WorldWideScience

Sample records for media generate virtual

  1. Synthetic and Virtual Environmental Media (SAVEM)

    International Nuclear Information System (INIS)

    Booth, F. H. K.; Decker, K. M.; Bath, R. J.; Bottrell, D. W.; Wright, K. L.

    2002-01-01

    The Synthetic and Virtual Environmental Media (SAVEM) Program, developed at the DOE Environmental Measurements Laboratory, responds directly to issues of improved data quality, increased regulatory confidence, analytical laboratory waste minimization, pollution prevention, worker safety/radiation exposure risk reduction, and environmental stewardship. The SAVEM radiochemistry information analysis system uses digitally generated spectra to accurately model gamma-ray emission characteristics of radiological samples. A digital virtual sample can be specified that has the characteristics of any environmental media such as soil, sediment, or vegetation, and which exhibits the spectral characteristics of more than 2,000 gamma-emitting nuclides. The SAVEM system can duplicate the characteristics of 2,361 individual radionuclides with 47,902 gamma lines

  2. Production of the next-generation library virtual tour

    Science.gov (United States)

    Duncan, James M.; Roth, Linda K.

    2001-01-01

    While many libraries offer overviews of their services through their Websites, only a small number of health sciences libraries provide Web-based virtual tours. These tours typically feature photographs of major service areas along with textual descriptions. This article describes the process for planning, producing, and implementing a next-generation virtual tour in which a variety of media elements are integrated: photographic images, 360-degree “virtual reality” views, textual descriptions, and contextual floor plans. Hardware and software tools used in the project are detailed, along with a production timeline and budget, tips for streamlining the process, and techniques for improving production. This paper is intended as a starting guide for other libraries considering an investment in such a project. PMID:11837254

  3. The Media Trade in Virtual Design

    OpenAIRE

    Innella, Giovanni; Rodgers, Paul

    2013-01-01

    As media attention has become a dominating force within the design economy, visibility became the combustible that fuels the current design industry. Designed objects were once real products, but are now often prototypes, props to be exhibited and photographed, whose role is to fill space in the media, raise the media profile of their creators and convey the name of brokers, sponsors and partners. As a result celebrated design objects are now rare pieces that are highly visible in the virtual...

  4. The Development of the Virtual Learning Media of the Sacred Object Artwork

    Science.gov (United States)

    Nuanmeesri, Sumitra; Jamornmongkolpilai, Saran

    2018-01-01

    This research aimed to develop the virtual learning media of the sacred object artwork by applying the concept of the virtual technology in order to publicize knowledge on the cultural wisdom of the sacred object artwork. It was done by designing and developing the virtual learning media of the sacred object artwork for the virtual presentation.…

  5. Aplikasi Virtual Reality Media Pembelajaran Sistem Tata Surya

    Directory of Open Access Journals (Sweden)

    I Putu Astya Prayudha

    2017-08-01

    Full Text Available Learning of the solar system is taught since primary school. The learning materials of the solar system are generally explained through blackboards and using books, causing a less of visualization of the solar system that becomes an obstacle in the learning process of the solar system. Develop Virtual Reality Application Learning Media of Solar System in this study aims to facilitate learning with the addition of visualization of the delivery of materials related to the solar system. The application is designed to combine entertainment and knowledge where users interact with virtual environments and see the existence of planets and planets information in the solar system with virtually mode. Application are developed with the delivery of text and voice learning to provide knowledge to users such as the distance the planet to the Sun, diameter, layers, and the constituents of the planet. Users agree Virtual Reality Application Learning Media of Solar System effectively facilitate learning related to the solar system system as evidenced by the questionnaire of 60% for agree value on the content aspect.

  6. PERANCANGAN VIRTUAL TOUR KAMPUS I UKSW SEBAGAI MEDIA INFORMASI MAHASISWA BARU

    Directory of Open Access Journals (Sweden)

    Rizal Bastian Nur Budi

    2018-02-01

    Full Text Available Abstrak Kampus I Universitas Kristen Satya Wacana (UKSW beralamat di Jalan Diponegoro 52-56 Kota Salatiga, Jawa Tengah. Memiliki luas keseluruhan 93.580 m2  terdiri dari gedung kantor dan gedung perkuliahan. Media informasi sangat penting bagi mahasiswa untuk mengenali lokasi gedung dan wilayah kampus. Berdasarkan penelitian banyak mahasiswa kesulitan menemukan lokasi gedung perkuliahan dan mengenali wilayah kampus pada awal masa perkuliahan. Media informasi yang telah ada berupa peta dua dimensi wilayah kampus hanya menyajikan informasi yang terbatas. Berdasarkan fakta tersebut, pada penelitian ini dirancang virtual tour panorama 360o  sebagai media informasi Kampus I UKSW untuk mempermudah mahasiswa baru dalam mengenali wilayah serta memberikan informasi awal tentang letak gedung secara visual. Metode perancangan yang digunakan adalah mixed method dan strategi linier. Hasil yang dicapai dari penelitian ini berupa virtual tour sebagai media informasi Kampus I UKSW sudah sesuai dengan harapan, dan layak diaplikasikan pada website Universitas.   Kata Kunci : UKSW, Media Informasi, Virtual tour, Panorama 360o, Mahasiswa Baru   Abstract Campus I of Satya Wacana Christian University (SWCU is located at Diponegoro Street 52-56 Salatiga, Central Java. Campus I UKSW has an overall area of 93,580 m2, consisting of office buildings and lecture buildings. Media information is very important for students to recognize the location of buildings and campus areas. Based on the research, many students have difficulty finding the location of the lecture building and recognize the campus area at the beginning of the lecture. The existing media information that is the two-dimensional map of the campus area presents only limited information. Based on these facts, this research designed virtual panoramic 360o   tour  as  a  medium  of  information  for  Campus  I  SWCU  to  facilitate  new  students  in recognizing the area and providing initial

