interviews were conducted to assess four domains of readiness: (1) attitudes, perception, and knowledge of teen pregnancy; (2) perceived level of readiness; (3) resources, existing and current efforts; and (4) leadership. Interview transcripts were coded and analyzed to identify key themes. Stakeholders acknowledged teen pregnancy as an issue but lacked contextual information. They also perceived the community as ready to address the issue and recognized some organizations already championing efforts. However, many key players were not involved, and ongoing data collection to assess teen pregnancy and prevention efforts was limited. Though many stakeholders were ready to engage in teen pregnancy prevention efforts, they required additional information and training to appropriately address the issue. In response to the assessment findings, several strategies were applied to address readiness and build Youth First partners' capacity to implement the community-wide initiative. Thus, to successfully implement community-wide prevention efforts, it is valuable to assess the level of community readiness to address health issues. Copyright © 2016 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  1. Breckinridge Project, initial effort. Report VII, Volume 4. Safety and health plan

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    The Safety and Health Plan recognizes the potential hazards associated with the Project and has been developed specifically to respond to these risks in a positive manner. Prevention, the primary objective of the Plan, starts with building safety controls into the process design and continues through engineering, construction, start-up, and operation of the Project facilities and equipment. Compliance with applicable federal, state, and local health and safety laws, regulations, and codes throughout all Project phases is required and assured. The Plan requires that each major Project phase be thoroughly reviewed and analyzed to determine that those provisions required to assure the safety and health of all employees and the public, and to prevent property and equipment losses, have been provided. The Plan requires followup on those items or situations where corrective action needs were identified to assure that the action was taken and is effective. Emphasis is placed on loss prevention. Exhibit 1 provides a breakdown of Ashland Synthetic Fuels, Inc.'s (ASFI's) Loss Prevention Program. The Plan recognizes that the varied nature of the work is such as to require the services of skilled, trained, and responsible personnel who are aware of the hazards and know that the work can be done safely, if done correctly. Good operating practice is likewise safe operating practice. Training is provided to familiarize personnel with good operational practice, the general sequence of activities, reporting requirements, and above all, the concept that each step in the operating procedures must be successfully concluded before the following step can be safely initiated. The Plan provides for periodic review and evaluation of all safety and loss prevention activities at the plant and departmental levels.

  2. A head-mounted display system for augmented reality: Initial evaluation for interventional MRI

    International Nuclear Information System (INIS)

    Wendt, M.; Wacker, F.K.

    2003-01-01

    Purpose: To discuss the technical details of a head mounted display with an augmented reality (AR) system and to describe a first pre-clinical evaluation in interventional MRI. Method: The AR system consists of a video-see-through head mounted display (HMD), mounted with a mini video camera for tracking and a stereo pair of mini cameras that capture live images of the scene. The live video view of the phantom/patient is augmented with graphical representations of anatomical structures from MRI image data and is displayed on the HMD. The application of the AR system with interventional MRI was tested using a MRI data set of the head and a head phantom. Results: The HMD enables the user to move around and observe the scene dynamically from various viewpoints. Within a short time the natural hand-eye coordination can easily be adapted to the slightly different view. The 3D perception is based on stereo and kinetic depth cues. A circular target with a diameter of 0.5 square centimeter was hit in 19 of 20 attempts. In a first evaluation the MRI image data augmented reality scene of a head phantom allowed good planning and precise simulation of a puncture. Conclusion: The HMD in combination with AR provides a direct, intuitive guidance for interventional MR procedures. (orig.) [de

  3. Breckinridge Project, initial effort

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    Report IV, Volume 4, provides descriptions, data, and drawings pertaining to the Gas Plant (Plant 7). The Gas Plant (Plant 7) receives feed gas streams from various process plants. The Gas Plant compresses, treats, and fractionates the gas streams into intermediate and final products. The following information is included for the plant described in this volume: a description of the plant's process design, including the utility balance, catalysts and chemicals usage, and process flow diagrams; an equipment list, including item numbers and descriptions; data sheets and sketches for major plant components; and pertinent engineering drawings. An appendix contains: an overall site plan showing the locations of all plants; and the symbols and legend for the piping and instrument diagrams included in this volume.

  4. Breckinridge Project, initial effort

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    Report IV, Volume 6 provides descriptions, data, and drawings pertaining to Gasification and Purification (Plant 12). Gasification and Purification (Plant 12) produces makeup hydrogen for H-COAL Preheating and Reaction (Plant 3), and produces a medium Btu fuel gas for consumption in fired heaters. The following information is included: a description of the plant's process design, including the utility balance, catalysts and chemicals usage, and a process flow diagram; an equipment list, including item numbers and descriptions; data sheets and sketches for major plant components; and pertinent engineering drawings. An appendix contains: an overall site plan showing the locations of all plants; and the symbols and legend for the piping and instrument diagrams included in this volume. Gasification and Purification (Plant 12) utilizes process technology from three licensors: gasification of vacuum bottoms using the Texaco process, shift conversion using the Haldor Topsoe process, and purification of fuel gas and shifted gas using the Allied Chemical Selexol process. This licensed technology is proprietary in nature. As a result, this volume does not contain full disclosure of these processes although a maximum of information has been presented consistent with the confidentiality requirements. Where data appears incomplete in this volume, it is due to the above described limitations. Full data concerning this plant are available for DOE review at the Houston offices of Bechtel Petroleum, Inc.

  5. Breckinridge Project, initial effort

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    Report IV, Volume 5, provides descriptions, data, and drawings pertaining to Cryogenic Hydrogen Purification (Plant 8), Sour Water Treating (Plant 9), and the Sulfur Plant (Plant 10). Cryogenic Hydrogen Purification (Plant 8) purifies the purge gas stream from the Gas Plant (Plant 7, described in Report IV, Volume 4) to a 93% purity hydrogen product. Sour Water Treating (Plant 9) removes free ammonia and acid gases from sour water and separates them to recover a high quality anhydrous ammonia product. The Sulfur Plant (Plant 10) recovers, as a saleable liquid product, approximately 95% of the sulfur in feed streams from the Gas Plant (Plant 7, described in Report IV, Volume 4), Sour Water Treating (Plant 9), Gasification and Purification (Plant 12, described in Report IV, Volume 6), and Stack Gas Scrubbing (Plant 35, described in Report V, Volume 3). The following information is included for each of the three plants described in this volume: a description of the plant's process design, including the utility balance, catalysts and chemicals usage, and a process flow diagram; an equipment list, including item numbers and descriptions; data sheets and sketches for major plant components; and pertinent engineering drawings. An appendix contains: an overall site plan showing the locations of all plants; and the symbols and legend for the piping and instrument diagrams included in this volume.

  6. Breckinridge Project, initial effort

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    Report IV, Volume 7 provides descriptions, data, and drawings pertaining to the Oxygen Plant (Plant 15) and Naphtha Hydrotreating and Reforming (Plant 18). The Oxygen Plant (Plant 15) utilizes low-pressure air separation to manufacture the oxygen required in Gasification and Purification (Plant 12). The Oxygen Plant also supplies nitrogen as needed by the H-COAL process. Naphtha Hydrotreating and Reforming (Plant 18) upgrades the raw H-COAL naphtha. The following information is provided for both plants described in this volume: a description of the plant's process design, including the utility balance, catalysts and chemicals usage, and process flow diagrams; an equipment list including item numbers and descriptions; data sheets and sketches for major plant components (Oxygen Plant only); and pertinent engineering drawings. An appendix contains: an overall site plan showing the locations of all plants; and the symbols and legend for the piping and instrument diagrams included in this volume.

  7. Breckinridge Project, initial effort

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    The project cogeneration plant supplies electric power, process steam and treated boiler feedwater for use by the project plants. The plant consists of multiple turbine generators and steam generators connected to a common main steam header. The major plant systems which are required to produce steam, electrical power and treated feedwater are discussed individually. The systems are: steam, steam generator, steam generator fuel, condensate and feedwater deaeration, condensate and blowdown collection, cooling water, boiler feedwater treatment, coal handling, ash handling (fly ash and bottom ash), electrical, and control system. The plant description is based on the Phase Zero design basis established for Plant 31 in July of 1980 and the steam/condensate balance as presented on Drawing 31-E-B-1. Updating of steam requirements as more refined process information becomes available has generated some changes in the steam balance. Boiler operation with these updated requirements is reflected on Drawing 31-D-B-1A. The major impact of updating has been that less 600 psig steam generated within the process units requires more extraction steam from the turbine generators to close the 600 psig steam balance. Since the 900 psig steam generation from the boilers was fixed at 1,200,000 lb/hr, the additional extraction steam required to close the 600 psig steam balance decreased the quantity of electrical power available from the turbine generators. In the next phase of engineering work, the production of 600 psig steam will be augmented by increasing convection bank steam generation in the Plant 3 fired heaters by 140,000 to 150,000 lb/hr. This modification will allow full rated power generation from the turbine generators.

  8. Breckinridge Project, initial effort

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-01-01

    Report IV, Volume 3, provides descriptions, data, and drawings pertaining to H-COAL Recycle Slurry Preparation (Plant 5), H-COAL Recycle Hydrogen Compression (Plant 6), and H-COAL Distillate Separation (Plant 17). H-COAL Recycle Slurry Preparation (Plant 5) receives a slurry stream from H-COAL Primary Separation (Plant 4), and then pumps the slurry through hydrocyclones, producing two slurry streams. One, dilute in solids is recycled back to the reactor. The other, concentrated in solids, is further processed to recover liquid products and is then transferred to Gasification and Purification (Plant 12). H-COAL Recycle Hydrogen Compression (Plant 6) compresses and recycles back to the reactor system hydrogen-rich vapor from H-COAL Primary Separation (Plant 4). This recycling maintains a hydrogen partial pressure and gas flow through the reactor vessel. H-COAL Distillate Separation (Plant 17) processes products from H-COAL Primary Separation (Plant 4) and H-COAL Recycle Slurry Preparation to produce light naphtha for the Gas Plant (Plant 7), middle and heavy distillates for tank farms, and heavy naphtha for Naphtha Hydrotreating and Reforming (Plant 18). The following information is included for each of the three plants: a description of the plant's process design, including the utility balance, heat and material balance (if applicable), and a process flow diagram; an equipment list, including item numbers and descriptions; data sheets and sketches for major plant components; and pertinent engineering drawings. An appendix contains: an overall site plan showing the locations of all plants; and the symbols and legend for the piping and instrument diagrams included in this volume.

  9. Marine debris removal: one year of effort by the Georgia Sea Turtle-Center-Marine Debris Initiative.

    Science.gov (United States)

    Martin, Jeannie Miller

    2013-09-15

    Once in the marine environment, debris poses a significant threat to marine life that can be prevented through the help of citizen science. Marine debris is any manufactured item that enters the ocean regardless of source, commonly plastics, metal, wood, glass, foam, cloth, or rubber. Citizen science is an effective way to engage volunteers in conservation initiatives and provide education and skill development. The Georgia Sea Turtle Center Marine Debris Initiative (GSTC-MDI) is a grant funded program developed to engage citizens in the removal of marine debris from the beaches of Jekyll Island, GA, USA and the surrounding areas. During the first year of effort, more than 200 volunteers donated over 460 h of service to the removal of marine debris. Of the debris removed, approximately 89% were plastics, with a significant portion being cigarette materials. Given the successful first year, the GSTC-MDI was funded again for a second year. Copyright © 2013 Elsevier Ltd. All rights reserved.

  10. An initial validation of the Virtual Reality Paced Auditory Serial Addition Test in a college sample.

    Science.gov (United States)

    Parsons, Thomas D; Courtney, Christopher G

    2014-01-30

    Numerous studies have demonstrated that the Paced Auditory Serial Addition Test (PASAT) has utility for the detection of cognitive processing deficits. While the PASAT has demonstrated high levels of internal consistency and test-retest reliability, administration of the PASAT has been known to create undue anxiety and frustration in participants. As a result, degradation of performance may be found on the PASAT. The difficult nature of the PASAT may subsequently decrease the probability of their return for follow up testing. This study is a preliminary attempt at assessing the potential of a PASAT embedded in a virtual reality environment. The Virtual Reality PASAT (VR-PASAT) was compared with a paper-and-pencil version of the PASAT as well as other standardized neuropsychological measures. The two modalities of the PASAT were conducted with a sample of 50 healthy university students, between the ages of 19 and 34 years. Equivalent distributions were found for age, gender, education, and computer familiarity. Moderate relationships were found between VR-PASAT and other putative attentional processing measures. The VR-PASAT was unrelated to indices of learning, memory, or visuospatial processing. Comparison of the VR-PASAT with the traditional paper-and-pencil PASAT indicated that both versions require the examinee to sustain attention at an increasingly demanding, externally determined rate. Results offer preliminary support for the construct validity (in a college sample) of the VR-PASAT as an attentional processing measure and suggest that this task may provide some unique information not tapped by traditional attentional processing tasks. Copyright © 2013 Elsevier B.V. All rights reserved.

  11. [Intraoperative augmented reality visualization. Current state of development and initial experiences with the CamC].

    Science.gov (United States)

    Weidert, S; Wang, L; von der Heide, A; Navab, N; Euler, E

    2012-03-01

    The intraoperative application of augmented reality (AR) has so far mainly taken place in the field of endoscopy. Here, the camera image of the endoscope was augmented by computer graphics derived mostly from preoperative imaging. Due to the complex setup and operation of the devices, they have not yet become part of routine clinical practice. The Camera Augmented Mobile C-arm (CamC) that extends a classic C-arm by a video camera and mirror construction is characterized by its uncomplicated handling. It combines its video live stream geometrically correct with the acquired X-ray. The clinical application of the device in 43 cases showed the strengths of the device in positioning for X-ray acquisition, incision placement, K-wire placement, and instrument guidance. With its new function and the easy integration into the OR workflow of any procedure that requires X-ray imaging, the CamC has the potential to become the first widely used AR technology for orthopedic and trauma surgery.

  12. Global threat reduction initiative efforts to address transportation challenges associated with the recovery of disused radioactive sealed sources - 10460

    International Nuclear Information System (INIS)

    Whitworth, Julie; Abeyta, Cristy L.; Griffin, Justin M.; Matzke, James L.; Pearson, Michael W.; Cuthbertson, Abigail; Rawl, Richard; Singley, Paul

    2010-01-01

    Proper disposition of disused radioactive sources is essential for their safe and secure management and necessary to preclude their use in malicious activities. Without affordable, timely transportation options, disused sealed sources remain in storage at hundreds of sites throughout the country and around the world. While secure storage is a temporary measure, the longer sources remain disused or unwanted the chances increase that they will become unsecured or abandoned. The Global Threat Reduction Initiative's Off-Site Source Recovery Project (GTRIlOSRP), recovers thousands of disused and unwanted sealed sources annually as part of GTRl's larger mission to reduce and protect high risk nuclear and radiological materials located at civilian sites worldwide. Faced with decreasing availability of certified transportation containers to support movement of disused and unwanted neutron- and beta/gamma-emitting radioactive sealed sources, GTRIlOSRP has initiated actions to ensure the continued success of the project in timely recovery and management of sealed radioactive sources. Efforts described in this paper to enhance transportation capabilities include: (sm b ullet) Addition of authorized content to existing and planned Type B containers to support the movement of non-special form and other Type B-quantity sealed sources; (sm b ullet) Procurement of vendor services for the design, development, testing and certification of a new Type B container to support transportation of irradiators, teletherapy heads or sources removed from these devices using remote handling capabilities such as the IAEA portable hot cell facility; (sm b ullet) Expansion of shielded Type A container inventory for transportation of gamma-emitting sources in activity ranges requiring use of shielding for conformity with transportation requirements; (sm b ullet) Approval of the S300 Type A fissile container for transport of Pu-239 sealed sources internationally; (sm b ullet) Technology transfer of

  13. Effortful echolalia.

    Science.gov (United States)

    Hadano, K; Nakamura, H; Hamanaka, T

    1998-02-01

    We report three cases of effortful echolalia in patients with cerebral infarction. The clinical picture of speech disturbance is associated with Type 1 Transcortical Motor Aphasia (TCMA, Goldstein, 1915). The patients always spoke nonfluently with loss of speech initiative, dysarthria, dysprosody, agrammatism, and increased effort and were unable to repeat sentences longer than those containing four or six words. In conversation, they first repeated a few words spoken to them, and then produced self initiated speech. The initial repetition as well as the subsequent self initiated speech, which were realized equally laboriously, can be regarded as mitigated echolalia (Pick, 1924). They were always aware of their own echolalia and tried to control it without effect. These cases demonstrate that neither the ability to repeat nor fluent speech are always necessary for echolalia. The possibility that a lesion in the left medial frontal lobe, including the supplementary motor area, plays an important role in effortful echolalia is discussed.

  14. Initial training for teachers of physical education to face reality of a school inclusion

    Directory of Open Access Journals (Sweden)

    Victor Julierme Santos da Conceição

    2009-09-01

    Full Text Available This study, had as main objective to accomplish one it analyzes about the contribution of the critical-reflexive teaching in the physical education teachers’ initial formation, as the inclusion, in common class, of students with special educational needs. So that if it could approach the intentions foreseen for this investigation, it was used the beginnings of the participant research as methodological source. Being the subjects constituted by five academic of the course of Degree in physical education, in situation of teaching practice, of Santa Maria’s Federal University. Semi-structured interview, participant observation and documental analysis, they were the used instruments and registered in field diary in a period of a school semester of the year of 2005. The data send the conclusions for the trainees’ needs to observe the educational space, based in the critical reflection, for if they involve in the decisions that are part of this context. Facing this movement as an understanding of the world to your turn, contributing to understand the current process of the students’ inclusion with special educational needs. Lifting the problematic principal that refer the formative needs of the subject.

  15. The implementation of an AR (augmented reality) approach to support mammographic interpretation training: an initial feasibility study

    Science.gov (United States)

    Tang, Qiang; Chen, Yan; Gale, Alastair G.

    2017-03-01

    Appropriate feedback plays an important role in optimising mammographic interpretation training whilst also ensuring good interpretation performance. The traditional keyboard, mouse and workstation technical approach has a critical limitation in providing supplementary image-related information and providing complex feedback in real time. Augmented Reality (AR) provides a possible superior approach in this situation, as feedback can be provided directly overlaying the displayed mammographic images so making a generic approach which can also be vendor neutral. In this study, radiological feedback was dynamically remapped virtually into the real world, using perspective transformation, in order to provide a richer user experience in mammographic interpretation training. This is an initial attempt of an AR approach to dynamically superimpose pre-defined feedback information of a DICOM image on top of a radiologist's view, whilst the radiologist is examining images on a clinical workstation. The study demonstrates the feasibility of the approach, although there are limitations on interactive operations which are due to the hardware used. The results of this fully functional approach provide appropriate feedback/image correspondence in a simulated mammographic interpretation environment. Thus, it is argued that employing AR is a feasible way to provide rich feedback in the delivery of mammographic interpretation training.

  16. Confronting an Augmented Reality

    Science.gov (United States)

    Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert

    2012-01-01

    How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…

  17. 76 FR 9329 - Efficiency Initiative Effort To Reduce Non-Value-Added Costs Imposed on Industry by Department of...

    Science.gov (United States)

    2011-02-17

    ... Department of Defense as part of the first stage of Undersecretary Carter's Better Buying Power Initiative... capacity for current and projected future levels of demand. DoD will use these submissions as part of its internal deliberations on the Better Buying Power Initiative. We expect to seek further industry comment at...

  18. Making sense in the edge of chaos : a framework for effective initial response efforts to large-scale incidents

    OpenAIRE

    Renaud, Cynthia E.

    2010-01-01

    CHDS State/Local Approved for public release; distribution is unlimited A review of response efforts to 9/11 revealed considerable challenges to resolving an event of this magnitude. To cope with these challenges, the federal government created the National Incident Management System (NIMS), an organizational structure intended to manage resources and channel communication between disparate agencies working together to solve a catastrophic crisis. Yet, first responders who have bee...

  19. An effort to improve track and intensity prediction of tropical cyclones through vortex initialization in NCUM-global model

    Science.gov (United States)

    Singh, Vivek; Routray, A.; Mallick, Swapan; George, John P.; Rajagopal, E. N.

    2016-05-01

    Tropical cyclones (TCs) have strong impact on socio-economic conditions of the countries like India, Bangladesh and Myanmar owing to its awful devastating power. This brings in the need of precise forecasting system to predict the tracks and intensities of TCs accurately well in advance. However, it has been a great challenge for major operational meteorological centers over the years. Genesis of TCs over data sparse warm Tropical Ocean adds more difficulty to this. Weak and misplaced vortices at initial time are one of the prime sources of track and intensity errors in the Numerical Weather Prediction (NWP) models. Many previous studies have reported the forecast skill of track and intensity of TC improved due to the assimilation of satellite data along with vortex initialization (VI). Keeping this in mind, an attempt has been made to investigate the impact of vortex initialization for simulation of TC using UK-Met office global model, operational at NCMRWF (NCUM). This assessment is carried out by taking the case of a extremely severe cyclonic storm "Chapala" that occurred over Arabian Sea (AS) from 28th October to 3rd November 2015. Two numerical experiments viz. Vort-GTS (Assimilation of GTS observations with VI) and Vort-RAD (Same as Vort-GTS with assimilation of satellite data) are carried out. This vortex initialization study in NCUM model is first of its type over North Indian Ocean (NIO). The model simulation of TC is carried out with five different initial conditions through 24 hour cycles for both the experiments. The results indicate that the vortex initialization with assimilation of satellite data has a positive impact on the track and intensity forecast, landfall time and position error of the TCs.

  20. Initial Efforts in Characterizing Radiation and Plasma Effects on Space Assets: Bridging the Space Environment, Engineering and User Community

    Science.gov (United States)

    Zheng, Y.; Ganushkina, N. Y.; Guild, T. B.; Jiggens, P.; Jun, I.; Mazur, J. E.; Meier, M. M.; Minow, J. I.; Pitchford, D. A.; O'Brien, T. P., III; Shprits, Y.; Tobiska, W. K.; Xapsos, M.; Rastaetter, L.; Jordanova, V. K.; Kellerman, A. C.; Fok, M. C. H.

    2017-12-01

    The Community Coordinated Modeling Center (CCMC) has been leading the community-wide model validation projects for many years. Such effort has been broadened and extended via the newly-launched International Forum for Space Weather Modeling Capabilities Assessment (https://ccmc.gsfc.nasa.gov/assessment/), Its objective is to track space weather models' progress and performance over time, which is critically needed in space weather operations. The Radiation and Plasma Effects Working Team is working on one of the many focused evaluation topics and deals with five different subtopics: Surface Charging from 10s eV to 40 keV electrons, Internal Charging due to energetic electrons from hundreds keV to several MeVs. Single Event Effects from solar energetic particles (SEPs) and galactic cosmic rays (GCRs) (several MeV to TeVs), Total Dose due to accumulation of doses from electrons (>100 KeV) and protons (> 1 MeV) in a broad energy range, and Radiation Effects from SEPs and GCRs at aviation altitudes. A unique aspect of the Radiation and Plasma Effects focus area is that it bridges the space environments, engineering and user community. This presentation will summarize the working team's progress in metrics discussion/definition and the CCMC web interface/tools to facilitate the validation efforts. As an example, tools in the areas of surface charging/internal charging will be demoed.

  1. The NNSA global threat reduction initiative's efforts to minimize the use of highly enriched uranium for medical isotope production

    International Nuclear Information System (INIS)

    Staples, Parrish

    2010-01-01

    The mission of the National Nuclear Security Administration's (NNSA) Office of Global Threat Reduction (GTRI) is to reduce and protect vulnerable nuclear and radiological materials located at civilian sites worldwide. GTRI is a key organization for supporting domestic and global efforts to minimize and, to the extent possible, eliminate the use of highly enriched uranium (HEU) in civilian nuclear applications. GTRI implements the following activities in order to achieve its threat reduction and HEU minimization objectives: Converting domestic and international civilian research reactors and isotope production facilities from the use of HEU to low enriched uranium (LEU); Demonstrating the viability of medical isotope production technologies that do not use HEU; Removing or disposing excess nuclear and radiological materials from civilian sites worldwide; and Protecting high-priority nuclear and radiological materials worldwide from theft and sabotage. This paper provides a brief overview on the recent developments and priorities for GTRI program activities in 2010, with a particular focus on GTRI's efforts to demonstrate the viability of non-HEU based medical isotope production technologies. (author)

  2. Engaging partners to initiate evaluation efforts: tactics used and lessons learned from the prevention research centers program.

    Science.gov (United States)

    Wright, Demia Sundra; Anderson, Lynda A; Brownson, Ross C; Gwaltney, Margaret K; Scherer, Jennifer; Cross, Alan W; Goodman, Robert M; Schwartz, Randy; Sims, Tom; White, Carol R

    2008-01-01

    The Centers for Disease Control and Prevention's (CDC's) Prevention Research Centers (PRC) Program underwent a 2-year evaluation planning project using a participatory process that allowed perspectives from the national community of PRC partners to be expressed and reflected in a national logic model. The PRC Program recognized the challenge in developing a feasible, useable, and relevant evaluation process for a large, diverse program. To address the challenge, participatory and utilization-focused evaluation models were used. Four tactics guided the evaluation planning process: 1) assessing stakeholders' communication needs and existing communication mechanisms and infrastructure; 2) using existing mechanisms and establishing others as needed to inform, educate, and request feedback; 3) listening to and using feedback received; and 4) obtaining adequate resources and building flexibility into the project plan to support multifaceted mechanisms for data collection. Participatory methods resulted in buy-in from stakeholders and the development of a national logic model. Benefits included CDC's use of the logic model for program planning and development of a national evaluation protocol and increased expectations among PRC partners for involvement. Challenges included the time, effort, and investment of program resources required for the participatory approach and the identification of whom to engage and when to engage them for feedback on project decisions. By using a participatory and utilization-focused model, program partners positively influenced how CDC developed an evaluation plan. The tactics we used can guide the involvement of program stakeholders and help with decisions on appropriate methods and approaches for engaging partners.

  3. Prototype development of radio frequency cavity and quadrupole for ADSS - initial efforts by mechanical design and prototype development section

    International Nuclear Information System (INIS)

    Kumar, Manish; Kamble, Sunil; Choughule, L.S.; Kumar, Sunil; Patankar, S.R.; Phalke, V.M.; Dharmik, D.A.; Singh, Tejinder; Ram, Y.; Chaudhari, A.T.; Pathak, Kavindra; Prasad, N.K.; Marathe, V.V.; Matkar, A.W.

    2007-01-01

    Mechanical Design and Prototype Development Section has participated in the efforts for development of RF cavity and Quadrupole for ADSS. Recently prototype Super conducting RF cavity, Radio Frequency Quadrupole (RFQ), Radio Frequency Quadrupole (RFQ) Simulation Chamber and related experimental setups were developed, fabricated and delivered for the characterisation of various relevant parameters. Under the program for development of Super conducting RF Cavity for high-energy section of LINAC of ADS first prototype RF Cavity of ETP copper was developed by machining and brazing process. The prototype cavity having elliptical and circular profile is the heart of this setup. The cavity is made up of two symmetrical cups joined together by welding or brazing. Various methods are being tried out by MD and PDS for the fabrication of cups and joining them together. Manufacturing of cup by machining and joining them by conventional brazing technique to make the cavity was the first step in this direction. Another method of manufacturing and joining viz forming of cup by deep drawing and joining them by EB welding is in progress. RFQ is a versatile and efficient system for accelerating ion beams especially at low energy. It works in quadrupole mode, which is at 350M Hz. RFQ Focuses, Bunches and Accelerates the beam simultaneously. The bunching is done in this RFQ, which results in more than 95% transmission where as in the normal buncher the transmission is less than 40%. The actual RFQ, which is designed for the PURNIMA facility, will be fabricated from OFHC copper that will accelerate a deuteron (D+) ion beam from 50keV to 400keV over its 1.37meter length. For the validation of manufacturing process and characterisation of various parameters at low frequency a 500mm long prototype RFQ in Aluminium with an accuracy of ± 25microns and surface finish of 1.6 micron has been fabricated by MD and PDS. A simplified simulation chamber to facilitate the development of RFQ for

  4. A Transplant-Specific Quality Initiative-Introducing TransQIP: A Joint Effort of the ASTS and ACS.

    Science.gov (United States)

    Parekh, J; Ko, C; Lappin, J; Greenstein, S; Hirose, R

    2017-07-01

    In an attempt to improve surgical quality in the field of transplantation, the American College of Surgeons (ACS) and American Society of Transplant Surgeons have initiated a national quality improvement program in transplantation. This transplant-specific quality improvement program, called TransQIP, has been built from the ground up by transplant surgeons and captures detailed information on donor and recipient factors as well as transplant-specific outcomes. It is built upon the existing ACS/National Surgical Quality Improvement Program infrastructure and is designed to capture 100% of liver and kidney transplants performed at participating sites. TransQIP has completed its alpha pilot and will embark upon its beta phase at approximately 30 centers in the spring of 2017. Going forward, we anticipate TransQIP will help satisfy Centers for Medicare and Medicaid Services requirements for a quality improvement program, surgeon requirements for maintenance of certification, and qualify as a clinical practice improvement activity under the Merit-Based Incentive Payment System. Most importantly, we believe TransQIP will provide insight into surgical outcomes in transplantation that will allow the field to provide better care to our patients. © 2017 The American Society of Transplantation and the American Society of Transplant Surgeons.

  5. Effectiveness of a grant program's efforts to promote synergy within its funded initiatives: perceptions of participants of the Southern Rural Access Program

    Directory of Open Access Journals (Sweden)

    Weiner Bryan J

    2008-12-01

    Full Text Available Abstract Background Foundations and public agencies commonly fund focused initiatives for individual grantees. These discrete, stand-alone initiatives can risk failure by being carried out in isolation. Fostering synergy among grantees' initiatives is one strategy proposed for promoting the success and impact of grant programs. We evaluate an explicit strategy to build synergy within the Robert Wood Johnson Foundation's Southern Rural Access Program (SRAP, which awarded grants to collaboratives within eight southeastern U.S. states to strengthen basic health care services in targeted rural counties. Methods We interviewed 39 key participants of the SRAP, including the program director within each state and the principal subcontractors heading the program's funded initiatives that supported heath professionals' recruitment, retention and training, made loans to health care providers, and built networks among providers. Interews were recorded and transcribed. Two investigators independently coded the transcripts and a third investigator distilled the main points. Results Participants generally perceived that the SRAP yielded more synergies than other grant programs in which they had participated and that these synergies added to the program's impact. The synergies most often noted were achieved through relationship building among grantees and with outside agencies, sharing information and know-how, sharing resources, combining efforts to yield greater capacity, joining voices to advocate for common goals, and spotting gaps in services offered and then filling these gaps. The SRAP's strategies that participants felt fostered synergy included targeting funding to culturally and geographically similar states, supporting complementary types of initiatives, promoting opportunities to network through semi-annual meetings and regular conference calls, and the advocacy efforts of the program's leadership. Participants noted that synergies were sometimes

  6. Effectiveness of a grant program's efforts to promote synergy within its funded initiatives: perceptions of participants of the Southern Rural Access Program

    Science.gov (United States)

    Pathman, Donald E; Chuang, Emmeline; Weiner, Bryan J

    2008-01-01

    Background Foundations and public agencies commonly fund focused initiatives for individual grantees. These discrete, stand-alone initiatives can risk failure by being carried out in isolation. Fostering synergy among grantees' initiatives is one strategy proposed for promoting the success and impact of grant programs. We evaluate an explicit strategy to build synergy within the Robert Wood Johnson Foundation's Southern Rural Access Program (SRAP), which awarded grants to collaboratives within eight southeastern U.S. states to strengthen basic health care services in targeted rural counties. Methods We interviewed 39 key participants of the SRAP, including the program director within each state and the principal subcontractors heading the program's funded initiatives that supported heath professionals' recruitment, retention and training, made loans to health care providers, and built networks among providers. Interews were recorded and transcribed. Two investigators independently coded the transcripts and a third investigator distilled the main points. Results Participants generally perceived that the SRAP yielded more synergies than other grant programs in which they had participated and that these synergies added to the program's impact. The synergies most often noted were achieved through relationship building among grantees and with outside agencies, sharing information and know-how, sharing resources, combining efforts to yield greater capacity, joining voices to advocate for common goals, and spotting gaps in services offered and then filling these gaps. The SRAP's strategies that participants felt fostered synergy included targeting funding to culturally and geographically similar states, supporting complementary types of initiatives, promoting opportunities to network through semi-annual meetings and regular conference calls, and the advocacy efforts of the program's leadership. Participants noted that synergies were sometimes hindered by turf issues and

  7. Virtual Reality

    Science.gov (United States)

    1993-04-01

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

  8. Confronting an augmented reality

    Directory of Open Access Journals (Sweden)

    John Hedberg

    2012-08-01

    Full Text Available How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself? In this article, we seek to initiate a discussion that focuses on these questions, and suggest that they be used as drivers for research into effective educational applications of augmented reality. We discuss how multi-modal, sensorial augmentation of reality links to existing theories of education and learning, focusing on ideas of cognitive dissonance and the confrontation of new realities implied by exposure to new and varied perspectives. We also discuss connections with broader debates brought on by the social and cultural changes wrought by the increased digitalisation of our lives, especially the concept of the extended mind. Rather than offer a prescription for augmentation, our intention is to throw open debate and to provoke deep thinking about what interacting with and creating an augmented reality might mean for both teacher and learner.

  9. Interpretations of virtual reality.

    Science.gov (United States)

    Voiskounsky, Alexander

    2011-01-01

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

  10. Augmented reality

    Directory of Open Access Journals (Sweden)

    Patrik Pucer

    2011-08-01

    Full Text Available Today we can obtain in a simple and rapid way most of the information that we need. Devices, such as personal computers and mobile phones, enable access to information in different formats (written, pictorial, audio or video whenever and wherever. Daily we use and encounter information that can be seen as virtual objects or objects that are part of the virtual world of computers. Everyone, at least once, wanted to bring these virtual objects from the virtual world of computers into real environments and thus mix virtual and real worlds. In such a mixed reality, real and virtual objects coexist in the same environment. The reality, where users watch and use the real environment upgraded with virtual objects is called augmented reality. In this article we describe the main properties of augmented reality. In addition to the basic properties that define a reality as augmented reality, we present the various building elements (possible hardware and software that provide an insight into such a reality and practical applications of augmented reality. The applications are divided into three groups depending on the information and functions that augmented reality offers, such as help, guide and simulator.

  11. AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Skov, Kirsten; Bahn, Anne Louise

    2017-01-01

    Projektets grundlæggende idé er udvikling af visuel, æstetisk læring med Augmented Reality, hvor intentionen er at bidrage med konkrete undersøgelser og udforskning af begrebet Augmented Reality – herunder koblingen mellem det analoge og digitale i forhold til læring, multimodalitet og it...

  12. Beyond the Initiatives: Developing instructional leadership in school principals as a system-wide effort to improve the quality of classroom instruction.

    OpenAIRE

    Aguilera, Sondra Denise

    2016-01-01

    This design research effort implemented a series of intervention activities designed to support a small group of elementary school principals improve their instructional leadership practices. The purpose of this research was to improve the skills of principals to lead instructional improvements identified through classroom observations, work with their school-level Instructional Leadership Team (ILT) to create teacher professional development that addresses the instructional improvement, and ...

  13. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  14. Augmented Reality

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Kjeldsen, Lars Peter Bech; Rahn, Annette

    2015-01-01

    This chapter describes the use of iPad-facilitated application of augmented reality in the teaching of highly complex anatomical and physiological subjects in the training of nurses at undergraduate level. The general aim of the project is to investigate the potentials of this application in terms...... of making the complex content and context of these subjects more approachable to the students through the visualization made possible through the use of this technology. A case study is described in this chapter. Issues and factors required for the sustainable use of the mobile-facilitated application...... of augmented reality are discussed....

  15. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

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

  16. Contesting realities

    Directory of Open Access Journals (Sweden)

    Jessica Whyte

    2009-08-01

    Full Text Available In 2004, an unnamed Bush adviser accused a senior Wall Street Journal reporter of belonging to the “reality based community”—a community that believed solutions stem from the judicious study of reality. “We're history's actors, “ he told the journalist, “and you, all of you, will be left to just study what we do.” Overwhelmingly, the response of those on the left, and of US progressives to this comment was to smugly deride the irrationalism and the arrogance of the Bush Administration. This paper, in contrast, will examine what is missed in the rush to accept membership of the reality based community. It will suggest that that the advisor's comments express something that was once a central tenet of the left: the belief that political action is capable of transforming reality. Today, on the left, this belief has been all but abandoned in the face of a seemingly unstoppable onslaught of free market capitalism and increasingly repressive state power. This paper will ask what it would mean today, to begin to re-imagine political action as capable of remaking the world.

  17. Augmented Reality

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Radmer, Ole

    2017-01-01

    Artiklen præsenterer resultater fra pilotafprøvning i 7.-klasses fysik/kemi og biologi af to Augmented Reality (AR)-apps til naturfagsundervisning. Muligheder og udfordringer ved lærerens stilladsering af elevernes undersøgende samtale og modelleringskompetence er undersøgt med interview...

  18. Alternative realities : from augmented reality to mobile mixed reality

    OpenAIRE

    Claydon, Mark

    2015-01-01

    This thesis provides an overview of (mobile) augmented and mixed reality by clarifying the different concepts of reality, briefly covering the technology behind mobile augmented and mixed reality systems, conducting a concise survey of existing and emerging mobile augmented and mixed reality applications and devices. Based on the previous analysis and the survey, this work will next attempt to assess what mobile augmented and mixed reality could make possible, and what related applications an...

  19. Thermal and flow analysis of the Fluor Daniel, Inc., Nuclear Material Storage Facility renovation design (initial 30% effort of Title 1)

    International Nuclear Information System (INIS)

    Steinke, R.G.; Mueller, C.; Knight, T.D.

    1998-03-01

    The computational fluid dynamics code CFX4.2 was used to evaluate steady-state thermal-hydraulic conditions in the Fluor Daniel, Inc., Nuclear Material Storage Facility renovation design (initial 30% of Title 1). Thirteen facility cases were evaluated with varying temperature dependence, drywell-array heat-source magnitude and distribution, location of the inlet tower, and no-flow curtains in the drywell-array vault. Four cases of a detailed model of the inlet-tower top fixture were evaluated to show the effect of the canopy-cruciform fixture design on the air pressure and flow distributions

  20. Augmented reality

    OpenAIRE

    Jecha, Jakub

    2011-01-01

    This thesis is focused on a technology called Augmented reality, especially on its use in marketing. The main objective of the thesis is to define why this technology is a suitable tool for marketing and to assess its use in real conditions. This is achieved by defining specific devices and use cases of this technology in practice, whereas evaluation of its use in real enviroment is based on statistics. The contribution of the thesis is objective evaluation of this technology and provision of...

  1. Hydrogen economy: a little bit more effort

    International Nuclear Information System (INIS)

    Pauron, M.