  7. Covert Marketing: A Virtual Media Communication Vehicle

    Directory of Open Access Journals (Sweden)

    Pradeep Kautish

    2010-03-01

    Full Text Available Consumers' suspicion towards traditional marketing techniques, led marketers to try the virtual media communication form called disguise advertising as other forms of messages. The examples include making advertisements resemble news items (Aditya 2001; Levine 1993; Richards 1992, the infomercials in the '90s that disguise advertising as TV programs (Levine 1993; Lacher and Rotfeld 1994, making celebrities use the products in their real lives or in films (Aditya2001, feeding media information using public relations (PR activities like brib- ing journalists with gifts and making TV stations use the footages from press releases (Gillin 2006. Because of the prevalence of virtual media, the marketing practices that conceal the real sources (marketers with disguised sources haveposed both ethical and policy concerns. This article proposed a new typology that covered the comprehensive scope of disguised marketing practices, discussed the deceptive nature of this marketing technique from the consumer behavioral view- points, and conducted a 2 x 3 experiment to test the hypothesized relationships.The results suggest that an implicit message, disguised source’s preference, is likely to be conveyed in covert marketing and thus results in high a deceptive tendency.

  8. MEDIA PEMBELAJARAN ANALOG OSCILLATOR VIRTUAL LABOLATORY

    Directory of Open Access Journals (Sweden)

    Aji Widhi Wibowo

    2016-01-01

    Full Text Available The purpose of this research is to design and implement a Virtual Labolatory Materials Signal Processing Sub discussion 'Oscillator' Analog as Newspapers. Developers using the model Sutopo Ariesto Hadi (2003 as a method to produce the product. Consists of six stages: concept, design, material collecting, assembly, testing and distribution. This results in the development of Virtual media Labolatory with material 'Oscillator' with the results of 4 (four practicum digital oscillator, namely (1 Oscillator Wien Bridge, (2 Colpitts oscillator, (3 Oscillator Hartley and (4 astable multivibrator. Another result is that a user be jobsheet practicum. There are two types, namely: (1 jobsheet grip lecturers and (2 jobsheet for students. In Jobsheet there is a short book that contains the Manual on procedures for the use of virtual labolatory when practical and anatomical description of the product. Virtual Labolatory consists of the initial page (flash scren, the main page (home, pages and pages about the developer's lab referring to the story board. There are four (4 test are: (1 the truth polarity capacitor, (2 the connection (wiring, (3 mode frequency and time in the meter frequency

  9. PENGEMBANGAN MESIN CNC VIRTUAL SEBAGAI MEDIA INTERAKTIF DALAM PEMBELAJARAN PEMROGRAMAN CNC

    OpenAIRE

    Bambang Setyo Hari Purwoko

    2013-01-01

    Penelitian ini bertujuan: (1) menghasilkan prototype tampilan lingkungan fisik sebuah mesin bubut CNC (Virtual Reality CNC) pada layar komputer yang dapat menerima masukan dan dioperasikan sebagaimana suatu mesin CNC dan (2) menguji keefektifan prototype mesin CNC Virtual tersebut sebagai media interaktif pembelajaran pemrograman CNC. Penelitian ini merupakan penelitian pengembangan. Obyek penelitian adalah rekayasa pemrograman dengan bahasa Visual Basic 6 guna menghasilkan mesin CNC Virtual....

  10. BALINESE FRUIT SHOOTER GAME WAS CATEGORIZED AS A VIRTUAL REALITY-BASED WHICH WAS APPROPRIATE AS INSTRUCTIONAL MEDIA IN KINDERGARTEN (GAME BALINESE FRUIT SHOOTER BERBASIS VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN DI TAMAN KANAK-KANAK

    Directory of Open Access Journals (Sweden)

    Made Aditya Pranata

    2018-02-01

    Full Text Available Ab stract. Local Balinese fruits competed between imported fruit which existence was not uncommon and some local Balinese fruits that were once very popular in the community, and now that was rarely founded. The present generation is more familiar with various imported fruits than local fruits, especially in Bali (Rai, 2016. Based on these problems required a media used to introduce local Balinese fruit, one of which is imstructional media. The Activities are grouping local Balinese fruit by color by shooting. That activities are conducting to motivate the interest of learning, to increase insights related to local Balinese fruit, to introduce local Balinese fruit to kindergarten children, and to give an overview of the form of local Balinese fruit. Development of Balinese Fruit Shooter game based on Virtual Reality as instructional media in Ceria Asih of Kindergarten Singaraja using ADDIE model. The final result is a Virtual Reality based Balinese Fruit Shooter game about shooting local Balinese fruits by color as an introduction to local Balinese fruit for early childhood that can be played through a computer with HTC VIVE headsets. Results for field trials involving 10 children of Ceria Asih Kindergarten Singaraja reached 92.2% with very appropriate criteria. This application can be used as a media to introduce the local fruit of Bali in learning in kindergarten with sub themes of fruits. Abstrak. Buah lokal Bali bersaing antara buah impor yang keberadaannya tidak jarang ditemukan dan beberapa buah lokal Bali yang dulu sangat populer di masyarakat, saat ini sudah mulai jarang ditemukan. Generasi sekarang lebih mengenal berbagai buah impor daripada buah lokal khususnya di Bali (Rai, 2016. Berdasarkan permasalahan tersebut diperlukan suatu media yang digunakan untuk memperkenalkan buah lokal Bali, salah satunya adalah media pemebelajaran. Kegiatan yang dilakukan adalah mengelompokan buah lokal Bali berdasarkan warna dengan cara menembak

  11. Multi-Media Access and Presentation in the Twente Virtual Theatre Environment

    NARCIS (Netherlands)

    Correia, N.; Nijholt, Antinus; Cambell, T.; Davenport, G.