    2008-01-01

    In few years, the use of hydrogen in economy has become a credible possibility. Today, billions of euros are invested in the hydrogen industry which is strengthened by technological advances in fuel cells development and by an increasing optimism. However, additional research efforts and more financing will be necessary to make the dream of an hydrogen-based economy a reality

  2. Erroneous Realities

    DEFF Research Database (Denmark)

    Lippert, Ingmar

    2016-01-01

    Drawing on ethnographic fieldwork in a transnational Fortune 50 company headquarters' environmental management team, this paper opens up a range of situations that took part in enacting the company's carbon footprint. Common to all these situations is that the environmental realities enacted have......, order, infra-critique) as well as with these two authors intends to contribute to the identification and problematisation of the theoretical and political “mechanics” in the ontological turn.......-order critique may be generated with these scholars' work. By focussing on the capacities and modes of critique, the paper questions the character of the political in these authors' versions of ontological and ontic politics. This comparison of the possibilities and modes of criticising within the field (first...

  3. Virtual reality applied to teletesting

    NARCIS (Netherlands)

    Berg, T.W. van den; Smeenk, R.J.M.; Mazy, A.; Jacques, P.; Argüello, L.; Mills, S.

    2003-01-01

    The activity "Virtual Reality applied to Teletesting" is related to a wider European Space Agency (ESA) initiative of cost reduction, in particular the reduction of test costs. Reduction of costs of space related projects have to be performed on test centre operating costs and customer company

  4. Mapping telemedicine efforts

    DEFF Research Database (Denmark)

    Kierkegaard, Patrick

    2015-01-01

    are being utilized? What medical disciplines are being addressed using telemedicine systems? Methods: All data was surveyed from the "Telemedicinsk Landkort", a newly created database designed to provide a comprehensive and systematic overview of all telemedicine technologies in Denmark. Results......Objectives: The aim of this study is to survey telemedicine services currently in operation across Denmark. The study specifically seeks to answer the following questions: What initiatives are deployed within the different regions? What are the motivations behind the projects? What technologies......: The results of this study suggest that a growing number of telemedicine initiatives are currently in operation across Denmark but that considerable variations existed in terms of regional efforts as the number of operational telemedicine projects varied from region to region. Conclusions: The results...

  5. Reality Branding

    Directory of Open Access Journals (Sweden)

    Adam Arvidsson

    2004-09-01

    Full Text Available Artiklen tager ’reality branding’ som udgangspunkt for at diskutere markedsføringens kultur- og livsstilsproducerende potentialer på en mediearena, hvor den kommercielle og hverdagslige virkelighed smelter sammen i virksomheders og konsumenters ’joint effort’ i at skabe meningsfyldte historier. Tankegangen er, at forbrugere har gennemskuet reklamernes mere eller mindre fantasifulde tegnkon- struktioner og forholder sig blasert til budskaberne. Som modsvar til denne ligegyldighed forsøger den moderne og avancerede markeds- føring at skabe nye involverende mediemiljøer og nye brugssituatio- ner for produktet – for eksempel er Polle fra Snave debuteret i film- mediet, og Starbucks skabte et nyt fysisk og symbolsk rum for kaffe og kaffedrikning så godt som uden hjælp af traditionel reklame. Artik- lens ærinde er at diskutere denne udvikling i markedsføringen – ikke ud fra traditionelle sociologiske og psykologiske antagelser om foran- dringer i mentalitetsformer, men ud fra en historisk belysning af mar- kedsføringens diskurser set i relation til udviklingen i mediesystemerne.

  6. Augmented Reality Tower Technology Assessment

    Science.gov (United States)

    Reisman, Ronald J.; Brown, David M.

    2009-01-01

    Augmented Reality technology may help improve Air Traffic Control Tower efficiency and safety during low-visibility conditions. This paper presents the assessments of five off-duty controllers who shadow-controlled' with an augmented reality prototype in their own facility. Initial studies indicated unanimous agreement that this technology is potentially beneficial, though the prototype used in the study was not adequate for operational use. Some controllers agreed that augmented reality technology improved situational awareness, had potential to benefit clearance, control, and coordination tasks and duties and could be very useful for acquiring aircraft and weather information, particularly aircraft location, heading, and identification. The strongest objections to the prototype used in this study were directed at aircraft registration errors, unacceptable optical transparency, insufficient display performance in sunlight, inadequate representation of the static environment and insufficient symbology.

  7. 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

  8. The Reality of Virtual Reality Product Development

    Science.gov (United States)

    Dever, Clark

    Virtual Reality and Augmented Reality are emerging areas of research and product development in enterprise companies. This talk will discuss industry standard tools and current areas of application in the commercial market. Attendees will gain insights into how to research, design, and (most importantly) ship, world class products. The presentation will recount the lessons learned to date developing a Virtual Reality tool to solve physics problems resulting from trying to perform aircraft maintenance on ships at sea.

  9. The Discourse of Partnership and the Reality of Reform: Interrogating the Recent Reform Agenda at Initial Teacher Education and Induction Levels in Ireland

    Directory of Open Access Journals (Sweden)

    Judith Harford

    2016-09-01

    Full Text Available Over the last decade, teacher education in Ireland has experienced radical reconceptualization and restructuring at both initial teacher education [ITE] and induction levels, with reform of continuous professional development now in the planning phase. The establishment of the Teaching Council (2006 as a statutory, regulatory body, with a role in the review and accreditation of teacher education, increased the visibility of and policy focus on teacher education. Significant reform of initial teacher education was announced in 2011 that included both an extension of the duration of programmes and, most notably, the period the student teachers were to be engaged in school-based professional development. This increased period has been accompanied by a shift in the understanding of what is involved in practicum and implies a redefinition of the respective roles of the university and the school, and the development of a new form of partnership between both agencies. The period of induction and probation has also become an area of reform with an emphasis on school-based coaching and the evaluation of newly qualified teachers, which devolves decisions on teachers’ full recognition and membership of the profession, to principals and colleagues. This shift, which changes the established approach to induction for primary level teachers, has resulted in the withdrawal of cooperation with this policy by the main teacher union and to the implementation process being stymied. Both policy developments bring the concept of partnership within Irish education into sharp focus: a partnership between schools and universities in ITE, but also partnership in policy development and implementation in the case of induction.

  10. Effort problem of chemical pipelines

    Energy Technology Data Exchange (ETDEWEB)

    Okrajni, J.; Ciesla, M.; Mutwil, K. [Silesian Technical University, Katowice (Poland)

    1998-12-31

    The problem of the technical state assessment of the chemical pipelines working under mechanical and thermal loading has been shown in the paper. The pipelines effort after the long time operating period has been analysed. Material geometrical and loading conditions of the crack initiation and crack growth process in the chosen object has been discussed. Areas of the maximal effort have been determined. The material structure charges after the long time operating period have been described. Mechanisms of the crack initiation and crack growth in the pipeline elements have been analysed and mutual relations between the chemical and mechanical influences have been shown. (orig.) 16 refs.

  11. Augmented reality: a review.

    Science.gov (United States)

    Berryman, Donna R

    2012-01-01

    Augmented reality is a technology that overlays digital information on objects or places in the real world for the purpose of enhancing the user experience. It is not virtual reality, that is, the technology that creates a totally digital or computer created environment. Augmented reality, with its ability to combine reality and digital information, is being studied and implemented in medicine, marketing, museums, fashion, and numerous other areas. This article presents an overview of augmented reality, discussing what it is, how it works, its current implementations, and its potential impact on libraries.

  12. Quantum reality filters

    International Nuclear Information System (INIS)

    Gudder, Stan

    2010-01-01

    An anhomomorphic logic A* is the set of all possible realities for a quantum system. Our main goal is to find the 'actual reality' Φ a element of A* for the system. Reality filters are employed to eliminate unwanted potential realities until only φ a remains. In this paper, we consider three reality filters that are constructed by means of quantum integrals. A quantum measure μ can generate or actualize a Φ element of A* if μ(A) is a quantum integral with respect to φ for a density function f over events A. In this sense, μ is an 'average' of the truth values of φ with weights given by f. We mainly discuss relations between these filters and their existence and uniqueness properties. For example, we show that a quadratic reality generated by a quantum measure is unique. In this case we obtain the unique actual quadratic reality.

  13. ASME Code Efforts Supporting HTGRs

    Energy Technology Data Exchange (ETDEWEB)

    D.K. Morton

    2012-09-01

    In 1999, an international collaborative initiative for the development of advanced (Generation IV) reactors was started. The idea behind this effort was to bring nuclear energy closer to the needs of sustainability, to increase proliferation resistance, and to support concepts able to produce energy (both electricity and process heat) at competitive costs. The U.S. Department of Energy has supported this effort by pursuing the development of the Next Generation Nuclear Plant, a high temperature gas-cooled reactor. This support has included research and development of pertinent data, initial regulatory discussions, and engineering support of various codes and standards development. This report discusses the various applicable American Society of Mechanical Engineers (ASME) codes and standards that are being developed to support these high temperature gascooled reactors during construction and operation. ASME is aggressively pursuing these codes and standards to support an international effort to build the next generation of advanced reactors so that all can benefit.

  14. ASME Code Efforts Supporting HTGRs

    Energy Technology Data Exchange (ETDEWEB)

    D.K. Morton

    2011-09-01

    In 1999, an international collaborative initiative for the development of advanced (Generation IV) reactors was started. The idea behind this effort was to bring nuclear energy closer to the needs of sustainability, to increase proliferation resistance, and to support concepts able to produce energy (both electricity and process heat) at competitive costs. The U.S. Department of Energy has supported this effort by pursuing the development of the Next Generation Nuclear Plant, a high temperature gas-cooled reactor. This support has included research and development of pertinent data, initial regulatory discussions, and engineering support of various codes and standards development. This report discusses the various applicable American Society of Mechanical Engineers (ASME) codes and standards that are being developed to support these high temperature gascooled reactors during construction and operation. ASME is aggressively pursuing these codes and standards to support an international effort to build the next generation of advanced reactors so that all can benefit.

  15. Ports Initiative

    Science.gov (United States)

    EPA's Ports Initiative works in collaboration with the port industry, communities, and government to improve environmental performance and increase economic prosperity. This effort helps people near ports breath cleaner air and live better lives.

  16. The concept of strong and weak virtual reality

    OpenAIRE

    Lisewski, A. M.

    2003-01-01

    We approach the virtual reality phenomenon by studying its relationship to set theory, and we investigate the case where this is done using the wellfoundedness property of sets. Our hypothesis is that non-wellfounded sets (hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. We initially provide an alternative approach to virtual reality based on Sommerhoff's idea of first and second order self-awareness; both categories of self-awareness are consi...

  17. Virtual reality simulators and training in laparoscopic surgery.

    Science.gov (United States)

    Yiannakopoulou, Eugenia; Nikiteas, Nikolaos; Perrea, Despina; Tsigris, Christos

    2015-01-01

    Virtual reality simulators provide basic skills training without supervision in a controlled environment, free of pressure of operating on patients. Skills obtained through virtual reality simulation training can be transferred on the operating room. However, relative evidence is limited with data available only for basic surgical skills and for laparoscopic cholecystectomy. No data exist on the effect of virtual reality simulation on performance on advanced surgical procedures. Evidence suggests that performance on virtual reality simulators reliably distinguishes experienced from novice surgeons Limited available data suggest that independent approach on virtual reality simulation training is not different from proctored approach. The effect of virtual reality simulators training on acquisition of basic surgical skills does not seem to be different from the effect the physical simulators. Limited data exist on the effect of virtual reality simulation training on the acquisition of visual spatial perception and stress coping skills. Undoubtedly, virtual reality simulation training provides an alternative means of improving performance in laparoscopic surgery. However, future research efforts should focus on the effect of virtual reality simulation on performance in the context of advanced surgical procedure, on standardization of training, on the possibility of synergistic effect of virtual reality simulation training combined with mental training, on personalized training. Copyright © 2014 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.

  18. 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...

  19. Mobile Augmented Reality Applications

    OpenAIRE

    Prochazka, David; Stencl, Michael; Popelka, Ondrej; Stastny, Jiri

    2011-01-01

    Augmented reality have undergone considerable improvement in past years. Many special techniques and hardware devices were developed, but the crucial breakthrough came with the spread of intelligent mobile phones. This enabled mass spread of augmented reality applications. However mobile devices have limited hardware capabilities, which narrows down the methods usable for scene analysis. In this article we propose an augmented reality application which is using cloud computing to enable using...

  20. Mixed Reality Systems

    OpenAIRE

    Dieter Müller

    2009-01-01

    Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pur...

  1. 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...

  2. Mixed Reality Systems

    Directory of Open Access Journals (Sweden)

    Dieter Müller

    2009-11-01

    Full Text Available Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pure’ virtual reality techniques to support seamless collaborative work between remote and hands-on laboratories.

  3. 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...

  4. Merged reality for everyone

    OpenAIRE

    Carvalho, Fausto de; Morgado, Leonel

    2017-01-01

    This article addresses some interesting challenges and business opportunities within the promising merged reality ecosystem, which offers the vision of bringing together virtual, augmented and physical realities, seamlessly. The article also links the current status of this field with exploratory research and development work carried out by Altice Labs. Altice Labs info:eu-repo/semantics/publishedVersion

  5. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

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

  6. Data, model, and reality

    DEFF Research Database (Denmark)

    Galle, Per

    2000-01-01

    What does it mean for a database (or any other computer representation) to ‘model’ reality as it is, was, or might be? If the database ‘models’ reality in some way, is the same true of its schema or the underlying data model; and if not, what do they express? These questions, though more philosop...

  7. Augmented Reality on Android

    OpenAIRE

    Chunghan Li; Chang-Shyh Peng; Daisy F. Sang

    2013-01-01

    Augmented Reality is an application which combines a live view of real-world environment and computer-generated images. This paper studies and demonstrates an efficient Augmented Reality development in the mobile Android environment with the native Java language and Android SDK. Major components include Barcode Reader, File Loader, Marker Detector, Transform Matrix Generator, and a cloud database.

  8. Virtual reality musical instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...

  9. 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…

  10. 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

  11. Virtual reality applied to teletesting

    Science.gov (United States)

    van den Berg, Thomas J.; Smeenk, Roland J. M.; Mazy, Alain; Jacques, Patrick; Arguello, Luis; Mills, Simon

    2003-05-01

    The activity "Virtual Reality applied to Teletesting" is related to a wider European Space Agency (ESA) initiative of cost reduction, in particular the reduction of test costs. Reduction of costs of space related projects have to be performed on test centre operating costs and customer company costs. This can accomplished by increasing the automation and remote testing ("teletesting") capabilities of the test centre. Main problems related to teletesting are a lack of situational awareness and the separation of control over the test environment. The objective of the activity is to evaluate the use of distributed computing and Virtual Reality technology to support the teletesting of a payload under vacuum conditions, and to provide a unified man-machine interface for the monitoring and control of payload, vacuum chamber and robotics equipment. The activity includes the development and testing of a "Virtual Reality Teletesting System" (VRTS). The VRTS is deployed at one of the ESA certified test centres to perform an evaluation and test campaign using a real payload. The VRTS is entirely written in the Java programming language, using the J2EE application model. The Graphical User Interface runs as an applet in a Web browser, enabling easy access from virtually any place.

  12. Prostatitis: myths and realities.

    Science.gov (United States)

    Nickel, J C

    1998-03-01

    To explore the myths surrounding the enigmatic syndrome that the urologic community has labeled as prostatitis and to determine the actual realities associated with this disease. A critical evaluation of the syndrome of prostatitis based on examination of the recent world literature, undisputed scientific facts, solid hypotheses, common sense, and the author's personal opinion. The most common myths surrounding the importance, etiology, diagnosis, classification, and treatment of prostatitis are in fact merely myths. Recent research has led to a new awareness of the importance of prostatitis, new insights into its pathogenesis, improved disease classification and symptom assessment, and will ultimately lead to more rational diagnostic and treatment strategies. The introduction of a new more rational classification system, the development and validation of reliable symptom assessment instruments, new funding initiatives by granting agencies and the pharmaceutical industry, and an awakening appeal for intellectual examination of this common prostate disease by academic urologists guarantees that prostatitis will find an important place on the urologic agenda as we enter the next millennium.

  13. Estimation of inspection effort

    International Nuclear Information System (INIS)

    Mullen, M.F.; Wincek, M.A.

    1979-06-01

    An overview of IAEA inspection activities is presented, and the problem of evaluating the effectiveness of an inspection is discussed. Two models are described - an effort model and an effectiveness model. The effort model breaks the IAEA's inspection effort into components; the amount of effort required for each component is estimated; and the total effort is determined by summing the effort for each component. The effectiveness model quantifies the effectiveness of inspections in terms of probabilities of detection and quantities of material to be detected, if diverted over a specific period. The method is applied to a 200 metric ton per year low-enriched uranium fuel fabrication facility. A description of the model plant is presented, a safeguards approach is outlined, and sampling plans are calculated. The required inspection effort is estimated and the results are compared to IAEA estimates. Some other applications of the method are discussed briefly. Examples are presented which demonstrate how the method might be useful in formulating guidelines for inspection planning and in establishing technical criteria for safeguards implementation

  14. 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.

  15. Thermodynamics in 'Manifest Reality'

    International Nuclear Information System (INIS)

    Hankey, Alex

    2010-01-01

    D'Espagnat's proof that the universe is not a 'strongly objective reality' demands that all physical processes are reconsidered in that light. D'Espagnat suggests a 'Veiled Reality' as a suitable alternative. The most economical way to achieve that is to demand that 'information production' at a quantum level creates the basis for self-consistent perception of a world of macroscopic, 'manifest' entities, as opposed to self-existent objects. Such a 'manifest reality' fulfils both Wheeler's attempt at an 'IT-from-BIT' programme, and Zeilinger's suggestion that 'information is primary'.

  16. Political realities and economic realities towards a Kyoto protocol

    International Nuclear Information System (INIS)

    Bourdaire, J.M.

    1997-01-01

    The current climate change commitments and the negotiating positions of Annex I countries were discussed. It was pointed out that the energy sector is not homogeneous and therefore, climate change should focus on the areas all over the world which are most sensitive to a carbon value. It was also noted that while the present time is ripe for action on climate change, actions should not take place at any cost. A scenario based on the three principal functions of energy, i.e. to supply mobility, electricity and heat was proposed. It was claimed that this proposal had the potential to bridge the gap between the political reality of Kyoto and the economic realities of the energy sector. The essence of the proposal centred around the concept of 'carbon value'. The effect of establishing carbon values for each of the different energy services worldwide, was discussed. Various mechanisms for establishing carbon values, such as emission trading, joint implementation with non-Annex I parties, penalties for non-compliance, mitigation efforts in least-cost options, were also reviewed

  17. [Virtual reality in neurosurgery].

    Science.gov (United States)

    Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S

    2000-03-01

    Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.

  18. Augmented Reality, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Augmented Reality systems come with many benefits derived by co-locating information with a user's environment through the use of one or more output modalities such...

  19. Augmented reality in neurosurgery.

    Science.gov (United States)

    Tagaytayan, Raniel; Kelemen, Arpad; Sik-Lanyi, Cecilia

    2018-04-01

    Neurosurgery is a medical specialty that relies heavily on imaging. The use of computed tomography and magnetic resonance images during preoperative planning and intraoperative surgical navigation is vital to the success of the surgery and positive patient outcome. Augmented reality application in neurosurgery has the potential to revolutionize and change the way neurosurgeons plan and perform surgical procedures in the future. Augmented reality technology is currently commercially available for neurosurgery for simulation and training. However, the use of augmented reality in the clinical setting is still in its infancy. Researchers are now testing augmented reality system prototypes to determine and address the barriers and limitations of the technology before it can be widely accepted and used in the clinical setting.

  20. Environmental Reality Check.

    Science.gov (United States)

    Manicone, Santo

    2001-01-01

    Discusses the importance of educational facilities conducting "reality check" self-audits to uncover the real truth behind underlying environmental problems. An environmental compliance multimedia checklist is included. (GR)

  1. Towards Integrating Realities

    DEFF Research Database (Denmark)

    Henriksen, Lars Bo

    2017-01-01

    The pragmatic constructivist approach provides us with a social science theory, the theory of reality, and its associated method, the conceptualising method. A key aspect in both the theory of reality and its associated conceptualising method is on the necessity of integratingfour dimensionsof...... conceptualisation of the process of integration is itself not analysed or conceptualised to the same substantive extent as are the other elements ofthe theory of reality.The key questionaddressed here thereforebecomes: how might we betteranalyse and describe this process of integration? To address this question......, Iidentify, albeit in skeletal outline,usefulsocial theoreticalcorrespondences between Arendt’s conceptualisation of action in The Human Condition(1958) and key attributes ofthe theory of reality, which, Iclaim, couldpossibly guide an entry into the ‘how’ of this elusive integration process....

  2. 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.

  3. 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...

  4. Marketing and Augmented Reality

    OpenAIRE

    Zelený, Martin

    2010-01-01

    The main goal of this diploma thesis is to identify the usage of augmented reality in contemporary marketing practice and the expectations of marketers for the future use. This will be achieved by conducting a quantitative and qualitative research among existing creative and advertising companies. Secondary goal is introducing the concept of augmented reality from the theoretical point of view and also description of potential utilization based on known examples. The tools for the practical p...

  5. Alternate Reality Teaching: OurSpace

    Science.gov (United States)

    2012-06-08

    writing and directing all the film talent and creating original LOTR franchise offerings while generating over a half-billion dollars in revenue. In... franchise on multiple platforms, EA’s first CD and online development efforts, digital and animation processes and 3D pipelines for game rendering...live- broadcast motif for EA Sports . Michael also drove acclaimed Alternative Reality Gaming products and episodic and community content creation for

  6. Educational Uses of Virtual Reality Technology.

    Science.gov (United States)

    1998-01-01

    assist learning disabled students in gaining such skills. This VIRART researchers are also working on providing support for autistic students. In this...on the use of VR to help autistic children. In their first effort, these researchers used Street World to investigate the usability of the technology ...ANALYSES Educational Uses of Virtual Reality Technology Christine Youngblut mm QUALITY INSPECTED B, 19980325 036 / . , This work was conducted

  7. Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality.

    Science.gov (United States)

    Grubert, Jens; Langlotz, Tobias; Zollmann, Stefanie; Regenbrecht, Holger

    2017-06-01

    Augmented Reality is a technique that enables users to interact with their physical environment through the overlay of digital information. While being researched for decades, more recently, Augmented Reality moved out of the research labs and into the field. While most of the applications are used sporadically and for one particular task only, current and future scenarios will provide a continuous and multi-purpose user experience. Therefore, in this paper, we present the concept of Pervasive Augmented Reality, aiming to provide such an experience by sensing the user's current context and adapting the AR system based on the changing requirements and constraints. We present a taxonomy for Pervasive Augmented Reality and context-aware Augmented Reality, which classifies context sources and context targets relevant for implementing such a context-aware, continuous Augmented Reality experience. We further summarize existing approaches that contribute towards Pervasive Augmented Reality. Based our taxonomy and survey, we identify challenges for future research directions in Pervasive Augmented Reality.

  8. Engaging With Reality

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    to engage us with reality. Engaging with Reality investigates some of the major global themes as they are reflected in documentaries from the USA, UK and Denmark. Engaging with Reality is a contribution to comparative, transnational studies of documentary in contemporary media culture. By comparing......Documentaries play an important role in the increasingly global media culture that has been developing over the last few decades. Despite its many different forms and genres, all documentaries claim a special relation to the way things are in the world, and they each attempt in their own way...... documentaries in three different countries dealing with the same global themes, the book contributes to a broader and deeper understanding of our global media culture. The book deals with documentaries as part of a new form of cosmopolitan narratives, as part of new, global forms of social imagination...

  9. Industry's Commercial Initiatives on ISS

    Science.gov (United States)

    Shields, C. E.; Kessler, C.; Lavitola, M. S.

    2002-01-01

    For more than ten years, private industry has worked to develop a commercial human space market and to create a sustainable ISS commercial utilization customer base. Before ISS assembly was underway - and long before NASA and the international space agencies began to craft ISS commercial business terms and conditions - industry planted and nurtured the seeds of interest in exploiting human space utilization for commerce. These early initiatives have yielded the impetus and framework for industry approaches to ISS commercial utilization today and for NASA's and the International Partners' planned accommodation of private sector interests and desires on the ISS. This paper chronicles major industry initiatives for commercial ISS utilization, emphasizing successful marketing and business approaches and why these approaches have a higher likelihood of success than others. It provides an overview of individual companies' initiatives, as well as collaborative efforts that cross company lines and country borders; and it assesses the relative success of each. Rather than emphasize negative issues and barriers, this paper characterizes and prioritizes actionable success factors for industry and government to make ISS commercial utilization a sustainable reality.

  10. Augmented reality som wearable

    DEFF Research Database (Denmark)

    Buhl, Mie; Rahn, Annette

    2015-01-01

    Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR-applikat......Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR...

  11. 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)

  12. Physics imagination and reality

    CERN Document Server

    Wallace, Philip Russell

    1991-01-01

    Physics: Imagination and Reality introduces the reader to major ideas and the conceptual structure of modern physics, by tracing its development from the introduction of fields into physics by Faraday and Maxwell in the last century. Because the approach is historical, the book provides a comprehensive overview of the subjects. It should appeal to anyone interested in a basic understanding of the contemporary physicists view of the physical world. It avoids all but the simplest mathematics and presents ideas and concepts in everyday language.Physics: Imagination and Reality attempts to provide

  13. Orbitofrontal reality filtering

    Directory of Open Access Journals (Sweden)

    Armin eSchnider

    2013-06-01

    Full Text Available Decades of research have deepened our understanding of how the brain forms memories and uses them to build our mental past and future. But how does it determine whether an evoked memory refers to the present and can be acted upon? The study of patients who confuse reality, as evident from confabulation and disorientation, has opened ways to explore this vital capacity. Results indicate that the brain recurs to a phylogenetically old faculty of the orbitofrontal cortex –extinction– and structures of the reward system to keep thought and behavior in phase with reality.

  14. Prototyping Augmented Reality

    CERN Document Server

    Mullen, Tony

    2011-01-01

    Learn to create augmented reality apps using Processing open-source programming language Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how

  15. 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...

  16. Personalized medicine: reality and reality checks.

    Science.gov (United States)

    Leeder, J Steven; Spielberg, Stephen P

    2009-05-01

    The evolving era of pharmacogenomics and personalized medicine is greeted with optimism by many, but this sentiment is not universally shared. The existence of diametrically opposed opinions concerning the potential benefits and obstacles facing the widespread implementation of genomic medicine should stimulate discussion and guide the design of studies to establish the value of interventions targeted at the level of individual patients. One of the more controversial aspects of personalized medicine is whether the anticipated benefits will be realized at an acceptable cost. Recently released analyses suggest that the returns on investment depend on the particular scenario and are different for different stakeholders. On the other hand, cost is only one of the challenges regarding implementation of personalized medicine. Among these are the development of universal standards for managing genomic information in electronic medical records, improvement in the collection and interpretation of clinical phenotype data, and new strategies to educate practitioners and patients/consumers. The reality is that personalized medicine is upon us; open discourse and periodic reality checks will be necessary as we confront it.

  17. Use of Virtual Reality for Space Flight

    Science.gov (United States)

    Harm, Deborah; Taylor, L. C.; Reschke, M. F.

    2011-01-01

    Virtual environments offer unique training opportunities, particularly for training astronauts and preadapting them to the novel sensory conditions of microgravity. Two unresolved human factors issues in virtual reality (VR) systems are: 1) potential "cybersickness", and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Active exploratory behavior in a new environment, with resulting feedback and the formation of new associations between sensory inputs and response outputs, promotes appropriate perception and motor control in the new environment. Thus, people adapt to consistent, sustained alterations of sensory input such as those produced by microgravity. Our research examining the effects of repeated exposures to a full field of view dome VR system showed that motion sickness and initial decrements in eye movement and postural control were greatly diminished following three exposures. These results suggest that repeated transitions between VR and the normal environment preflight might be a useful countermeasure for neurosensory and sensorimotor effects of space flight. The range of VR applications is enormous, extending from ground-based VR training for extravehicular activities at NASA, to medical and educational uses. It seems reasonable to suggest that other space related uses of VR should be investigated. For example, 1) use of head-mounted VR on orbit to rehearse/practice upcoming operational activities, and 2) ground-based VR training for emergency egress procedures. We propose that by combining VR designed for operational activities preflight, along with an appropriate schedule to facilitate sensorimotor adaptation and improve spatial orientation would potentially accomplish two important goals for astronauts and cosmonauts, preflight sensorimotor adaption and enhanced operational

  18. Capillary Refill using Augmented Reality

    OpenAIRE

    Clausen, Christoffer

    2017-01-01

    Master's thesis in Computer science The opportunities within augmented reality is growing. Augmented reality is a combination of the real and the virtual world in real time, and large companies like Microsoft and Google is now investing heavily in the technology. This thesis presents a solution for simulating a medical test called capillary refill, by using augmented reality. The simulation is performed with an augmented reality headset called HoloLens. The HoloLens will recognise a mark...

  19. Virtual reality for employability skills

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    We showed a variety of virtual reality technologies, and through examples, we discussed how virtual reality technology is transforming work styles and workplaces. Virtual reality is becoming pervasive in almost all domains starting from arts, environmental causes to medical education and disaster management training, and to supporting patients with Dementia. Thus, an awareness of the virtual reality technology and its integration in curriculum design will provide and enhance employability ski...

  20. Virtual Reality in the Classroom.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1993-01-01

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

  1. AR DOC: Augmented reality documentaries

    DEFF Research Database (Denmark)

    Vistisen, Peter

    2014-01-01

    Augmented Reality Documentaries (AR DOC) er et ’lille’ Shareplay projekt (ansøgte midler augmented reality cross media løsninger, til at skabe engagerende publikumsformidling...... indenfor oplevelsesindustrien. Projektet har genereret ny viden omkring, hvordan fysisk og digital formidling kan understøttes via Augmented Reality som formidlingsformat....

  2. Reality Check: Basics of Augmented, Virtual, and Mixed Reality.

    Science.gov (United States)

    Brigham, Tara J

    2017-01-01

    Augmented, virtual, and mixed reality applications all aim to enhance a user's current experience or reality. While variations of this technology are not new, within the last few years there has been a significant increase in the number of artificial reality devices or applications available to the general public. This column will explain the difference between augmented, virtual, and mixed reality and how each application might be useful in libraries. It will also provide an overview of the concerns surrounding these different reality applications and describe how and where they are currently being used.

  3. Selections of Reality

    DEFF Research Database (Denmark)

    Järvinen, Margaretha; Miller, Gale

    2014-01-01

    substitution (methadone) treatment to users. Burke's dramatistic perspective calls attention to the recurring relationships among rhetorical elements within accounts of social reality. The elements form a pentad: scene, purpose, agent, agency and acts. Our analysis examines how the ideal of governmentality...

  4. Augmented Reality og kulturarv

    DEFF Research Database (Denmark)

    Nielsen, Mikkel Kirkedahl Lysholm

    2013-01-01

    Museerne står overfor at skulle omfavne den digitale kultur i håndteringen af den store mængde viden, institutionerne repræsenterer. Augmented Reality-systemer forbinder ved hjælp af moderne teknologi det virtuelle med det virkelige, og kan derfor synes som en oplagt anvendelsesmulighed i...

  5. Augmented Reality i naturfagsundervisningen

    DEFF Research Database (Denmark)

    Radmer, Ole; Surland, Mogens; Nielsen, Birgitte Lund

    Augmented Reality (AR) giver ny mulighed for, at elever kan lave undersøgelser i naturfag med enkel teknologi, hvor animationer og simulationer kobles med det virkelige fænomen. I workshoppen kan I afprøve AR eksempler, udviklet i et internationalt EU projekt. Der vil være noget, der direkte kan...

  6. Collaboration in Augmented Reality

    NARCIS (Netherlands)

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

    2015-01-01

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

  7. Newton's Principia: Myth and Reality

    Science.gov (United States)

    Smith, George

    2016-03-01

    Myths about Newton's Principia abound. Some of them, such as the myth that the whole book was initially developed using the calculus and then transformed into a geometric mathematics, stem from remarks he made during the priority controversy with Leibniz over the calculus. Some of the most persistent, and misleading, arose from failures to read the book with care. Among the latter are the myth that he devised his theory of gravity in order to explain the already established ``laws'' of Kepler, and that in doing so he took himself to be establishing that Keplerian motion is ``absolute,'' if not with respect to ``absolute space,'' then at least with respect to the fixed stars taken as what came later to be known as an inertial frame. The talk will replace these two myths with the reality of what Newton took himself to have established.

  8. Mixed Reality with HoloLens: Where Virtual Reality Meets Augmented Reality in the Operating Room.

    Science.gov (United States)

    Tepper, Oren M; Rudy, Hayeem L; Lefkowitz, Aaron; Weimer, Katie A; Marks, Shelby M; Stern, Carrie S; Garfein, Evan S

    2017-11-01

    Virtual reality and augmented reality devices have recently been described in the surgical literature. The authors have previously explored various iterations of these devices, and although they show promise, it has become clear that virtual reality and/or augmented reality devices alone do not adequately meet the demands of surgeons. The solution may lie in a hybrid technology known as mixed reality, which merges many virtual reality and augmented realty features. Microsoft's HoloLens, the first commercially available mixed reality device, provides surgeons intraoperative hands-free access to complex data, the real environment, and bidirectional communication. This report describes the use of HoloLens in the operating room to improve decision-making and surgical workflow. The pace of mixed reality-related technological development will undoubtedly be rapid in the coming years, and plastic surgeons are ideally suited to both lead and benefit from this advance.

  9. Literality and Cognitive Effort

    DEFF Research Database (Denmark)

    Lacruz, Isabel; Carl, Michael; Yamada, Masaru

    2018-01-01

    We introduce a notion of pause-word ratio computed using ranges of pause lengths rather than lower cutoffs for pause lengths. Standard pause-word ratios are indicators of cognitive effort during different translation modalities.The pause range version allows for the study of how different types...... remoteness. We use data from the CRITT TPR database, comparing translation and post-editing from English to Japanese and from English to Spanish, and study the interaction of pause-word ratio for short pauses ranging between 300 and 500ms with syntactic remoteness, measured by the CrossS feature, semantic...... remoteness, measured by HTra, and syntactic and semantic remoteness, measured by Literality....

  10. Termination of prehospital resuscitative efforts

    DEFF Research Database (Denmark)

    Mikkelsen, Søren; Schaffalitzky de Muckadell, Caroline; Binderup, Lars Grassmé

    2017-01-01

    -and-death decision-making in the patient's medical records is required. We suggest that a template be implemented in the prehospital medical records describing the basis for any ethical decisions. This template should contain information regarding the persons involved in the deliberations and notes on ethical......BACKGROUND: Discussions on ethical aspects of life-and-death decisions within the hospital are often made in plenary. The prehospital physician, however, may be faced with ethical dilemmas in life-and-death decisions when time-critical decisions to initiate or refrain from resuscitative efforts...... need to be taken without the possibility to discuss matters with colleagues. Little is known whether these considerations regarding ethical issues in crucial life-and-death decisions are documented prehospitally. This is a review of the ethical considerations documented in the prehospital medical...

  11. [Limitation of the therapeutic effort].

    Science.gov (United States)

    Herreros, B; Palacios, G; Pacho, E

    2012-03-01

    The limitation of the therapeutic effort (LTE) consists in not applying extraordinary or disproportionate measures for therapeutic purposes that are proposed for a patient with poor life prognosis and/or poor quality of life. There are two types. The first is to not initiate certain measures or to withdraw them when they are established. A decision of the LTE should be based on some rigorous criteria, so that we make the following proposal. First, it is necessary to know the most relevant details of the case to make a decision: the preferences of the patient, the preferences of the family when pertinent, the prognosis (severity), the quality of life and distribution of the limited resources. After, the decision should be made. In this phase, participatory deliberation should be established to clarify the end of the intervention. Finally, if it is decided to perform an LTE, it should be decided how to do it. Special procedures, disproportionate measures, that are useless and vain should not be initiated for the therapeutic objective designed (withdraw them if they have been established). When it has been decided to treat a condition (interim measures), the treatment should be maintained. This complex phase may need stratification of he measures. Finally, the necessary palliative measures should be established. Copyright © 2011 Elsevier España, S.L. All rights reserved.

  12. Yet Unborn Realities

    DEFF Research Database (Denmark)

    Johannessen, Runa

    2016-01-01

    The scope of this paper is to inquire into a moment of friction between reality and possibility; the present and the future; the actual and the fictional, in a context pertaining to the Israel-Palestine conflict. The point of departure is an artwork by the Palestinian artist Khaled Jarrar. My enc...... encounter with his work evoked an aesthetic experience of hesitant uncertainty parallel to particular encounters with a mechanism invoking such uncertainties in real life, namely the passport control......The scope of this paper is to inquire into a moment of friction between reality and possibility; the present and the future; the actual and the fictional, in a context pertaining to the Israel-Palestine conflict. The point of departure is an artwork by the Palestinian artist Khaled Jarrar. My...

  13. Experiments in mixed reality

    Science.gov (United States)

    Krum, David M.; Sadek, Ramy; Kohli, Luv; Olson, Logan; Bolas, Mark

    2010-01-01

    As part of the Institute for Creative Technologies and the School of Cinematic Arts at the University of Southern California, the Mixed Reality lab develops technologies and techniques for presenting realistic immersive training experiences. Such experiences typically place users within a complex ecology of social actors, physical objects, and collections of intents, motivations, relationships, and other psychological constructs. Currently, it remains infeasible to completely synthesize the interactivity and sensory signatures of such ecologies. For this reason, the lab advocates mixed reality methods for training and conducts experiments exploring such methods. Currently, the lab focuses on understanding and exploiting the elasticity of human perception with respect to representational differences between real and virtual environments. This paper presents an overview of three projects: techniques for redirected walking, displays for the representation of virtual humans, and audio processing to increase stress.

  14. 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)

  15. Big Data and reality

    Directory of Open Access Journals (Sweden)

    Ryan Shaw

    2015-11-01

    Full Text Available DNA sequencers, Twitter, MRIs, Facebook, particle accelerators, Google Books, radio telescopes, Tumblr: what do these things have in common? According to the evangelists of “data science,” all of these are instruments for observing reality at unprecedentedly large scales and fine granularities. This perspective ignores the social reality of these very different technological systems, ignoring how they are made, how they work, and what they mean in favor of an exclusive focus on what they generate: Big Data. But no data, big or small, can be interpreted without an understanding of the process that generated them. Statistical data science is applicable to systems that have been designed as scientific instruments, but is likely to lead to confusion when applied to systems that have not. In those cases, a historical inquiry is preferable.

  16. Augmented reality system

    Science.gov (United States)

    Lin, Chien-Liang; Su, Yu-Zheng; Hung, Min-Wei; Huang, Kuo-Cheng

    2010-08-01

    In recent years, Augmented Reality (AR)[1][2][3] is very popular in universities and research organizations. The AR technology has been widely used in Virtual Reality (VR) fields, such as sophisticated weapons, flight vehicle development, data model visualization, virtual training, entertainment and arts. AR has characteristics to enhance the display output as a real environment with specific user interactive functions or specific object recognitions. It can be use in medical treatment, anatomy training, precision instrument casting, warplane guidance, engineering and distance robot control. AR has a lot of vantages than VR. This system developed combines sensors, software and imaging algorithms to make users feel real, actual and existing. Imaging algorithms include gray level method, image binarization method, and white balance method in order to make accurate image recognition and overcome the effects of light.

  17. Virtual Reality and Cyberspace: From Science Fiction to Science Fact.

    Science.gov (United States)

    Stone, Robert J.