    2000-01-01

    This paper discusses a virtual world for presenting multi-media information and for natural interactions with the environment to get access to this information. Apart from mouse and keyboard input, interactions take place using speech and language. It is shown how this virtual environment can be

  12. Establishing a Virtual Community of Practice in Simulation: The Value of Social Media.

    Science.gov (United States)

    Thoma, Brent; Brazil, Victoria; Spurr, Jesse; Palaganas, Janice; Eppich, Walter; Grant, Vincent; Cheng, Adam

    2018-04-01

    Professional development opportunities are not readily accessible for most simulation educators, who may only connect with simulation experts at periodic and costly conferences. Virtual communities of practice consist of individuals with a shared passion who communicate via virtual media to advance their own learning and that of others. A nascent virtual community of practice is developing online for healthcare simulation on social media platforms. Simulation educators should consider engaging on these platforms for their own benefit and to help develop healthcare simulation educators around the world. Herein, we describe this developing virtual community of practice and offer guidance to assist educators to engage, learn, and contribute to the growth of the community.

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

    Directory of Open Access Journals (Sweden)

    Kylie Budge

    2013-12-01

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

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

    Science.gov (United States)

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

    2015-06-01

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

  15. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    Directory of Open Access Journals (Sweden)

    Kathleen P. King

    2011-12-01

    Full Text Available In this case study, results demonstrate that an individual’s use of social media as professional learning spans understanding, networking, professional identity development, and transformative learning. Specifically, virtual online communities facilitated through social media provide professional networks, social relationships and learning beyond the scope of the individual’s usual experience. Case study method reveals strategies, extent, and impact of learning providing insight into this phenomenon. The significance of the research includes purposefully facilitating professional learning through informal learning contexts, including social media and online communities beyond technology-centric fields. Discussion and recommendations include using social media and virtual communities as instructional strategies for graduate studies and continued learning beyond formal education.

  16. Constructed Virtual Identity of Muslim Women in Social Media

    OpenAIRE

    Syariati, Dian

    2016-01-01

    The phenomenon and the development of new media introduce a new communication’s form of social media that requires an individual to have a virtual identity. This identity is an outstanding image of self-presentation that is built up deliberately by an individual in cyberspace. Through social networks, e.g., Facebook, a person acts as producer and simultaneously as gatekeeper of a message who can express a thought without any restrain. Basically, this study aimed to investigate how Muslim wome...

  17. The Effect of Project Based Learning With Virtual Media Assistance on Student’s Creativity in Physics

    Directory of Open Access Journals (Sweden)

    Gunawan Gunawan

    2017-06-01

    Full Text Available Abstract: Physics learning should be able to provide opportunities for learners to be creative in understanding the things that learned. One of the efforts made to improve the quality of physics learning was to apply the model of project based learning with virtual media. This study aimed to examine the effect of virtual media-aided model toward students’ creativity. This quasi experimental study used pretest-posttest control group design. The research instrument used a verbal and figural creativity test which had been validated by experts. Hypothesis test used employed variance test. The increase in creativity was determined based on the results of the N-gain test. The results showed that there was an increase of students' creativity in both classes. The experiment class had a higher creativity increase than the control class. Verbal and figural creativity improved in both classes. Verbal creativity increased higher than figural creativity. This shows that the model of project based learning with virtual media that applied successfully improve the students’ creativity in physics learning. EFEKTIVITAS PENERAPAN MODEL PROJECT BASED LEARNING BERBANTUAN MEDIA VIRTUAL TERHADAP KREATIVITAS FISIKA PESERTA DIDIK Abstrak: Pembelajaran fisika seharusnya mampu memberikan peluang bagi peserta didik untuk berkreasi dalam memahami hal yang dipelajari. Salah satu upaya yang dilakukan untuk meningkatkan kualitas pembelajaran fisika adalah dengan menerapkan model project based learning berbantuan media virtual. Penelitian ini bertujuan menguji pengaruh model berbantuan media virtual terhadap kreativitas peserta didik. Penelitian kuasi eksperimen ini menggunakan pretest-posttest control group design. Instrumen penelitian menggunakan tes kreativitas verbal dan figural yang telah divalidasi oleh para ahli. Uji hipotesis menggunakan uji t polled varian. Peningkatan kreativitas ditentukan berdasarkan hasil uji N-gain. Hasil penelitian menunjukkan adanya

  18. The Generational Impact in Virtual Teams

    OpenAIRE

    Ferrara, Samuel Joseph

    2016-01-01

    The world of today allows groups of people who are geographically-distributed to communicate through information and communication technologies (ICTs). In the workplace, these geographically-distributed teams are referred to as virtual teams. Quantifying and understanding issues in virtual teams has been a focus of research for the past two decades. This thesis aims to quantify generational differences between the Millennials and the Baby Boomers in the context of virtual teams in the enginee...

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

    Directory of Open Access Journals (Sweden)

    Kathrin Friedrich

    2016-09-01

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

  20. "Method, system and storage medium for generating virtual brick models"

    DEFF Research Database (Denmark)

    2009-01-01

    An exemplary embodiment is a method for generating a virtual brick model. The virtual brick models are generated by users and uploaded to a centralized host system. Users can build virtual models themselves or download and edit another user's virtual brick models while retaining the identity...

  1. How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review.

    Science.gov (United States)

    Rolls, Kaye; Hansen, Margaret; Jackson, Debra; Elliott, Doug

    2016-06-16

    Prevailing health care structures and cultures restrict intraprofessional communication, inhibiting knowledge dissemination and impacting the translation of research into practice. Virtual communities may facilitate professional networking and knowledge sharing in and between health care disciplines. This study aimed to review the literature on the use of social media by health care professionals in developing virtual communities that facilitate professional networking, knowledge sharing, and evidence-informed practice. An integrative literature review was conducted to identify research published between 1990 and 2015. Search strategies sourced electronic databases (PubMed, CINAHL), snowball references, and tables of contents of 3 journals. Papers that evaluated social media use by health care professionals (unless within an education framework) using any research design (except for research protocols or narrative reviews) were included. Standardized data extraction and quality assessment tools were used. Overall, 72 studies were included: 44 qualitative (including 2 ethnographies, 26 qualitative descriptive, and 1 Q-sort) and 20 mixed-methods studies, and 8 literature reviews. The most common methods of data collection were Web-based observation (n=39), surveys (n=23), interviews (n=11), focus groups (n=2), and diaries (n=1). Study quality was mixed. Social media studied included Listservs (n=22), Twitter (n=18), general social media (n=17), discussion forums (n=7), Web 2.0 (n=3), virtual community of practice (n=3), wiki (n=1), and Facebook (n=1). A range of health care professionals were sampled in the studies, including physicians (n=24), nurses (n=15), allied health professionals (n=14), followed by health care professionals in general (n=8), a multidisciplinary clinical specialty area (n=9), and midwives (n=2). Of 36 virtual communities, 31 were monodiscipline for a discrete clinical specialty. Population uptake by the target group ranged from 1.6% to 29% (n

  2. Formation of virtual cathodes and microwave generation in relativistic electron beams

    International Nuclear Information System (INIS)

    Kwan, T.J.T.; Thode, L.E.

    1984-01-01

    Simulation of the generation of a relativistic electron beam in a foil diode configuration and the subsequent intense microwave generation resulting from the formation of the virtual cathode is presented. The oscillating virtual cathode and the trapped beam electrons between the real and the virtual cathodes were found to generate microwaves at two distinct frequencies. Generation of high-power microwaves with about 10% efficiency might reasonably be expected from such a virtual-cathode configuration

  3. How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review

    Science.gov (United States)

    2016-01-01

    Background Prevailing health care structures and cultures restrict intraprofessional communication, inhibiting knowledge dissemination and impacting the translation of research into practice. Virtual communities may facilitate professional networking and knowledge sharing in and between health care disciplines. Objectives This study aimed to review the literature on the use of social media by health care professionals in developing virtual communities that facilitate professional networking, knowledge sharing, and evidence-informed practice. Methods An integrative literature review was conducted to identify research published between 1990 and 2015. Search strategies sourced electronic databases (PubMed, CINAHL), snowball references, and tables of contents of 3 journals. Papers that evaluated social media use by health care professionals (unless within an education framework) using any research design (except for research protocols or narrative reviews) were included. Standardized data extraction and quality assessment tools were used. Results Overall, 72 studies were included: 44 qualitative (including 2 ethnographies, 26 qualitative descriptive, and 1 Q-sort) and 20 mixed-methods studies, and 8 literature reviews. The most common methods of data collection were Web-based observation (n=39), surveys (n=23), interviews (n=11), focus groups (n=2), and diaries (n=1). Study quality was mixed. Social media studied included Listservs (n=22), Twitter (n=18), general social media (n=17), discussion forums (n=7), Web 2.0 (n=3), virtual community of practice (n=3), wiki (n=1), and Facebook (n=1). A range of health care professionals were sampled in the studies, including physicians (n=24), nurses (n=15), allied health professionals (n=14), followed by health care professionals in general (n=8), a multidisciplinary clinical specialty area (n=9), and midwives (n=2). Of 36 virtual communities, 31 were monodiscipline for a discrete clinical specialty. Population uptake by the

  4. User-Generated Social Media Events in Tourism

    OpenAIRE

    Mariné Roig, Estela; Martín Fuentes, Eva; Daries Ramón, Natalia

    2017-01-01

    Social media and mobile technologies have revolutionised communication and particular attention has been given to user-generated content (UGC) and the formation of online communities; however, little attention has been given to tourist events entirely generated by users through social media. This paper aims to define and characterise the phenomenon of tourism user-generated events (UGEs) through social media around the user's new empowered role and to assess user-generated social media events...