    1991-01-01

    Traces the history of virtual reality (VR), or cyberspace, and describes some of the research and development efforts currently being carried out in the United Kingdom, Europe, and the United States. Applications of VR in interactive computer-aided design (CAD), the military, leisure activities, spaceflight, teleconferencing, and medicine are…

  18. Swedish nuclear waste efforts

    International Nuclear Information System (INIS)

    Rydberg, J.

    1981-09-01

    After the introduction of a law prohibiting the start-up of any new nuclear power plant until the utility had shown that the waste produced by the plant could be taken care of in an absolutely safe way, the Swedish nuclear utilities in December 1976 embarked on the Nuclear Fuel Safety Project, which in November 1977 presented a first report, Handling of Spent Nuclear Fuel and Final Storage of Vitrified Waste (KBS-I), and in November 1978 a second report, Handling and Final Storage of Unreprocessed Spent Nuclear Fuel (KBS II). These summary reports were supported by 120 technical reports prepared by 450 experts. The project engaged 70 private and governmental institutions at a total cost of US $15 million. The KBS-I and KBS-II reports are summarized in this document, as are also continued waste research efforts carried out by KBS, SKBF, PRAV, ASEA and other Swedish organizations. The KBS reports describe all steps (except reprocessing) in handling chain from removal from a reactor of spent fuel elements until their radioactive waste products are finally disposed of, in canisters, in an underground granite depository. The KBS concept relies on engineered multibarrier systems in combination with final storage in thoroughly investigated stable geologic formations. This report also briefly describes other activities carried out by the nuclear industry, namely, the construction of a central storage facility for spent fuel elements (to be in operation by 1985), a repository for reactor waste (to be in operation by 1988), and an intermediate storage facility for vitrified high-level waste (to be in operation by 1990). The R and D activities are updated to September 1981

  19. Worldwide effort against smoking.

    Science.gov (United States)

    1986-07-01

    The 39th World Health Assembly, which met in May 1986, recognized the escalating health problem of smoking-related diseases and affirmed that tobacco smoking and its use in other forms are incompatible with the attainment of "Health for All by the Year 2000." If properly implemented, antismoking campaigns can decrease the prevalence of smoking. Nations as a whole must work toward changing smoking habits, and governments must support these efforts by officially stating their stand against smoking. Over 60 countries have introduced legislation affecting smoking. The variety of policies range from adopting a health education program designed to increase peoples' awareness of its dangers to increasing taxes to deter smoking by increasing tobacco prices. Each country must adopt an antismoking campaign which works most effectively within the cultural parameters of the society. Other smoking policies include: printed warnings on cigarette packages; health messages via radio, television, mobile teams, pamphlets, health workers, clinic walls, and newspapers; prohibition of smoking in public areas and transportation; prohibition of all advertisement of cigarettes and tobacco; and the establishment of upper limits of tar and nicotine content in cigarettes. The tobacco industry spends about $2000 million annually on worldwide advertising. According to the World Health Organization (WHO), controlling this overabundance of tobacco advertisements is a major priority in preventing the spread of smoking. Cigarette and tobacco advertising can be controlled to varying degrees, e.g., over a dozen countries have enacted a total ban on advertising on television or radio, a mandatory health warning must accompany advertisements in other countries, and tobacco companies often are prohibited from sponsoring sports events. Imposing a substantial tax on cigarettes is one of the most effective means to deter smoking. However, raising taxes and banning advertisements is not enough because

  20. Virtual Reality Hospice

    OpenAIRE

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

    2017-01-01

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

  1. Coping with Reality

    DEFF Research Database (Denmark)

    Madsen, Poul Thøis

    Abstract: Despite the fact that The General Theory of Theory of Interest, Employment and Income (GT) is a highly theoretical work, Keynes tries to make his theory as realistic as possible. In this paper it is analyzed how. This is done by identifying selected quotations in which Keynes either exp...... of economic reality and by making empirically based assumptions rather than assumptions consistent to a theoretical model. If economic textbooks were to apply the same stringent principles not much would be left…...

  2. The Virtual Reality Conjecture

    OpenAIRE

    Whitworth, Brian

    2011-01-01

    We take our world to be an objective reality, but is it? The assumption that the physical world exists in and of itself has struggled to assimilate the findings of modern physics for some time now. For example, an objective space and time would just "be", but in relativity, space contracts and time dilates. Likewise objective "things" should just inherently exist, but the entities of quantum theory are probability of existence smears, that spread, tunnel, superpose and entangle in physically ...

  3. Proliferation: myth or reality?

    International Nuclear Information System (INIS)

    2005-01-01

    This article analyzes the proliferation approach, its technical condition and political motivation, and the share between the myth (political deception, assumptions and extrapolations) and the reality of proliferation. Its appreciation is complicated by the irrational behaviour of some political actors and by the significant loss of the non-use taboo. The control of technologies is an important element for proliferation slowing down but an efficient and autonomous intelligence system remains indispensable. (J.S.)

  4. Physics and reality

    International Nuclear Information System (INIS)

    D'Espagnat, B.

    1997-01-01

    What is the reality of objects around us. What is real. Is there something that is not dependent on the thought. To these questions, philosophers, mathematicians, physicists answer in different ways. Mister Bernard d' Espagnat, philosopher and physicist speaks for an open realism. Leaning on the quantum physics, he is engaged in exchange of objections and answers with persons he is speaking to, decided, as he is himself, to get to the roots of things. (N.C.)

  5. Models of Reality.

    Energy Technology Data Exchange (ETDEWEB)

    Brown-VanHoozer, S. A.

    1999-06-02

    Conscious awareness of our environment is based on a feedback loop comprised of sensory input transmitted to the central nervous system leading to construction of our ''model of the world,'' (Lewis et al, 1982). We then assimilate the neurological model at the unconscious level into information we can later consciously consider useful in identifying belief systems and behaviors for designing diverse systems. Thus, we can avoid potential problems based on our open-to-error perceived reality of the world. By understanding how our model of reality is organized, we allow ourselves to transcend content and develop insight into how effective choices and belief systems are generated through sensory derived processes. These are the processes which provide the designer the ability to meta model (build a model of a model) the user; consequently, matching the mental model of the user with that of the designer's and, coincidentally, forming rapport between the two participants. The information shared between the participants is neither assumed nor generalized, it is closer to equivocal; thus minimizing error through a sharing of each other's model of reality. How to identify individual mental mechanisms or processes, how to organize the individual strategies of these mechanisms into useful patterns, and to formulate these into models for success and knowledge based outcomes is the subject of the discussion that follows.

  6. Augmented reality in surgery.

    Science.gov (United States)

    Shuhaiber, Jeffrey H

    2004-02-01

    To evaluate the history and current knowledge of computer-augmented reality in the field of surgery and its potential goals in education, surgeon training, and patient treatment. National Library of Medicine's database and additional library searches. Only articles suited to surgical sciences with a well-defined aim of study, methodology, and precise description of outcome were included. Augmented reality is an effective tool in executing surgical procedures requiring low-performance surgical dexterity; it remains a science determined mainly by stereotactic registration and ergonomics. Strong evidence was found that it is an effective teaching tool for training residents. Weaker evidence was found to suggest a significant influence on surgical outcome, both morbidity and mortality. No evidence of cost-effectiveness was found. Augmented reality is a new approach in executing detailed surgical operations. Although its application is in a preliminary stage, further research is needed to evaluate its long-term clinical impact on patients, surgeons, and hospital administrators. Its widespread use and the universal transfer of such technology remains limited until there is a better understanding of registration and ergonomics.

  7. Augmented reality services

    Directory of Open Access Journals (Sweden)

    Tomáš Koubek

    2013-01-01

    Full Text Available We assume that one of the key reasons is in the difference between a standalone application and a web service. Both architectures have some advantages and disadvantages. The Standalone application (e.g. Nokia/OVI Maps provides the required functionality. From the user point of view, main asset of this “offline” approach is network connectivity independence. However, this kind of applications must be upgraded manually. Moreover, it is hard to get any data about the application usage because it requires additional actions from the user – data are usually acquired through conventional ways, such as email or web forms.The online service such as Google Maps (including its mobile application can offer the same functionality as the offline application. Nevertheless, a permanent connection to provider servers is necessary. This can be taken as a drawback. On the other hand, usage data collection is easier and can be done without the user intervention. The data collection provides a valuable analysis basis of the user habits and needs. This analysis is necessary for design of a complex “user” based solutions such as Google Now.Augmented reality applications are usually based on the first mentioned approach. In this article, we describe our model of augmented reality as a service and compare its features with standalone solutions. Further, other important key aspects for large emergence of augmented reality services in a mainstream market are discussed.

  8. Virtual Reality Hysteroscopy

    Science.gov (United States)

    Levy

    1996-08-01

    New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.

  9. Locality and reality

    International Nuclear Information System (INIS)

    Stapp, H.P.

    1980-01-01

    Einstein's principle that no signal travels faster than light suggests that observations in one spacetime region should not depend on whether or not a radioactive decay is detected in a spacelike-separated region. This locality property is incompatible with the predictions of quantum theory, and this incompatibility holds independently of the questions of realism, objective reality, and hidden variables. It holds both in the pragmatic quantum theory of Bohr and in realistic frameworks. It is shown here to hold in a completed realistic quantum theory that reconciles Einstein's demand for a description of reality itself with Bohr's contention that quantum theory is complete. This completed realistic quantum theory has no hidden variables, and no objective reality in which observable attributes can become definite independently of observers. The theory is described in some detail, with particular attention to those aspects related to the question of locality. This completed realistic quantum theory is in principle more comprehensive than Bohn's pragmatic quantum theory because it is not limited in principle by the requirement that the observed system be physically separated from the observing one. Applications are discussed

  10. How shared reality is created in interpersonal communication.

    Science.gov (United States)

    Echterhoff, Gerald; Schmalbach, Bjarne

    2017-12-29

    Communication is a key arena and means for shared-reality creation. Most studies explicitly devoted to shared reality have focused on the opening part of a conversation, that is, a speaker's initial message to an audience. The aspect of communication examined by this research is the evaluative adaptation (tuning) of the messages to the audience's attitude or judgment. The speaker's shared-reality creation is typically assessed by the extent to which the speaker's evaluative representation of the topic matches the audience-tuned view expressed in the message. We first review research on such audience-tuning effects, with a focus on shared-reality goals and conditions facilitating the generalization of shared reality. We then review studies using other paradigms that illustrate factors of shared-reality creation in communication, including mere message production, grounding, validation responses, and communication about commonly known information (including stereotypes) in intragroup communication. The different lines of research reveal the potency, but also boundary conditions, of communication effects on shared reality. Copyright © 2017. Published by Elsevier Ltd.

  11. Augmented reality (AR) and virtual reality (VR) applied in dentistry

    OpenAIRE

    Ta-Ko Huang; Chi-Hsun Yang; Yu-Hsin Hsieh; Jen-Chyan Wang; Chun-Cheng Hung

    2018-01-01

    The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of th...

  12. Integrated Data Visualization and Virtual Reality Tool

    Science.gov (United States)

    Dryer, David A.

    1998-01-01

    The Integrated Data Visualization and Virtual Reality Tool (IDVVRT) Phase II effort was for the design and development of an innovative Data Visualization Environment Tool (DVET) for NASA engineers and scientists, enabling them to visualize complex multidimensional and multivariate data in a virtual environment. The objectives of the project were to: (1) demonstrate the transfer and manipulation of standard engineering data in a virtual world; (2) demonstrate the effects of design and changes using finite element analysis tools; and (3) determine the training and engineering design and analysis effectiveness of the visualization system.

  13. The Effort Paradox: Effort Is Both Costly and Valued.

    Science.gov (United States)

    Inzlicht, Michael; Shenhav, Amitai; Olivola, Christopher Y

    2018-04-01

    According to prominent models in cognitive psychology, neuroscience, and economics, effort (be it physical or mental) is costly: when given a choice, humans and non-human animals alike tend to avoid effort. Here, we suggest that the opposite is also true and review extensive evidence that effort can also add value. Not only can the same outcomes be more rewarding if we apply more (not less) effort, sometimes we select options precisely because they require effort. Given the increasing recognition of effort's role in motivation, cognitive control, and value-based decision-making, considering this neglected side of effort will not only improve formal computational models, but also provide clues about how to promote sustained mental effort across time. Copyright © 2018 Elsevier Ltd. All rights reserved.

  14. Emotional Expression in Reality TV

    DEFF Research Database (Denmark)

    Rasmussen, Tove Arendt

    Reality TV has been disputed and discussed along many lines for the last 20 years; the media themselves always with a twist of concern about reality programs crossing moral borderlines while research has put more interest in questions of genre and representation of more or less useful and maybe...... empowering social identities. In the latest generation of reality TV which Misha Kava has described as the “celebrity generation”, it seems that reality creates new standards for mixing facts and fiction and even different “realities” as participants become media stars while more traditional celebrities...... are being treated as ordinary people. My article will discuss different presentations of selves and especially the emotional verbal and nonverbal expressions in reality TV communication. Aspects of the intimate self and its emotional expressions seem to be strategically managed in reality TV and even...

  15. Authoring Immersive Mixed Reality Experiences

    Science.gov (United States)

    Misker, Jan M. V.; van der Ster, Jelle

    Creating a mixed reality experience is a complicated endeavour. From our practice as a media lab in the artistic domain we found that engineering is “only” a first step in creating a mixed reality experience. Designing the appearance and directing the user experience are equally important for creating an engaging, immersive experience. We found that mixed reality artworks provide a very good test bed for studying these topics. This chapter details three steps required for authoring mixed reality experiences: engineering, designing and directing. We will describe a platform (VGE) for creating mixed reality environments that incorporates these steps. A case study (EI4) is presented in which this platform was used to not only engineer the system, but in which an artist was given the freedom to explore the artistic merits of mixed reality as an artistic medium, which involved areas such as the look and feel, multimodal experience and interaction, immersion as a subjective emotion and game play scenarios.

  16. Epistemic companions: shared reality development in close relationships.

    Science.gov (United States)

    Rossignac-Milon, Maya; Higgins, E Tory

    2018-01-11

    We propose a framework outlining the development of shared reality in close relationships. In this framework, we attempt to integrate disparate close relationship phenomena under the conceptual umbrella of shared reality. We argue that jointly satisfying epistemic needs-making sense of the world together-plays an important but under-appreciated role in establishing and maintaining close relationships. Specifically, we propose that dyads progress through four cumulative phases in which new forms of shared reality emerge. Relationships are often initiated when people discover Shared Feelings, which then facilitate the co-construction of dyad-specific Shared Practices. Partners then form an interdependent web of Shared Coordination and ultimately develop a Shared Identity. Each emergent form of shared reality continues to evolve throughout subsequent phases, and, if neglected, can engender relationship dissolution. Copyright © 2018 Elsevier Ltd. All rights reserved.

  17. Theses Originality: An Initial Effort to Examine Students’ Final Projects

    Directory of Open Access Journals (Sweden)

    Teuku Zulfikar

    2014-06-01

    Full Text Available Thesis is a prerequisite for graduation in all academic institutions. Higher Education institutions, such as Imam Bonjol Islamic State Institute requires its students to write a thesis in order to graduate. Students write their theses and they were examined before the board of examiners. However, students found it difficult to write ‘good’ theses that show academic honesty and high level of originality. This is a big issue in our institution, this article, therefore examines factors that reduce originality of students’ theses. Having analysed over 10 theses using content analysis method, the authors found that almost all theses contain issues that reduces the originality of the theses. Students frequently commit structural plagiarism, in which they tend to follow the structure of their colleagues’ theses, and only made minor changes. Other finding showed that in stating their research problem, students make a claim without appropriate justification. Issues of referencing and paraphrasing are two important issues that reduce qualities of students’ theses.

  18. Geoparks Management: Challenges and Realities

    Directory of Open Access Journals (Sweden)

    Carlos Alberto Freire Medeiros

    2015-08-01

    Full Text Available The geoparks represent part of a holistic concept of protection, education and sustainable development. These spaces are valued local tourist attractions with emphasis on geological features, maximizing Geotourism. This activity brings local economic benefits and educate people about the evolution of your site and landscape. By not being tied to any law, the geoparks is allowed different forms of management. To understand the management of these spaces aim of this study is to present a detailed analysis of national and international geoparks management plans in order to understand the management of these territories. The methodology used apesenta a qualitative focus exploratory, since it noted the need to seize on geoparks management. Thus, it adopted a bibliographical and documentary research, in which the data collection instrument were adopted plans for national and international geoparks management. The analysis of these documents- plans gestões- made it possible to identify that there is a kind of standard management of these sites and that management of these areas occurs as the reality of each location. However there are points in common in the efforts made in the Arouca Geopark is the one with the most comprehensive managerial context to use more of the administration tools. Thus, the management of geoparks adapts to their different socio-economic contexts, incorporating them in the planning sphere.

  19. Military use of Virtual Reality

    OpenAIRE

    Gullaksen, Rasmus; Nielsen, Kristoffer Merrild; Siegel, Viktor; Labuz, Patrick Ravn

    2017-01-01

    This project is sparked by the contemporary evolvement that has been happening with consumer Virtual Reality technology and an interest for looking into the military industrial complex. The paper describes how Virtual Reality as a concept has evolved historically since the 19th century and how it has since entered the military and consumer market. The implementation of Virtual Reality is described in order to analyse it by using Technology-Oriented Scenario Analysis, as described by Francesco...

  20. 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...

  1. Augmented Reality for Science Education

    DEFF Research Database (Denmark)

    Brandt, Harald; Nielsen, Birgitte Lund; Georgsen, Marianne

    Augmented reality (AR) holds great promise as a learning tool. So far, however, most research has looked at the technology itself – and AR has been used primarily for commercial purposes. As a learning tool, AR supports an inquiry-based approach to science education with a high level of student...... involvement. The AR-sci-project (Augmented Reality for SCIence education) addresses the issue of applying augmented reality in developing innovative science education and enhancing the quality of science teaching and learning....

  2. Systems Analysis Initiated for All-Electric Aircraft Propulsion

    Science.gov (United States)

    Kohout, Lisa L.

    2003-01-01

    A multidisciplinary effort is underway at the NASA Glenn Research Center to develop concepts for revolutionary, nontraditional fuel cell power and propulsion systems for aircraft applications. There is a growing interest in the use of fuel cells as a power source for electric propulsion as well as an auxiliary power unit to substantially reduce or eliminate environmentally harmful emissions. A systems analysis effort was initiated to assess potential concepts in an effort to identify those configurations with the highest payoff potential. Among the technologies under consideration are advanced proton exchange membrane (PEM) and solid oxide fuel cells, alternative fuels and fuel processing, and fuel storage. Prior to this effort, the majority of fuel cell analysis done at Glenn was done for space applications. Because of this, a new suite of models was developed. These models include the hydrogen-air PEM fuel cell; internal reforming solid oxide fuel cell; balance-of-plant components (compressor, humidifier, separator, and heat exchangers); compressed gas, cryogenic, and liquid fuel storage tanks; and gas turbine/generator models for hybrid system applications. Initial mass, volume, and performance estimates of a variety of PEM systems operating on hydrogen and reformate have been completed for a baseline general aviation aircraft. Solid oxide/turbine hybrid systems are being analyzed. In conjunction with the analysis efforts, a joint effort has been initiated with Glenn s Computer Services Division to integrate fuel cell stack and component models with the visualization environment that supports the GRUVE lab, Glenn s virtual reality facility. The objective of this work is to provide an environment to assist engineers in the integration of fuel cell propulsion systems into aircraft and provide a better understanding of the interaction between system components and the resulting effect on the overall design and performance of the aircraft. Initially, three

  3. 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. .

  4. Facing reality minimizes risk

    International Nuclear Information System (INIS)

    Gallagher, J.L.

    1992-01-01

    Companies that provide technology or project management involving a wise range of risks will increasingly find much more complex contractual relationships with their customers. This is due largely to the pressures exerted on those relationships by third parties. This paper explores the relationships between private contractors and their customers (frequently government agencies) and how risks affect those relationships. Perceptions of risk sometimes outweigh genuine risks, and the distinction between the two is often irrelevant. Media, site neighbors, adversaries, regulators, and national officials often tip the balance between reality and perception

  5. The Geminoid Reality

    DEFF Research Database (Denmark)

    Vlachos, Evgenios; Schärfe, Henrik

    2013-01-01

    Our society is on the borderline of information era, experiencing a transition towards a robotic one. Humanoid and android robots are entering with a steady pace into our everyday lives taking up roles related to companionship, partnership, wellness, healthcare, and education among others....... The fusion of information technology, ubiquitous computing, robotics, and android science has generated the Geminoid Reality. The Geminoid is a teleoperated, connected to a computer network, android robot that works as a duplicate of an existing person. A motion-capture system tracks facial expressions...

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

    NARCIS (Netherlands)

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

    2004-01-01

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

  7. International efforts to cope with 'brain-drain' issues

    International Nuclear Information System (INIS)

    Boden, D.

    1992-01-01

    Regional arms limitation is realistically a function of the relationships among the four great Pacific Powers and of global disarmament efforts. It reflects the political and security balance among the regional States, many of which are striving to modernize their arm forces. In addition, there are ongoing developments, particularly in Russia and China, which impact on the political-security situation in the Western Pacific. The United States and Japan are also in the process of redefining their relationship, but it is assessed that the United States-Japan security treaty is unlikely to be scrapped, although it may be modified in the light of changing realities. In order to assist the United States in bearing the burdens of maintaining regional security, the other regional States may wish to explore new security architecture, with due regard to regional sensitivities about access and exclusion, through such initiatives as the Australian proposed APEC summit or regional discussions on security such as the First Asia-Pacific Defence Conference, held in Singapore in March 1992. The United Nations could certainly play a useful role, if invited, on such difficult issues as the Spratleys dispute and the Korean issues. Finally, there is a growing awareness that regional security has broadened to include more than just political-military aspects. Of particular importance are the regional economic cooperation programmes organized by ASEAN, ESCAP and APEC. Regional States have become much more aware that military power is not as usable in the post cold war era and that economic development is just as important to overall security. War and conflict over resources may have thus become less important than the search for market access, investments and high technology

  8. International efforts to cope with `brain-drain` issues

    Energy Technology Data Exchange (ETDEWEB)

    Boden, D [Disarmament Affairs, Ministry of Foreign Affairs, Bonn (Germany)

    1993-12-31

    Regional arms limitation is realistically a function of the relationships among the four great Pacific Powers and of global disarmament efforts. It reflects the political and security balance among the regional States, many of which are striving to modernize their arm forces. In addition, there are ongoing developments, particularly in Russia and China, which impact on the political-security situation in the Western Pacific. The United States and Japan are also in the process of redefining their relationship, but it is assessed that the United States-Japan security treaty is unlikely to be scrapped, although it may be modified in the light of changing realities. In order to assist the United States in bearing the burdens of maintaining regional security, the other regional States may wish to explore new security architecture, with due regard to regional sensitivities about access and exclusion, through such initiatives as the Australian proposed APEC summit or regional discussions on security such as the First Asia-Pacific Defence Conference, held in Singapore in March 1992. The United Nations could certainly play a useful role, if invited, on such difficult issues as the Spratleys dispute and the Korean issues. Finally, there is a growing awareness that regional security has broadened to include more than just political-military aspects. Of particular importance are the regional economic cooperation programmes organized by ASEAN, ESCAP and APEC. Regional States have become much more aware that military power is not as usable in the post cold war era and that economic development is just as important to overall security. War and conflict over resources may have thus become less important than the search for market access, investments and high technology

  9. Augmented reality (AR and virtual reality (VR applied in dentistry

    Directory of Open Access Journals (Sweden)

    Ta-Ko Huang

    2018-04-01

    Full Text Available The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR and augmented reality (AR starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Keywords: OSCE, Dental simulator, Augmented reality, Virtual reality, Dentistry

  10. Cultural realities of being

    DEFF Research Database (Denmark)

    Cultural Realities of Being offers a dialogue between academic activity and everyday lives by providing an interface between several perspectives on human conduct. Very often, academic pursuits are arcane and obscure for ordinary people, this book will attempt to disentangle these dialogues, lift...... fresh light on the everyday events presented in the text. Cultural Realities of Being will be essential reading for those studying Cross Cultural Psychology as well as those interested in social representation and identity......., lifting everyday discourse and providing a forum for advancing discussion and dialogue. Nandita Chaudhary, S. Anandalakshmy and Jaan Valsiner bring together contributors from the field of cultural psychology to consider how people living within social groups, regardless of how liberal, are guided...... of cultural psychology. The book builds upon rich cultural traditions present in India, and precisely because of this focus, the book has much larger implications and relevance to the field and aims to orient the academic reader from around the world to viewing India and Indian society as a valuable area...

  11. Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms

    Directory of Open Access Journals (Sweden)

    Sylvie Barma

    2015-06-01

    Full Text Available This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching practice involving a serious game based on an interactive augmented reality solution would impact on students in a physics class. A Design Based Research methodology was applied in a real‑world context within a college‑level physics class. Two conceptual tests containing ten questions on spatial notions regarding electromagnetic fields were administered to two control groups and two groups using the proposed serious game. The latter groups were administrated a game evaluation questionnaire as well. Thematic interpretation of students written responses to the evaluation questionnaire as well as the lessons and observations we derived from the in-class experimentation are provided and discussed in the paper.

  12. 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…

  13. When Rural Reality Goes Virtual.

    Science.gov (United States)

    Husain, Dilshad D.

    1998-01-01

    In rural towns where sparse population and few business are barriers, virtual reality may be the only way to bring work-based learning to students. A partnership between a small-town high school, the Ohio Supercomputer Center, and a high-tech business will enable students to explore the workplace using virtual reality. (JOW)

  14. Virtual reality in pediatric psychology

    OpenAIRE

    Parsons, T. D.; Riva, G.; Parsons, S. J.; Mantovani, F.; Newbutt, N.; Lin, L.; Venturini, E.; Hall, T.

    2017-01-01

    Virtual reality technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context virtual reality can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disab...

  15. Augmented reality som wearable technology

    DEFF Research Database (Denmark)

    Rahn, Annette

    “How Augmented reality can facilitate learning in visualizing human anatomy “ At this station I demonstrate how Augmented reality can be used to visualize the human lungs in situ and as a wearable technology which establish connection between body, image and technology in education. I will show...

  16. Understanding augmented reality concepts and applications

    CERN Document Server

    Craig, Alan B

    2013-01-01

    Augmented reality is not a technology. Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications. One reads a book. One watches a movie. One experiences augmented reality. Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports

  17. 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.

  18. 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.

  19. Initial Model of Social Acceptability for Human Augmentation Technologies

    NARCIS (Netherlands)

    Eghtebas, Chloe; Pay, Yun Suen; Väänänen, Kaisa; Pfeiffer, Ties; Meyer, Joachim; Lukosch, S.G.

    2017-01-01

    Academia and industry engage in major efforts to develop technologies for augmenting human senses and activities. Many of these technologies, such as augmented reality (AR) and virtual reality (VR) head mounted displays (HMD), haptic augmentation systems, and exoskeletons can be applied in numerous

  20. Recent Development of Augmented Reality in Surgery: A Review

    Science.gov (United States)

    Vávra, P.; Zonča, P.; Ihnát, P.; El-Gendi, A.

    2017-01-01

    Introduction The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms “augmented reality” and “surgery.” Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. Conclusions The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice. PMID:29065604

  1. Recent Development of Augmented Reality in Surgery: A Review

    Directory of Open Access Journals (Sweden)

    P. Vávra

    2017-01-01

    Full Text Available Introduction. The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods. We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms “augmented reality” and “surgery.” Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. Conclusions. The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice.

  2. Wireless Augmented Reality Prototype (WARP)

    Science.gov (United States)

    Devereaux, A. S.

    1999-01-01

    Initiated in January, 1997, under NASA's Office of Life and Microgravity Sciences and Applications, the Wireless Augmented Reality Prototype (WARP) is a means to leverage recent advances in communications, displays, imaging sensors, biosensors, voice recognition and microelectronics to develop a hands-free, tetherless system capable of real-time personal display and control of computer system resources. Using WARP, an astronaut may efficiently operate and monitor any computer-controllable activity inside or outside the vehicle or station. The WARP concept is a lightweight, unobtrusive heads-up display with a wireless wearable control unit. Connectivity to the external system is achieved through a high-rate radio link from the WARP personal unit to a base station unit installed into any system PC. The radio link has been specially engineered to operate within the high- interference, high-multipath environment of a space shuttle or space station module. Through this virtual terminal, the astronaut will be able to view and manipulate imagery, text or video, using voice commands to control the terminal operations. WARP's hands-free access to computer-based instruction texts, diagrams and checklists replaces juggling manuals and clipboards, and tetherless computer system access allows free motion throughout a cabin while monitoring and operating equipment.

  3. Cognitive effort: A neuroeconomic approach

    Science.gov (United States)

    Braver, Todd S.

    2015-01-01

    Cognitive effort has been implicated in numerous theories regarding normal and aberrant behavior and the physiological response to engagement with demanding tasks. Yet, despite broad interest, no unifying, operational definition of cognitive effort itself has been proposed. Here, we argue that the most intuitive and epistemologically valuable treatment is in terms of effort-based decision-making, and advocate a neuroeconomics-focused research strategy. We first outline psychological and neuroscientific theories of cognitive effort. Then we describe the benefits of a neuroeconomic research strategy, highlighting how it affords greater inferential traction than do traditional markers of cognitive effort, including self-reports and physiologic markers of autonomic arousal. Finally, we sketch a future series of studies that can leverage the full potential of the neuroeconomic approach toward understanding the cognitive and neural mechanisms that give rise to phenomenal, subjective cognitive effort. PMID:25673005

  4. VIRTUAL REALITY HYPNOSIS

    OpenAIRE

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

    2009-01-01

    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.

  5. Realities of site investigation

    International Nuclear Information System (INIS)

    Beauheim, R.; Ben Benfahel, M.; Byrum, Ch.; Fedor, F.; Geier, J.; Nys, V.; Schelkes, K.; Selroos, J.O.; Szucs, I.; Whittaker, St.

    2007-01-01

    During the working session, Working Group C discussed the following questions proposed by the Scientific Programme Committee of AMIGO 2: - Provide a list of concrete examples of limitations and their reasons. In addressing these issues, consider the relation between what you can measure and what you would like to describe. - Can these limitations be handled by defensible uncertainty descriptions? - What has been your experience in predicting properties/responses and then making comparisons with subsequent measurements? How much 'after-fitting' was necessary? Did the exercise contribute to validation? What did it teach you about your abilities to characterise? - What are the realities of transferability of data between sites? What can actually be transferred (data, conceptual models, evaluation procedures) and what could not? - How have the experiences on possibilities and limitations influenced your investigation programme? - How are the limits in what can be achieved factored into safety assessment and engineering? (authors)

  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. 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.

  8. Tecnatom virtual reality experience in nuclear technology

    International Nuclear Information System (INIS)

    Baeza, Guillermo; Cabrera, Esteban; Salve, Ricardo

    2004-01-01

    TECNATOM is a Spanish company focused in providing support to the energy sector. Training, operation engineering and inspection services in nuclear environments are the main business of the company. Emerging applications based on Virtual Reality (VR) are being demanded by the market as a response to the current cost reduction trend and to the new challenges arising in decommissioning of NPP's, human factors analysis and training of personnel in high risk tasks. On this respect, Tecnatom has launched several initiatives to consolidate its internal capabilities in VR and to acquire consulting skills for the Tecnatom market. The results of theses actions will be shown in this paper. (Author)

  9. Gunner Goggles: Implementing Augmented Reality into Medical Education.

    Science.gov (United States)

    Wang, Leo L; Wu, Hao-Hua; Bilici, Nadir; Tenney-Soeiro, Rebecca

    2016-01-01

    There is evidence that both smartphone and tablet integration into medical education has been lacking. At the same time, there is a niche for augmented reality (AR) to improve this process through the enhancement of textbook learning. Gunner Goggles is an attempt to enhance textbook learning in shelf exam preparatory review with augmented reality. Here we describe our initial prototype and detail the process by which augmented reality was implemented into our textbook through Layar. We describe the unique functionalities of our textbook pages upon augmented reality implementation, which includes links, videos and 3D figures, and surveyed 24 third year medical students for their impression of the technology. Upon demonstrating an initial prototype textbook chapter, 100% (24/24) of students felt that augmented reality improved the quality of our textbook chapter as a learning tool. Of these students, 92% (22/24) agreed that their shelf exam review was inadequate and 19/24 (79%) felt that a completed Gunner Goggles product would have been a viable alternative to their shelf exam review. Thus, while students report interest in the integration of AR into medical education test prep, future investigation into how the use of AR can improve performance on exams is warranted.

  10. PENGGUNAAN AUGMENTED REALITY UNTUK MENSIMULASIKAN DEKORASI RUANGAN SECARA REAL TIME

    Directory of Open Access Journals (Sweden)

    Ulva Erida Nur Rochmah

    2016-12-01

    Full Text Available Abstrak Mendekorasi ruangan merupakan kegiatan  yang memakan banyak waktu dan tenaga, terutama jika objek yang digunakan besar dan berat. Akan merepotkan jika seseorang harus menggeser setiap objek untuk menentukan letak yang sesuai. Hal ini dapat dihindari dengan menggunakan aplikasi berbasis Augmented Reality. Augmented Reality merupakan sebuah teknologi untuk menggabungkan dunia nyata dan dunia virtual dengan cara menampilkan objek-objek virtual di dunia nyata secara real time. Tujuan utama dari penelitian ini adalah untuk menciptakan suatu aplikasi Android dengan menggunakan Augmented Reality yang dapat digunakan untuk menggantikan objek nyata dengan objek virtual 3D sehingga memudahkan pengguna dalam mensimulasikan dekorasi ruangan. Aplikasi ini bekerja dengan cara memindai marker yang sudah dicetak pada selembar kertas. Jika marker telah terdeteksi, objek 3D berupa perabot akan ditampilkan di kamera aplikasi. Pengguna dapat memindah lokasi, memutar, dan mengubah ukuran objek untuk mensimulasikan tata letak ruangan. Hasil penelitian ini adalah aplikasi Android berbasis Augmented Reality yang dapat digunakan untuk mensimulasikan dekorasi ruangan secara real time. Kata Kunci: augmented reality, dekorasi, interior, marker Abstract Decorating the room is an activity that takes a lot of time and effort, especially if the object is large and heavy. It would be inconvenient if someone has to drag each object to determine the appropriate location. This problem can be avoided using an Augmented Reality-based application. Augmented reality is a technology that combine the real world and the virtual world by displaying virtual object in real world. The main purpose of this research is to create an Android application using Augmented reality  that can be used to replace the real object with virtual 3D object, making it easier for the user to simulate the decoration of the room. This application works by scanning the marker that has been printed on a

  11. Multidisciplinary Efforts Driving Translational Theranostics

    Science.gov (United States)

    Hu, Tony Y.

    2014-01-01

    This themed issue summarizes significant efforts aimed at using “biological language” to discern between “friends” and “foes” in the context of theranostics for true clinical application. It is expected that the success of theranostics depends on multidisciplinary efforts, combined to expedite our understanding of host responses to “customized” theranostic agents and formulating individualized therapies. PMID:25285169

  12. Learning Environment and Student Effort

    Science.gov (United States)

    Hopland, Arnt O.; Nyhus, Ole Henning

    2016-01-01

    Purpose: The purpose of this paper is to explore the relationship between satisfaction with learning environment and student effort, both in class and with homework assignments. Design/methodology/approach: The authors use data from a nationwide and compulsory survey to analyze the relationship between learning environment and student effort. The…

  13. Crime Scenes as Augmented Reality

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    2010-01-01

    Using the concept of augmented reality, this article will investigate how places in various ways have become augmented by means of different mediatization strategies. Augmentation of reality implies an enhancement of the places' emotional character: a certain mood, atmosphere or narrative surplus......, physical damage: they are all readable and interpretable signs. As augmented reality the crime scene carries a narrative which at first is hidden and must be revealed. Due to the process of investigation and the detective's ability to reason and deduce, the crime scene as place is reconstructed as virtual...

  14. 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...

  15. 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.

  16. Magical Realities in Interaction Design

    DEFF Research Database (Denmark)

    Rasmussen, Majken

    2013-01-01

    The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid-air, ...... to reflect upon the magical realities constructed by technological artefacts......The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid...

  17. How to design compelling Virtual Reality or Augmented Reality experience?

    OpenAIRE

    Richir , Simon; Fuchs , Philippe; Lourdeaux , Domitile; Millet , Dominique; BUCHE , Cédric; Querrec , Ronan

    2015-01-01

    International audience; The convergence of technologies currently observed in the field of Virtual Reality, Augmented Reality, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good...

  18. Respiratory effort from the photoplethysmogram.

    Science.gov (United States)

    Addison, Paul S

    2017-03-01

    The potential for a simple, non-invasive measure of respiratory effort based on the pulse oximeter signal - the photoplethysmogram or 'pleth' - was investigated in a pilot study. Several parameters were developed based on a variety of manifestations of respiratory effort in the signal, including modulation changes in amplitude, baseline, frequency and pulse transit times, as well as distinct baseline signal shifts. Thirteen candidate parameters were investigated using data from healthy volunteers. Each volunteer underwent a series of controlled respiratory effort maneuvers at various set flow resistances and respiratory rates. Six oximeter probes were tested at various body sites. In all, over three thousand pleth-based effort-airway pressure (EP) curves were generated across the various airway constrictions, respiratory efforts, respiratory rates, subjects, probe sites, and the candidate parameters considered. Regression analysis was performed to determine the existence of positive monotonic relationships between the respiratory effort parameters and resulting airway pressures. Six of the candidate parameters investigated exhibited a distinct positive relationship (poximeter probe and an ECG (P2E-Effort) and the other using two pulse oximeter probes placed at different peripheral body sites (P2-Effort); and baseline shifts in heart rate, (BL-HR-Effort). In conclusion, a clear monotonic relationship was found between several pleth-based parameters and imposed respiratory loadings at the mouth across a range of respiratory rates and flow constrictions. The results suggest that the pleth may provide a measure of changing upper airway dynamics indicative of the effort to breathe. Copyright © 2017 The Author. Published by Elsevier Ltd.. All rights reserved.

  19. Using game engines in mixed reality installations

    NARCIS (Netherlands)

    Nakevska, M.; Vos, E.C.; Juarez, Alex; Hu, J.; Langereis, G.R.; Rauterberg, G.W.M.; Anacleto, J.; Fels, S.; Graham, N.; et al., xx

    2011-01-01

    In a mixed reality installation, a variety of technologies is integrated such as virtual reality, augmented reality, and animated virtual agents and robotic agents. One of the main challenges is how to design and implement a mixed reality installation that integrates a heterogeneous array of sensors

  20. 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.

  1. Construction Management Meets Today's Realities.

    Science.gov (United States)

    Day, C. William

    1979-01-01

    Construction management--the control of cost and time from concept through construction--grew out of a need to meet the realities of today's economy. A checklist of services a construction manager provides is presented. (Author/MLF)

  2. Bell's inequalities and physical reality

    International Nuclear Information System (INIS)

    Chylinski, Z.