  5. Accessible virtual reality therapy using portable media devices.

    Science.gov (United States)

    Bruck, Susan; Watters, Paul A

    2010-01-01

    Simulated immersive environments displayed on large screens are a valuable therapeutic asset in the treatment of a range of psychological disorders. Permanent environments are expensive to build and maintain, require specialized clinician training and technical support and often have limited accessibility for clients. Ideally, virtual reality exposure therapy (VRET) could be accessible to the broader community if we could use inexpensive hardware with specifically designed software. This study tested whether watching a handheld non-immersive media device causes nausea and other cybersickness responses. Using a repeated measure design we found that nausea, general discomfort, eyestrain, blurred vision and an increase in salivation significantly increased in response to handheld non-immersive media device exposure.

  6. Social Media--A Virtual Pandora's Box: Prevalence, Possible Legal Liabilities, and Policies

    Science.gov (United States)

    Jennings, Susan Evans; Blount, Justin R.; Weatherly, M. Gail

    2014-01-01

    With the increase in the use of mobile devices in the workplace, both employer supplied and personally owned, and the major role social media has begun to play in today's world, businesses face many new challenges with their employees. Social media may be seen by some employers as a virtual Pandora's Box. Though it may seem to hold bountiful…

  7. Media Richness, Knowledge sharing and computer progamming by virtual Software teams

    DEFF Research Database (Denmark)

    Williams, Idongesit; Gyamfi, Albert

    2018-01-01

    Software programming is a task with high analysability. However, knowledge sharing is an intricate part of the software programming process. Today, new media platforms have been adopted to enable knowledge sharing between virtual teams. Taking into consideration the high task analyzability and th...

  8. The virtual environment display system

    Science.gov (United States)

    Mcgreevy, Michael W.

    1991-01-01

    Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.

  9. Virtual boundaries: ethical considerations for use of social media in social work.

    Science.gov (United States)

    Kimball, Ericka; Kim, JaeRan

    2013-04-01

    In real life, we often use physical cues to help us identify our role and put the appropriate boundaries in place, but online it is more difficult to determine where our boundaries lie. This article provides and overview of various social media tools and uses along with personal and professional considerations to help in guiding the ethical use of social media tools. As the use of social media continues to grow, the importance of virtual boundaries will also rise. Therefore, proactive considerations that include policies and guidelines that encourage responsible and ethical use of social media are needed to help social workers mediate personal and professional boundaries.

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

    Science.gov (United States)

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

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

  11. Virtual laboratory learning media development to improve science literacy skills of mechanical engineering students on basic physics concept of material measurement

    Science.gov (United States)

    Jannati, E. D.; Setiawan, A.; Siahaan, P.; Rochman, C.

    2018-05-01

    This study aims to determine the description of virtual laboratory learning media development to improve science literacy skills of Mechanical Engineering students on the concept of basic Physics. Quasi experimental method was employed in this research. The participants of this research were first semester students of mechanical engineering in Majalengka University. The research instrument was readability test of instructional media. The results of virtual laboratory learning media readability test show that the average score is 78.5%. It indicates that virtual laboratory learning media development are feasible to be used in improving science literacy skill of Mechanical Engineering students in Majalengka University, specifically on basic Physics concepts of material measurement.

  12. Generation IV Nuclear Energy Systems Construction Cost Reductions through the Use of Virtual Environments - Task 5 Report: Generation IV Reactor Virtual Mockup Proof-of-Principle Study

    International Nuclear Information System (INIS)

    Timothy Shaw; Anthony Baratta; Vaughn Whisker

    2005-01-01

    Task 5 report is part of a 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. Created a virtual mockup of PBMR reactor cavity and discussed applications of virtual mockup technology to improve Gen IV design review, construction planning, and maintenance planning

  13. Generation IV Nuclear Energy Systems Construction Cost Reductions through the Use of Virtual Environments - Task 5 Report: Generation IV Reactor Virtual Mockup Proof-of-Principle Study

    Energy Technology Data Exchange (ETDEWEB)

    Timothy Shaw; Anthony Baratta; Vaughn Whisker

    2005-02-28

    Task 5 report is part of a 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. Created a virtual mockup of PBMR reactor cavity and discussed applications of virtual mockup technology to improve Gen IV design review, construction planning, and maintenance planning.

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

    Science.gov (United States)

    Zurweni, Wibawa, Basuki; Erwin, Tuti Nurian

    2017-08-01

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

  15. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    OpenAIRE

    Kathleen P. King

    2011-01-01

    In this case study, results demonstrate that an individual’s use of social media as professional learning spans understanding, networking, professional identity development, and transformative learning. Specifically, virtual online communities facilitated through social media provide professional networks, social relationships and learning beyond the scope of the individual’s usual experience. Case study method reveals strategies, extent, and impact of learning providing insight into this phe...

  16. Generating Contextual Descriptions of Virtual Reality (VR) Spaces

    Science.gov (United States)

    Olson, D. M.; Zaman, C. H.; Sutherland, A.