    1985-01-01

    Bell's theory proves the nonlocal character of quantum mechanics alien to the theory of relativity, which shows how essential were the objections of Einstein against quantum mechanics. Since the experiment on Bell's inequalities favours quantum mechanics, this forces one to revise the notion of physical reality. According to Heisenberg one should distinguish between the quantum-potential reality of relations and the classical-actual reality of events. The hypothesis of internal space-time put forward in previous papers supplies the geometrical framework of such a philosophy. Consequently, relations between the constituents of isolated systems precede the space-time events, which fact essentially modifies the meaning of quantum nonlocality and the physical reality itself. 19 refs. (author)

  3. 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.

  4. Reality of auditory verbal hallucinations.

    Science.gov (United States)

    Raij, Tuukka T; Valkonen-Korhonen, Minna; Holi, Matti; Therman, Sebastian; Lehtonen, Johannes; Hari, Riitta

    2009-11-01

    Distortion of the sense of reality, actualized in delusions and hallucinations, is the key feature of psychosis but the underlying neuronal correlates remain largely unknown. We studied 11 highly functioning subjects with schizophrenia or schizoaffective disorder while they rated the reality of auditory verbal hallucinations (AVH) during functional magnetic resonance imaging (fMRI). The subjective reality of AVH correlated strongly and specifically with the hallucination-related activation strength of the inferior frontal gyri (IFG), including the Broca's language region. Furthermore, how real the hallucination that subjects experienced was depended on the hallucination-related coupling between the IFG, the ventral striatum, the auditory cortex, the right posterior temporal lobe, and the cingulate cortex. Our findings suggest that the subjective reality of AVH is related to motor mechanisms of speech comprehension, with contributions from sensory and salience-detection-related brain regions as well as circuitries related to self-monitoring and the experience of agency.

  5. 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.

  6. The Death Penalty: Pancasila, with Efforts to Eradicated Drugs

    OpenAIRE

    R., Anggun Ariena; Ky, Ade Oktariatas

    2015-01-01

    The rise of drugs criminal in Indonesia at this time, making Indonesia would be drugs emergency. Drugs is an extraordinary crime and need special attention in the eradication effort. Therefore it takes great strength to use legal action heaviest where Indonesia has a death penalty sentence. The purpose of the death penalty is to give hard effect for drugs criminal and as warning for the others. The reality of the death penalty in Indonesia shows the operation of the judicial system is not go...

  7. Effort rights-based management

    DEFF Research Database (Denmark)

    Squires, Dale; Maunder, Mark; Allen, Robin

    2017-01-01

    Effort rights-based fisheries management (RBM) is less widely used than catch rights, whether for groups or individuals. Because RBM on catch or effort necessarily requires a total allowable catch (TAC) or total allowable effort (TAE), RBM is discussed in conjunction with issues in assessing fish...... populations and providing TACs or TAEs. Both approaches have advantages and disadvantages, and there are trade-offs between the two approaches. In a narrow economic sense, catch rights are superior because of the type of incentives created, but once the costs of research to improve stock assessments...

  8. The Augmented REality Sandtable (ARES)

    Science.gov (United States)

    2015-10-01

    Introduction The US Army Research Laboratory (ARL) Human Sciences Campaign calls out the topic of Virtual /Mixed and Augmented Reality as one of the...type of virtual environment. In virtual reality (VR), the totality of the environment is computer generated. In AR, the real world is augmented by...tangible user interfaces; and the effectiveness of virtual sand tables and similar systems. A market survey was also done to discover the state of

  9. Loyalty vs. Reality.

    Science.gov (United States)

    Franklin, Christine G.

    1993-01-01

    Effective fund raising among graduate school alumni requires efforts that differ from those used with undergraduate alumni. Working with school-based or umbrella alumni organizations, staffing, and development of services and programs appropriate to this population are keys to success. Reunions, career roundtables, orientation, mentor programs,…

  10. 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.

  11. Pandemic Influenza: Domestic Preparedness Efforts

    National Research Council Canada - National Science Library

    Lister, Sarah A

    2005-01-01

    .... Though influenza pandemics occur with some regularity, and the United States has been involved in specific planning efforts since the early 1990s, the H5N1 situation has created a sense of urgency...

  12. Boosting physics education through mobile augmented reality

    Science.gov (United States)

    Crǎciun, Dana; Bunoiu, Mǎdǎlin

    2017-12-01

    The integration of collaborative applications, based on modern learning technologies and the Internet, of various visualization techniques and digital strategies in open, flexible modern learning environments which facilitate access to resources, represents a challenge for physics teachers in Romania in general, and for novice teachers in particular. Although large efforts have been made worldwide to invest in educational technologies, their impact on the students' learning outcomes is quite modest. In this paper, we describe and analyze various curricular and extracurricular activities specifically designed for and undertaken by pre-service physics teachers. These activities employ new educational technologies, mobile augmented reality (MAR) and are based on modern teaching and learning theories. MAR is an extension for mobile devices of augmented reality, an interactive and in real time combination, of real and virtual objects overlaid in the real environment. The obtained results show that pre-service physics teachers are confident in using MAR in their teaching and learning activities, and consider that the activities performed helped them develop the skills necessary for science teachers in a technology-based society and to reflect upon the role of technology in the current Romanian educational context.

  13. Visually representing reality: aesthetics and accessibility aspects

    Science.gov (United States)

    van Nes, Floris L.

    2009-02-01

    This paper gives an overview of the visual representation of reality with three imaging technologies: painting, photography and electronic imaging. The contribution of the important image aspects, called dimensions hereafter, such as color, fine detail and total image size, to the degree of reality and aesthetic value of the rendered image are described for each of these technologies. Whereas quite a few of these dimensions - or approximations, or even only suggestions thereof - were already present in prehistoric paintings, apparent motion and true stereoscopic vision only recently were added - unfortunately also introducing accessibility and image safety issues. Efforts are made to reduce the incidence of undesirable biomedical effects such as photosensitive seizures (PSS), visually induced motion sickness (VIMS), and visual fatigue from stereoscopic images (VFSI) by international standardization of the image parameters to be avoided by image providers and display manufacturers. The history of this type of standardization, from an International Workshop Agreement to a strategy for accomplishing effective international standardization by ISO, is treated at some length. One of the difficulties to be mastered in this process is the reconciliation of the, sometimes opposing, interests of vulnerable persons, thrill-seeking viewers, creative video designers and the game industry.

  14. Effort Estimation in BPMS Migration

    OpenAIRE

    Drews, Christopher; Lantow, Birger

    2018-01-01

    Usually Business Process Management Systems (BPMS) are highly integrated in the IT of organizations and are at the core of their business. Thus, migrating from one BPMS solution to another is not a common task. However, there are forces that are pushing organizations to perform this step, e.g. maintenance costs of legacy BPMS or the need for additional functionality. Before the actual migration, the risk and the effort must be evaluated. This work provides a framework for effort estimation re...

  15. Antioxidant therapy: myth or reality?

    Energy Technology Data Exchange (ETDEWEB)

    Nunez-Selles, Alberto J. [Center of Pharmaceutical Chemistry, Havana (Cuba)]. E-mail: alberto@cqf.co.cu

    2005-07-15

    New terms such as oxidative stress, antioxidant products or pro-oxidant risks are becoming familiar and an increasing number of international scientific conferences and the publication of thousands of scientific articles is an indication of the growing interest that the subject awakens. The most publicized example is perhaps the French paradox, based on the apparent compatibility of a high fat diet with a low incidence of coronary atherosclerosis attributed to the regular consumption, by the French, of red wine and/or grape juice. Flavonoids, and other phenolic substances contained in red wine, are assigned with antioxidant properties, which lower the oxidation of low density lipoproteins and consequently, the risk of atherogenic diseases. Other examples are the aging process and its correlation with an increase of free radicals, and the correlation between the initiation and promotion of cancer and tissue injury by free radicals, which has induced the intake of antioxidant products as chemical factors that prevent the onset of the disease. Currently, the incidence of oxidative stress on the onset and evolution of more than 100 diseases is claimed by several researchers. All these are 'realities', which on the other hand, are lacking of more clinical evidence, are considered by both physicians and health regulatory bodies, either as 'myths' or of 'secondary' importance. In the attempts to destroy those myths, results of chemical, pre-clinical, and clinical works with a crude extract of mango (Mangifera indica L.) stem bark, which has been developed in Cuba, are reviewed, with a strong experimental evidence of its antioxidant, anti-inflammatory and immunomodulatory properties. (author)

  16. Antioxidant therapy: myth or reality?

    International Nuclear Information System (INIS)

    Nunez-Selles, Alberto J.

    2005-01-01

    New terms such as oxidative stress, antioxidant products or pro-oxidant risks are becoming familiar and an increasing number of international scientific conferences and the publication of thousands of scientific articles is an indication of the growing interest that the subject awakens. The most publicized example is perhaps the French paradox, based on the apparent compatibility of a high fat diet with a low incidence of coronary atherosclerosis attributed to the regular consumption, by the French, of red wine and/or grape juice. Flavonoids, and other phenolic substances contained in red wine, are assigned with antioxidant properties, which lower the oxidation of low density lipoproteins and consequently, the risk of atherogenic diseases. Other examples are the aging process and its correlation with an increase of free radicals, and the correlation between the initiation and promotion of cancer and tissue injury by free radicals, which has induced the intake of antioxidant products as chemical factors that prevent the onset of the disease. Currently, the incidence of oxidative stress on the onset and evolution of more than 100 diseases is claimed by several researchers. All these are 'realities', which on the other hand, are lacking of more clinical evidence, are considered by both physicians and health regulatory bodies, either as 'myths' or of 'secondary' importance. In the attempts to destroy those myths, results of chemical, pre-clinical, and clinical works with a crude extract of mango (Mangifera indica L.) stem bark, which has been developed in Cuba, are reviewed, with a strong experimental evidence of its antioxidant, anti-inflammatory and immunomodulatory properties. (author)

  17. Man, mind, and machine: the past and future of virtual reality simulation in neurologic surgery.

    Science.gov (United States)

    Robison, R Aaron; Liu, Charles Y; Apuzzo, Michael L J

    2011-11-01

    To review virtual reality in neurosurgery, including the history of simulation and virtual reality and some of the current implementations; to examine some of the technical challenges involved; and to propose a potential paradigm for the development of virtual reality in neurosurgery going forward. A search was made on PubMed using key words surgical simulation, virtual reality, haptics, collision detection, and volumetric modeling to assess the current status of virtual reality in neurosurgery. Based on previous results, investigators extrapolated the possible integration of existing efforts and potential future directions. Simulation has a rich history in surgical training, and there are numerous currently existing applications and systems that involve virtual reality. All existing applications are limited to specific task-oriented functions and typically sacrifice visual realism for real-time interactivity or vice versa, owing to numerous technical challenges in rendering a virtual space in real time, including graphic and tissue modeling, collision detection, and direction of the haptic interface. With ongoing technical advancements in computer hardware and graphic and physical rendering, incremental or modular development of a fully immersive, multipurpose virtual reality neurosurgical simulator is feasible. The use of virtual reality in neurosurgery is predicted to change the nature of neurosurgical education, and to play an increased role in surgical rehearsal and the continuing education and credentialing of surgical practitioners. Copyright © 2011 Elsevier Inc. All rights reserved.

  18. Openness initiative

    International Nuclear Information System (INIS)

    Duncan, S.S.

    1995-01-01

    Although antinuclear campaigns seem to be effective, public communication and education efforts on low-level radioactive waste have mixed results. Attempts at public information programs on low-level radioactive waste still focus on influencing public opinion. A question then is: open-quotes Is it preferable to have a program focus on public education that will empower individuals to make informed decisions rather than trying to influence them in their decisions?close quotes To address this question, a case study with both quantitative and qualitative data will be used. The Ohio Low-Level Radioactive Waste Education Program has a goal to provide people with information they want/need to make their own decisions. The program initiated its efforts by conducting a statewide survey to determine information needed by people and where they turned for that information. This presentation reports data from the survey and then explores the program development process in which programs were designed and presented using the information. Pre and post data from the programs reveal attitude and knowledge shifts

  19. Openness initiative

    Energy Technology Data Exchange (ETDEWEB)

    Duncan, S.S. [Los Alamos National Lab., NM (United States)

    1995-12-31

    Although antinuclear campaigns seem to be effective, public communication and education efforts on low-level radioactive waste have mixed results. Attempts at public information programs on low-level radioactive waste still focus on influencing public opinion. A question then is: {open_quotes}Is it preferable to have a program focus on public education that will empower individuals to make informed decisions rather than trying to influence them in their decisions?{close_quotes} To address this question, a case study with both quantitative and qualitative data will be used. The Ohio Low-Level Radioactive Waste Education Program has a goal to provide people with information they want/need to make their own decisions. The program initiated its efforts by conducting a statewide survey to determine information needed by people and where they turned for that information. This presentation reports data from the survey and then explores the program development process in which programs were designed and presented using the information. Pre and post data from the programs reveal attitude and knowledge shifts.

  20. Effort in Multitasking: Local and Global Assessment of Effort.

    Science.gov (United States)

    Kiesel, Andrea; Dignath, David

    2017-01-01

    When performing multiple tasks in succession, self-organization of task order might be superior compared to external-controlled task schedules, because self-organization allows optimizing processing modes and thus reduces switch costs, and it increases commitment to task goals. However, self-organization is an additional executive control process that is not required if task order is externally specified and as such it is considered as time-consuming and effortful. To compare self-organized and externally controlled task scheduling, we suggest assessing global subjective and objectives measures of effort in addition to local performance measures. In our new experimental approach, we combined characteristics of dual tasking settings and task switching settings and compared local and global measures of effort in a condition with free choice of task sequence and a condition with cued task sequence. In a multi-tasking environment, participants chose the task order while the task requirement of the not-yet-performed task remained the same. This task preview allowed participants to work on the previously non-chosen items in parallel and resulted in faster responses and fewer errors in task switch trials than in task repetition trials. The free-choice group profited more from this task preview than the cued group when considering local performance measures. Nevertheless, the free-choice group invested more effort than the cued group when considering global measures. Thus, self-organization in task scheduling seems to be effortful even in conditions in which it is beneficiary for task processing. In a second experiment, we reduced the possibility of task preview for the not-yet-performed tasks in order to hinder efficient self-organization. Here neither local nor global measures revealed substantial differences between the free-choice and a cued task sequence condition. Based on the results of both experiments, we suggest that global assessment of effort in addition to

  1. Quantum Nonlocality and Reality

    Science.gov (United States)

    Bell, Mary; Gao, Shan

    2016-09-01

    Preface; Part I. John Stewart Bell: The Physicist: 1. John Bell: the Irish connection Andrew Whitaker; 2. Recollections of John Bell Michael Nauenberg; 3. John Bell: recollections of a great scientist and a great man Gian-Carlo Ghirardi; Part II. Bell's Theorem: 4. What did Bell really prove? Jean Bricmont; 5. The assumptions of Bell's proof Roderich Tumulka; 6. Bell on Bell's theorem: the changing face of nonlocality Harvey R. Brown and Christopher G. Timpson; 7. Experimental tests of Bell inequalities Marco Genovese; 8. Bell's theorem without inequalities: on the inception and scope of the GHZ theorem Olival Freire, Jr and Osvaldo Pessoa, Jr; 9. Strengthening Bell's theorem: removing the hidden-variable assumption Henry P. Stapp; Part III. Nonlocality: Illusions or Reality?: 10. Is any theory compatible with the quantum predictions necessarily nonlocal? Bernard d'Espagnat; 11. Local causality, probability and explanation Richard A. Healey; 12. Bell inequality and many-worlds interpretation Lev Vaidman; 13. Quantum solipsism and non-locality Travis Norsen; 14. Lessons of Bell's theorem: nonlocality, yes; action at a distance, not necessarily Wayne C. Myrvold; 15. Bell non-locality, Hardy's paradox and hyperplane dependence Gordon N. Fleming; 16. Some thoughts on quantum nonlocality and its apparent incompatibility with relativity Shan Gao; 17. A reasonable thing that just might work Daniel Rohrlich; 18. Weak values and quantum nonlocality Yakir Aharonov and Eliahu Cohen; Part IV. Nonlocal Realistic Theories: 19. Local beables and the foundations of physics Tim Maudlin; 20. John Bell's varying interpretations of quantum mechanics: memories and comments H. Dieter Zeh; 21. Some personal reflections on quantum non-locality and the contributions of John Bell Basil J. Hiley; 22. Bell on Bohm Sheldon Goldstein; 23. Interactions and inequality Philip Pearle; 24. Gravitation and the noise needed in objective reduction models Stephen L. Adler; 25. Towards an objective

  2. Dopamine, behavioral economics, and effort

    Directory of Open Access Journals (Sweden)

    John D Salamone

    2009-09-01

    Full Text Available Abstract. There are numerous problems with the hypothesis that brain dopamine (DA systems, particularly in the nucleus accumbens, directly mediate the rewarding or primary motivational characteristics of natural stimuli such as food. Research and theory related to the functions of mesolimbic DA are undergoing a substantial conceptual restructuring, with the traditional emphasis on hedonia and primary reward yielding to other concepts and lines of inquiry. The present review is focused upon the involvement of nucleus accumbens DA in behavioral activation and effort-related processes. Viewed from the framework of behavioral economics, the effects of accumbens DA depletions and antagonism on food-reinforced behavior are highly dependent upon the work requirements of the instrumental task, and DA depleted rats are more sensitive to increases in response costs (i.e., ratio requirements. Moreover, interference with accumbens DA transmission exerts a powerful influence over effort-related choice behavior. Rats with accumbens DA depletions or antagonism reallocate their instrumental behavior away from food-reinforced tasks that have high response requirements, and instead these rats select a less-effortful type of food-seeking behavior. Nucleus accumbens DA and adenosine interact in the regulation of effort-related functions, and other brain structures (anterior cingulate cortex, amygdala, ventral pallidum also are involved. Studies of the brain systems regulating effort-based processes may have implications for understanding drug abuse, as well as energy-related disorders such as psychomotor slowing, fatigue or anergia in depression and other neurological disorders.

  3. Maximum effort in the minimum-effort game

    Czech Academy of Sciences Publication Activity Database

    Engelmann, Dirk; Normann, H.-T.

    2010-01-01

    Roč. 13, č. 3 (2010), s. 249-259 ISSN 1386-4157 Institutional research plan: CEZ:AV0Z70850503 Keywords : minimum-effort game * coordination game * experiments * social capital Subject RIV: AH - Economics Impact factor: 1.868, year: 2010

  4. Augmented reality (AR) and virtual reality (VR) applied in dentistry.

    Science.gov (United States)

    Huang, Ta-Ko; Yang, Chi-Hsun; Hsieh, Yu-Hsin; Wang, Jen-Chyan; Hung, Chun-Cheng

    2018-04-01

    The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Copyright © 2018. Published by Elsevier Taiwan.

  5. Effort Estimation in BPMS Migration

    Directory of Open Access Journals (Sweden)

    Christopher Drews

    2018-04-01

    Full Text Available Usually Business Process Management Systems (BPMS are highly integrated in the IT of organizations and are at the core of their business. Thus, migrating from one BPMS solution to another is not a common task. However, there are forces that are pushing organizations to perform this step, e.g. maintenance costs of legacy BPMS or the need for additional functionality. Before the actual migration, the risk and the effort must be evaluated. This work provides a framework for effort estimation regarding the technical aspects of BPMS migration. The framework provides questions for BPMS comparison and an effort evaluation schema. The applicability of the framework is evaluated based on a simplified BPMS migration scenario.

  6. 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.)

  7. [Virtual reality in medical education].

    Science.gov (United States)

    Edvardsen, O; Steensrud, T

    1998-02-28

    Virtual reality technology has found new applications in industry over the last few years. Medical literature has for several years predicted a break-through in this technology for medical education. Although there is a great potential for this technology in medical education, there seems to be a wide gap between expectations and actual possibilities at present. State of the technology was explored by participation at the conference "Medicine meets virtual reality V" (San Diego Jan. 22-25 1997) and a visit to one of the leading laboratories on virtual reality in medical education. In this paper we introduce some of the basic terminology and technology, review some of the topics covered by the conference, and describe projects running in one of the leading laboratories on virtual reality technology for medical education. With this information in mind, we discuss potential applications of the current technology in medical education. Current virtual reality systems are judged to be too costly and their usefulness in education too limited for routine use in medical education.

  8. Beyond the Constraints of Reality

    DEFF Research Database (Denmark)

    Hansen, Kim Toft

    Lucio Fulci’s classic The Beyond (1981) contributes to an understanding of abstract horror and an original poetics of the undead in its focus on breaking down the representation of reality. Understanding reality as a naturalistic comprehension of time and space the film slowly crumbles the founda......Lucio Fulci’s classic The Beyond (1981) contributes to an understanding of abstract horror and an original poetics of the undead in its focus on breaking down the representation of reality. Understanding reality as a naturalistic comprehension of time and space the film slowly crumbles...... the foundation of reality with special attention to religious metaphors and suspension of disbelief. On the one hand the film applies a common type of hesitation, which means that the film in itself deals with the basic poetics of horror, but on the other hand the film’s center of attention is horizontal time...... of the horror genre as such, while it also heralds an inspection of the religious and metaphysic appreciation of horror. Consequently, there seems to be – drawing on Noël Carroll’s conceptualizations – a relationship between the emotion of art-horror (“the idea that the undead exists”), the emotion of real...

  9. Virtual Reality and Augmented Reality in Plastic Surgery: A Review.

    Science.gov (United States)

    Kim, Youngjun; Kim, Hannah; Kim, Yong Oock

    2017-05-01

    Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

  10. Geological myths and reality

    Science.gov (United States)

    Ostrihansky, Lubor

    2014-05-01

    Myths are the result of man's attempts to explain noteworthy features of his environment stemming from unfounded imagination. It is unbelievable that in 21st century the explanation of evident lithospheric plates movements and origin of forces causing this movement is still bound to myths, They are the myth about mantle convection, myth about Earth's expansion, myth about mantle heterogeneities causing the movement of plates and myth about mantle plumes. From 1971 to 1978 I performed extensive study (Ostřihanský 1980) about the terrestrial heat flow and radioactive heat production of batholiths in the Bohemian Massive (Czech Republic). The result, gained by extrapolation of the heat flow and heat production relationship, revealed the very low heat flow from the mantle 17.7mW m-2 close to the site of the Quarterly volcano active only 115,000 - 15,000 years ago and its last outbreak happened during Holocene that is less than 10,000 years ago. This volcano Komorní Hůrka (Kammerbühls) was known by J. W. Goethe investigation and the digging of 300 m long gallery in the first half of XIX century to reach the basaltic plug and to confirm the Stromboli type volcano. In this way the 19th century myth of neptunists that basalt was a sedimentary deposit was disproved in spite that famous poet and scientist J.W.Goethe inclined to neptunists. For me the result of very low heat flow and the vicinity of almost recent volcanoes in the Bohemian Massive meant that I refused the hypothesis of mantle convection and I focused my investigation to external forces of tides and solar heat, which evoke volcanic effects, earthquakes and the plate movement. To disclose reality it is necessary to present calculation of acting forces using correct mechanism of their action taking into account tectonic characteristics of geologic unites as the wrench tectonics and the tectonic of planets and satellites of the solar system, realizing an exceptional behavior of the Earth as quickly rotating

  11. Reproductive effort in viscous populations

    NARCIS (Netherlands)

    Pen, Ido

    Here I study a kin selection model of reproductive effort, the allocation of resources to fecundity versus survival, in a patch-structured population. Breeding females remain in the same patch for life. Offspring have costly, partial long-distance dispersal and compete for breeding sites, which

  12. 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.

  13. Challenges to the development of complex virtual reality surgical simulations.

    Science.gov (United States)

    Seymour, N E; Røtnes, J S

    2006-11-01

    Virtual reality simulation in surgical training has become more widely used and intensely investigated in an effort to develop safer, more efficient, measurable training processes. The development of virtual reality simulation of surgical procedures has begun, but well-described technical obstacles must be overcome to permit varied training in a clinically realistic computer-generated environment. These challenges include development of realistic surgical interfaces and physical objects within the computer-generated environment, modeling of realistic interactions between objects, rendering of the surgical field, and development of signal processing for complex events associated with surgery. Of these, the realistic modeling of tissue objects that are fully responsive to surgical manipulations is the most challenging. Threats to early success include relatively limited resources for development and procurement, as well as smaller potential for return on investment than in other simulation industries that face similar problems. Despite these difficulties, steady progress continues to be made in these areas. If executed properly, virtual reality offers inherent advantages over other training systems in creating a realistic surgical environment and facilitating measurement of surgeon performance. Once developed, complex new virtual reality training devices must be validated for their usefulness in formative training and assessment of skill to be established.

  14. Interactive voxel graphics in virtual reality

    Science.gov (United States)

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

    2002-06-01

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

  15. Metaphysics and mathematics: Perspectives on reality

    Directory of Open Access Journals (Sweden)

    Gideon J. Kühn

    2017-08-01

    Full Text Available The essence of number was regarded by the ancient Greeks as the root cause of the existence of the universe, but it was only towards the end of the 19th century that mathematicians initiated an in-depth study of the nature of numbers. The resulting unavoidable actuality of infinities in the number system led mathematicians to rigorously investigate the foundations of mathematics. The formalist approach to establish mathematical proof was found to be inconclusive: Gödel showed that there existed true propositions that could not be proved to be true within the natural number universe. This result weighed heavily on proposals in the mid-20th century for digital models of the universe, inspired by the emergence of the programmable digital computer, giving rise to the branch of philosophy recognised as digital philosophy. In this article, the models of the universe presented by physicists, mathematicians and theoretical computer scientists are reviewed and their relation to the natural numbers is investigated. A quantum theory view that at the deepest level time and space may be discrete suggests a profound relation between natural numbers and reality of the cosmos. The conclusion is that our perception of reality may ultimately be traced to the ontology and epistemology of the natural numbers.

  16. Transduction between worlds: using virtual and mixed reality for earth and planetary science

    Science.gov (United States)

    Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.

    2017-12-01

    Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.

  17. Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.

    Science.gov (United States)

    Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.

    2016-12-01

    Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.

  18. Augmented reality and its practical application

    OpenAIRE

    ZÍTKOVÁ, Helena

    2011-01-01

    This thesis combines topic of augmented reality with tourism. For analyzing the state of the use of augmented reality was composed case studies. It was created product, which is called Guide to mobile phone.

  19. 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)

  20. 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)

  1. Sibutramine: Myths and Realities

    OpenAIRE

    Marina Olegovna Galieva; Ekaterina Vladimirovna Ershova; Ksenya Andreevna Komshilova

    2014-01-01

    The paper presents data from competent drug controlling agencies form Russia, United States, Europe and other regions, comments on the main serious misconceptions of sibutramine-containing medicines, discusses the prerequisites for the analysis of the situation with sibutramine that initiated a SCOUT study, analyzes the history of sibutramine-containing drug Meridia. The results of observational research programs carried out in Russia (completed – "VESNA" and continued – "Primavera") are disc...

  2. Radioactive waste, from myth to reality: the stakes for Andra's educational communication efforts - 59287

    International Nuclear Information System (INIS)

    Comte, Annabelle

    2012-01-01

    Document available in abstract form only. Full text of publication follows: Andra is responsible for proposing and implementing industrial management solutions for France's radioactive waste. Andra's goal is to ensure that everyone has the opportunity to make up his or her own mind on a subject that generates such heated debate within our society. This duty of communication is enshrined in law and is an integral part of Andra's activities, in the same way as research, industry and risk management. Because the subject of radioactive waste is a complex one and concerns such a variety of audiences, Andra adapts its communication policy so that it is accessible to all, according to individual needs and levels of interest. For the 'non-specialists' (general public, young people, etc.) Andra proposes a system built around education and awareness-raising. Its aim is to make the subject of radioactive waste accessible to and comprehensible to as many as possible. Its educational communication approach is built on 3 pillars: first and foremost information, the keystone of any system of communication, then explanation and finally sharing with the legitimate stakeholders in this pedagogical approach. Providing dependable information Andra offers information that is appropriate to the level of knowledge of its audiences and uses all communication media

  3. Capturing Complex Realities: Understanding Efforts to Achieve Evidence-Based Policy and Practice in Public Health

    Science.gov (United States)

    Smith, Katherine E.; Joyce, Kerry E.

    2012-01-01

    Studies exploring how and why evidence informs decisions (or not) often focus on perceived cultural, communicative and institutional gaps between research producers and users. More recently, there has been a growing interest in exploring how political differences between competing "policy networks" might shape research utilisation.…

  4. Realities of sustainable development

    Energy Technology Data Exchange (ETDEWEB)

    Annan, R.H.

    1997-12-01

    The author gives a brief overview of rural electrification projects which have been developed worldwide based on different forms of renewable energy sources. Rural electrification provides hope to the 1.3 billion people who are still unserved by the power grid, and as a consequence are severely disadvantaged in todays economy in most facits of daily life and health. He recommends a more concerted effort to consolidate the experiences gained from present programs in order to present a more organized program by the time of the 2002 UNCED conference. His recommendation is that the National Renewable Energy Laboratory serve as a secretariat, to gather and formalize the information which has been learned to this point in time.

  5. 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

  6. The Perceptions of CEIT Postgraduate Students Regarding Reality Concepts: Augmented, Virtual, Mixed and Mirror Reality

    Science.gov (United States)

    Taçgin, Zeynep; Arslan, Ahmet

    2017-01-01

    The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between…

  7. Exploring Virtual Reality for Classroom Use: The Virtual Reality and Education Lab at East Carolina University.

    Science.gov (United States)

    Auld, Lawrence W. S.; Pantelidis, Veronica S.

    1994-01-01

    Describes the Virtual Reality and Education Lab (VREL) established at East Carolina University to study the implications of virtual reality for elementary and secondary education. Highlights include virtual reality software evaluation; hardware evaluation; computer-based curriculum objectives which could use virtual reality; and keeping current…

  8. Use of Augmented Reality in Education

    OpenAIRE

    Jeřábek, Tomáš

    2014-01-01

    This thesis deals with phenomena of augmented reality in context of didactics. The thesis aims to define augmented reality in conceptual and content area and focuses on augmented reality in the structure of educational tools and identification of its functions and use from the didactical standpoint. The thesis characterizes augmented reality as a specific technological-perceptual concept and establishes a system of perceptual, technological and resulting aspects that reflect important paramet...

  9. Media and the ethics of 'reality' construction

    OpenAIRE

    Nick Couldry

    2006-01-01

    This article argues that we have neglected the ethical implications of the recent explosion in reality TV, and indeed that some writing about reality TV has diverted our attention from those issues through excessive attention to the myth that reality TV is socially compulsive. In contrast this article moves towards a framework for thinking about reality TV as a social process, that draws on ethical thought (originally derived from Aristotle) rather than the deontological tradition of moral ph...

  10. STUDY PAPER ON EDUCATION USING VIRTUAL REALITY.

    OpenAIRE

    Anamika Modi*; Ayush Jaiswal; Princy Jain

    2016-01-01

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

  11. Virtual reality neurosurgery: a simulator blueprint.

    Science.gov (United States)

    Spicer, Mark A; van Velsen, Martin; Caffrey, John P; Apuzzo, Michael L J

    2004-04-01

    This article details preliminary studies undertaken to integrate the most relevant advancements across multiple disciplines in an effort to construct a highly realistic neurosurgical simulator based on a distributed computer architecture. Techniques based on modified computational modeling paradigms incorporating finite element analysis are presented, as are current and projected efforts directed toward the implementation of a novel bidirectional haptic device. Patient-specific data derived from noninvasive magnetic resonance imaging sequences are used to construct a computational model of the surgical region of interest. Magnetic resonance images of the brain may be coregistered with those obtained from magnetic resonance angiography, magnetic resonance venography, and diffusion tensor imaging to formulate models of varying anatomic complexity. The majority of the computational burden is encountered in the presimulation reduction of the computational model and allows realization of the required threshold rates for the accurate and realistic representation of real-time visual animations. Intracranial neurosurgical procedures offer an ideal testing site for the development of a totally immersive virtual reality surgical simulator when compared with the simulations required in other surgical subspecialties. The material properties of the brain as well as the typically small volumes of tissue exposed in the surgical field, coupled with techniques and strategies to minimize computational demands, provide unique opportunities for the development of such a simulator. Incorporation of real-time haptic and visual feedback is approached here and likely will be accomplished soon.

  12. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

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

  13. Augmented Reality for Multi-disciplinary Collaboration

    OpenAIRE

    Wang, Xiangyu; Rui,

    2010-01-01

    This chapter presents a framework for multi-disciplinary collaboration. Tangible Augmented Reality has been raised as one of suitable systems for design collaboration. Furthermore, it emphasizes the advantages of Tangible Augmented Reality to illustrate the needs for integrating the Tangible User Interfaces and Augmented Reality Systems.

  14. Immersive virtual reality simulations in nursing education.

    Science.gov (United States)

    Kilmon, Carol A; Brown, Leonard; Ghosh, Sumit; Mikitiuk, Artur

    2010-01-01

    This article explores immersive virtual reality as a potential educational strategy for nursing education and describes an immersive learning experience now being developed for nurses. This pioneering project is a virtual reality application targeting speed and accuracy of nurse response in emergency situations requiring cardiopulmonary resuscitation. Other potential uses and implications for the development of virtual reality learning programs are discussed.

  15. New Realities and the Implications for Problem Based Learning

    DEFF Research Database (Denmark)

    Sørensen, Olav Jull

    2004-01-01

    -based learning model with the new realities of today. Three new realities are discussed, the new global realities, the new business realities, and the new realities at the individual level. The new realities challenge the problem-based learning model. Adjustments are needed in terms of closer co...

  16. Considerations on the use of Virtual and Augmented Reality Technologies in Music Education

    DEFF Research Database (Denmark)

    Serafin, Stefania; Adjorlu, Ali; Nilsson, Niels Chr.

    2017-01-01

    Learning to play an instrument is challenging for both children and adults. Adding to this music education in K-12 oftentimes is subject to budget cuts. In this paper, we propose that virtual reality may offer children with an alternative approach to acquiring musical skills. Initially we present...... an overview of the state of the art software and technology for virtual and augmented reality in music, and then we outline a series of considerations on how virtual and augmented reality can help music education....

  17. Virtual reality and planetary exploration

    Science.gov (United States)

    McGreevy, Michael W.

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

  18. Virtual Reality and Legal Education

    OpenAIRE

    Kiskinov, Vihar

    2014-01-01

    Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2014 The paper examines the impact of virtual reality on legal education. Association for the Development of the Information Society, Institute of Mathematics and Informatics Bulgarian Academy of Sciences, Plovdiv University "Paisii Hilendarski"

  19. Augmented Reality Comes to Physics

    Science.gov (United States)

    Buesing, Mark; Cook, Michael

    2013-01-01

    Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as…

  20. We create our own reality

    CERN Multimedia

    2003-01-01

    " Yes, we create our own reality. This is one of the most fundamental tenets of the ancient oriental religions, such as Buddhism. And during the last century, modern particle physics or quantum mechanics has discovered exactly the same thing" (1 page).

  1. A SCM Reality Check

    DEFF Research Database (Denmark)

    Zachariassen, Frederik

    2008-01-01

    Purpose of this paper Drawing on meta-theoretical discussions in the discipline of management accounting, this paper seeks to discuss the notion of reality in SCM and logistics research, as this important discussion is currently missing. Four dimensions (facts, logic, values and communication...

  2. Enhanced reality live role playing

    OpenAIRE

    Söderberg, Jonas; Waern, Annika; Åkesson, Karl-Petter; Björk, Staffan; Falk, Jennica

    2004-01-01

    Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.

  3. Virtual reality and planetary exploration

    Science.gov (United States)

    Mcgreevy, Michael W.

    1992-01-01

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

  4. Virtual Reality and Engineering Education.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1997-01-01

    Virtual Reality (VR) offers benefits to engineering education. This article defines VR and describes types; outlines reasons for using VR in engineering education; provides guidelines for using VR; presents a model for determining when to use VR; discusses VR applications; and describes hardware and software needed for a low-budget VR and…

  5. Virtual Reality: Ready or Not!

    Science.gov (United States)

    Lewis, Joan E.

    1994-01-01

    Describes the development and current status of virtual reality (VR) and VR research. Market potentials for VR are discussed, including the entertainment industry, health care and medical training, flight and other simulators, and educational possibilities. A glossary of VR-related terms is included. (LRW)

  6. Virtual reality and stereoscopic telepresence

    International Nuclear Information System (INIS)

    Mertens, E.P.

    1994-12-01

    Virtual reality technology is commonly thought to have few, if any, applications beyond the national research laboratories, the aerospace industry, and the entertainment world. A team at Westinghouse Hanford Company (WHC) is developing applications for virtual reality technology that make it a practical, viable, portable, and cost-effective business and training tool. The technology transfer is particularly applicable to the waste management industry and has become a tool that can serve the entire work force spectrum, from industrial sites to business offices. For three and a half years, a small team of WHC personnel has been developing an effective and practical method of bringing virtual reality technology to the job site. The applications are practical, the results are repeatable, and the equipment costs are within the range of present-day office machines. That combination can evolve into a competitive advantage for commercial business interests. The WHC team has contained system costs by using commercially available equipment and personal computers to create effective virtual reality work stations for less than $20,000

  7. Aplikasi Web Augmented Reality Villa

    Directory of Open Access Journals (Sweden)

    Gede Yudha Prema Pangestu

    2017-07-01

    Full Text Available Bali is one of the highly developed tourist destination in Indonesia. The arrival of tourists having holiday in Bali led to increase residential needs with complete amenities. The occupancy rate of hotel and villa in Bali is increase significantlly during the long vacation. The emergence of new villa and hotel occupancy raises the level of competition in business, so it needs a correct use good marketing communication strategy in marketing the product in order to attract the attention of consumers. Web Application Augmented Reality Villa can help visualize the residential villa in three-dimensional shapes that look more attractive and practical. The use of brochures as written information and the application of augmented reality technology on the Web Application Augmented Reality Villa aims to develop an application that can provide information about the villa to visitors. Web Application uses Augmented Reality Villa designed by FlarToolkit library. Based on the test results show the application can display 3-dimensional objects by scanning marker villa in a brochure which already contain marker.

  8. Realities of Supply Chain Collaboration

    NARCIS (Netherlands)

    Kampstra, R.P.; Ashayeri, J.; Gattorna, J.

    2006-01-01

    Successful supply chain collaboration (SCC) practices are rather exceptional, yet collaboration is believed to be the single most pressing need in supply chain management.In this paper we discuss the realities of SCC, present prerequisites for the collaboration process, indicate where the process

  9. Virtual reality and laparoscopic surgery.

    Science.gov (United States)

    Coleman, J; Nduka, C C; Darzi, A

    1994-12-01

    The nature of laparoscopic surgery makes it likely to benefit from current and future developments in virtual reality and telepresence technology. High-definition screens, three-dimensional sensory feedback and remote dextrous manipulation will be the next major developments in laparoscopic surgery. Simulators may be used in surgical training and in the evaluation of surgical capability.

  10. Sibutramine: Myths and Realities

    Directory of Open Access Journals (Sweden)

    Marina Olegovna Galieva

    2014-10-01

    Full Text Available The paper presents data from competent drug controlling agencies form Russia, United States, Europe and other regions, comments on the main serious misconceptions of sibutramine-containing medicines, discusses the prerequisites for the analysis of the situation with sibutramine that initiated a SCOUT study, analyzes the history of sibutramine-containing drug Meridia. The results of observational research programs carried out in Russia (completed – "VESNA" and continued – "Primavera" are discussed in relation to the efficacy and safety of sibutramine-containing drug Reduxine for the target audience patients.