    2017-12-01

    Virtual reality holds great potential for science communication, education, and research. However, interfaces for manipulating data and environments in virtual worlds are limited and idiosyncratic. Furthermore, speech and vision are the primary modalities by which humans collect information about the world, but the linking of visual and natural language domains is a relatively new pursuit in computer vision. Machine learning techniques have been shown to be effective at image and speech classification, as well as at describing images with language (Karpathy 2016), but have not yet been used to describe potential actions. We propose a technique for creating a library of possible context-specific actions associated with 3D objects in immersive virtual worlds based on a novel dataset generated natively in virtual reality containing speech, image, gaze, and acceleration data. We will discuss the design and execution of a user study in virtual reality that enabled the collection and the development of this dataset. We will also discuss the development of a hybrid machine learning algorithm linking vision data with environmental affordances in natural language. Our findings demonstrate that it is possible to develop a model which can generate interpretable verbal descriptions of possible actions associated with recognized 3D objects within immersive VR environments. This suggests promising applications for more intuitive user interfaces through voice interaction within 3D environments. It also demonstrates the potential to apply vast bodies of embodied and semantic knowledge to enrich user interaction within VR environments. This technology would allow for applications such as expert knowledge annotation of 3D environments, complex verbal data querying and object manipulation in virtual spaces, and computer-generated, dynamic 3D object affordances and functionality during simulations.

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

    Directory of Open Access Journals (Sweden)

    I. Yusuf

    2013-10-01

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

  18. “Augmented” media education for interaction and participation in virtual environments. The study of a Pokemon Go YouTube channel

    Directory of Open Access Journals (Sweden)

    Alfonso Gutiérrrez Martín

    2018-05-01

    Full Text Available Considering the many digital culture products, the virtual communities generated around them, and their potential as informal education agents, in this study we try to define the predominant type of relations and interactions within the community created around Pokémon Go, and we do it by focusing on the fan-community of one of their most visible heads: Youtuber Gangsta. His eight most-watched videos and the reactions of users are analyzed. Our methodology is based on the Computer-mediated Communication, on the Computer-mediated discourse analysis and the quantitative approach “coding & counting”. The results show the economic benefit as the main objective of the youtuber, who shows no interest for truthful information; and the lack of meaningful participation of users whose comments increase considerably in response to the clickbaits. The enormous quantity and poor quality of interactions of citizens on the Internet requires an “augmented” media education, covering the real and virtual worlds, a media education that contributes to the betterment of society, to a more just world.

  19. User-Generated Social Media Events in Tourism

    Directory of Open Access Journals (Sweden)

    Estela Marine-Roig

    2017-12-01

    Full Text Available Social media and mobile technologies have revolutionised communication and particular attention has been given to user-generated content (UGC and the formation of online communities; however, little attention has been given to tourist events entirely generated by users through social media. This paper aims to define and characterise the phenomenon of tourism user-generated events (UGEs through social media around the user’s new empowered role and to assess user-generated social media events’ online socialness. It is also our aim to provide a useful mixed-methodology analysis framework for UGEs in relation to social media and to highlight their interest for organisations. The methodological approach includes a quantitative model to store, analyse and compare events’ online socialness, which is combined with qualitative, participant observation at the events. This approach is applied to the analysis of three Instagram meetups organised by a specific online community at Catalan ski resorts. The paper’s results show the differential characteristic of tourism UGEs: user initiative and empowerment, full organisation and structure, great social media use and UGC production, brand dissemination, attraction capacity, strong online community bond and faithfulness. With UGEs, an event management paradigm shift occurs as organisations are no longer the main initiators and controllers of the event.

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

    OpenAIRE

    T. Volkan YUZER

    2007-01-01

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

  1. VIRTUAL ARCHAEOLOGICAL ENVIRONMENTS GENERATED IN AVAYALIVE ENGAGE

    Directory of Open Access Journals (Sweden)

    ANTHONY Rigby

    2014-09-01

    Full Text Available Realistically rendered and textured virtual spaces can be created in the AVAYALIVE ENGAGE platform by importing high polygon models and scaled accurately reproduced textures. In addition MellaniuM has successfully developed an application for utilizing all the archaeological virtual assets developed in 3D Studio Max or generated over the past several years using photogrammetry and laser scanning. It is possible therefore to create interactive environments of archaeological significance that can be accessed through the Internet and available to up to 40 participants. 

  2. Conceptualizing Media Generations: the Print-, Online- and Individualized Generations

    DEFF Research Database (Denmark)

    Westlund, Oscar; A Färdigh, Mathias

    2012-01-01

    During the 1990s news publishers established an online presence and in the 2000s they developed cross-media news work. This has resulted in changing news accessing habits, with varied magnitude among generations. This article aims to construct theoretically sound news media generations, through...... statistical analysis of data from a nationally representative scientific omnibus survey conducted in 2010. Firstly the article presents a descriptive and explanatory analysis of how eight generational cohorts utilize news in print and/or online and/or mobile. Secondly these findings are used for merging...... highest of online only news accessing (Pearson’s r = .135). The heterogeneous news usage patterns exhibited by the individualized generation (1980s-1990s) were accommodated for by two cohorts. The online cohort shows high probability for online-only news usage (49%) and a positive correlation (Pearson’s r...

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

    Directory of Open Access Journals (Sweden)

    T. Volkan YUZER

    2007-01-01

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

  4. 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.

  5. 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.

  6. A study of Generation Z’s involvement in virtual reality

    Directory of Open Access Journals (Sweden)

    Puchkova E.B.

    2017-12-01

    Full Text Available Background. This study analyzes the characteristics of modern teenagers’ involvement in virtual reality (VR. It also examines various approaches to VR in Russian science. In the current study the concept of virtual reality is defined as a particular informational environment in which a person can exist and develop. It is created by a special class of technical systems, formed on the basis of computer hypertext technology, and has a number of social and psychological characteristics. We pay special attention to the significance of virtual space for generation Z (according to the William Strauss and Neil Howe generational theory. The main factor determining the unique psychological features of the generation Z is its active involvement in virtual reality from the moment of birth. Involvement in a virtual reality is measurable by a teenager’s activity on the Internet. Objective. Our study set out to determine the level of Russian generation Z’s involvement in virtual reality. Design. We analyzed the results of a survey conducted among Moscow adolescents using multivariate profiles. Two hundred fifty-four teenagers 12-14 years old were interviewed during the study. Results and conclusion. Analysis of the data revealed the following: Modern teenagers are involved in VR with varying degrees of depth; their main type of activity on the Internet is searching for educational information and news; and no significant differences by gender in the purposes of using the Internet were found. However, it was also determined that girls’ activity in VR is more related to communication and interpersonal interaction, even though it’s indirect via the Internet, while boys prefer the “gaming” possibilities of VR; that teenagers are rather critical of the information they obtain by the Internet, and that their level of trust in the online information is low. The same trend is evident in the fact that students prefer not to make new friends in virtual

  7. Virtual Community, social network and media environment of Canary Isands regional digital newspapers

    Directory of Open Access Journals (Sweden)

    Dr. Francisco Manuel Mateos Rodríguez

    2008-01-01

    Full Text Available The impact of the new communication and information technologies has favoured the creation of multiple local newspaper websites in the Canary Islands, thus making the regional press emerge as an alternative on the rise. This tendency affects significantly both traditional and new editions of the different regional and local newspapers from the Canaries and motivates a different distribution, positioning and development within the local media environment in which these media share a novel dimension of communication with a specific virtual community and social network within the World Wide Web.

  8. A Declarative Approach to Procedural Generation of Virtual Worlds

    NARCIS (Netherlands)

    Smelik, R.M.

    2011-01-01

    With the ever increasing costs of manual content creation for 3D virtual worlds, the potential of generating content automatically becomes too attractive to ignore. However, for most designers, procedural generation methods are complex and unintuitive to use, and offer little user control.

  9. CycloPs: generating virtual libraries of cyclized and constrained peptides including nonnatural amino acids.

    Science.gov (United States)

    Duffy, Fergal J; Verniere, Mélanie; Devocelle, Marc; Bernard, Elise; Shields, Denis C; Chubb, Anthony J

    2011-04-25

    We introduce CycloPs, software for the generation of virtual libraries of constrained peptides including natural and nonnatural commercially available amino acids. The software is written in the cross-platform Python programming language, and features include generating virtual libraries in one-dimensional SMILES and three-dimensional SDF formats, suitable for virtual screening. The stand-alone software is capable of filtering the virtual libraries using empirical measurements, including peptide synthesizability by standard peptide synthesis techniques, stability, and the druglike properties of the peptide. The software and accompanying Web interface is designed to enable the rapid generation of large, structurally diverse, synthesizable virtual libraries of constrained peptides quickly and conveniently, for use in virtual screening experiments. The stand-alone software, and the Web interface for evaluating these empirical properties of a single peptide, are available at http://bioware.ucd.ie .

  10. Improving students’ creativity using cooperative learning with virtual media on static fluida concept

    Science.gov (United States)

    Gunawan; Harjono, A.; Sahidu, H.; Nisrina

    2018-04-01

    Creativity is an important component of global competition in the 21st century. Therefore, learning innovation is needed to make students more creative. This research was conducted to improve students' creativity through cooperative learning using virtual media for the static fluid concept. This study was a quasi-experiment through a pre-test post-test design. The samples were chosen using cluster random sampling technique to obtain two groups, namely experimental group and control group. Data were collected using a creativity test in the form of an essay consisting of verbal and figural tests. The data were analyzed using t-test and N-gain test to determine the improvement of creativity in both groups. The results showed that the improvement of students' creativity in the experimental group was higher than the control group. The difference in the improvement of students’ creativity in both group is significant. Students become more creative especially related to indicators of fluency and elaboration. We conclude that the application of cooperative learning model using virtual media has a positive effect on students’ creativity.

  11. Generation IV Nuclear Energy Systems Construction Cost Reductions through the Use of Virtual Environments - Task 4 Report: Virtual Mockup Maintenance Task Evaluation

    Energy Technology Data Exchange (ETDEWEB)

    Timothy Shaw; Anthony Baratta; Vaughn Whisker

    2005-02-28

    Task 4 report of 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. This report focuses on using Full-scale virtual mockups for nuclear power plant training applications.

  12. Generation IV Nuclear Energy Systems Construction Cost Reductions through the Use of Virtual Environments - Task 4 Report: Virtual Mockup Maintenance Task Evaluation

    International Nuclear Information System (INIS)

    Timothy Shaw; Anthony Baratta; Vaughn Whisker

    2005-01-01

    Task 4 report of 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. This report focuses on using Full-scale virtual mockups for nuclear power plant training applications

  13. Towards augmented reality: The dialectics of physical and virtual space

    Directory of Open Access Journals (Sweden)

    Guga Jelena

    2015-01-01

    Full Text Available Spaces generated by new media technologies, no matter how abstract they may be, represent a qualitatively new form of the media environment. Moreover, they are integrated into everyday life in a way that they have become the constituents of social reality. Based on dualistic Cartesian understanding of real and virtual space, virtuality still carries a connotation of 'other' world, which is ontologically and phenomenologically different from 'reality'. However, virtuality as a characteristic of new media technologies should neither be equated with illusion, deception or fiction nor set in opposition to reality, given that it embodies real interactions. Instead, we could say that there are different types or levels of reality and that the virtual exists as reality qualitatively different from that of physical reality. Today, when every place on the planet, as well as social, political, and cultural activities, have their digital manifestations, can we still talk about virtual space as an isolated phenomenon? The ubiquitous use of new media technologies such as smartphones or wearables has profoundly transformed the experience of modern man. It is more and more determined by technologically mediated reality, i.e. augmented reality. In this regard, the key issues that will be addressed in this article are the ways technologically mediated spaces redefine not only the social relationships, but also the notions of identity, embodiment, and the self.