  11. From policy to reality

    DEFF Research Database (Denmark)

    Ditlevsen, Kia; Reventlow, Susanne; Nielsen, Annemette Ljungdalh

    2016-01-01

    This qualitative study explores the structural barriers to preventive interventions targeting childhood obesity in the Danish health care system. Based on interviews with relevant health care professionals, the paper reports on the problems which are experienced by general practitioners and health......, and lack of resources together make it difficult for health care professionals to initiate interventions and reach the children in need of support. By analyzing the policy implementation process in a theoretical framework that discloses the discursive allocation of responsibilities, the study is able...

  12. Natural Walking in Virtual Reality: A Review

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Serafin, Stefania; Steinicke, Franke

    2018-01-01

    Recent technological developments have finally brought virtual reality (VR) out of the laboratory and into the hands of developers and consumers. However, a number of challenges remain. Virtual travel is one of the most common and universal tasks performed inside virtual environments, yet enabling...... users to navigate virtual environments is not a trivial challenge—especially if the user is walking. In this article, we initially provide an overview of the numerous virtual travel techniques that have been proposed prior to the commercialization of VR. Then we turn to the mode of travel...... that is the most difficult to facilitate, that is, walking. The challenge of providing users with natural walking experiences in VR can be divided into two separate, albeit related, challenges: (1) enabling unconstrained walking in virtual worlds that are larger than the tracked physical space and (2) providing...

  13. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-03-01

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

  14. Virtual reality, augmented reality…I call it i-Reality.

    Science.gov (United States)

    Grossmann, Rafael J

    2015-01-01

    The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients.

  15. Understanding Organizational Reality

    Directory of Open Access Journals (Sweden)

    Keith O. Owen

    2012-10-01

    Full Text Available To achieve their purposes, organizations must constantly learn, adapt, and grow, a process typically referred to as change. Research shows that only a relatively few change efforts achieve great success—most just get by while the majority fail to reach predefined performance goals and objectives. That the success of planned change is relatively rare led to the following questions: (a What facilitates or inhibits the change process? (b How do these facilitators and inhibitors evolve within an organization? and (c What are the implications of understanding this evolutionary process relative to achieving a more sustainable level of performance? This article addresses these questions and presents a holistic model for creating an open, fully transparent environment in which the many differences of potential relevance to a change are put in the open for analysis. The approach, the Full Dimensional Systems Model, assumes there are multiple, interrelated domains of influence that affect change and that these must each be appreciated and addressed simultaneously to achieve sustainable performance improvement.

  16. Superconducting cavities developments efforts at RRCAT

    International Nuclear Information System (INIS)

    Puntambekar, A.; Bagre, M.; Dwivedi, J.; Shrivastava, P.; Mundra, G.; Joshi, S.C.; Potukuchi, P.N.

    2011-01-01

    Superconducting RE cavities are the work-horse for many existing and proposed linear accelerators. Raja Ramanna Centre for Advanced Technology (RRCAT) has initiated a comprehensive R and D program for development of Superconducting RF cavities suitable for high energy accelerator application like SNS and ADS. For the initial phase of technology demonstration several prototype 1.3 GHz single cell-cavities have been developed. The work began with development of prototype single cell cavities in aluminum and copper. This helped in development of cavity manufacturing process, proving various tooling and learning on various mechanical and RF qualification processes. The parts manufacturing was done at RRCAT and Electron beam welding was carried out at Indian industry. These cavities further served during commissioning trials for various cavity processing infrastructure being developed at RRCAT and are also a potential candidate for Niobium thin film deposition R and D. Based on the above experience, few single cell cavities were developed in fine grain niobium. The critical technology of forming and machining of niobium and the intermediate RF qualification were developed at RRCAT. The EB welding of bulk niobium cavities was carried out in collaboration with IUAC, New Delhi at their facility. As a next logical step efforts are now on for development of multicell cavities. The prototype dumbbells and end group made of aluminium, comprising of RF and HOM couplers ports have also been developed, with their LB welding done at Indian industry. In this paper we shall present the development efforts towards manufacturing of 1.3 GHz single cell cavities and their initial processing and qualification. (author)

  17. Virtual Reality Simulation of the International Space Welding Experiment

    Science.gov (United States)

    Phillips, James A.

    1996-01-01

    Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

  18. Toxicology in the 21st century--working our way towards a visionary reality.

    Science.gov (United States)

    Berg, Ninna; De Wever, Bart; Fuchs, Horst W; Gaca, Marianna; Krul, Cyrille; Roggen, Erwin L

    2011-06-01

    In November 2009 the In Vitro Testing Industrial Platform (IVTIP) organized a meeting entitled 'Toxicology in the 21st century--working our way towards a visionary reality'. Participating delegates included scientists, key opinion leaders, developers and users of 3Rs-related tests and testing strategies. This paper summarizes the discussions with respect to the conditions required to move the vision towards an applicable reality. It should not be considered as a comprehensive review of technologies that could be relevant for moving the in vitro testing and risk assessment field forward. Overall, the U.S. National Research Council (NRC) vision and strategy for toxicity testing in the 21st century was unanimously considered as the right approach to enable future toxicity testing without animal experimentation. Many elements of this vision were identified in the European initiatives aimed at the development of non-animal based methods. However, the need for concerted actions moving the current state-of-the-art towards a thorough, reliable and systematic approach to future toxicity testing was made evident by the discussions. Among the difficulties and hurdles on the way forward, the lack of physiologically relevant, metabolic competent and robust in vivo, ex vivo and in vitro models of both healthy and diseased people was frequently mentioned. In addition, there was a call for immediate implementation of emerging technologies and paradigms considered to be essential for transferring the vision into the reality of a toxicity-testing system assessing biologically significant perturbations in key pathways which are relevant for human biology. While the unique strengths of each of the available and emerging technologies was recognized, integration of available data and emerging technologies to integrated testing strategies (ITS) was highlighted as the preferred way forward. Method harmonization and standardization, as well as procedures and guidelines for putting together

  19. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created

  20. A hitchhiker's guide to virtual reality

    CERN Document Server

    McMenemy , Karen

    2007-01-01

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

  1. Voluntary versus Enforced Team Effort

    Directory of Open Access Journals (Sweden)

    Claudia Keser

    2011-08-01

    Full Text Available We present a model where each of two players chooses between remuneration based on either private or team effort. Although at least one of the players has the equilibrium strategy to choose private remuneration, we frequently observe both players to choose team remuneration in a series of laboratory experiments. This allows for high cooperation payoffs but also provides individual free-riding incentives. Due to significant cooperation, we observe that, in team remuneration, participants make higher profits than in private remuneration. We also observe that, when participants are not given the option of private remuneration, they cooperate significantly less.

  2. Virtual Reality and Augmented Reality in Plastic Surgery: A Review

    Directory of Open Access Journals (Sweden)

    Youngjun Kim

    2017-05-01

    Full Text Available Recently, virtual reality (VR and augmented reality (AR have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

  3. Analysis Efforts Supporting NSTX Upgrades

    International Nuclear Information System (INIS)

    Zhang, H.; Titus, P.; Rogoff, P.; Zolfaghari, A.; Mangra, D.; Smith, M.

    2010-01-01

    The National Spherical Torus Experiment (NSTX) is a low aspect ratio, spherical torus (ST) configuration device which is located at Princeton Plasma Physics Laboratory (PPPL) This device is presently being updated to enhance its physics by doubling the TF field to 1 Tesla and increasing the plasma current to 2 Mega-amperes. The upgrades include a replacement of the centerstack and addition of a second neutral beam. The upgrade analyses have two missions. The first is to support design of new components, principally the centerstack, the second is to qualify existing NSTX components for higher loads, which will increase by a factor of four. Cost efficiency was a design goal for new equipment qualification, and reanalysis of the existing components. Showing that older components can sustain the increased loads has been a challenging effort in which designs had to be developed that would limit loading on weaker components, and would minimize the extent of modifications needed. Two areas representing this effort have been chosen to describe in more details: analysis of the current distribution in the new TF inner legs, and, second, analysis of the out-of-plane support of the existing TF outer legs.

  4. APS Education and Diversity Efforts

    Science.gov (United States)

    Prestridge, Katherine; Hodapp, Theodore

    2015-11-01

    American Physical Society (APS) has a wide range of education and diversity programs and activities, including programs that improve physics education, increase diversity, provide outreach to the public, and impact public policy. We present the latest programs spearheaded by the Committee on the Status of Women in Physics (CSWP), with highlights from other diversity and education efforts. The CSWP is working to increase the fraction of women in physics, understand and implement solutions for gender-specific issues, enhance professional development opportunities for women in physics, and remedy issues that impact gender inequality in physics. The Conferences for Undergraduate Women in Physics, Professional Skills Development Workshops, and our new Professional Skills program for students and postdocs are all working towards meeting these goals. The CSWP also has site visit and conversation visit programs, where department chairs request that the APS assess the climate for women in their departments or facilitate climate discussions. APS also has two significant programs to increase participation by underrepresented minorities (URM). The newest program, the APS National Mentoring Community, is working to provide mentoring to URM undergraduates, and the APS Bridge Program is an established effort that is dramatically increasing the number of URM PhDs in physics.

  5. Goddard Technology Efforts to Improve Space Borne Laser Reliability

    Science.gov (United States)

    Heaps, William S.

    2006-01-01

    In an effort to reduce the risk, perceived and actual, of employing instruments containing space borne lasers NASA initiated the Laser Risk Reduction Program (LRRP) in 2001. This program managed jointly by NASA Langley and NASA Goddard and employing lasers researchers from government, university and industrial labs is nearing the conclusion of its planned 5 year duration. This paper will describe some of the efforts and results obtained by the Goddard half of the program.

  6. Supply Chain Initiatives Database

    Energy Technology Data Exchange (ETDEWEB)

    None

    2012-11-01

    The Supply Chain Initiatives Database (SCID) presents innovative approaches to engaging industrial suppliers in efforts to save energy, increase productivity and improve environmental performance. This comprehensive and freely-accessible database was developed by the Institute for Industrial Productivity (IIP). IIP acknowledges Ecofys for their valuable contributions. The database contains case studies searchable according to the types of activities buyers are undertaking to motivate suppliers, target sector, organization leading the initiative, and program or partnership linkages.

  7. 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

  8. DISSONANCE OF ADVERTISING AND REALITY

    DEFF Research Database (Denmark)

    Layton, Roslyn; Khajeheian, Datis

    2018-01-01

    quantitatively and qualitatively. The results are compared against demographic statistics for the country and a survey of residents in Tehran. This research finds that while women have a major presence on IRIB television programs and in advertising on non-televised media, women are strangely and significantly...... as modern, dynamic, and cosmopolitan.This research is indicative of a key question in media and feminist studies, whether advertising reflects or creates reality. While we see the salience of a number of theories, we suggest that the dissonance between the outmoded depiction of women in IRIB commercials...... versus reality is the result of long-standing advertising subsidy regime for state supported industries and firms....

  9. 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...

  10. Augmented reality building operations tool

    Science.gov (United States)

    Brackney, Larry J.

    2014-09-09

    A method (700) for providing an augmented reality operations tool to a mobile client (642) positioned in a building (604). The method (700) includes, with a server (660), receiving (720) from the client (642) an augmented reality request for building system equipment (612) managed by an energy management system (EMS) (620). The method (700) includes transmitting (740) a data request for the equipment (612) to the EMS (620) and receiving (750) building management data (634) for the equipment (612). The method (700) includes generating (760) an overlay (656) with an object created based on the building management data (634), which may be sensor data, diagnostic procedures, or the like. The overlay (656) is configured for concurrent display on a display screen (652) of the client (642) with a real-time image of the building equipment (612). The method (700) includes transmitting (770) the overlay (656) to the client (642).

  11. Augmented Reality 2.0

    Science.gov (United States)

    Schmalstieg, Dieter; Langlotz, Tobias; Billinghurst, Mark

    Augmented Reality (AR) was first demonstrated in the 1960s, but only recently have technologies emerged that can be used to easily deploy AR applications to many users. Camera-equipped cell phones with significant processing power and graphics abilities provide an inexpensive and versatile platform for AR applications, while the social networking technology of Web 2.0 provides a large-scale infrastructure for collaboratively producing and distributing geo-referenced AR content. This combination of widely used mobile hardware and Web 2.0 software allows the development of a new type of AR platform that can be used on a global scale. In this paper we describe the Augmented Reality 2.0 concept and present existing work on mobile AR and web technologies that could be used to create AR 2.0 applications.

  12. Augmented Reality in Science Education

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Swensen, Hakon

    Augmented reality (AR) holds great promise as a learning tool. However, most extant studies in this field have focused on the technology itself. The poster presents findings from the first stage of the AR-sci project addressing the issue of applying AR for educational purposes. Benefits and chall......Augmented reality (AR) holds great promise as a learning tool. However, most extant studies in this field have focused on the technology itself. The poster presents findings from the first stage of the AR-sci project addressing the issue of applying AR for educational purposes. Benefits...... and challenges related to AR enhancing student learning in science in lower secondary school were identified by expert science teachers, ICT designers and science education researchers from four countries in a Delphi survey. Findings were condensed in a framework to categorize educational AR designs....

  13. Economic growth, biodiversity loss and conservation effort.

    Science.gov (United States)

    Dietz, Simon; Adger, W Neil

    2003-05-01

    This paper investigates the relationship between economic growth, biodiversity loss and efforts to conserve biodiversity using a combination of panel and cross section data. If economic growth is a cause of biodiversity loss through habitat transformation and other means, then we would expect an inverse relationship. But if higher levels of income are associated with increasing real demand for biodiversity conservation, then investment to protect remaining diversity should grow and the rate of biodiversity loss should slow with growth. Initially, economic growth and biodiversity loss are examined within the framework of the environmental Kuznets hypothesis. Biodiversity is represented by predicted species richness, generated for tropical terrestrial biodiversity using a species-area relationship. The environmental Kuznets hypothesis is investigated with reference to comparison of fixed and random effects models to allow the relationship to vary for each country. It is concluded that an environmental Kuznets curve between income and rates of loss of habitat and species does not exist in this case. The role of conservation effort in addressing environmental problems is examined through state protection of land and the regulation of trade in endangered species, two important means of biodiversity conservation. This analysis shows that the extent of government environmental policy increases with economic development. We argue that, although the data are problematic, the implications of these models is that conservation effort can only ever result in a partial deceleration of biodiversity decline partly because protected areas serve multiple functions and are not necessarily designated to protect biodiversity. Nevertheless institutional and policy response components of the income biodiversity relationship are important but are not well captured through cross-country regression analysis.

  14. Application of augmented reality for inferior alveolar nerve block anesthesia: A technical note.

    Science.gov (United States)

    Won, Yu-Jin; Kang, Sang-Hoon

    2017-06-01

    Efforts to apply augmented reality (AR) technology in the medical field include the introduction of AR techniques into dental practice. The present report introduces a simple method of applying AR during an inferior alveolar nerve block, a procedure commonly performed in dental clinics.

  15. Application of augmented reality for inferior alveolar nerve block anesthesia: A technical note

    OpenAIRE

    Won, Yu-Jin; Kang, Sang-Hoon

    2017-01-01

    Efforts to apply augmented reality (AR) technology in the medical field include the introduction of AR techniques into dental practice. The present report introduces a simple method of applying AR during an inferior alveolar nerve block, a procedure commonly performed in dental clinics.

  16. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training

    Science.gov (United States)

    Kobayashi, Leo; Zhang, Xiao Chi; Collins, Scott A.; Karim, Naz; Merck, Derek L.

    2018-01-01

    Introduction Augmented reality (AR), mixed reality (MR), and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator) and those seeking understanding and insight (patient/family; non-expert; learner). Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Methods Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1) implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2) use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. Results The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients’ de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based “blind insertion” invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner’s AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Conclusion Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable access to modular

  17. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training.

    Science.gov (United States)

    Kobayashi, Leo; Zhang, Xiao Chi; Collins, Scott A; Karim, Naz; Merck, Derek L

    2018-01-01

    Augmented reality (AR), mixed reality (MR), and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator) and those seeking understanding and insight (patient/family; non-expert; learner). Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1) implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2) use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients' de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based "blind insertion" invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner's AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable access to modular holoimages during exploratory pilot stage

  18. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training

    Directory of Open Access Journals (Sweden)

    Leo Kobayashi

    2017-12-01

    Full Text Available Introduction Augmented reality (AR, mixed reality (MR, and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator and those seeking understanding and insight (patient/family; non-expert; learner. Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Methods Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1 implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2 use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. Results The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients’ de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based “blind insertion” invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner’s AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Conclusion Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable

  19. Asymetric Telecollaboration in Virtual Reality

    OpenAIRE

    PORSSUT, Thibault; CHARDONNET, Jean-Rémy

    2017-01-01

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

  20. Empirical Legality and Effective Reality

    Directory of Open Access Journals (Sweden)

    Hernán Pringe

    2015-08-01

    Full Text Available The conditions that Kant’s doctrine establishes are examined for the predication of the effective reality of certain empirical objects. It is maintained that a for such a predication, it is necessary to have not only perception but also a certain homogeneity of sensible data, and b the knowledge of the existence of certain empirical objects depends on the application of regulative principles of experience.

  1. Augmented reality for breast imaging.

    Science.gov (United States)

    Rancati, Alberto; Angrigiani, Claudio; Nava, Maurizio B; Catanuto, Giuseppe; Rocco, Nicola; Ventrice, Fernando; Dorr, Julio

    2018-02-21

    Augmented reality (AR) enables the superimposition of virtual reality reconstructions onto clinical images of a real patient, in real time. This allows visualization of internal structures through overlying tissues, thereby providing a virtual transparency vision of surgical anatomy. AR has been applied to neurosurgery, which utilizes a relatively fixed space, frames, and bony references; the application of AR facilitates the relationship between virtual and real data. Augmented Breast imaging (ABI) is described. Breast MRI studies for breast implant patients with seroma were performed using a Siemens 3T system with a body coil and a four-channel bilateral phased-array breast coil as the transmitter and receiver, respectively. The contrast agent used was (CA) gadolinium (Gd) injection (0.1 mmol/kg at 2 ml/s) by a programmable power injector. Dicom formated images data from 10 MRI cases of breast implant seroma and 10 MRI cases with T1-2 N0 M0 breast cancer, were imported and transformed into Augmented reality images. Augmented breast imaging (ABI) demonstrated stereoscopic depth perception, focal point convergence, 3D cursor use, and joystick fly-through. Augmented breast imaging (ABI) to the breast can improve clinical outcomes, giving an enhanced view of the structures to work on. It should be further studied to determine its utility in clinical practice.

  2. Direct Manipulation in Virtual Reality

    Science.gov (United States)

    Bryson, Steve

    2003-01-01

    Virtual Reality interfaces offer several advantages for scientific visualization such as the ability to perceive three-dimensional data structures in a natural way. The focus of this chapter is direct manipulation, the ability for a user in virtual reality to control objects in the virtual environment in a direct and natural way, much as objects are manipulated in the real world. Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by allowing the investigator the ability to intuitively explore the data environment. Because direct manipulation is essentially a control interface, it is better suited for the exploration and analysis of a data set than for the publishing or communication of features found in that data set. Thus direct manipulation is most relevant to the analysis of complex data that fills a volume of three-dimensional space, such as a fluid flow data set. Direct manipulation allows the intuitive exploration of that data, which facilitates the discovery of data features that would be difficult to find using more conventional visualization methods. Using a direct manipulation interface in virtual reality, an investigator can, for example, move a data probe about in space, watching the results and getting a sense of how the data varies within its spatial volume.

  3. ROBOTICS AND VIRTUAL REALITY FOR CULTURAL HERITAGE DIGITIZATION AND FRUITION

    Directory of Open Access Journals (Sweden)

    D. Calisi

    2017-05-01

    Full Text Available In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS. Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer and an immersive viewer for Virtual Reality (ROVINA VR Viewer.

  4. Robotics and Virtual Reality for Cultural Heritage Digitization and Fruition

    Science.gov (United States)

    Calisi, D.; Cottefoglie, F.; D'Agostini, L.; Giannone, F.; Nenci, F.; Salonia, P.; Zaratti, M.; Ziparo, V. A.

    2017-05-01

    In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo) result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS). Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer) and an immersive viewer for Virtual Reality (ROVINA VR Viewer).

  5. UPVG efforts to commercialize photovoltaics

    International Nuclear Information System (INIS)

    Serfass, J.A.; Wills, B.N.

    1995-01-01

    The Utility PhotoVoltaic Group (UPVG) was formed in October of 1992 with a mission to accelerate the use of cost-effective small-scale and emerging grid-connected applications of photovoltaics for the benefit of electric utilities and their customers. The UPVG is now implementing a program to install up to 50 megawatts of photovoltaics in small-scale and grid-connected applications. This program, called TEAM-UP, is a partnership of the US electric utility industry and the US Department of Energy to help develop utility PV markets. TEAM-UP is a utility-directed program to significantly increase utility PV experience by promoting installations of utility PV systems. Two primary program areas are proposed for TEAM-UP: (1) Small-Scale Applications (SSA)--an initiative to aggregate utility purchases of small-scale, grid-independent applications; and (2) Grid-Connected Applications (GCA)--an initiative to identify and competitively award cost-sharing contracts for grid-connected PV systems with high market growth potential, or collective purchase programs involving multiple buyers. This paper describes these programs and outlines the schedule, the procurement status, and the results of the TEAM-UP process

  6. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; George, Stacey; Thomas, Susie; Deutsch, Judith E; Crotty, Maria

    2011-09-07

    Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness. To evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke. We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers. 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 outcomes of interest were: upper limb function and activity, gait and balance function and activity 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 authors contacted all investigators to obtain missing information. We included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. results were statistically significant for arm function (standardised

  7. Application of Virtual Reality to Radiation Protection

    International Nuclear Information System (INIS)

    Lamela, B.; Felipe, A.; Sanchez-Mayoral, M. L.; Mreino, A.; Sarti, F.

    2004-01-01

    In order to optimize the operations and procedures in several aspects of a Nuclear Power Plants, Iberdrola Ingenieria y Consultoria (Iberinco) has been developed some projects with Virtual Reality: CIPRES, ACEWO, TILOS and SICOMORO. With the experience acquired in these projects, Iberinco has checked the utility and advantageous of Virtual Reality applications that could have a direct application to Radiation Protection. With Virtual Reality it is possible to optimize the procedures involved in several critical aspects of the Plant Management. A training program bases on Virtual Reality systems could be one of the most important application. In Emergency situations the time of reaction is very important and in order to reduce it and dose, Virtual Reality is a very important tool, that could be used for training and to guide response team actions. Finally, the reduction of dose to workers, in a NPP, and patients, in hospital, is one of the most important application of Virtual Reality. (Author) 5 refs

  8. Mental and physical effort affect vigilance differently

    NARCIS (Netherlands)

    Smit, A.S.; Eling, P.A.T.M.; Hopman, M.T.E.; Coenen, A.M.L.

    2005-01-01

    Both physical and mental effort are thought to affect vigilance. Mental effort is known for its vigilance declining effects, but the effects of physical effort are less clear. This study investigated whether these two forms of effort affect the EEG and subjective alertness differently. Participants

  9. Mental and physical effort affect vigilance differently.

    NARCIS (Netherlands)

    Smit, A.S.; Eling, P.A.T.M.; Hopman, M.T.E.; Coenen, A.M.L.

    2005-01-01

    Both physical and mental effort are thought to affect vigilance. Mental effort is known for its vigilance declining effects, but the effects of physical effort are less clear. This study investigated whether these two forms of effort affect the EEG and subjective alertness differently. Participants

  10. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  11. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Computer software]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  12. Enabling scientific workflows in virtual reality

    Science.gov (United States)

    Kreylos, O.; Bawden, G.; Bernardin, T.; Billen, M.I.; Cowgill, E.S.; Gold, R.D.; Hamann, B.; Jadamec, M.; Kellogg, L.H.; Staadt, O.G.; Sumner, D.Y.

    2006-01-01

    To advance research and improve the scientific return on data collection and interpretation efforts in the geosciences, we have developed methods of interactive visualization, with a special focus on immersive virtual reality (VR) environments. Earth sciences employ a strongly visual approach to the measurement and analysis of geologic data due to the spatial and temporal scales over which such data ranges, As observations and simulations increase in size and complexity, the Earth sciences are challenged to manage and interpret increasing amounts of data. Reaping the full intellectual benefits of immersive VR requires us to tailor exploratory approaches to scientific problems. These applications build on the visualization method's strengths, using both 3D perception and interaction with data and models, to take advantage of the skills and training of the geological scientists exploring their data in the VR environment. This interactive approach has enabled us to develop a suite of tools that are adaptable to a range of problems in the geosciences and beyond. Copyright ?? 2008 by the Association for Computing Machinery, Inc.

  13. Virtual Reality in education and for employability

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    Virtual reality is becoming pervasive in several domains - in arts and film-making, for environmental causes, in medical education, in disaster management training, in sports broadcasting, in entertainment, and in supporting patients with dementia. An awareness of virtual reality technology and its integration in curriculum design will provide and enhance employability skills for current and future workplaces.\\ud \\ud In this webinar, we will describe the evolution of virtual reality technolog...

  14. Enhancing tourism with augmented and virtual reality

    OpenAIRE

    Jenny, Sandra

    2017-01-01

    Augmented and virtual reality are on the advance. In the last twelve months, several interesting devices have entered the market. Since tourism is one of the fastest growing economic sectors in the world and has become one of the major players in international commerce, the aim of this thesis was to examine how tourism could be enhanced with augmented and virtual reality. The differences and functional principles of augmented and virtual reality were investigated, general uses were described ...

  15. Breaking the Barriers to True Augmented Reality

    OpenAIRE

    Sandor, Christian; Fuchs, Martin; Cassinelli, Alvaro; Li, Hao; Newcombe, Richard; Yamamoto, Goshiro; Feiner, Steven

    2015-01-01

    In recent years, Augmented Reality (AR) and Virtual Reality (VR) have gained considerable commercial traction, with Facebook acquiring Oculus VR for \\$2 billion, Magic Leap attracting more than \\$500 million of funding, and Microsoft announcing their HoloLens head-worn computer. Where is humanity headed: a brave new dystopia-or a paradise come true? In this article, we present discussions, which started at the symposium "Making Augmented Reality Real", held at Nara Institute of Science and Te...

  16. Virtual reality exposure therapy for social phobia

    OpenAIRE

    Herbelin, Bruno

    2005-01-01

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

  17. Affordances in Mobile Augmented Reality Applications

    OpenAIRE

    Gjøsæter, Tor

    2014-01-01

    This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR) application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented realit...

  18. Augmented Reality Using JavaScript

    OpenAIRE

    Hailemichael, Aida

    2013-01-01

    The project goal was to provide a mobile application, for a venue called Kulturhuset Karelia which is located in Tammisaari Finland. In this paper, the concept of Augmented Reality technology is briefly discussed along with the mobile application for the venue. The utilisation of JavaScript for creating Augmented reality content for mobile Augmented reality browser is also demonstrated. The application was created by using Architecht API which is Jacvascript library based on the Wikitude...

  19. VIRTUAL REALITY AS A SPHERE OF FICTIONS

    OpenAIRE

    V. A. Abramova

    2017-01-01

    In post-nonclassical science in studying of spontaneous systems it is important to consider a narrow orientation of perception in the solution of specific objectives, in this context, perception of symbolical transformations at various levels – subjective and objective. The virtual reality widespread now thanks to enhancement of information and communication technologies consists of hypertrophied effects of virtualization of reality where the virtual image has nothing in common with reality, ...

  20. Tracking for Outdoor Mobile Augmented Reality: Further development of the Zion Augmented Reality Application

    OpenAIRE

    Strand, Tor Egil Riegels

    2008-01-01

    This report deals with providing tracking to an outdoor mobile augmented reality system and the Zion Augmented Reality Application. ZionARA is meant to display a virtual recreation of a 13th century castle on the site it once stood through an augmented reality Head Mounted Display. Mobile outdoor augmented/mixed reality puts special demands on what kind of equipment is practical. After briefly evaluating the different existing tracking methods, a solution based on GPS and an augmented inertia...

  1. Substitutional Reality System: A Novel Experimental Platform for Experiencing Alternative Reality

    OpenAIRE

    Suzuki, Keisuke; Wakisaka, Sohei; Fujii, Naotaka

    2012-01-01

    We have developed a novel experimental platform, referred to as a substitutional reality (SR) system, for studying the conviction of the perception of live reality and related metacognitive functions. The SR system was designed to manipulate people's reality by allowing them to experience live scenes (in which they were physically present) and recorded scenes (which were recorded and edited in advance) in an alternating manner without noticing a reality gap. All of the naïve participants (n =...

  2. Augmented reality in dentistry: a current perspective.

    Science.gov (United States)

    Kwon, Ho-Beom; Park, Young-Seok; Han, Jung-Suk

    2018-02-21

    Augmentation reality technology offers virtual information in addition to that of the real environment and thus opens new possibilities in various fields. The medical applications of augmentation reality are generally concentrated on surgery types, including neurosurgery, laparoscopic surgery and plastic surgery. Augmentation reality technology is also widely used in medical education and training. In dentistry, oral and maxillofacial surgery is the primary area of use, where dental implant placement and orthognathic surgery are the most frequent applications. Recent technological advancements are enabling new applications of restorative dentistry, orthodontics and endodontics. This review briefly summarizes the history, definitions, features, and components of augmented reality technology and discusses its applications and future perspectives in dentistry.

  3. Virtual Reality for Materials Design Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — The purpose is to research and develop materials through applied virtual reality to enable interactive "materials-by-design." Extensive theoretical and computational...

  4. Simulators and virtual reality in surgical education.

    Science.gov (United States)

    Chou, Betty; Handa, Victoria L

    2006-06-01

    This article explores the pros and cons of virtual reality simulators, their abilities to train and assess surgical skills, and their potential future applications. Computer-based virtual reality simulators and more conventional box trainers are compared and contrasted. The virtual reality simulator provides objective assessment of surgical skills and immediate feedback further to enhance training. With this ability to provide standardized, unbiased assessment of surgical skills, the virtual reality trainer has the potential to be a tool for selecting, instructing, certifying, and recertifying gynecologists.

  5. Using Solver Interfaced Virtual Reality in PEACER Design Process

    International Nuclear Information System (INIS)

    Lee, Hyong Won; Nam, Won Chang; Jeong, Seung Ho; Hwang, Il Soon; Shin, Jong Gye; Kim, Chang Hyo

    2006-01-01

    The recent research progress in the area of plant design and simulation highlighted the importance of integrating design and analysis models on a unified environment. For currently developed advanced reactors, either for power production or research, this effort has embraced impressive state-of-the-art information and automation technology. The PEACER (Proliferation-resistant, Environment friendly, Accident-tolerant, Continual and Economical Reactor) is one of the conceptual fast reactor system cooled by LBE (Lead Bismuth Eutectic) for nuclear waste transmutation. This reactor system is composed of innovative combination between design process and analysis. To establish an integrated design process by coupling design, analysis, and post-processing technology while minimizing the repetitive and costly manual interactions for design changes, a solver interfaced virtual reality simulation system (SIVR) has been developed for a nuclear transmutation energy system as PEACER. The SIVR was developed using Virtual Reality Modeling Language (VRML) in order to interface a commercial 3D CAD tool with various engineering solvers and to implement virtual reality presentation of results in a neutral format. In this paper, we have shown the SIVR approach viable and effective in the life-cycle management of complex nuclear energy systems, including design, construction and operation. For instance, The HELIOS is a down scaled model of the PEACER prototype to demonstrate the operability and safety as well as preliminary test of PEACER PLM (Product Life-cycle Management) with SIVR (Solver Interfaced Virtual Reality) concepts. Most components are designed by CATIA, which is 3D CAD tool. During the construction, 3D drawing by CATIA was effective to handle and arrange the loop configuration, especially when we changed the design. Most of all, This system shows the transparency of design and operational status of an energy complex to operators and inspectors can help ensure accident

  6. Augmented Reality versus Virtual Reality for 3D Object Manipulation.

    Science.gov (United States)

    Krichenbauer, Max; Yamamoto, Goshiro; Taketom, Takafumi; Sandor, Christian; Kato, Hirokazu

    2018-02-01

    Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5 percent on average compared to AR ( ). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3 percent slower in VR than in AR ( ). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort.

  7. Reality show: um paradoxo nietzschiano

    Directory of Open Access Journals (Sweden)

    Ilana Feldman

    2011-01-01

    Full Text Available

    O fenômeno dos reality shows - e a subseqüente relação entre imagem e verdade - assenta-se sobre uma série de paradoxos. Tais paradoxos podem ser compreendidos à luz do pensamento do filósofo alemão Friedrich Nietzsche, que, através dos usos de formulações paradoxais, concebia a realidade como um mundo de pura aparência e a verdade como um acréscimo ficcional, como um efeito. A ficção é então tomada, na filosofia de Nietzsche, não em seu aspecto falsificante e desrealizador - como sempre pleiteou nossa tradição metafísica -, mas como condição necessária para que certa espécie de invenção possa operar como verdade. Sendo assim, a própria expressão reality show, através de sua formulação paradoxal, engendra explicitamente um mundo de pura aparência, em que a verdade, a parte reality da proposição, é da ordem do suplemento, daquilo que se acrescenta ficcionalmente - como um adjetivo - a show. O ornamento, nesse caso, passa a ocupar o lugar central, apontando para o efeito produzido: o efeito-de-verdade. Seguindo, então, o pensamento nietzschiano e sua atualização na contemporaneidade, investigaremos de que forma os televisivos “shows de realidade” operam paradoxalmente, em consonância com nossas paradoxais práticas culturais.

  8. Virtual reality in laparoscopic surgery.

    Science.gov (United States)

    Uranüs, Selman; Yanik, Mustafa; Bretthauer, Georg

    2004-01-01

    Although the many advantages of laparoscopic surgery have made it an established technique, training in laparoscopic surgery posed problems not encountered in conventional surgical training. Virtual reality simulators open up new perspectives for training in laparoscopic surgery. Under realistic conditions in real time, trainees can tailor their sessions with the VR simulator to suit their needs and goals, and can repeat exercises as often as they wish. VR simulators reduce the number of experimental animals needed for training purposes and are suited to the pursuit of research in laparoscopic surgery.

  9. Augmented reality in intraventricular neuroendoscopy.

    Science.gov (United States)

    Finger, T; Schaumann, A; Schulz, M; Thomale, Ulrich-W

    2017-06-01

    Individual planning of the entry point and the use of navigation has become more relevant in intraventricular neuroendoscopy. Navigated neuroendoscopic solutions are continuously improving. We describe experimentally measured accuracy and our first experience with augmented reality-enhanced navigated neuroendoscopy for intraventricular pathologies. Augmented reality-enhanced navigated endoscopy was tested for accuracy in an experimental setting. Therefore, a 3D-printed head model with a right parietal lesion was scanned with a thin-sliced computer tomography. Segmentation of the tumor lesion was performed using Scopis NovaPlan navigation software. An optical reference matrix is used to register the neuroendoscope's geometry and its field of view. The pre-planned ROI and trajectory are superimposed in the endoscopic image. The accuracy of the superimposed contour fitting on endoscopically visualized lesion was acquired by measuring the deviation of both midpoints to one another. The technique was subsequently used in 29 cases with CSF circulation pathologies. Navigation planning included defining the entry points, regions of interests and trajectories, superimposed as augmented reality on the endoscopic video screen during intervention. Patients were evaluated for postoperative imaging, reoperations, and possible complications. The experimental setup revealed a deviation of the ROI's midpoint from the real target by 1.2 ± 0.4 mm. The clinical study included 18 cyst fenestrations, ten biopsies, seven endoscopic third ventriculostomies, six stent placements, and two shunt implantations, being eventually combined in some patients. In cases of cyst fenestrations postoperatively, the cyst volume was significantly reduced in all patients by mean of 47%. In biopsies, the diagnostic yield was 100%. Reoperations during a follow-up period of 11.4 ± 10.2 months were necessary in two cases. Complications included one postoperative hygroma and one insufficient

  10. Webizing mobile augmented reality content

    Science.gov (United States)

    Ahn, Sangchul; Ko, Heedong; Yoo, Byounghyun

    2014-01-01

    This paper presents a content structure for building mobile augmented reality (AR) applications in HTML5 to achieve a clean separation of the mobile AR content and the application logic for scaling as on the Web. We propose that the content structure contains the physical world as well as virtual assets for mobile AR applications as document object model (DOM) elements and that their behaviour and user interactions are controlled through DOM events by representing objects and places with a uniform resource identifier. Our content structure enables mobile AR applications to be seamlessly developed as normal HTML documents under the current Web eco-system.

  11. Virtual reality concepts and technologies

    CERN Document Server

    Fuchs, Philippe

    2011-01-01

    A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user's needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providin

  12. Nuclear waste: the political realities

    International Nuclear Information System (INIS)

    Arnott, D.

    1983-01-01

    The land dumping of nuclear waste has again come to the attention of anti-nuclear groups, environmentalists and the media, following the announcement of the proposed sites for intermediate-level nuclear waste at Billingham and Bedford. Opposition has already surfaced on a large scale, with public meetings in both areas and a revitalisation of the waste dumping network. This article explains some of the political realities in the nuclear debate, and suggests how we can tackle the issue of waste dumping, remembering that, even if the industry closes tomorrow, there are vast quantities of waste which must be safely and democratically dealt with. (author)

  13. Gesture therapy: an upper limb virtual reality-based motor rehabilitation platform.

    Science.gov (United States)

    Sucar, Luis Enrique; Orihuela-Espina, Felipe; Velazquez, Roger Luis; Reinkensmeyer, David J; Leder, Ronald; Hernández-Franco, Jorge

    2014-05-01

    Virtual reality platforms capable of assisting rehabilitation must provide support for rehabilitation principles: promote repetition, task oriented training, appropriate feedback, and a motivating environment. As such, development of these platforms is a complex process which has not yet reached maturity. This paper presents our efforts to contribute to this field, presenting Gesture Therapy, a virtual reality-based platform for rehabilitation of the upper limb. We describe the system architecture and main features of the platform and provide preliminary evidence of the feasibility of the platform in its current status.

  14. Virtual Reality and Its Potential Application in Education and Training.

    Science.gov (United States)

    Milheim, William D.

    1995-01-01

    An overview is provided of current trends in virtual reality research and development, including discussion of hardware, types of virtual reality, and potential problems with virtual reality. Implications for education and training are explored. (Author/JKP)

  15. Feedback stabilization initiative

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-06-01

    Much progress has been made in attaining high confinement regimes in magnetic confinement devices. These operating modes tend to be transient, however, due to the onset of MHD instabilities, and their stabilization is critical for improved performance at steady state. This report describes the Feedback Stabilization Initiative (FSI), a broad-based, multi-institutional effort to develop and implement methods for raising the achievable plasma betas through active MHD feedback stabilization. A key element in this proposed effort is the Feedback Stabilization Experiment (FSX), a medium-sized, national facility that would be specifically dedicated to demonstrating beta improvement in reactor relevant plasmas by using a variety of MHD feedback stabilization schemes.

  16. Feedback stabilization initiative

    International Nuclear Information System (INIS)

    1997-06-01

    Much progress has been made in attaining high confinement regimes in magnetic confinement devices. These operating modes tend to be transient, however, due to the onset of MHD instabilities, and their stabilization is critical for improved performance at steady state. This report describes the Feedback Stabilization Initiative (FSI), a broad-based, multi-institutional effort to develop and implement methods for raising the achievable plasma betas through active MHD feedback stabilization. A key element in this proposed effort is the Feedback Stabilization Experiment (FSX), a medium-sized, national facility that would be specifically dedicated to demonstrating beta improvement in reactor relevant plasmas by using a variety of MHD feedback stabilization schemes

  17. Initiating statistical maintenance optimization

    International Nuclear Information System (INIS)

    Doyle, E. Kevin; Tuomi, Vesa; Rowley, Ian

    2007-01-01

    Since the 1980 s maintenance optimization has been centered around various formulations of Reliability Centered Maintenance (RCM). Several such optimization techniques have been implemented at the Bruce Nuclear Station. Further cost refinement of the Station preventive maintenance strategy includes evaluation of statistical optimization techniques. A review of successful pilot efforts in this direction is provided as well as initial work with graphical analysis. The present situation reguarding data sourcing, the principle impediment to use of stochastic methods in previous years, is discussed. The use of Crowe/AMSAA (Army Materials Systems Analysis Activity) plots is demonstrated from the point of view of justifying expenditures in optimization efforts. (author)

  18. 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.

  19. A dose of HLW reality

    International Nuclear Information System (INIS)

    Payne, J.

    1993-01-01

    What many people were sure they knew, and some others were fairly confident they knew, was acknowledged by the US Department of Energy in December: A monitored retrievable storage (MRS) facility will not be ready to accept spent fuel by January 31, 1998. A dose of reality has thus been added to the US high-level radioactive waste scene. Perhaps as important as the new reality is the practical, businesslike nature of the DOE's plan. The Department's proposal has the quality of a plan aimed at genuinely solving a problem rather just going through the motions. (In contrast, some readers are familiar with New York State's procedures for siting and licensing a low-level waste facility - procedures so labyrinthine that they are much more likely to protect political careers in that state than they are to achieve an LLW site). The DOE has received a lot of criticism - some justified, some not - about its handling of the HLW program. In this instance, it is proposing what many in the industry might have recommended: Make available storage capacity for spent nuclear fuel at existing federal government sites

  20. Archaeology, museums and virtual reality

    Directory of Open Access Journals (Sweden)

    Laia Pujol

    2004-04-01

    Full Text Available This article looks at the idea that the virtual archaeological reconstructions seen in museums cannot be considered Virtual Reality (VR as they are based on an artistic conception of the discipline. The cause is to be found in the origins of Archaeology, which began in the 18th century and was closely linked to the History of Art. In the era of New Technologies, this concept has become both the cause and the consequence: determining the characteristics of VR from within the discipline, whilst simultaneously reinforcing the virtual reconstructions.To assess the relationship between VR and Archaeology, we must first establish a definition of Virtual Reality. Subsequently, we can take a brief look at the history so as to be able to understand the evolution of Archaeology and museums. This leads us to the analysis of some examples of VR in museums, from which we can gain conclusions on the current use of VR. Finally, we look at the possibilities for VR in terms of publicising Archaeology.

  1. Virtual Reality as a Problem of the Electronic Economy.

    OpenAIRE

    Peter Koslowski

    2004-01-01

    Two concepts of virtual reality are competing in the cyber world, virtual reality as total adaptability and virtual reality as the simulation of possible worlds. Virtuality as adaptability in industrial production leads to a closer consideration of individual con-sumer demand and to de-massified production. It implies a stronger reference of pro-duction to the reality of consumer needs. The aesthetic concept of virtual reality as pos-sible words and fictional realities can imply a loss of rea...

  2. I'm Not a Real Doctor, but I Play One in Virtual Reality: Implications of Virtual Reality for Judgments about Reality.

    Science.gov (United States)

    Shapiro, Michael A.; McDonald, Daniel G.

    1992-01-01

    Shows that communication and social psychology research in the past 100 years have identified 2 different aspects of reality evaluation. Outlines the critical elements to form a theory of media reality effects. Extends that theory to include virtual reality, and shows how virtual reality will be an important tool for investigating these effects.…

  3. 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....

  4. Conjoint analysis and virtual reality : a review

    NARCIS (Netherlands)

    Dijkstra, J.; Timmermans, H.J.P.

    1998-01-01

    This paper describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and

  5. The Virtual Reality Roving Vehicle Project.

    Science.gov (United States)

    Winn, William

    1995-01-01

    Describes the Virtual Reality Roving Vehicle project developed at the University of Washington to teach students in grades 4 through 12 about virtual reality. Topics include teacher workshops; virtual worlds created by students; learning outcomes compared with traditional instruction; and the effect of student characteristics, including gender, on…

  6. Augmented REality Sandtables (ARESs) Impact on Learning

    Science.gov (United States)

    2016-07-01

    ARL-CR-0803 ● JULY 2016 US Army Research Laboratory Augmented REality Sandtable’s (ARES’s) Impact on Learning by Tarah N......The use of augmented reality (AR) to supplement training tools, specifically sand tables, can produce highly effective systems at relatively low

  7. Virtual reality and hallucination: a technoetic perspective

    Science.gov (United States)

    Slattery, Diana R.

    2008-02-01

    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMDs), navigation and pointing devices; and stereoscopic imaging. This presentation examines the experiential aspect of VR. Putting "virtual" in front of "reality" modifies the ontological status of a class of experience-that of "reality." Reality has also been modified [by artists, new media theorists, technologists and philosophers] as augmented, mixed, simulated, artificial, layered, and enhanced. Modifications of reality are closely tied to modifications of perception. Media theorist Roy Ascott creates a model of three "VR's": Verifiable Reality, Virtual Reality, and Vegetal (entheogenically induced) Reality. The ways in which we shift our perceptual assumptions, create and verify illusions, and enter "the willing suspension of disbelief" that allows us entry into imaginal worlds is central to the experience of VR worlds, whether those worlds are explicitly representational (robotic manipulations by VR) or explicitly imaginal (VR artistic creations). The early rhetoric surrounding VR was interwoven with psychedelics, a perception amplified by Timothy Leary's presence on the historic SIGGRAPH panel, and the Wall Street Journal's tag of VR as "electronic LSD." This paper discusses the connections-philosophical, social-historical, and psychological-perceptual between these two domains.

  8. Enhancing Education through Mobile Augmented Reality

    Science.gov (United States)

    Joan, D. R. Robert

    2015-01-01

    In this article, the author has discussed about the Mobile Augmented Reality and enhancing education through it. The aim of the present study was to give some general information about mobile augmented reality which helps to boost education. Purpose of the current study reveals the mobile networks which are used in the institution campus as well…

  9. 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

  10. Virtual Reality: Real Promises and False Expectations.

    Science.gov (United States)

    Homan, Willem J.

    1994-01-01

    Examines virtual reality (VR), and discusses the dilemma of defining VR, the limitations of the current technology, and the implications of VR for education. Highlights include a VR experience; human factors and the interface; and altered reality versus VR. (Author/AEF)

  11. Visualizing Compound Rotations with Virtual Reality

    Science.gov (United States)

    Flanders, Megan; Kavanagh, Richard C.

    2013-01-01

    Mental rotations are among the most difficult of all spatial tasks to perform, and even those with high levels of spatial ability can struggle to visualize the result of compound rotations. This pilot study investigates the use of the virtual reality-based Rotation Tool, created using the Virtual Reality Modeling Language (VRML) together with…

  12. Virtual Reality: Emerging Applications and Future Directions

    Science.gov (United States)

    Ludlow, Barbara L.

    2015-01-01

    Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…

  13. Location-Based Learning through Augmented Reality

    Science.gov (United States)

    Chou, Te-Lien; Chanlin, Lih-Juan

    2014-01-01

    A context-aware and mixed-reality exploring tool cannot only effectively provide an information-rich environment to users, but also allows them to quickly utilize useful resources and enhance environment awareness. This study integrates Augmented Reality (AR) technology into smartphones to create a stimulating learning experience at a university…

  14. What is reality and what is pleasure

    DEFF Research Database (Denmark)

    Zeuthen, Katrine Egede; Køppe, Simo

    2009-01-01

    The article comments on Zygmund Bauman's article: Freudian civilization revisited and is a discussion of the relation between the reality principle and the pleasure principle in Freud's psychoanalytical theory and of the reation between pleasure and reality in society as such....

  15. Defining Virtual Reality: Dimensions Determining Telepresence.

    Science.gov (United States)

    Steuer, Jonathan

    1992-01-01

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

  16. How Synthetic Experience Shapes Social Reality.

    Science.gov (United States)

    Funkhouser, G. Ray; Shaw, Eugene F.

    1990-01-01

    Explores how motion pictures, television, and computers manipulate and rearrange the content and processes of communicated experience, thereby shaping how the audience perceives and interprets the physical and social reality depicted. Suggests that these media are fourth removed from reality (behind the Platonic Ideal, the actual, and art and…

  17. Instrument Motion Metrics for Laparoscopic Skills Assessment in Virtual Reality and Augmented Reality.

    Science.gov (United States)

    Fransson, Boel A; Chen, Chi-Ya; Noyes, Julie A; Ragle, Claude A

    2016-11-01

    To determine the construct and concurrent validity of instrument motion metrics for laparoscopic skills assessment in virtual reality and augmented reality simulators. Evaluation study. Veterinarian students (novice, n = 14) and veterinarians (experienced, n = 11) with no or variable laparoscopic experience. Participants' minimally invasive surgery (MIS) experience was determined by hospital records of MIS procedures performed in the Teaching Hospital. Basic laparoscopic skills were assessed by 5 tasks using a physical box trainer. Each participant completed 2 tasks for assessments in each type of simulator (virtual reality: bowel handling and cutting; augmented reality: object positioning and a pericardial window model). Motion metrics such as instrument path length, angle or drift, and economy of motion of each simulator were recorded. None of the motion metrics in a virtual reality simulator showed correlation with experience, or to the basic laparoscopic skills score. All metrics in augmented reality were significantly correlated with experience (time, instrument path, and economy of movement), except for the hand dominance metric. The basic laparoscopic skills score was correlated to all performance metrics in augmented reality. The augmented reality motion metrics differed between American College of Veterinary Surgeons diplomates and residents, whereas basic laparoscopic skills score and virtual reality metrics did not. Our results provide construct validity and concurrent validity for motion analysis metrics for an augmented reality system, whereas a virtual reality system was validated only for the time score. © Copyright 2016 by The American College of Veterinary Surgeons.

  18. Measuring collections effort improves cash performance.

    Science.gov (United States)

    Shutts, Joe

    2009-09-01

    Having a satisfied work force can lead to an improved collections effort. Hiring the right people and training them ensures employee engagement. Measuring collections effort and offering incentives is key to revenue cycle success.

  19. Virtual reality in decommissioning projects: experiences, lessons learned and future plans

    International Nuclear Information System (INIS)

    Rindahl, G.; Mark, N.K.F.; Meyer, G.

    2006-01-01

    The work on Virtual Reality (VR) tools for decommissioning planning, dose estimation and work management started at the Norwegian Institute for Energy Technology (IFE) in 1999 in the VR dose project with Japan Nuclear Cycle development institute (JNC), now JAEA. The main aim of this effort has been to help minimize workers' radiation exposure, as well as help to achieve more efficient use of human resources. VR dose is now used in the decommissioning of one of JNC's reactors, the Fugen Nuclear Power Station. This VR decommissioning project has later resulted in a series of projects and applications. In addition to decommissioning, IFE also put great focus on two other branches of VR tools, namely tools for knowledge management, training and education in operating facilities and tools for control room design. During the last years, this work, beginning at different ends, has been converging more and more towards VR technology for use through out the life cycle of a facility. A VR training simulator for a refuelling machine of the Leningrad NPP (LNPP) developed in cooperation with the Russian Research Centre Kurchatov Institute (RRC KI) is now planned to be used in connection with the decommissioning of the three intact reactors at Chernobyl in Ukraine. In this paper we describe experiences from use of VR in decommissioning processes, as well as results from bringing the VR technology initially developed for planned or productive facilities into the decommissioning toolbox. (author)

  20. Aspects of User Experience in Augmented Reality

    DEFF Research Database (Denmark)

    Madsen, Jacob Boesen

    in human factors related to Augmented Reality. This is investigated partly as how Augmented Reality applications are used in unsupervised settings, and partly in specific evaluations related to user performance in supervised settings. The thesis starts by introducing Augmented Reality to the reader......, followed by a presentation of the technical areas related to the field, and different human factor areas. As a contribution to the research area, this thesis presents five separate, but sequential, papers within the area of Augmented Reality.......In Augmented Reality applications, the real environment is annotated or enhanced with computer-generated graphics. This is a topic that has been researched in the recent decades, but for many people this is a brand new and never heard of topic. The main focus of this thesis is investigations...

  1. Virtual Reality Stroop Task for neurocognitive assessment.

    Science.gov (United States)

    Parsons, Thomas D; Courtney, Christopher G; Arizmendi, Brian; Dawson, Michael

    2011-01-01

    Given the prevalence of traumatic brain injury (TBI), and the fact that many mild TBIs have no external marker of injury, there is a pressing need for innovative assessment technology. The demand for assessment that goes beyond traditional paper-and-pencil testing has resulted in the use of automated cognitive testing for increased precision and efficiency; and the use of virtual environment technology for enhanced ecological validity and increased function-based assessment. To address these issues, a Virtual Reality Stroop Task (VRST) that involves the subject being immersed in a virtual Humvee as Stroop stimuli appear on the windshield was developed. This study is an initial validation of the VRST as an assessment of neurocognitive functioning. When compared to the paper-and-pencil, as well as Automated Neuropsychological Assessment Metrics versions of the Stroop, the VRST appears to have enhanced capacity for providing an indication of a participant's reaction time and ability to inhibit a prepotent response while immersed in a military relevant simulation that presents psychophysiologically arousing high and low threat stimuli.

  2. Materials Genome Initiative

    Science.gov (United States)

    Vickers, John

    2015-01-01

    The Materials Genome Initiative (MGI) project element is a cross-Center effort that is focused on the integration of computational tools to simulate manufacturing processes and materials behavior. These computational simulations will be utilized to gain understanding of processes and materials behavior to accelerate process development and certification to more efficiently integrate new materials in existing NASA projects and to lead to the design of new materials for improved performance. This NASA effort looks to collaborate with efforts at other government agencies and universities working under the national MGI. MGI plans to develop integrated computational/experimental/ processing methodologies for accelerating discovery and insertion of materials to satisfy NASA's unique mission demands. The challenges include validated design tools that incorporate materials properties, processes, and design requirements; and materials process control to rapidly mature emerging manufacturing methods and develop certified manufacturing processes

  3. Manufacturing Initiative

    Data.gov (United States)

    National Aeronautics and Space Administration — The Advanced Manufacturing Technologies (AMT) Project supports multiple activities within the Administration's National Manufacturing Initiative. A key component of...

  4. Mixed reality temporal bone surgical dissector: mechanical design.

    Science.gov (United States)

    Hochman, Jordan Brent; Sepehri, Nariman; Rampersad, Vivek; Kraut, Jay; Khazraee, Milad; Pisa, Justyn; Unger, Bertram

    2014-08-08

    The Development of a Novel Mixed Reality (MR) Simulation. An evolving training environment emphasizes the importance of simulation. Current haptic temporal bone simulators have difficulty representing realistic contact forces and while 3D printed models convincingly represent vibrational properties of bone, they cannot reproduce soft tissue. This paper introduces a mixed reality model, where the effective elements of both simulations are combined; haptic rendering of soft tissue directly interacts with a printed bone model. This paper addresses one aspect in a series of challenges, specifically the mechanical merger of a haptic device with an otic drill. This further necessitates gravity cancelation of the work assembly gripper mechanism. In this system, the haptic end-effector is replaced by a high-speed drill and the virtual contact forces need to be repositioned to the drill tip from the mid wand. Previous publications detail generation of both the requisite printed and haptic simulations. Custom software was developed to reposition the haptic interaction point to the drill tip. A custom fitting, to hold the otic drill, was developed and its weight was offset using the haptic device. The robustness of the system to disturbances and its stable performance during drilling were tested. The experiments were performed on a mixed reality model consisting of two drillable rapid-prototyped layers separated by a free-space. Within the free-space, a linear virtual force model is applied to simulate drill contact with soft tissue. Testing illustrated the effectiveness of gravity cancellation. Additionally, the system exhibited excellent performance given random inputs and during the drill's passage between real and virtual components of the model. No issues with registration at model boundaries were encountered. These tests provide a proof of concept for the initial stages in the development of a novel mixed-reality temporal bone simulator.

  5. How brain and neuronal networks explain human reality

    Directory of Open Access Journals (Sweden)

    Javier Monserrat

    2017-02-01

    Full Text Available How is human reality presented to us in phenomenological experience? It is the one we see daily in our personal and social life. We are made of matter, we are part of the evolutionary universe. In addition, a psychic life is formed in us: sensation, a system of perceptions, an integrated consciousness, a condition of psychological subject; We produce knowledge, emotions, motivations; But, above all, we have a mind that rationally moves and installs us into a world of human emotions; This emotional reason lies at the base of the search for the truth of the universe, the meaning of life and the moral responsibility, in personal and social life. Our human reality is, therefore, a personal reality. We are persons. Now, how does science, neurology, explain today the fact that our human reality possesses these properties that give us the personal condition? This should be able to be explained (this is the initial assumption from the physical-biological world. Now, in particular, how does science make it possible to explain that evolution has produced us in our condition of ratio-emotional persons? That is, what is the physical support that makes intelligible the psycho-bio-physical ontology that evolutionarily produces our personal phenomenological experience? This is, ultimately, still the fundamental question of human sciences. What science, namely neurology, must explain (that is, know the causes that have produced it is obvious: the fact of our sensibility-consciousness, our condition of psychic subjects, knowledge and emotional reason that have emerged in the universe; In such a way that, once the emotional reason emerges, it leads by itself to constitute the rational activity and the emotions of the human person aimed at building the meaning of his life. These are the issues we address in this article.

  6. 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

  7. Virtual reality in surgery and medicine.

    Science.gov (United States)

    Chinnock, C

    1994-01-01

    This report documents the state of development of enhanced and virtual reality-based systems in medicine. Virtual reality systems seek to simulate a surgical procedure in a computer-generated world in order to improve training. Enhanced reality systems seek to augment or enhance reality by providing improved imaging alternatives for specific patient data. Virtual reality represents a paradigm shift in the way we teach and evaluate the skills of medical personnel. Driving the development of virtual reality-based simulators is laparoscopic abdominal surgery, where there is a perceived need for better training techniques; within a year, systems will be fielded for second-year residency students. Further refinements over perhaps the next five years should allow surgeons to evaluate and practice new techniques in a simulator before using them on patients. Technical developments are rapidly improving the realism of these machines to an amazing degree, as well as bringing the price down to affordable levels. In the next five years, many new anatomical models, procedures, and skills are likely to become available on simulators. Enhanced reality systems are generally being developed to improve visualization of specific patient data. Three-dimensional (3-D) stereovision systems for endoscopic applications, head-mounted displays, and stereotactic image navigation systems are being fielded now, with neurosurgery and laparoscopic surgery being major driving influences. Over perhaps the next five years, enhanced and virtual reality systems are likely to merge. This will permit patient-specific images to be used on virtual reality simulators or computer-generated landscapes to be input into surgical visualization instruments. Percolating all around these activities are developments in robotics and telesurgery. An advanced information infrastructure eventually will permit remote physicians to share video, audio, medical records, and imaging data with local physicians in real time

  8. Mobile Virtual Reality : A Solution for Big Data Visualization

    Science.gov (United States)

    Marshall, E.; Seichter, N. D.; D'sa, A.; Werner, L. A.; Yuen, D. A.

    2015-12-01

    Pursuits in geological sciences and other branches of quantitative sciences often require data visualization frameworks that are in continual need of improvement and new ideas. Virtual reality is a medium of visualization that has large audiences originally designed for gaming purposes; Virtual reality can be captured in Cave-like environment but they are unwieldy and expensive to maintain. Recent efforts by major companies such as Facebook have focussed more on a large market , The Oculus is the first of such kind of mobile devices The operating system Unity makes it possible for us to convert the data files into a mesh of isosurfaces and be rendered into 3D. A user is immersed inside of the virtual reality and is able to move within and around the data using arrow keys and other steering devices, similar to those employed in XBox.. With introductions of products like the Oculus Rift and Holo Lens combined with ever increasing mobile computing strength, mobile virtual reality data visualization can be implemented for better analysis of 3D geological and mineralogical data sets. As more new products like the Surface Pro 4 and other high power yet very mobile computers are introduced to the market, the RAM and graphics card capacity necessary to run these models is more available, opening doors to this new reality. The computing requirements needed to run these models are a mere 8 GB of RAM and 2 GHz of CPU speed, which many mobile computers are starting to exceed. Using Unity 3D software to create a virtual environment containing a visual representation of the data, any data set converted into FBX or OBJ format which can be traversed by wearing the Oculus Rift device. This new method for analysis in conjunction with 3D scanning has potential applications in many fields, including the analysis of precious stones or jewelry. Using hologram technology to capture in high-resolution the 3D shape, color, and imperfections of minerals and stones, detailed review and

  9. LEARNING ANATOMY WITH AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Nørgaard, Cita; Dyhrberg O'Neill, Lotte; Nielsen, Kurt Gammelgaard

    An Augmented Reality (AR) app for Hololens glasses was developed to help students learn the anatomy of the human body mediastinum. In this research project, we wanted to evaluate whether AR: strengthened the students’ self-efficacy and motivation, helped students to improve learning, and provided...... a questionnaire regarding their self-efficacy and motivation, presence in the virtual room, experiences with Hololens teaching, and how they used the quizzes. In addition, students answered a test with the same 20 questions used in the app and three additional transfer questions new to students. Finally, students......’ scores on the mediastinum questions in the exam 2 month later were collected to examine the long-term memory of content. Internal consistency was estimated for all measures. Correlations between measures were examined with a correlation matrix, and group differences were examined with one-way analysis...

  10. Augmented reality in laser laboratories

    Science.gov (United States)

    Quercioli, Franco

    2018-05-01

    Laser safety glasses block visibility of the laser light. This is a big nuisance when a clear view of the beam path is required. A headset made up of a smartphone and a viewer can overcome this problem. The user looks at the image of the real world on the cellphone display, captured by its rear camera. An unimpeded and safe sight of the laser beam is then achieved. If the infrared blocking filter of the smartphone camera is removed, the spectral sensitivity of the CMOS image sensor extends in the near infrared region up to 1100 nm. This substantial improvement widens the usability of the device to many laser systems for industrial and medical applications, which are located in this spectral region. The paper describes this modification of a phone camera to extend its sensitivity beyond the visible and make a true augmented reality laser viewer.

  11. Virtual Reality in Pediatric Psychology.

    Science.gov (United States)

    Parsons, Thomas D; Riva, Giuseppe; Parsons, Sarah; Mantovani, Fabrizia; Newbutt, Nigel; Lin, Lin; Venturini, Eva; Hall, Trevor

    2017-11-01

    Virtual reality (VR) technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context, VR can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disabilities. Research has also pointed to VR's capacity to reduce children's experience of aversive stimuli and reduce anxiety levels. Although there are a number of purported advantages of VR technologies, challenges have emerged. One challenge for this field of study is the lack of consensus on how to do trials. A related issue is the need for establishing the psychometric properties of VR assessments and interventions. This review investigates the advantages and challenges inherent in the application of VR technologies to pediatric assessments and interventions. Copyright © 2017 by the American Academy of Pediatrics.

  12. Augmented reality for improved safety

    CERN Multimedia

    Stefania Pandolfi

    2016-01-01

    Sometimes, CERN experts have to operate in low visibility conditions or in the presence of possible hazards. Minimising the duration of the operation and reducing the risk of errors is therefore crucial to ensuring the safety of personnel. The EDUSAFE project integrates different technologies to create a wearable personnel safety system based on augmented reality.    The EDUSAFE integrated safety system uses a camera mounted on the helmet to monitor the working area.  In its everyday operation of machines and facilities, CERN adopts a whole set of measures and safety equipment to ensure the safety of its personnel, including personal wearable safety devices and access control systems. However, sometimes, scheduled and emergency maintenance work needs to be done in zones with potential cryogenic hazards, in the presence of radioactive equipment or simply in demanding conditions where visibility is low and moving around is difficult. The EDUSAFE Marie Curie Innovative&...

  13. Augmented Reality and Mobile Art

    Science.gov (United States)

    Gwilt, Ian

    The combined notions of augmented-reality (AR) and mobile art are based on the amalgamation of a number of enabling technologies including computer imaging, emergent display and tracking systems and the increased computing-power in hand-held devices such as Tablet PCs, smart phones, or personal digital assistants (PDAs) which have been utilized in the making of works of art. There is much published research on the technical aspects of AR and the ongoing work being undertaken in the development of faster more efficient AR systems [1] [2]. In this text I intend to concentrate on how AR and its associated typologies can be applied in the context of new media art practices, with particular reference to its application on hand-held or mobile devices.

  14. Virtual reality systems for rodents.

    Science.gov (United States)

    Thurley, Kay; Ayaz, Aslı

    2017-02-01

    Over the last decade virtual reality (VR) setups for rodents have been developed and utilized to investigate the neural foundations of behavior. Such VR systems became very popular since they allow the use of state-of-the-art techniques to measure neural activity in behaving rodents that cannot be easily used with classical behavior setups. Here, we provide an overview of rodent VR technologies and review recent results from related research. We discuss commonalities and differences as well as merits and issues of different approaches. A special focus is given to experimental (behavioral) paradigms in use. Finally we comment on possible use cases that may further exploit the potential of VR in rodent research and hence inspire future studies.

  15. Nuclear energy: debates and realities

    International Nuclear Information System (INIS)

    Barre, B.

    2011-01-01

    After 20 years of slow growth, the civil nuclear industry had started to strongly develop as a response to increasing oil scarcity and to the climate change threat. The Fukushima Daiichi accident has invited us to look at this energy source in a new light. In this new context, this book lifts the curtain on all scientifical, ecological or geopolitical aspects of a sector which make people fantasize about but which remains in reality poorly known. Without hiding the hot topics, like the problems of waste management and of nuclear accidents, the author makes the demonstration that the salvation of the Earth and of its climate involves with no doubt to resort to nuclear energy. (J.S.)

  16. ATLASrift - a Virtual Reality application

    CERN Document Server

    Vukotic, Ilija; The ATLAS collaboration

    2016-01-01

    We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities, museums and interested individuals, and secondly as an event viewer for ATLAS physicists – for them it will provide a much better spatial awareness of an event, track and jet directions, occupancies and interactions with detector structures. Using it, one can learn about the experiment as a whole, visit individual sub-detectors, view real interactions, or take a scripted walkthrough explaining questions physicists are trying to answer. We briefly describe our platform of choice – OculusRift VR system, the development environment – UnrealEngine, and, in detail, the numerous technically demanding requirements that had to be fulfilled in order to provide a comfortable user experience. Plans for future versions include making the experience social by adding multi-user/vir...

  17. ATLASrift - a Virtual Reality application

    CERN Document Server

    INSPIRE-00225336; Moyse, Edward; Bianchi, Riccardo Maria

    2015-01-01

    We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities, museums and interested individuals, and secondly as an event viewer for ATLAS physicists - for them it will provide a much better spatial awareness of an event, track and jet directions, occupancies and interactions with detector structures. Using it, one can learn about the experiment as a whole, visit individual sub-detectors, view real interactions, or take a scripted walkthrough explaining questions physicists are trying to answer. We briefly describe our platform of choice - OculusRift VR system, the development environment - UnrealEngine, and, in detail, the numerous technically demanding requirements that had to be fulfilled in order to provide a comfortable user experience. Plans for future versions include making the experience social by adding multi-user/virtual p...

  18. Regions’ Economic Autonomy in the New Reality

    Directory of Open Access Journals (Sweden)

    Vladimir Stepanovich Bochko

    2016-06-01

    Full Text Available The paper discloses the understanding of new reality (normality for Russia that consists in the strengthening of the role of a man-personality and in the expansion of the economic autonomy of the territories in their interaction with the federal center. The rationale is based on a hypothesis according to which in the conditions of new reality, the increase of the well-being of the population and the overcoming of economic inequality between the territories are provided by the expansion of their economic independence as it leads to the increase of their intellectual, engineering and manufacturing potential. In the research, the author used the basic concepts of the classical economic theory, the theory of behavioural economics, interdisciplinary approach and statistical grouping method. The dynamics of the economic independence of the territories, which is manifested in the decrease in a number of donor regions and the socio-economic dividing of the territories, is shown. The assumption is proved that the consequences of the territorial stratification are the restraining of the growth of their socio-economic development and possibility probable emergence of «regional peripheral economy» with the property of the dependence of the periphery on the center, the decrease in a local initiative, the inhibition of technological development. The need to use the social psychology of the population, the psychological sets of economic development, «the second invisible hand of the market» and soft power to overcome the «regional peripheral economy» is revealed. The result of the research is the proof that the expansion of the economic independence of the territories is not only the increase of the self-isolation of regions and municipalities, but also the need to save the considerable part of the income from the production of goods and services created by the local population under control of the regional and municipal authorities and direct it to the

  19. Shared reality in interpersonal relationships.

    Science.gov (United States)

    Andersen, Susan M; Przybylinski, Elizabeth

    2017-11-24

    Close relationships afford us opportunities to create and maintain meaning systems as shared perceptions of ourselves and the world. Establishing a sense of mutual understanding allows for creating and maintaining lasting social bonds, and as such, is important in human relations. In a related vein, it has long been known that knowledge of significant others in one's life is stored in memory and evoked with new persons-in the social-cognitive process of 'transference'-imbuing new encounters with significance and leading to predictable cognitive, evaluative, motivational, and behavioral consequences, as well as shifts in the self and self-regulation, depending on the particular significant other evoked. In these pages, we briefly review the literature on meaning as interpersonally defined and then selectively review research on transference in interpersonal perception. Based on this, we then highlight a recent series of studies focused on shared meaning systems in transference. The highlighted studies show that values and beliefs that develop in close relationships (as shared reality) are linked in memory to significant-other knowledge, and thus, are indirectly activated (made accessible) when cues in a new person implicitly activate that significant-other knowledge (in transference), with these shared beliefs then actively pursued with the new person and even protected against threat. This also confers a sense of mutual understanding, and all told, serves both relational and epistemic functions. In concluding, we consider as well the relevance of co-construction of shared reality n such processes. Copyright © 2017 Elsevier Ltd. All rights reserved.

  20. Motor effort alters changes of mind in sensorimotor decision making.

    Directory of Open Access Journals (Sweden)

    Diana Burk

    Full Text Available After committing to an action, a decision-maker can change their mind to revise the action. Such changes of mind can even occur when the stream of information that led to the action is curtailed at movement onset. This is explained by the time delays in sensory processing and motor planning which lead to a component at the end of the sensory stream that can only be processed after initiation. Such post-initiation processing can explain the pattern of changes of mind by asserting an accumulation of additional evidence to a criterion level, termed change-of-mind bound. Here we test the hypothesis that physical effort associated with the movement required to change one's mind affects the level of the change-of-mind bound and the time for post-initiation deliberation. We varied the effort required to change from one choice target to another in a reaching movement by varying the geometry of the choice targets or by applying a force field between the targets. We show that there is a reduction in the frequency of change of mind when the separation of the choice targets would require a larger excursion of the hand from the initial to the opposite choice. The reduction is best explained by an increase in the evidence required for changes of mind and a reduced time period of integration after the initial decision. Thus the criteria to revise an initial choice is sensitive to energetic costs.

  1. Nursing and the reality of politics.

    Science.gov (United States)

    Betts, Clinton E

    2009-09-01

    Notwithstanding the remarkable achievements made by medical science over the last half of the twentieth century, there is a palpable sense that a strictly medical view of human health, that is one founded on modernist assumptions, has become problematic, if not counterproductive. In this study, I argue that as nursing continues to eagerly welcome and indeed champion medical epistemology in the form of knowledge transfer, evidence-based practice, research utilization, outcomes-based practice, quantifiable efficiency and effectiveness, it risks becoming little more than a medical science addendum and indeed one that inherits the problems now facing contemporary medicine. The purpose of this study then is to attempt to resituate nursing as a discipline at work within an ontopolitical matrix of radical democratic pluralism. I begin by tracing a philosophical line from Kuhn's paradigms to Bloor's strong programme of Sociology of Scientific Knowledge. Following this, I attempt to explicate the thought of Bruno Latour as a philosophical alternative to Sociology of Scientific Knowledge. Next, I outline the radical pluralism of William Connolly in an effort to demonstrate its similarity to Latour's philosophy and finally how such a position is germane to contemporary nursing and the reality of politics. I do this with reference to the controversial issue of illicit drug use and harm reduction. In effect, I argue that such an issue cannot be dealt with using scientific evidence alone, but rather requires a philosophy of advocacy, what I term democratic advocacy, that is capable of responding to the politics of suffering, which is to say suffering that results from identity/difference.

  2. Nonseparability and the tentative descriptions of reality

    International Nuclear Information System (INIS)

    D'Espagnat, B.

    1984-01-01

    The whole development centered on the Bell theorem has more or less the nature of a reductio ad absurdum. What is to be shown is essentially that some views on reality that could be entertained were it not for that development are in fact oversimple and must be given up. This is established by showing these views to have implications which are contrary to some facts. The notions of conception of the world, of (physical) realism and of separability are introduced in section 1 and the latter notion is made quantitative by means of a principle of separability. In section 2 it is shown that, before the advent of the Bell theorem the principle of separability could not be said to be disproved by quantum physics, at least if the latter expression is understood as meaning what, in quantum physics, is firmly grounded on actual facts. In section 3 it is shown that, on the other hand, this principle is disproved by the developments centered on the Bell theorem, and alternative proofs of the Bell-CHSH inequalities are discussed. The problem of defining in a precise way the notion of properties of physical systems is investigated in section 4 where, to that effect, the concept of counterfactual implications is defined, discussed and used. This also serves to study in what precise sense it is possible to speak of superluminal influences. Delayed choice experiments, backward causality and similar questions are considered in section 5. Section 6 summarizes the author's own efforts at attempting to form an idea about this momentous question, in the light of the conclusions of the preceding sections. (orig./HSI)

  3. Integral Biomathics Tracing the Road to Reality

    CERN Document Server

    Smith, Leslie; Ehresmann, Andrée

    2012-01-01

    Perhaps the most distinct question in science throughout the ages has been the one of perceivable reality, treated both in physics and philosophy. Reality is acting upon us, and we, and life in general, are acting upon reality. Potentiality, found both in quantum reality and in the activity of life, plays a key role.  In quantum reality observation turns potentiality into reality. Again, life computes possibilities in various ways based on past actions, and acts on the basis of these computations.   This book is about a new approach to biology (and physics, of course!). Its subtitle suggests a perpetual movement and interplay between two elusive aspects of modern science — reality/matter and potentiality/mind, between physics and biology — both captured and triggered by mathematics — to understand and explain emergence, development and life all the way up to consciousness.   But what is the real/potential difference between living and non-living matter? How does time in potentiality differ from time...

  4. Feasibility of Augmented Reality in Clinical Simulations: Using Google Glass With Manikins.

    Science.gov (United States)

    Chaballout, Basil; Molloy, Margory; Vaughn, Jacqueline; Brisson Iii, Raymond; Shaw, Ryan

    2016-03-07

    Studies show that students who use fidelity-based simulation technology perform better and have higher retention rates than peers who learn in traditional paper-based training. Augmented reality is increasingly being used as a teaching and learning tool in a continual effort to make simulations more realistic for students. The aim of this project was to assess the feasibility and acceptability of using augmented reality via Google Glass during clinical simulation scenarios for training health science students. Students performed a clinical simulation while watching a video through Google Glass of a patient actor simulating respiratory distress. Following participation in the scenarios students completed two surveys and were questioned if they would recommend continued use of this technology in clinical simulation experiences. We were able to have students watch a video in their field of vision of a patient who mimicked the simulated manikin. Students were overall positive about the implications for being able to view a patient during the simulations, and most students recommended using the technology in the future. Overall, students reported perceived realism with augmented reality using Google Glass. However, there were technical and usability challenges with the device. As newer portable and consumer-focused technologies become available, augmented reality is increasingly being used as a teaching and learning tool to make clinical simulations more realistic for health science students. We found Google Glass feasible and acceptable as a tool for augmented reality in clinical simulations.

  5. Virtual reality experiments linking social environment and psychosis: A pilot study

    NARCIS (Netherlands)

    Veling, W.; Brinkman, W.P.; Dorrestijn, E.; van der Gaag, M.

    2014-01-01

    Initial studies with healthy subjects and individuals with high risk for psychosis have suggested that virtual reality (VR) environments may be used to investigate social and psychological mechanisms of psychosis. One small study reported that VR can safely be used in individuals with current

  6. Brave new worlds-review and update on virtual reality assessment and treatment in psychosis

    NARCIS (Netherlands)

    Veling, W.; Moritz, S.; van der Gaag, M.

    2014-01-01

    In recent years, virtual reality (VR) research on psychotic disorders has been initiated. Several studies showed that VR can elicit paranoid thoughts about virtual characters (avatars), both in patients with psychotic disorders and healthy individuals. Real life symptoms and VR experiences were

  7. Brave New Worlds-Review and Update on Virtual Reality Assessment and Treatment in Psychosis

    NARCIS (Netherlands)

    Veling, Wim; Moritz, Steffen; van der Gaag, Mark

    2014-01-01

    In recent years, virtual reality (VR) research on psychotic disorders has been initiated. Several studies showed that VR can elicit paranoid thoughts about virtual characters (avatars), both in patients with psychotic disorders and healthy individuals. Real life symptoms and VR experiences were

  8. Augmented Reality: Daily Prayers for Preschooler Student

    OpenAIRE

    Hendra Pradibta

    2018-01-01

    Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR) is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Ba...

  9. Live-action Virtual Reality Games

    OpenAIRE

    Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno

    2016-01-01

    This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...

  10. Determination of student opinions in augmented reality

    Directory of Open Access Journals (Sweden)

    Huseyin Bicen

    2016-11-01

    Full Text Available The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and descriptive statistics. The results show that, with gamification methods, augmented reality content affected students’ opinions in a positive way. When QR codes are used in the classroom, students feel independent from classroom materials and can access various resources. Moreover, students think that, when augmented reality in the classroom is used, education is more enjoyable.

  11. Augmented Reality for Maintenance and Repair (ARMAR)

    Science.gov (United States)

    2007-08-01

    implementations by leveraging more robust vision algorithms or by using fiducials. 57 Fi gu re 2 3. A ug m en te d co nt ro ls st at e di ag ra m 58...34 Proceedings of the IEEE Conference on Virtual Reality (VR 󈧇), Washington, DC, 2003, p. 199. [18] W. Friedrich , "ARVIKA-Augmented Reality for...and ACM International Symposium on Mixed and Augmented Reality (ISMAR 󈧊), Santa Barbara , CA, 2006, pp. 105-108. [33] S. G. Rao, S. J. Schmugge

  12. Virtual reality representations in contemporary media

    CERN Document Server

    Chan, Melanie

    2014-01-01

    The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality

  13. Virtual reality excursions with programs in C

    CERN Document Server

    Watkins, Christopher D

    1994-01-01

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

  14. ACHP | Summary of the Preserve America Initiative

    Science.gov (United States)

    Initiative Preserve America: Explore and Enjoy Our Heritage (logo) Summary of the Preserve America Initiative Preserve America is a White House initiative that encourages and supports community efforts to preserve and enjoy our priceless cultural and natural heritage. The goals of the initiative include a greater shared

  15. The Application of Augmented Reality Technology in Food Professional Education

    OpenAIRE

    Wei Shan

    2015-01-01

    This study presents the application of augmented reality technology in food professional education, combining with the current situation of applying virtual reality education, analyzes the problems existing in the virtual reality application in food professional education, puts forward some suggestions and finally prospects the developing trend of the technology of virtual reality now.

  16. Lifestyle constraints, not inadequate nutrition education, cause gap between breakfast ideals and realities among Japanese in Tokyo.

    Science.gov (United States)

    Melby, Melissa K; Takeda, Wakako

    2014-01-01

    Japanese public health nutrition often promotes 'traditional' cuisine. In-depth interviews with 107 Japanese adults were conducted in Tokyo from 2009 to 2011, using free-listing methods to examine dietary ideals and realities to assess the extent to which realities reflect inadequate nutrition education or lifestyle constraints. Ideal-reality gaps were widest for breakfast. Most people reported Japanese ideals: rice and miso soup were prototypical foods. However, breakfast realities were predominantly western (bread-based). While those aged 40-59 were more likely to hold Japanese ideals (P=0.063), they were less likely to achieve them (P=0.007). All those reporting western ideals achieved them on weekdays, while only 64% of those with Japanese ideals achieved them (Pachievement of Japanese ideals were positively correlated with proportion of cooking-related housework, and negatively correlated with living standard and income. Ideal menu content was in line with current Japanese nutrition advice, suggesting that more nutrition education may not change dietary ideals or behavior. Participant-reported reasons for ideal-reality discordance demonstrate that work-life balance issues, especially lack of time and family structure/life rhythm, are the largest obstacles to the attainment of dietary ideals. People reporting 'no time' as a primary reason for ideal-reality gaps were less likely to achieve their Japanese ideals (odds ratio=0.212). Time realities of people's lives may undermine educational efforts promoting Japanese breakfasts. When dietary reality/behavior departs from guidelines, it is often assumed that people lack knowledge. If ideals are in line with dietary guidelines, then lack of knowledge is not the likely cause and nutrition education is not the optimal solution. By asking people about the reasons for gaps between their ideals and realities, we can identify barriers and design more effective policies and programs to achieve dietary ideals. Copyright

  17. Literacy And Reward: Teachers’ Effort To Build Children Reading Habit

    Directory of Open Access Journals (Sweden)

    Helena Arisandi Komang Widia

    2018-01-01

    Full Text Available Children at early levels of primary school require appropriate guidance in their initial reading skill. They need to be trained on how reading becomes an enjoyable routine activity. This study aimed at describing teachers’ effort to build children reading habit. This study employed a qualitative descriptive study and conducted at North Bali Bilingual School Bali. The data were collected through observations and interview. The findings of the study showed that there were several activities conducted by the teacher as efforts to build children reading habit. In terms of building students’ reading habit, the teacher used (1 Point-written in Reading Rocket Chart (PRRC, (2 Chip (white, yellow, green for appreciating good behaviour in reading and using English, (3 Certificate, (4 Class Reward, and (5 Free Play Time. With these efforts, it is evident that the students’ literacy improves and they exhibited great enthusiasm in their reading and studying literacy in the classroom.

  18. Pocket money and child effort at school

    OpenAIRE

    François-Charles Wolff; Christine Barnet-Verzat

    2008-01-01

    In this paper, we study the relationship between the provision of parental pocket and the level of effort undertaken by the child at school. Under altruism, an increased amount of parental transfer should reduce the child's effort. Our empirical analysis is based on a French data set including about 1,400 parent-child pairs. We find that children do not undertake less effort when their parents are more generous.

  19. Unilateral initiatives

    International Nuclear Information System (INIS)

    Anon.

    1988-01-01

    This paper reports on arms control which is generally thought of in terms of formal negotiations with an opponent, with the resulting agreements embodied in a treaty. This is not surprising, since arms control discussions between opponents are both important and politically visible. There are, however, strong reasons for countries to consider and frequently take unilateral initiatives. To do so is entirely consistent with the established major precepts of arms control which state that arms control is designed to reduce the risk of war, the costs of preparing for war, and the death and destruction if war should come. Unilateral initiatives on what weapons are purchased, which ones are eliminated and how forces are deployed can all relate to these objectives. There are two main categories of motives for unilateral initiatives in arms control. In one category, internal national objectives are the dominant, often sole, driving force; the initiative is undertaken for our own good

  20. Incentive Design and Mis-Allocated Effort

    OpenAIRE

    Schnedler, Wendelin

    2013-01-01

    Incentives often distort behavior: they induce agents to exert effort but this effort is not employed optimally. This paper proposes a theory of incentive design allowing for such distorted behavior. At the heart of the theory is a trade-off between getting the agent to exert effort and ensuring that this effort is used well. The theory covers various moral-hazard models, ranging from traditional single-task to multi-task models. It also provides -for the first time- a formalization and proof...

  1. Augmented Reality Telepresence for Robotic Exploration

    Data.gov (United States)

    National Aeronautics and Space Administration — State of the art virtual reality requires low latency, on the order of single-digit milliseconds to present a scene to an operator using immersive tracking devices....

  2. Applied Augmented Reality for High Precision Maintenance

    Science.gov (United States)

    Dever, Clark

    Augmented Reality had a major consumer breakthrough this year with Pokemon Go. The underlying technologies that made that app a success with gamers can be applied to improve the efficiency and efficacy of workers. This session will explore some of the use cases for augmented reality in an industrial environment. In doing so, the environmental impacts and human factors that must be considered will be explored. Additionally, the sensors, algorithms, and visualization techniques used to realize augmented reality will be discussed. The benefits of augmented reality solutions in industrial environments include automated data recording, improved quality assurance, reduction in training costs and improved mean-time-to-resolution. As technology continues to follow Moore's law, more applications will become feasible as performance-per-dollar increases across all system components.

  3. Augmented Reality Simulations on Handheld Computers

    Science.gov (United States)

    Squire, Kurt; Klopfer, Eric

    2007-01-01

    Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…

  4. Affordances in Mobile Augmented Reality Applications

    Directory of Open Access Journals (Sweden)

    Tor Gjøsæter

    2014-10-01

    Full Text Available This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented reality content, as well as more complex affordances rising from conventions from media content, AR and the traditional WIMP paradigm. We find that remediation of traditional newspaper content through the MAR medium can provide engaging, pleasing and exciting user experiences. However, the some of the content still suffers from being shoveled onto the MAR platform without adapting it properly. Finally, we discuss what content was most successfully mediated to the user and how the content impacts the user experience.

  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. 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.

  7. A virtual tour of virtual reality

    Science.gov (United States)

    Harris, Margaret

    2018-03-01

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

  8. Virtual Reality: Is It Real Or Not?

    Directory of Open Access Journals (Sweden)

    S. Serap Kurbanoğlu

    1996-01-01

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

  9. Sharing tacit knowledge to understand reality

    NARCIS (Netherlands)

    Klostermann, J.E.M.

    2003-01-01

    The author gives her answer to the question of knowledge production in science and society, according to a theoretical framework (The social construction of reality: a treatise in the sociology of knowledge; Berger, Luckmann, 1966)

  10. Fiber Optic Augmented Reality System (FOARS)

    Data.gov (United States)

    National Aeronautics and Space Administration — Innovation: Fiber Optics Augmented Reality System. This system in form of a mobile app interacts real time with the actual FOSS(Fiber Optics Sensing System) data and...

  11. Political realities of statewide smoking legislation: the passage of California's Assembly Bill 13.

    Science.gov (United States)

    Macdonald, H R; Glantz, S A

    1997-01-01

    To prepare a history of the enactment of California Assembly Bill 13 (AB 13), a state law prohibiting smoking in most workplaces passed in 1994, and to discuss its initial impacts. Data were gathered from open ended interviews with representatives of voluntary health organisations, local government organisations, and principal legislators involved in the process, as well as observers around the state who could provide insight into the legislative process. Information was also obtained from legislative hearings and debates, public documents, letters and personal communications, internal memoranda, and news reports. The success of local tobacco control legislation in California led to a situation in which some health groups were willing to accept state preemption in order to attract the support of the state restaurant association for a bill. The decision to accept this preemption compromise was made by the state level offices of the voluntary health agencies without consulting the broader tobacco control community within California. In contrast, local tobacco control advocates did not accept this compromise, in part because of their belief that local legislation was a better device to educate the public, generate media coverage, and build community support for enforcement and implementation of clean indoor air and other tobacco control laws. Enactment of AB 13 was associated with a slowing of all local tobacco control legislation, including youth oriented laws. Because its supporters initially doubted that AB 13 would pass, there was never an effort to reconcile the policy differences between state oriented and locally oriented tobacco control policies. This lack of consensus, combined with the political realities inherent in passing any state legislation, led to a bill with ambiguous preemption language which replaced the "patchwork of local laws" with a "patchwork of local enforcement."

  12. Virtual-reality simulation to assess performance in hip fracture surgery

    DEFF Research Database (Denmark)

    Pedersen, Poul; Palm, Henrik; Ringsted, Charlotte

    2014-01-01

    BACKGROUND AND PURPOSE: Internal fixation of hip fractures is a common and important procedure that orthopedic surgeons must master early in their career. Virtual-reality training could improve initial skills, and a simulation-based test would make it possible to ensure basic competency of junior...... experienced surgeon failing the test. INTERPRETATION: The simulation-based test was reliable and valid in our setting, and the pass/fail standard could discriminate between novices and experienced surgeons. Potentially, training and testing of future junior surgeons on a virtual-reality simulator could ensure...

  13. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality

    Science.gov (United States)

    Pantelidis, Veronica S.

    2009-01-01

    Many studies have been conducted on the use of virtual reality in education and training. This article lists examples of such research. Reasons to use virtual reality are discussed. Advantages and disadvantages of using virtual reality are presented, as well as suggestions on when to use and when not to use virtual reality. A model that can be…

  14. HoloR: Interactive Mixed-Reality Rooms

    OpenAIRE

    Schwede, Carsten; Hermann, Thomas

    2015-01-01

    Existing virtual reality technologies only cover certain areas of the mixed-reality spectrum: Augmented reality goggles are unable to provide immersion while head-mounted displays make it difficult to interact with the real world. In this paper we introduce HoloR - short for Holographic Room: A stereoscopic, multi-person, multi-viewer, spatial projected augmented reality system, which enables applications to fade between different parts of the mixed-reality spectrum. By using web-technologies...

  15. Telepresence and remote communication through virtual reality

    OpenAIRE

    Rydenfors, Gabriella

    2017-01-01

    This Master Thesis concerns a telepresence implementation which utilizes state-of-the-art virtual reality combined with live 360 degree video. Navigation interfaces for telepresence with virtual reality headsets were developed and evaluated through a user study. An evaluation of telepresence as a communication media was performed, comparing it to video communication. The result showed that telepresence was a better communication media than video communication.

  16. Meta-Reality, hype or major innovation

    OpenAIRE

    Bäckström, Daniel

    2017-01-01

    Instruments for 3D computing have been market tested and manufactured at scale only recently. This thesis will cover the Augmented Reality market and explain how the tech- nology work and looks like. The motive is to with these instruments design and develop a fashionable set of meta- reality glasses that pairs with a mobile phone (computational device). This device will use tracking sensors to receive gesture commands from the user to the computer, which leaves the user...

  17. Virtual Reality: immersed in the structural world

    OpenAIRE

    McCabe, Aimee; McPolin, Daniel

    2015-01-01

    Virtual reality is a rapidly emerging technology, driven by the computer gaming industry. The maturity of the concept, combined with modern hardware, is delivering an experience which offers a useful commercial tool for industry and educators. This article discusses the uses of virtual reality within structural engineering and provides an understanding of how it can be incorporated easily and efficiently for design purposes and beyond.

  18. Virtual Reality in the Medical Field

    OpenAIRE

    Motomatsu, Haruka

    2014-01-01

    The objective is to analyze the use of the emerging 3D computer technology of VirtualReality in the use of relieving pain in physically impaired conditions such as burn victims,amputees, and phantom limb patients, during therapy and medical procedures. Virtualtechnology generates a three dimensional visual virtual world in which enables interaction.Comparison will be made between the emerging technology of the Virtual Reality and methodsusually used, which are the use of medicine. Medicine ha...

  19. Extending Science lessons with Virtual Reality

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina; Tilling, Steve; Needham, Richard

    2016-01-01

    The Open University, Field Studies Council and Association for Science Education are conducting research into the use of Google Expeditions and other virtual reality tools to a) augment and extend field work experiences; and b) as an additional tool in the classrooms along with resources such as videos, photographs. \\ud \\ud The following aspects were discussed in this workshop:\\ud \\ud Does the virtual reality technology improve student engagement, and what are the implications for teachers?\\u...

  20. A Reality Check on a Cyber Force

    Science.gov (United States)

    2016-07-01

    bombing required technological advancements and weapon systems to progress from thought and debate to reality . Long-range bombers, advanced bomb...any single capability or function. More likely, it will be how this new form of engagement mixes with other battlefield technologies and tactics to... reality , the same grim calculus will likely hold true.”27 This calculus reflects political will more than technological advancement, although each

  1. Virtual Reality and Simulation in Neurosurgical Training.

    Science.gov (United States)

    Bernardo, Antonio

    2017-10-01

    Recent biotechnological advances, including three-dimensional microscopy and endoscopy, virtual reality, surgical simulation, surgical robotics, and advanced neuroimaging, have continued to mold the surgeon-computer relationship. For developing neurosurgeons, such tools can reduce the learning curve, improve conceptual understanding of complex anatomy, and enhance visuospatial skills. We explore the current and future roles and application of virtual reality and simulation in neurosurgical training. Copyright © 2017 Elsevier Inc. All rights reserved.

  2. Development of Virtual Reality Cycling Simulator

    OpenAIRE

    Schramka, Filip; Arisona, Stefan; Joos, Michael; Erath, Alexander

    2017-01-01

    This paper presents a cycling simulator implemented using consumer virtual reality hardware and additional off-the-shelf sensors. Challenges like real time motion tracking within the performance requirements of state of the art virtual reality are successfully mastered. Retrieved data from digital motion processors is sent over Bluetooth to a render machine running Unity3D. By processing this data a bicycle is mapped into virtual space. Physically correct behaviour is simulated and high quali...

  3. Integrating Hypermedia Techniques with Augmented Reality Environments

    OpenAIRE

    Sinclair, Patrick

    2004-01-01

    Augmented Reality systems, which overlay virtual information over the real world, can benefit greatly from the techniques established by the Open Hypermedia research field. Storing information and links separately from a document can be advantageous for augmented reality applications and can enable the adaption of content to suit users’ preferences. This thesis explores how Open Hypermedia systems might be used as the information systems behind AR environments. This provides benefits to augme...

  4. Fast mental states decoding in mixed reality.

    Directory of Open Access Journals (Sweden)

    Daniele eDe Massari

    2014-11-01

    Full Text Available The combination of Brain-Computer Interface technology, allowing online monitoring and decoding of brain activity, with virtual and mixed reality systems may help to shape and guide implicit and explicit learning using ecological scenarios. Real-time information of ongoing brain states acquired through BCI might be exploited for controlling data presentation in virtual environments. In this context, assessing to what extent brain states can be discriminated during mixed reality experience is critical for adapting specific data features to contingent brain activity. In this study we recorded EEG data while participants experienced a mixed reality scenario implemented through the eXperience Induction Machine (XIM. The XIM is a novel framework modeling the integration of a sensing system that evaluates and measures physiological and psychological states with a number of actuators and effectors that coherently reacts to the user's actions. We then assessed continuous EEG-based discrimination of spatial navigation, reading and calculation performed in mixed reality, using LDA and SVM classifiers. Dynamic single trial classification showed high accuracy of LDA and SVM classifiers in detecting multiple brain states as well as in differentiating between high and low mental workload, using a 5 s time-window shifting every 200 ms. Our results indicate overall better performance of LDA with respect to SVM and suggest applicability of our approach in a BCI-controlled mixed reality scenario. Ultimately, successful prediction of brain states might be used to drive adaptation of data representation in order to boost information processing in mixed reality.

  5. Augmented reality implementation methods in mainstream applications

    Directory of Open Access Journals (Sweden)

    David Procházka

    2011-01-01

    Full Text Available Augmented reality has became an useful tool in many areas from space exploration to military applications. Although used theoretical principles are well known for almost a decade, the augmented reality is almost exclusively used in high budget solutions with a special hardware. However, in last few years we could see rising popularity of many projects focused on deployment of the augmented reality on dif­ferent mobile devices. Our article is aimed on developers who consider development of an augmented reality application for the mainstream market. Such developers will be forced to keep the application price, therefore also the development price, at reasonable level. Usage of existing image processing software library could bring a significant cut-down of the development costs. In the theoretical part of the article is presented an overview of the augmented reality application structure. Further, an approach for selection appropriate library as well as the review of the existing software libraries focused in this area is described. The last part of the article out­lines our implementation of key parts of the augmented reality application using the OpenCV library.

  6. Virtual reality training improves balance function.

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-09-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  7. Virtual reality training improves balance function

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651

  8. Cochrane review: virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, K; George, S; Thomas, S; Deutsch, J E; Crotty, M

    2012-09-01

    Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed. Randomised and quasi-randomised controlled trials that compared virtual reality with an alternative or no intervention were included in the review. The authors searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, electronic databases, trial registers, reference lists, Dissertation Abstracts, conference proceedings and contacted key researchers and virtual reality manufacturers. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria. Nineteen studies with a total of 565 participants were included in the review. Variation in intervention approaches and outcome data collected limited the extent to which studies could be compared. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardised mean difference, SMD) 0.53, 95% confidence intervals [CI] 0.25 to 0.81)) based on seven studies, and activities of daily living (ADL) function (SMD 0.81, 95% CI 0.39 to 1.22) based on three studies. No statistically significant effects were found for grip strength (based on two studies) or gait speed (based on three studies). Virtual reality appears to be a promising approach however, further studies are required to confirm these findings.

  9. Stepping into the virtual unknown: feasibility study of a virtual reality-based test of ocular misalignment.

    Science.gov (United States)

    Nesaratnam, N; Thomas, P; Vivian, A

    2017-10-01

    IntroductionDissociated tests of strabismus provide valuable information for diagnosis and monitoring of ocular misalignment in patients with normal retinal correspondence. However, they are vulnerable to operator error and rely on a fixed head position. Virtual reality headsets obviate the need for head fixation, while providing other clear theoretical advantages, including complete control over the illumination and targets presented for the patient's interaction.PurposeWe compared the performance of a virtual reality-based test of ocular misalignment to that of the traditional Lees screen, to establish the feasibility of using virtual reality technology in ophthalmic settings in the future.MethodsThree patients underwent a traditional Lees screen test, and a virtual reality headset-based test of ocular motility. The virtual reality headset-based programme consisted of an initial test to measure horizontal and vertical deviation, followed by a test for torsion.ResultsThe pattern of deviation obtained using the virtual reality-based test showed agreement with that obtained from the Lees screen for patients with a fourth nerve palsy, comitant esotropia, and restrictive thyroid eye disease.ConclusionsThis study reports the first use of a virtual reality headset in assessing ocular misalignment, and demonstrates that it is a feasible dissociative test of strabismus.

  10. Time preferences, study effort, and academic performance

    NARCIS (Netherlands)

    Non, J.A.; Tempelaar, D.T.

    2014-01-01

    We analyze the relation between time preferences, study effort, and academic performance among first-year Business and Economics students. Time preferences are measured by stated preferences for an immediate payment over larger delayed payments. Data on study efforts are derived from an electronic

  11. Interests, Effort, Achievement and Vocational Preference.

    Science.gov (United States)

    Sjoberg, L.

    1984-01-01

    Relationships between interest in natural sciences and technology and perceived ability, success, and invested effort were studied in Swedish secondary school students. Interests were accounted for by logical orientation and practical value. Interests and grades were strongly correlated, but correlations between interests and effort and vocational…

  12. Dopamine and Effort-Based Decision Making

    Directory of Open Access Journals (Sweden)

    Irma Triasih Kurniawan

    2011-06-01

    Full Text Available Motivational theories of choice focus on the influence of goal values and strength of reinforcement to explain behavior. By contrast relatively little is known concerning how the cost of an action, such as effort expended, contributes to a decision to act. Effort-based decision making addresses how we make an action choice based on an integration of action and goal values. Here we review behavioral and neurobiological data regarding the representation of effort as action cost, and how this impacts on decision making. Although organisms expend effort to obtain a desired reward there is a striking sensitivity to the amount of effort required, such that the net preference for an action decreases as effort cost increases. We discuss the contribution of the neurotransmitter dopamine (DA towards overcoming response costs and in enhancing an animal’s motivation towards effortful actions. We also consider the contribution of brain structures, including the basal ganglia (BG and anterior cingulate cortex (ACC, in the internal generation of action involving a translation of reward expectation into effortful action.

  13. Listening Effort With Cochlear Implant Simulations

    NARCIS (Netherlands)

    Pals, Carina; Sarampalis, Anastasios; Başkent, Deniz

    2013-01-01

    Purpose: Fitting a cochlear implant (CI) for optimal speech perception does not necessarily optimize listening effort. This study aimed to show that listening effort may change between CI processing conditions for which speech intelligibility remains constant. Method: Nineteen normal-hearing

  14. Effort and Selection Effects of Incentive Contracts

    NARCIS (Netherlands)

    Bouwens, J.F.M.G.; van Lent, L.A.G.M.

    2003-01-01

    We show that the improved effort of employees associated with incentive contracts depends on the properties of the performance measures used in the contract.We also find that the power of incentives in the contract is only indirectly related to any improved employee effort.High powered incentive

  15. The Effect of Age on Listening Effort

    Science.gov (United States)

    Degeest, Sofie; Keppler, Hannah; Corthals, Paul

    2015-01-01

    Purpose: The objective of this study was to investigate the effect of age on listening effort. Method: A dual-task paradigm was used to evaluate listening effort in different conditions of background noise. Sixty adults ranging in age from 20 to 77 years were included. A primary speech-recognition task and a secondary memory task were performed…

  16. Sociological theory and social reality

    Directory of Open Access Journals (Sweden)

    J Díez Nicolás

    2014-12-01

    Full Text Available This paper pretends to demonstrate the complementary relations between three relatively recent sociological theories, each one of which explains a different aspect of the same social object: the origin, diffusion and change of social and cultural values, aiming at demonstrating that there is not such a thing as a sociological theory that explains all, but rather diverse theories that offer partial explanations of social reality. To that effect, and on the basis of the necessary relationship between theory and research, three different theories are evaluated separately: Hawley’s and Duncan’s theory of the social ecosystem, Galtung’s centre-periphery theory, and Inglehart’s theory of values’ change in modern-industrial societies, offering theoretical and empirical evidence of their complementary relations, based on Spanish and international data. Social ecosystem and centre-periphery theories show a high level of generalization (through space and time and a high level of abstraction, though both can easily operationalize their main concepts through valid and reliable indicators. The theory of values’ change, however, though showing a high level of generalization, is limited in time to the historical period after World War II, and also shows a high level of abstraction. Centre-periphery theory and values’ change theory use individual and collective units of analysis, but social ecosystem theory only uses collective units, by definition. The three theories lead to the conclusion that ‘security’ values will gain a growing importance in present societies.

  17. Mixed Reality Meets Pharmaceutical Development.

    Science.gov (United States)

    Forrest, William P; Mackey, Megan A; Shah, Vivek M; Hassell, Kerry M; Shah, Prashant; Wylie, Jennifer L; Gopinath, Janakiraman; Balderhaar, Henning; Li, Li; Wuelfing, W Peter; Helmy, Roy

    2017-12-01

    As science evolves, the need for more efficient and innovative knowledge transfer capabilities becomes evident. Advances in drug discovery and delivery sciences have directly impacted the pharmaceutical industry, though the added complexities have not shortened the development process. These added complexities also make it difficult for scientists to rapidly and effectively transfer knowledge to offset the lengthened drug development timelines. While webcams, camera phones, and iPads have been explored as potential new methods of real-time information sharing, the non-"hands-free" nature and lack of viewer and observer point-of-view render them unsuitable for the R&D laboratory or manufacturing setting. As an alternative solution, the Microsoft HoloLens mixed-reality headset was evaluated as a more efficient, hands-free method of knowledge transfer and information sharing. After completing a traditional method transfer between 3 R&D sites (Rahway, NJ; West Point, PA and Schnachen, Switzerland), a retrospective analysis of efficiency gain was performed through the comparison of a mock method transfer between NJ and PA sites using the HoloLens. The results demonstrated a minimum 10-fold gain in efficiency, weighing in from a savings in time, cost, and the ability to have real-time data analysis and discussion. In addition, other use cases were evaluated involving vendor and contract research/manufacturing organizations. Copyright © 2017 American Pharmacists Association®. Published by Elsevier Inc. All rights reserved.

  18. Digital Augmented Reality Audio Headset

    Directory of Open Access Journals (Sweden)

    Jussi Rämö

    2012-01-01

    Full Text Available Augmented reality audio (ARA combines virtual sound sources with the real sonic environment of the user. An ARA system can be realized with a headset containing binaural microphones. Ideally, the ARA headset should be acoustically transparent, that is, it should not cause audible modification to the surrounding sound. A practical implementation of an ARA mixer requires a low-latency headphone reproduction system with additional equalization to compensate for the attenuation and the modified ear canal resonances caused by the headphones. This paper proposes digital IIR filters to realize the required equalization and evaluates a real-time prototype ARA system. Measurements show that the throughput latency of the digital prototype ARA system can be less than 1.4 ms, which is sufficiently small in practice. When the direct and processed sounds are combined in the ear, a comb filtering effect is brought about and appears as notches in the frequency response. The comb filter effect in speech and music signals was studied in a listening test and it was found to be inaudible when the attenuation is 20 dB. Insert ARA headphones have a sufficient attenuation at frequencies above about 1 kHz. The proposed digital ARA system enables several immersive audio applications, such as a virtual audio tourist guide and audio teleconferencing.

  19. Augmented reality for personalized nanomedicines.

    Science.gov (United States)

    Lee, Yugyung; Lee, Chi H

    As our understanding of onset and progress of diseases at the genetic and molecular level rapidly progresses, the potential of advanced technologies, such as 3D-printing, Socially-Assistive Robots (SARs) or augmented reality (AR), that are applied to personalized nanomedicines (PNMs) to alleviate pathological conditions, has become more prominent. Among advanced technologies, AR in particular has the greatest potential to address those challenges and facilitate the translation of PNMs into formidable clinical application of personalized therapy. As AR is about to adapt additional new methods, such as speech, voice recognition, eye tracing and motion tracking, to enable interaction with host response or biological systems in 3-D space, a combination of multiple approaches to accommodate varying environmental conditions, such as public noise and atmosphere brightness, will be explored to improve its therapeutic outcomes in clinical applications. For instance, AR glasses still being developed by Facebook or Microsoft will serve as new platform that can provide people with the health information they are interested in or various measures through which they can interact with medical services. This review has addressed the current progress and impact of AR on PNMs and its application to the biomedical field. Special emphasis is placed on the application of AR based PNMs to the treatment strategies against senior care, drug addiction and medication adherence. Published by Elsevier Inc.

  20. Images and realities of alcohol.

    Science.gov (United States)

    Sulkunen, P

    1998-09-01

    The paper discusses the relationship between the images of alcohol and society, on one hand, and the reality of drinking and drinking problems on the other hand, from the point of view of policy-relevant research. Images of alcohol influence policy but they also depend on the social and cultural environment of policy-making. The epidemiological total consumption theory of alcohol-related problems is used as an example. The theory is embedded in the modern welfare state's ideals and its policy relevance presupposes that these ideals--universalism, consequentialism and public planning--are respected. If the approach today receives less attention by policy-makers than its empirical validity merits, it may be due to an erosion of these ideals, not of the epidemiological model itself. Images of alcohol influence behaviour and drinking problems but they also articulate the social context in which the images are constructed. This paper demonstrates the point, applying Lévi-Straussian cultural theory to an analysis of a recent beer advertisement addressed to young people. The advertisement not only reflects the images associated with youthful drinking but also the ambiguous status of youth as non-adults in contemporary society. The author stresses that for social and cultural research alcohol is a two-way window, to look at society through alcohol and to look at alcohol through society. Both directions are necessary for policy-relevant research.

  1. Display technologies for augmented reality

    Science.gov (United States)

    Lee, Byoungho; Lee, Seungjae; Jang, Changwon; Hong, Jong-Young; Li, Gang

    2018-02-01

    With the virtue of rapid progress in optics, sensors, and computer science, we are witnessing that commercial products or prototypes for augmented reality (AR) are penetrating into the consumer markets. AR is spotlighted as expected to provide much more immersive and realistic experience than ordinary displays. However, there are several barriers to be overcome for successful commercialization of AR. Here, we explore challenging and important topics for AR such as image combiners, enhancement of display performance, and focus cue reproduction. Image combiners are essential to integrate virtual images with real-world. Display performance (e.g. field of view and resolution) is important for more immersive experience and focus cue reproduction may mitigate visual fatigue caused by vergence-accommodation conflict. We also demonstrate emerging technologies to overcome these issues: index-matched anisotropic crystal lens (IMACL), retinal projection displays, and 3D display with focus cues. For image combiners, a novel optical element called IMACL provides relatively wide field of view. Retinal projection displays may enhance field of view and resolution of AR displays. Focus cues could be reconstructed via multi-layer displays and holographic displays. Experimental results of our prototypes are explained.

  2. APA efforts in promoting human rights and social justice.

    Science.gov (United States)

    Leong, Frederick T L; Pickren, Wade E; Vasquez, Melba J T

    2017-11-01

    This article reviews the American Psychological Association's (APA) efforts in promoting human rights and social justice. Beginning with a historical review of the conceptualizations of human rights and social justice, the social challenges that have faced the United States over time are discussed in relation to the APA's evolving mission and strategic initiatives enacted through its boards, committees, and directorates. From early efforts on the Board for Social and Ethical Responsibility in Psychology and the Board of Ethnic Minority Affairs to the establishment of the Public Interest Directorate, the APA's efforts to address these human rights and social justice challenges through its task force reports, guidelines, and policies are described. Specifically, issues related to diversity and underrepresentation of minority group members and perspective within the APA, as well as women's issues (prochoice, violence against women, sexualization of young girls, human trafficking) were central to these efforts. These minority groups included racial and ethnic minority groups; immigrants and refugees; lesbian, gay, bisexual, transgendered, and queer individuals; and those with disabilities. Later attention shifted to broader social justice challenges within a public health perspective, such as AIDS, obesity, and violence. Also included is a brief discussion of the Hoffman Report. The article ends with a discussion of future directions for the APA's efforts related to human rights and social justice related to health disparities, violent extremism, social inequality, migration, cultural and racial diversity, and an evidence-based approach to programming. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  3. Child organ trafficking: global reality and inadequate international response.

    Science.gov (United States)

    Bagheri, Alireza

    2016-06-01

    In organ transplantation, the demand for human organs has grown far faster than the supply of organs. This has opened the door for illegal organ trade and trafficking including from children. Organized crime groups and individual organ brokers exploit the situation and, as a result, black markets are becoming more numerous and organized organ trafficking is expanding worldwide. While underprivileged and vulnerable men and women in developing countries are a major source of trafficked organs, and may themselves be trafficked for the purpose of illegal organ removal and trade, children are at especial risk of exploitation. With the confirmed cases of children being trafficked for their organs, child organ trafficking, which once called a "modern urban legend", is a sad reality in today's world. By presenting a global picture of child organ trafficking, this paper emphasizes that child organ trafficking is no longer a myth but a reality which has to be addressed. It argues that the international efforts against organ trafficking and trafficking in human beings for organ removal have failed to address child organ trafficking adequately. This chapter suggests that more orchestrated international collaboration as well as development of preventive measure and legally binding documents are needed to fight child organ trafficking and to support its victims.

  4. Advanced Navigation Aids System based on Augmented Reality

    Directory of Open Access Journals (Sweden)

    Jaeyong OH

    2016-12-01

    Full Text Available Many maritime accidents have been caused by human-error including such things as inadequate watch keeping and/or mistakes in ship handling. Also, new navigational equipment has been developed using Information Technology (IT technology to provide various kinds of information for safe navigation. Despite these efforts, the reduction of maritime accidents has not occurred to the degree expected because, navigational equipment provides too much information, and this information is not well organized, such that users feel it to be complicated rather than helpful. In this point of view, the method of representation of navigational information is more important than the quantity of that information and research is required on the representation of information to make that information more easily understood and to allow decisions to be made correctly and promptly. In this paper, we adopt Augmented Reality (AR technologies for the representation of information. AR is a 3D computer graphics technology that blends virtual reality and the real world. Recently, this technology has been widely applied in our daily lives because it can provide information more effectively to users. Therefore, we propose a new concept, a navigational system based on AR technology; we review experimental results from a ship-handling simulator and from an open sea test to verify the efficiency of the proposed system.

  5. Mastering Energy Management During Rowing Using Virtual Reality

    Directory of Open Access Journals (Sweden)

    Verbrugge Luc

    2011-12-01

    Full Text Available This study focused on one of the most important factors in rowing performance which is the ability demonstrated by elite rowers to regulate their effort during a 2000m race in order to produce their best performance. Experts are known to adopt a particular pacing strategy with a fast-start profile. The purpose of our study was to test by using virtual reality whether novice rowers were able to acquire this energy management skill during a 2000m race, with positive consequences for their rowing performance. Participants from the Avatar group were instructed to track a virtual boat, which velocity was previously calibrated to follow the appropriate to-be-learned velocity profile. This group was contrasted with a control group, which followed a classic training procedure. Our results indicate that the avatar group improved its performance (decrease in race duration, learned and maintained the expert profile. These effects were absent in the control group. Together, these results indicate that virtual reality can be used to accelerate the learning of energy-related skills.

  6. Mixed reality ventriculostomy simulation: experience in neurosurgical residency.

    Science.gov (United States)

    Hooten, Kristopher G; Lister, J Richard; Lombard, Gwen; Lizdas, David E; Lampotang, Samsun; Rajon, Didier A; Bova, Frank; Murad, Gregory J A

    2014-12-01

    Medicine and surgery are turning toward simulation to improve on limited patient interaction during residency training. Many simulators today use virtual reality with augmented haptic feedback with little to no physical elements. In a collaborative effort, the University of Florida Department of Neurosurgery and the Center for Safety, Simulation & Advanced Learning Technologies created a novel "mixed" physical and virtual simulator to mimic the ventriculostomy procedure. The simulator contains all the physical components encountered for the procedure with superimposed 3-D virtual elements for the neuroanatomical structures. To introduce the ventriculostomy simulator and its validation as a necessary training tool in neurosurgical residency. We tested the simulator in more than 260 residents. An algorithm combining time and accuracy was used to grade performance. Voluntary postperformance surveys were used to evaluate the experience. Results demonstrate that more experienced residents have statistically significant better scores and completed the procedure in less time than inexperienced residents. Survey results revealed that most residents agreed that practice on the simulator would help with future ventriculostomies. This mixed reality simulator provides a real-life experience, and will be an instrumental tool in training the next generation of neurosurgeons. We have now implemented a standard where incoming residents must prove efficiency and skill on the simulator before their first interaction with a patient.

  7. Low-effort thought promotes political conservatism.

    Science.gov (United States)

    Eidelman, Scott; Crandall, Christian S; Goodman, Jeffrey A; Blanchar, John C

    2012-06-01

    The authors test the hypothesis that low-effort thought promotes political conservatism. In Study 1, alcohol intoxication was measured among bar patrons; as blood alcohol level increased, so did political conservatism (controlling for sex, education, and political identification). In Study 2, participants under cognitive load reported more conservative attitudes than their no-load counterparts. In Study 3, time pressure increased participants' endorsement of conservative terms. In Study 4, participants considering political terms in a cursory manner endorsed conservative terms more than those asked to cogitate; an indicator of effortful thought (recognition memory) partially mediated the relationship between processing effort and conservatism. Together these data suggest that political conservatism may be a process consequence of low-effort thought; when effortful, deliberate thought is disengaged, endorsement of conservative ideology increases.

  8. Nuclear transmutation. The reality of cold fusion

    International Nuclear Information System (INIS)

    Mizuno, Tadahiko

    1997-01-01

    The book is introducing the quest on the way to reality of cold fusion. Another point of author is interaction between the quest and social impacts. After the first report on cold fusion by M. Fleischmann and S. Pons on March 1989, the inspired author started a series of following experiments based on his own characteristic background of electrochemistry. The first experiment from March 25 to April 7, 1989 did not show any indications on neutrons, gamma rays, tritium, and heat. The second experiment was initiated at the underground experimental hall of the linear accelerator facilities. This means the shielding of noises coming from outsides. The neutron of about 2.45 MeV was observed after the 1-month continuation of the experiment. The intensity of neutron was nearly 10 to 20 times of the background noise. Furthermore, there were no changes of signals on heat and tritium before and after the experiments. The closed cell experiment was conducted to keep reliability of the experiment. The experiment started on June 1990. In this case, Tritium signals of 100 times of background noise were observed, however, no meaningful signal on neutrons. Anomalous heat was observed after March 24, 1991, where the electric current was increased up to 6 A. On the other hand, there were no appreciable change in neutron and tritium signals. The solid electrolysis was used in the experiment after May 1992, for its high temperature characteristics, where anomalous heat was observed with a certain probability. The experimental system was upgraded in diagnostic methods after 1994. As a result, particular isotopes related to fission reaction were detected. This fact indicates some kinds of transmutations at very local area of the solid surfaces. The author has also pointed out many reactions for a series of this scientific results responded by, for example, well known professors, scientific societies, mass media, and international conferences. Consequently the reactions had almost smeared

  9. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality

    OpenAIRE

    Veronica S. Pantelidis

    2009-01-01

    Many studies have been conducted on the use of virtual reality in education and training. Thisarticle lists examples of such research. Reasons to use virtual reality are discussed.Advantages and disadvantages of using virtual reality are presented, as well as suggestions onwhen to use and when not to use virtual reality. A model that can be used to determine whento use virtual reality in an education or training course is presented.

  10. NREL Quickens its Tech Transfer Efforts

    Energy Technology Data Exchange (ETDEWEB)

    Lammers, H.

    2012-02-01

    Innovations and 'aha' movements in renewable energy and energy efficiency, while exciting in the lab, only truly live up to their promise once they find a place in homes or business. Late last year President Obama issued a directive to all federal agencies to increase their efforts to transfer technologies to the private sector in order to achieve greater societal and economic impacts of federal research investments. The president's call to action includes efforts to establish technology transfer goals and to measure progress, to engage in efforts to increase the speed of technology transfer and to enhance local and regional innovation partnerships. But, even before the White House began its initiative to restructure the commercialization process, the National Renewable Energy Laboratory had a major effort underway designed to increase the speed and impact of technology transfer activities and had already made sure its innovations had a streamlined path to the private sector. For the last three years, NREL has been actively setting commercialization goals and tracking progress against those goals. For example, NREL sought to triple the number of innovations over a five-year period that began in 2009. Through best practices associated with inventor engagement, education and collaboration, NREL quadrupled the number of innovations in just three years. Similar progress has been made in patenting, licensing transactions, income generation and rewards to inventors. 'NREL is known nationally for our cutting-edge research and companies know to call us when they are ready to collaborate,' William Farris, vice president for commercialization and technology transfer, said. 'Once a team is ready to dive in, they don't want be mired in paperwork. We've worked to make our process for licensing NREL technology faster; it now takes less than 60 days for us to come to an agreement and start work with a company interested in our research

  11. [Virtual reality therapy in anxiety disorders].

    Science.gov (United States)

    Mitrousia, V; Giotakos, O

    2016-01-01

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

  12. Pose tracking for augmented reality applications in outdoor archaeological sites

    Science.gov (United States)

    Younes, Georges; Asmar, Daniel; Elhajj, Imad; Al-Harithy, Howayda

    2017-01-01

    In recent years, agencies around the world have invested huge amounts of effort toward digitizing many aspects of the world's cultural heritage. Of particular importance is the digitization of outdoor archaeological sites. In the spirit of valorization of this digital information, many groups have developed virtual or augmented reality (AR) computer applications themed around a particular archaeological object. The problem of pose tracking in outdoor AR applications is addressed. Different positional systems are analyzed, resulting in the selection of a monocular camera-based user tracker. The limitations that challenge this technique from map generation, scale, anchoring, to lighting conditions are analyzed and systematically addressed. Finally, as a case study, our pose tracking system is implemented within an AR experience in the Byblos Roman theater in Lebanon.

  13. Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.

    Science.gov (United States)

    Rao, Hrishikesh M; Khanna, Rajan; Zielinski, David J; Lu, Yvonne; Clements, Jillian M; Potter, Nicholas D; Sommer, Marc A; Kopper, Regis; Appelbaum, Lawrence G

    2018-01-01

    Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of hand movements. We found systematic changes in movement kinematics that accompanied improvements in shot accuracy during training, though reaction and response times did not change over blocks. In particular, we observed longer, slower, and more precise ballistic movements that replaced effort spent on corrections and refinement. Collectively, these results leverage developments in immersive virtual reality technology to quantify and compare the kinematics of movement during early learning of full-body sensorimotor orienting.

  14. Initial Study

    DEFF Research Database (Denmark)

    Torp, Kristian

    2009-01-01

    increased. In the initial study presented here, the time it takes to pass an intersection is studied in details. Two major signal-controlled four-way intersections in the center of the city Aalborg are studied in details to estimate the congestion levels in these intersections, based on the time it takes...

  15. Augmented reality in neurovascular surgery: feasibility and first uses in the operating room.

    Science.gov (United States)

    Kersten-Oertel, Marta; Gerard, Ian; Drouin, Simon; Mok, Kelvin; Sirhan, Denis; Sinclair, David S; Collins, D Louis

    2015-11-01

    The aim of this report is to present a prototype augmented reality (AR) intra-operative brain imaging system. We present our experience of using this new neuronavigation system in neurovascular surgery and discuss the feasibility of this technology for aneurysms, arteriovenous malformations (AVMs), and arteriovenous fistulae (AVFs). We developed an augmented reality system that uses an external camera to capture the live view of the patient on the operating room table and to merge this view with pre-operative volume-rendered vessels. We have extensively tested the system in the laboratory and have used the system in four surgical cases: one aneurysm, two AVMs and one AVF case. The developed AR neuronavigation system allows for precise patient-to-image registration and calibration of the camera, resulting in a well-aligned augmented reality view. Initial results suggest that augmented reality is useful for tailoring craniotomies, localizing vessels of interest, and planning resection corridors. Augmented reality is a promising technology for neurovascular surgery. However, for more complex anomalies such as AVMs and AVFs, better visualization techniques that allow one to distinguish between arteries and veins and determine the absolute depth of a vessel of interest are needed.

  16. Visual cues and listening effort: individual variability.

    Science.gov (United States)

    Picou, Erin M; Ricketts, Todd A; Hornsby, Benjamin W Y

    2011-10-01

    To investigate the effect of visual cues on listening effort as well as whether predictive variables such as working memory capacity (WMC) and lipreading ability affect the magnitude of listening effort. Twenty participants with normal hearing were tested using a paired-associates recall task in 2 conditions (quiet and noise) and 2 presentation modalities (audio only [AO] and auditory-visual [AV]). Signal-to-noise ratios were adjusted to provide matched speech recognition across audio-only and AV noise conditions. Also measured were subjective perceptions of listening effort and 2 predictive variables: (a) lipreading ability and (b) WMC. Objective and subjective results indicated that listening effort increased in the presence of noise, but on average the addition of visual cues did not significantly affect the magnitude of listening effort. Although there was substantial individual variability, on average participants who were better lipreaders or had larger WMCs demonstrated reduced listening effort in noise in AV conditions. Overall, the results support the hypothesis that integrating auditory and visual cues requires cognitive resources in some participants. The data indicate that low lipreading ability or low WMC is associated with relatively effortful integration of auditory and visual information in noise.

  17. Student Interns' Socially Constructed Work Realities: Narrowing the Work Expectation-Reality Gap

    Science.gov (United States)

    Barnett, Kathy

    2012-01-01

    New employees, including college students, often experience expectation-reality gaps about work, making the assimilation process more difficult for all. This qualitative study explores the role of the internship in narrowing the work expectation-reality gap. This article addresses two research questions: (a) What do students learn about work…

  18. ARSC: Augmented Reality Student Card--An Augmented Reality Solution for the Education Field

    Science.gov (United States)

    El Sayed, Neven A. M.; Zayed, Hala H.; Sharawy, Mohamed I.

    2011-01-01

    Augmented Reality (AR) is the technology of adding virtual objects to real scenes through enabling the addition of missing information in real life. As the lack of resources is a problem that can be solved through AR, this paper presents and explains the usage of AR technology we introduce Augmented Reality Student Card (ARSC) as an application of…

  19. Evaluating Virtual Reality and Augmented Reality Training for Industrial Maintenance and Assembly Tasks

    Science.gov (United States)

    Gavish, Nirit; Gutiérrez, Teresa; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Uli; Tecchia, Franco

    2015-01-01

    The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However,…

  20. Programming effort analysis of the ELLPACK language

    Science.gov (United States)

    Rice, J. R.

    1978-01-01

    ELLPACK is a problem statement language and system for elliptic partial differential equations which is implemented by a FORTRAN preprocessor. ELLPACK's principal purpose is as a tool for the performance evaluation of software. However, it is used here as an example with which to study the programming effort required for problem solving. It is obvious that problem statement languages can reduce programming effort tremendously; the goal is to quantify this somewhat. This is done by analyzing the lengths and effort (as measured by Halstead's software science technique) of various approaches to solving these problems.

  1. Ecological assessment of divided attention: What about the current tools and the relevancy of virtual reality.

    Science.gov (United States)

    Lopez Maïté, C; Gaétane, D; Axel, C

    2016-01-01

    The ability to perform two tasks simultaneously has become increasingly important as attention-demanding technologies have become more common in daily life. This type of attentional resources allocation is commonly called "divided attention". Because of the importance of divided attention in natural world settings, substantial efforts have been made recently so as to promote an integrated, realistic assessment of functional abilities in dual-task paradigms. In this context, virtual reality methods appear to be a good solution. However to date, there has been little discussion on validity of such methods. Here, we offer a comparative review of conventional tools used to assess divided attention and of the first virtual reality studies (mostly from the field of road and pedestrian safety). The ecological character of virtual environments leads to a better understanding of the influence of dual-task settings and also makes it possible to clarify issues such as the utility of hands-free phones. After discussing the theoretical and clinical contributions of these studies, we discuss the limits of virtual reality assessment, focusing in particular: (i) on the challenges associated with lack of familiarity with new technological devices; (ii) on the validity of the ecological character of virtual environments; and (iii) on the question of whether the results obtained in a specific context can be generalized to all dual-task situations typical of daily life. To overcome the limitations associated with virtual reality, we propose: (i) to include a standardized familiarization phase in assessment protocols so as to limit the interference caused by the use of new technologies; (ii) to systematically compare virtual reality performance with conventional tests or real-life tests; and (iii) to design dual-task scenarios that are independent from the patient's expertise on one of the two tasks. We conclude that virtual reality appears to constitute a useful tool when used in

  2. Regarding Reality: Some Consequences of Two Incapacities

    Science.gov (United States)

    Edelman, Shimon

    2011-01-01

    By what empirical means can a person determine whether he or she is presently awake or dreaming? Any conceivable test addressing this question, which is a special case of the classical metaphysical doubting of reality, must be statistical (for the same reason that empirical science is, as noted by Hume). Subjecting the experienced reality to any kind of statistical test (for instance, a test for bizarreness) requires, however, that a set of baseline measurements be available. In a dream, or in a simulation, any such baseline data would be vulnerable to tampering by the same processes that give rise to the experienced reality, making the outcome of a reality test impossible to trust. Moreover, standard cryptographic defenses against such tampering cannot be relied upon, because of the potentially unlimited reach of reality modification within a dream, which may range from the integrity of the verification keys to the declared outcome of the entire process. In the face of this double predicament, the rational course of action is to take reality at face value. The predicament also has some intriguing corollaries. In particular, even the most revealing insight that a person may gain into the ultimate nature of reality (for instance, by attaining enlightenment in the Buddhist sense) is ultimately unreliable, for the reasons just mentioned. At the same time, to adhere to this principle, one has to be aware of it, which may not be possible in various states of reduced or altered cognitive function such as dreaming or religious experience. Thus, a subjectively enlightened person may still lack the one truly important piece of the puzzle concerning his or her existence. PMID:21716920

  3. Virtual reality in surgical education.

    Science.gov (United States)

    Ota, D; Loftin, B; Saito, T; Lea, R; Keller, J

    1995-03-01

    Virtual reality (VR) is an emerging technology that can teach surgeons new procedures and can determine their level of competence before they operate on patients. Also VR allows the trainee to return to the same procedure or task several times later as a refresher course. Laparoscopic surgery is a new operative technique which requires the surgeon to observe the operation on a video-monitor and requires the acquisition of new skills. VR simulation could duplicate the operative field and thereby enhance training and reduce the need for expensive animal training models. Our preliminary experience has shown that we have the technology to model tissues and laparoscopic instruments and to develop in real time a VR learning environment for surgeons. Another basic need is to measure competence. Surgical training is an apprenticeship requiring close supervision and 5-7 years of training. Technical competence is judged by the mentor and has always been subjective. If VR surgical simulators are to play an important role in the future, quantitative measurement of competence would have to be part of the system. Because surgical competence is "vague" and is characterized by such terms as "too long, too short" or "too close, too far," it is possible that the principles of fuzzy logic could be used to measure competence in a VR surgical simulator. Because a surgical procedure consists of a series of tasks and each task is a series of steps, we will plan to create two important tasks in a VR simulator and validate their use. These tasks consist of laparoscopic knot tying and laparoscopic suturing. Our hypothesis is that VR in combination with fuzzy logic can educate surgeons and determine when they are competent to perform these procedures on patients.

  4. Substitutional reality system: a novel experimental platform for experiencing alternative reality.

    Science.gov (United States)

    Suzuki, Keisuke; Wakisaka, Sohei; Fujii, Naotaka

    2012-01-01

    We have developed a novel experimental platform, referred to as a substitutional reality (SR) system, for studying the conviction of the perception of live reality and related metacognitive functions. The SR system was designed to manipulate people's reality by allowing them to experience live scenes (in which they were physically present) and recorded scenes (which were recorded and edited in advance) in an alternating manner without noticing a reality gap. All of the naïve participants (n = 21) successfully believed that they had experienced live scenes when recorded scenes had been presented. Additional psychophysical experiments suggest the depth of visual objects does not affect the perceptual discriminability between scenes, and the scene switch during head movement enhance substitutional performance. The SR system, with its reality manipulation, is a novel and affordable method for studying metacognitive functions and psychiatric disorders.

  5. Orbital express capture system: concept to reality

    Science.gov (United States)

    Stamm, Shane; Motaghedi, Pejmun

    2004-08-01

    The development of autonomous servicing of on-orbit spacecraft has been a sought after objective for many years. A critical component of on-orbit servicing involves the ability to successfully capture, institute mate, and perform electrical and fluid transfers autonomously. As part of a Small Business Innovation Research (SBIR) grant, Starsys Research Corporation (SRC) began developing such a system. Phase I of the grant started in 1999, with initial work focusing on simultaneously defining the parameters associated with successful docking while designing to those parameters. Despite the challenge of working without specific requirements, SRC completed development of a prototype design in 2000. Throughout the following year, testing was conducted on the prototype to characterize its performance. Having successfully completed work on the prototype, SRC began a Phase II SBIR effort in mid-2001. The focus of the second phase was a commercialization effort designed to augment the prototype model into a more flight-like design. The technical requirements, however, still needed clear definition for the design to progress. The advent of the Orbital Express (OE) program provided much of that definition. While still in the proposal stages of the OE program, SRC began tailoring prototype redesign efforts to the OE program requirements. A primary challenge involved striking a balance between addressing the technical requirements of OE while designing within the scope of the SBIR. Upon award of the OE contract, the Phase II SBIR design has been fully developed. This new design, designated the Mechanical Docking System (MDS), successfully incorporated many of the requirements of the OE program. SRC is now completing dynamic testing on the MDS hardware, with a parallel effort of developing a flight design for OE. As testing on the MDS progresses, the design path that was once common to both SBIR effort and the OE program begins to diverge. The MDS will complete the scope of the

  6. Illinois highway materials sustainability efforts of 2015.

    Science.gov (United States)

    2016-08-01

    This report provides a summary of the sustainability efforts of the Illinois Department of Transportation (IDOT) in recycling : reclaimed materials in highway construction during calendar year 2015. This report meets the requirements of Illinois Publ...

  7. EU grid computing effort takes on malaria

    CERN Multimedia

    Lawrence, Stacy

    2006-01-01

    Malaria is the world's most common parasitic infection, affecting more thatn 500 million people annually and killing more than 1 million. In order to help combat malaria, CERN has launched a grid computing effort (1 page)

  8. Illinois highway materials sustainability efforts of 2014.

    Science.gov (United States)

    2015-08-01

    This report presents the 2014 sustainability efforts of the Illinois Department of Transportation (IDOT) in : recycling reclaimed materials in highway construction. This report meets the requirements of Illinois : Public Act 097-0314 by documenting I...

  9. Illinois highway materials sustainability efforts of 2016.

    Science.gov (United States)

    2017-07-04

    This report provides a summary of the sustainability efforts of the Illinois Department of Transportation (IDOT) in recycling : reclaimed materials in highway construction during calendar year 2016. This report meets the requirements of Illinois Publ...

  10. Illinois highway materials sustainability efforts of 2013.

    Science.gov (United States)

    2014-08-01

    This report presents the sustainability efforts of the Illinois Department of Transportation (IDOT) in : recycling and reclaiming materials for use in highway construction. This report meets the requirements of : Illinois Public Act 097-0314 by docum...

  11. Virtual reality in multiple sclerosis - A systematic review.

    Science.gov (United States)

    Massetti, Thais; Trevizan, Isabela Lopes; Arab, Claudia; Favero, Francis Meire; Ribeiro-Papa, Denise Cardoso; de Mello Monteiro, Carlos Bandeira

    2016-07-01

    Multiple sclerosis (MS) is an inflammatory disease in which the insulating cover of nerve cells in the brain and spinal cord are damaged. The methods used for motor rehabilitation of patients with neurological problems require the performance of several rehabilitation exercises. Recently, studies related to the use of video game consoles have proliferated in the field of motor rehabilitation. Virtual reality (VR) has been proposed as a potentially useful tool for motoring assessment and rehabilitation. The purpose of this study was to investigate the results shown in previous studies on "Multiple Sclerosis" and "Virtual Reality". A bibliographic review was performed without time limitations. The research was carried out using PubMed and BVS databases. Considering keywords, we included articles that showed the terms "Multiple Sclerosis" and "Virtual Reality". The review was according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines The initial search yielded 41 articles. After the duplicates were removed, two authors independently evaluated the title and abstract of each of the articles with the study inclusion criteria. From these, 31 articles were excluded based on the title and abstract. Finally, 10 articles were isolated that met the inclusion criteria. VR represents a motivational and effective alternative to traditional motor rehabilitation for MS patients. The results showed that VR programs could be an effective method of patients with MS rehabilitation in multiple cognitive and / or motor deficits. Additional research is needed to support the rehabilitation protocols with VR and increase the effects of treatment. Copyright © 2016 Elsevier B.V. All rights reserved.

  12. Augmented Reality: Daily Prayers for Preschooler Student

    Directory of Open Access Journals (Sweden)

    Hendra Pradibta

    2018-01-01

    Full Text Available Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Based Studio, with learning materials of daily prayer for preschool student. The development of the characters and the animations were using Adobe Illustrator and Adobe After Effects. The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon. This is because the content Augmented Reality in the form of animation can gives more understanding and attention for preschool student to follow the learning process

  13. Social stereotypes in realities of modern society

    Directory of Open Access Journals (Sweden)

    O. K. Kolisnyk

    2015-05-01

    Full Text Available In the article the author analyzes the social stereotypes as a stable emotional image of the nowadays social reality. It is a kind of the common and effective ways to use the manipulation technology to impact on society. This kind of interaction could made a transformation of social identities, spreading different forms of intolerance, creating phantom world. Making the analysis of this phenomenon of social reality is a real way to reduce social risks and unforeseen conflicts in society. It is noted that stereotypical thinking making perception of reality in some special way, offering of tern an illusion of reality, instead of an objective information. Subjects of social interactions should recognize and consciously abandon them in favor of perception of reality in its undistorted not limited form of social stereotypes that goes beyond the usual concepts or contradict them. However, this phenomenon is ambivalent  and not only has a negative side. The positive expression of stereotypical thinking is that it simplifies the processes of learning and creativity, allowing extensive use of existing knowledge, which is actually a complex set of stereotypes.

  14. Virtual reality boosts performance at AREVA Projects

    International Nuclear Information System (INIS)

    Bernasconi, F.

    2017-01-01

    AREVA Projects is one of the 6 business units of New AREVA and it is dedicated to engineering works in a vast fan of activities from mining to waste management via uranium chemistry and nuclear fuel recycling. AREVA projects has opted for innovation to improve performance. Since 2012 virtual reality has been used through the creation of a room equipped with a high-definition screen and stereoscopic goggles. At the beginning virtual reality was used to test and validate procedures for handling equipment thanks to a dynamical digital simulation of this equipment. Now virtual reality is massively used to validate the design phase of projects without having to fabricate a physical mock-up which saves time. The next step in the use of virtual reality is the implementation of a new version of devices like helmets, gloves... that will allow a better interaction with the virtual world. The continuously increasing of computer power is always pushing back the limits of what is possible in virtual reality. (A.C.)

  15. Legal reality of Russia: constants and variables

    Directory of Open Access Journals (Sweden)

    Andrey Valeryevich Skorobogatov

    2015-06-01

    Full Text Available Objective to develop the sciencebased knowledge about essential and substantial aspects of the current legal reality of Russia in the context of postclassical paradigm. Methods the methodological basis of this research is the synthesis of classical and postclassical paradigms that determine the choice of specific methods of research formallegal comparative legal modeling method hermeneutic discursive methods. Results basing on the postclassical methodology it is proved that the legal reality of Russia consists of three levels legislation law enforcement and legal behavior. The determinant level of legal reality is legal behavior that is aimed at observing the unwritten rules. The legal reality of Russia is characterized by a transgressive state of the modern Russian society expressed in broad application of nonlegislative nonlegal practices low level of legal culture legal nihilism and legal infantilism. Scientific novelty the article for the first time analyzes the ontological and phenomenological essence of the legal reality in Russia and determines its transgressive nature at the present stage of development. Practical value the main provisions and conclusions of the article can be used in scientific and pedagogical activity when considering questions about the nature and content of legal development. nbsp

  16. Canada's family violence initiative: partnerships

    OpenAIRE

    Scott,Elaine

    1994-01-01

    Under Canada's four-year, $136 million Family Violence Initiative, the federal government is calling upon all Canadians to work in partnerships towards the elimination of family violence - child abuse, violence against women, and elder (senior) abuse. Family violence is a complex problem and requires the efforts of all Canadians to resolve it. One of the key themes of the Initiative - a multidisciplinary approach to the problem of family violence - is reflected in the selection and developmen...

  17. Student initiative: A conceptual analysis

    OpenAIRE

    Polovina Nada

    2014-01-01

    In the description and scientific consideration of the attitude of children and youth towards their education and development, the concept of student initiative has been gaining ground lately, and it is hence the subject of analysis in this paper. The analysis is important because of the discrepancy between the increased efforts of the key educational policy holders to promote the idea about the importance of the development of student initiative and rare a...

  18. Changing reproductive effort within a semelparous reproductive episode.

    Science.gov (United States)

    Hughes, P William; Simons, Andrew M

    2014-08-01

    • Life-history theory predicts a trade-off between current and future reproduction for iteroparous organisms-as individuals age, the expected value of future reproduction declines, and thus reproductive effort is expected to be higher in later clutches than in earlier. In contrast, models explaining the evolution of semelparity treat semelparous reproduction as instantaneous, with no scope for intraindividual variation. However, semelparous reproduction is also extended, but over shorter time scales; whether there are similar age- or stage-specific changes in reproductive effort within a semelparous episode is unclear. In this study, we assessed whether semelparous individuals increase reproductive effort as residual reproductive value declines by comparing the reproductive phenotype of flowers at five different floral positions along a main inflorescence.• Using the herbaceous monocarp Lobelia inflata, we conducted a longitudinal study of 409 individuals including both laboratory and field populations over three seasons. We recorded six reproductive traits-including the length of three phenological intervals as well as fruit size, seed size, and seed number-for all plants across floral positions produced throughout the reproductive episode.• We found that while the rate of flower initiation did not change, flowers at distal (late) floral positions developed more quickly and contained larger seed than flowers at basal (early) floral positions did.• Our results were consistent with the hypothesis that, like iteroparous organisms, L. inflata increases reproductive effort in response to low residual reproductive value. © 2014 Botanical Society of America, Inc.

  19. Bringing fuel cells to reality and reality to fuel cells: A systems perspective on the use of fuel cells

    International Nuclear Information System (INIS)

    Saxe, Maria

    2008-10-01

    The hopes and expectations on fuel cells are high and sometimes unrealistically positive. However, as an emerging technology, much remains to be proven and the proper use of the technology in terms of suitable applications, integration with society and extent of use is still under debate. This thesis is a contribution to the debate, presenting results from two fuel cell demonstration projects, looking into the introduction of fuel cells on the market, discussing the prospects and concerns for the near-term future and commenting on the potential use in a future sustainable energy system. Bringing fuel cells to reality implies finding near-term niche applications and markets where fuel cell systems may be competitive. In a sense fuel cells are already a reality as they have been demonstrated in various applications world-wide. However, in many of the envisioned applications fuel cells are far from being competitive and sometimes also the environmental benefit of using fuel cells in a given application may be questioned. Bringing reality to fuel cells implies emphasising the need for realistic expectations and pointing out that the first markets have to be based on the currently available technology and not the visions of what fuel cells could be in the future. The results from the demonstration projects show that further development and research on especially the durability for fuel cell systems is crucial and a general recommendation is to design the systems for high reliability and durability rather than striving towards higher energy efficiencies. When sufficient reliability and durability are achieved, fuel cell systems may be introduced in niche markets where the added values presented by the technology compensate for the initial high cost

  20. Cognitive Cost of Using Augmented Reality Displays.

    Science.gov (United States)

    Baumeister, James; Ssin, Seung Youb; ElSayed, Neven A M; Dorrian, Jillian; Webb, David P; Walsh, James A; Simon, Timothy M; Irlitti, Andrew; Smith, Ross T; Kohler, Mark; Thomas, Bruce H

    2017-11-01

    This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.

  1. Augmented reality-assisted skull base surgery.

    Science.gov (United States)

    Cabrilo, I; Sarrafzadeh, A; Bijlenga, P; Landis, B N; Schaller, K

    2014-12-01

    Neuronavigation is widely considered as a valuable tool during skull base surgery. Advances in neuronavigation technology, with the integration of augmented reality, present advantages over traditional point-based neuronavigation. However, this development has not yet made its way into routine surgical practice, possibly due to a lack of acquaintance with these systems. In this report, we illustrate the usefulness and easy application of augmented reality-based neuronavigation through a case example of a patient with a clivus chordoma. We also demonstrate how augmented reality can help throughout all phases of a skull base procedure, from the verification of neuronavigation accuracy to intraoperative image-guidance. Copyright © 2014 Elsevier Masson SAS. All rights reserved.

  2. Virtual Gravity and the Duality of Reality

    CERN Document Server

    Harokopos, E

    2003-01-01

    It is shown that a hypothesis about gravity having a virtual cause implies there are two primary reference frames, a reality and a functional virtual reality and an equivalence principle relating the two is postulated. A mathematical expression relating the primary reference frames to the state of reality provides an explanation of particle-wave duality and resolves the controversy about the speed of gravity. A model for motion, time and particle formation is briefly discussed, in which the hypothesis about the virtual cause of gravity and supporting postulates are valid. It is further shown that such model provides solutions to unsolved paradoxes and a unification of consistent but contradictory ancient theories of matter and motion. Finally, a reference is made about the basis for devising experiments and testing the predictions of the model.

  3. Handling Occlusions for Robust Augmented Reality Systems

    Directory of Open Access Journals (Sweden)

    Maidi Madjid

    2010-01-01

    Full Text Available Abstract In Augmented Reality applications, the human perception is enhanced with computer-generated graphics. These graphics must be exactly registered to real objects in the scene and this requires an effective Augmented Reality system to track the user's viewpoint. In this paper, a robust tracking algorithm based on coded fiducials is presented. Square targets are identified and pose parameters are computed using a hybrid approach based on a direct method combined with the Kalman filter. An important factor for providing a robust Augmented Reality system is the correct handling of targets occlusions by real scene elements. To overcome tracking failure due to occlusions, we extend our method using an optical flow approach to track visible points and maintain virtual graphics overlaying when targets are not identified. Our proposed real-time algorithm is tested with different camera viewpoints under various image conditions and shows to be accurate and robust.

  4. Pemanfaatan Augmented Reality Pada Permainan Othello

    Directory of Open Access Journals (Sweden)

    Rendy Layman Aguston

    2016-11-01

    Full Text Available Perkembangan teknologi telah mengubah cara pengerjaan suatu pekerjaan dari cara konvensional menjadi cara yang lebih praktis. Dengan hadirnya teknologi Augmented Reality, cara bermain yang menggunakan pion dan membalikkan pion musuh secara manual menjadi lebih mudah dalam memainkan permainan selain juga dapat berinteraksi langsung. Pembuatan permainan Othello menggunakan program Unity dengan framework Vuforia untuk mewujudkan Augmented Reality pada permainan Othello. Untuk menerapkan Augmented Reality dengan baik, dibutuhkan papan permainan sebagai image target yang sesuai dengan kriteria, jenis kamera yang digunakan, jarak kamera terhadap papan permainan, intensitas cahaya yang ditangkap kamera, serta tingkat sensitivitas tombol virtual. Pada permainan Othello ini tersedia fitur komputer yang menggunakan algoritma Alpha Beta Pruning dengan 3 level kedalaman yang menggunakan perhitungan fungsi evaluasi berupa mobility, potential mobility dan penguasaan corner yang menghasilkan kemenangan mencapai 73,33% dari 15 kali uji coba terhadap aplikasi Othello serupa dan 78,34% dari 37 kali uji coba terhadap user.

  5. Katalog Penjualan Rumah Berbasis Android Menggunakan Teknologi Augmented Reality dan Virtual Reality

    Directory of Open Access Journals (Sweden)

    Alders Paliling

    2017-02-01

    Full Text Available Penerapan teknologi augmented reality kian diminati oleh pihak produsen untuk memasarkan produk  yang dihasilkan. Teknologi augmented reality mampu meproyeksikan objek dua dimensi ataupun tiga dimensi kedalam lingkungan nyata. Teknologi virtual reality mampu membawa pengguna masuk kedalam lingkungan virtual sehingga pengguna merasa berada dalam lingkungan virtual. Penelitian ini menggunakan teknologi augmented reality yang mampu memproyeksikan objek tiga dimensi rumah sehingga katalog menjadi lebih nyata,  dan teknologi virtual reality yang membuat pengguna berinteraksi langsung dengan objek tiga dimensi rumah dan merasa berada di dalam rumah. Aplikasi yang dibangun memanfaatkan sensor accelerometer yang tertanam dalam perangkat mobile android yang memungkinkan pengguna melihat seisi ruangan dengan memiringkan perangkat mobile android kekiri dan kekanan. Jumlah kamera virtual yang digunakan berjumlah lima yang diletakkan di ruang tamu, ruang keluarga, ruang kamar utama, ruang kamar anak, dan ruang dapur. Aplikasi ini berjalan pada platform android dan menggunakan personal komputer sebagai server yang menyimpan data informasi rumah. Dengan adanya aplikasi ini pengguna dapat merasakan suasana berbeda dalam melihat sebuah katalog. . Kata kunci—Augmentd Reality, Virtual Reality, Katalog, Android

  6. B and W owners group scram reduction efforts

    International Nuclear Information System (INIS)

    Rose, S.T.

    1985-01-01

    Reducing the frequency of reactor scrams is an important and highly visible task. Scram frequency is one indicator of how consistently a unit is operated within desired bounds and hence is a key performance indicator. To be successful and efficient in this undertaking, diligent effort by the individual utilities should be complimented by collective action to resolve generic problems. The Babcock and Wilcox (B and W) Owners Group is committed to improving the productivity of its operating units and, in particular, to reducing the number of scrams experienced at the units. Toward this goal, the owners group has undertaken several initiatives to improve the reliability and performance of systems that historically have reactor trips. This paper describes those efforts and how they were identified

  7. Needs analysis for developing a virtual-reality NOTES simulator.

    Science.gov (United States)

    Sankaranarayanan, Ganesh; Matthes, Kai; Nemani, Arun; Ahn, Woojin; Kato, Masayuki; Jones, Daniel B; Schwaitzberg, Steven; De, Suvranu

    2013-05-01

    INTRODUCTION AND STUDY AIM: Natural orifice translumenal endoscopic surgery (NOTES) is an emerging surgical technique that requires a cautious adoption approach to ensure patient safety. High-fidelity virtual-reality-based simulators allow development of new surgical procedures and tools and train medical personnel without risk to human patients. As part of a project funded by the National Institutes of Health, we are developing the virtual transluminal endoscopic surgery trainer (VTEST) for this purpose. The objective of this study is to conduct a structured needs analysis to identify the design parameters for such a virtual-reality-based simulator for NOTES. A 30-point questionnaire was distributed at the 2011 National Orifice Surgery Consortium for Assessment and Research meeting to obtain responses from experts. Ordinal logistic regression and the Wilcoxon rank-sum test were used for analysis. A total of 22 NOTES experts participated in the study. Cholecystectomy (CE, 68 %) followed by appendectomy (AE, 63 %) (CE vs AE, p = 0.0521) was selected as the first choice for simulation. Flexible (FL, 47 %) and hybrid (HY, 47 %) approaches were equally favorable compared with rigid (RI, 6 %) with p virtual NOTES simulator in training and testing new tools for NOTES were rated very high by the participants. Our study reinforces the importance of developing a virtual NOTES simulator and clearly presents expert preferences. The results of this analysis will direct our initial development of the VTEST platform.

  8. Research on Collaborative Technology in Distributed Virtual Reality System

    Science.gov (United States)

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

    2018-01-01

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

  9. System architecture of a mixed reality framework

    OpenAIRE

    Seibert, Helmut; Dähne, Patrick

    2006-01-01

    In this paper the software architecture of a framework which simplifies the development of applications in the area of Virtual and Augmented Reality is presented. It is based on VRML/X3D to enable rendering of audio-visual information. We extended our VRML rendering system by a device management system that is based on the concept of a data-flow graph. The aim of the system is to create Mixed Reality (MR) applications simply by plugging together small prefabricated software components, instea...

  10. Indian reality tourism - a critical perspective

    OpenAIRE

    Gupta, Vishwas

    2016-01-01

    Purpose – The purpose of this paper to find out the tangible potential and opportunities of reality-tourism in India and other parts of the world. Do we expose our nudity, weaknesses and poverty to tourists or can it be used as an unconventional revenue source for local development of such backward areas? Design – The paper defines the concept of reality-tourism which is prevailing in India at a slow pace and provides a critical analyses about pros and cons of this type of tourism. It als...

  11. Data architecture from zen to reality

    CERN Document Server

    Tupper, Charles D

    2011-01-01

    Data Architecture: From Zen to Reality explains the principles underlying data architecture, how data evolves with organizations, and the challenges organizations face in structuring and managing their data. It also discusses proven methods and technologies to solve the complex issues dealing with data. The book uses a holistic approach to the field of data architecture by covering the various applied areas of data, including data modelling and data model management, data quality , data governance, enterprise information management, database design, data warehousing, and warehouse design. This book is a core resource for anyone emplacing, customizing or aligning data management systems, taking the Zen-like idea of data architecture to an attainable reality.

  12. The Engineering of Mixed Reality Systems

    Science.gov (United States)

    Dubois, Emmanuel; Gray, Philip; Nigay, Laurence

    Human-Computer Interaction (HCI) is no longer restricted to interaction between users and computers via keyboard and screen: Currently one of the most challenging aspects of interactive systems is the integration of the physical and digital aspects of interaction in a smooth and usable way. The design challenge of such mixed reality (MR) systems lies in the fluid and harmonious fusion of the physical and digital worlds. Examples of MR systems include tangible user interfaces, augmented reality, augmented virtuality and embodied interfaces. The diversity of terms highlights the ever growing interest in MR systems and the very dynamic and challenging domain they define.

  13. Application of sunscreen--theory and reality

    DEFF Research Database (Denmark)

    Petersen, Bibi; Wulf, Hans Christian

    2013-01-01

    We present research on sunscreen use with possible pitfalls and discuss theory vs. reality. A literature review in PubMed was conducted using the terms 'sunscreen application', 'sunscreen use' and 'sun protection factor'. The sun protection factor (SPF) of sunscreens are tested using a thickness...... for the discrepancy between the amounts of sunscreen applied during testing and in reality, and that sunscreen application can be improved by education of consumers. Missing areas and ultraviolet radiation exposure before sunscreen application are other pitfalls that reduce the protective effect of sunscreens...

  14. På rejse med Virtual Reality i billedkunst

    DEFF Research Database (Denmark)

    Majgaard, Gunver; Lyk, Patricia Bianca

    2015-01-01

    , de skulle have. Fokus. I artiklen er der særligt fokus på hvordan læringscentrede designprocesser og Virtual Reality tilsammen kan understøtte erfaringslæring. Konklusion. Eleverne fik en større forståelse af teknologi og kreative designprocesser ved at fungere som informanter og designpartnere i...... designforløbet. Eleverne fik igennem design af de fysiske modeller og besøget i Virtual Reality formidlet to oplevelser af deres modeller, som styrkede grundlaget for erfaringsbaseret læring. Erfaringsbaseret læring kombinerer oplevelse, refleksion, abstraktion og aktiv eksperimenteren i en proces, som...

  15. Medical imaging and augmented reality. Proceedings

    International Nuclear Information System (INIS)

    Dohi, Takeyoshi; Sakuma, Ichiro; Liao, Hongen

    2008-01-01

    This book constitutes the refereed proceedings of the 4th International Workshop on Medical Imaging and Augmented Reality, MIAR 2008, held in Tokyo, Japan, in August 2008. The 44 revised full papers presented together with 3 invited papers were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on surgical planning and simulation, medical image computing, image analysis, shape modeling and morphometry, image-guided robotics, image-guided intervention, interventional imaging, image registration, augmented reality, and image segmentation. (orig.)

  16. Forms of Life, Forms of Reality

    Directory of Open Access Journals (Sweden)

    Piergiorgio Donatelli

    2015-10-01

    Full Text Available The article explores aspects of the notion of forms of life in the Wittgensteinian tradition especially following Iris Murdoch’s lead. On the one hand, the notion signals the hardness and inexhaustible character of reality, as the background needed in order to make sense of our lives in various ways. On the other, the hardness of reality is the object of a moral work of apprehension and deepening to the point at which its distinctive character dissolves into the family of connections we have gained for ourselves. The two movements of thought are connected and necessary.

  17. A Survey on Applications of Augmented Reality

    OpenAIRE

    Andrea Sanna; Federico Manuri

    2016-01-01

    The term Augmented Reality (AR) refers to a set of technologies and devices able to enhance and improve human perception, thus bridging the gap between real and virtual space. Physical and artificial objects are mixed together in a hybrid space where the user can move without constraints. This mediated reality is spread in our everyday life: work, study, training, relaxation, time spent traveling are just some of the moments in which you can use AR applications.This paper aims to provide an o...

  18. Virtual reality stimuli for force platform posturography.

    Science.gov (United States)

    Tossavainen, Timo; Juhola, Martti; Ilmari, Pyykö; Aalto, Heikki; Toppila, Esko

    2002-01-01

    People relying much on vision in the control of posture are known to have an elevated risk of falling. Dependence on visual control is an important parameter in the diagnosis of balance disorders. We have previously shown that virtual reality methods can be used to produce visual stimuli that affect balance, but suitable stimuli need to be found. In this study the effect of six different virtual reality stimuli on the balance of 22 healthy test subjects was evaluated using force platform posturography. According to the tests two of the stimuli have a significant effect on balance.

  19. Medical imaging and augmented reality. Proceedings

    Energy Technology Data Exchange (ETDEWEB)

    Dohi, Takeyoshi [Tokyo Univ. (Japan). Dept. of Mechano-Informatics; Sakuma, Ichiro [Tokyo Univ. (Japan). Dept. of Precision Engineering; Liao, Hongen (eds.) [Tokyo Univ. (Japan). Dept. of Bioengineering

    2008-07-01

    This book constitutes the refereed proceedings of the 4th International Workshop on Medical Imaging and Augmented Reality, MIAR 2008, held in Tokyo, Japan, in August 2008. The 44 revised full papers presented together with 3 invited papers were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on surgical planning and simulation, medical image computing, image analysis, shape modeling and morphometry, image-guided robotics, image-guided intervention, interventional imaging, image registration, augmented reality, and image segmentation. (orig.)

  20. Potential perils of peri-Pokémon perambulation: the dark reality of augmented reality?

    Science.gov (United States)

    Joseph, Bellal; Armstrong, David G

    2016-10-01

    Recently, the layering of augmented reality information on top of smartphone applications has created unprecedented user engagement and popularity. One augmented reality-based entertainment application, Pokémon Go (Pokémon Company, Tokyo, Japan) has become the most rapidly downloaded in history. This technology holds tremendous promise to promote ambulatory activity. However, there exists the obvious potential for distraction-related morbidity. We report two cases, presenting simultaneously to our trauma center, with injuries sustained secondary to gameplay with this augmented reality-based application.