  14. M3D (Media 3D): a new programming language for web-based virtual reality in E-Learning and Edutainment

    Science.gov (United States)

    Chakaveh, Sepideh; Skaley, Detlef; Laine, Patricia; Haeger, Ralf; Maad, Soha

    2003-01-01

    Today, interactive multimedia educational systems are well established, as they prove useful instruments to enhance one's learning capabilities. Hitherto, the main difficulty with almost all E-Learning systems was latent in the rich media implementation techniques. This meant that each and every system should be created individually as reapplying the media, be it only a part, or the whole content was not directly possible, as everything must be applied mechanically i.e. by hand. Consequently making E-learning systems exceedingly expensive to generate, both in time and money terms. Media-3D or M3D is a new platform independent programming language, developed at the Fraunhofer Institute Media Communication to enable visualisation and simulation of E-Learning multimedia content. M3D is an XML-based language, which is capable of distinguishing between the3D models from that of the 3D scenes, as well as handling provisions for animations, within the programme. Here we give a technical account of M3D programming language and briefly describe two specific application scenarios where M3D is applied to create virtual reality E-Learning content for training of technical personnel.

  15. Personal Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2004-01-01

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

  16. Social Media, Education and Data Sharing

    Science.gov (United States)

    King, T. A.; Walker, R. J.; Masters, A.

    2011-12-01

    Social media is a blending of technology and social interactions which allows for the creation and exchange of user-generated content. Social media started as conversations between groups of people, now companies are using social media to communicate with customers and politicians use it to communicate with their constituents. Social media is now finding uses in the science communities. This adoption is driven by the expectation of students that technology will be an integral part of their research and that it will match the technology they use in their social lifes. Students are using social media to keep informed and collaborate with others. They have also replaced notepads with smart mobile devices. We have been introducing social media components into Virtual Observatories as a way to quickly access and exchange information with a tap or a click. We discuss the use of Quick Response (QR) codes, Digital Object Identifiers (DOIs), unique identifiers, Twitter, Facebook and tiny URL redirects as ways to enable easier sharing of data and information. We also discuss what services and features are needed in a Virtual Observatory to make data sharing with social media possible.

  17. Generating Culture-Specific Gestures for Virtual Agent Dialogs

    DEFF Research Database (Denmark)

    Endrass, Birgit; Damian, Ionut; Huber, Peter

    2010-01-01

    Integrating culture into the behavioral model of virtual agents has come into focus lately. When investigating verbal aspects of behavior, nonverbal behaviors are desirably added automatically, driven by the speech-act. In this paper, we present a corpus driven approach of generating gestures...

  18. Virtual cathode microwave generation using inhomogeneous magnetic field and wave guide wall configuration

    International Nuclear Information System (INIS)

    Thode, L.E.; Kwan, T.J.T.

    1984-01-01

    Microwave generation from a virtual cathode system is investigated using two-dimensional particle-in-cell simulation. In the typical virtual cathode geometry, the electron beam diode is separated from the output waveguide by a ground plane which is a thin foil or screen. By lowering the diode impedance sufficiently, it is possible to form a virtual cathode in the waveguide region a short distance from the ground plane. In this configuration two mechanisms can lead to microwave generation: 1) electron bunching due to reflection between the real and virtual cathode and 2) electron bunching due to virtual cathode oscillation. Both mechanisms are typically present, but it appears possible to make one mechanism dominant by adjusting the output waveguide radius. Although such a configuration might generate 1-10 GW output, electron deposition into the ground plane, waveguide wall, and output window causes breakdown. To overcome these disadvantages, the authors have investigated a configuration with no ground plane coupled with the use of an inhomogeneous external magnetic field and waveguide wall

  19. Monster High as a Virtual Dollhouse: Tracking Play Practices across Converging Transmedia and Social Media

    Science.gov (United States)

    Wohlwend, Karen E.

    2017-01-01

    Background: Today, children play in transmedia franchises that bring together media characters, toys, and everyday consumer goods with games, apps, and websites in complex mergers of childhood cultures, digital literacies, consumer practices, and corporate agendas. Recent research on youth videogames and virtual worlds suggests the productive…

  20. Designing Virtual Learning Environments

    DEFF Research Database (Denmark)

    Veirum, Niels Einar

    2003-01-01

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

  1. Media generations and their advertising attitudes and avoidance: a six-country comparison

    OpenAIRE

    Goot, Margot; Rozendaal, E. (Esther); Opree, Suzanna; Ketelaar, P.E. (Paul E.); Smit, E.G. (Edith G.)

    2017-01-01

    textabstractThis cross-national survey (N = 5784) examined generational differences in media use, advertising attitudes and avoidance for five media (websites, social media, mobile phones, television, newspapers) in six countries (Germany, Spain, United Kingdom, United States, France, and the Netherlands). The results showed that the net generation and the newspaper generation, but not the TV generation, were clearly distinct in the frequency of their media use in all six countries. For adver...

  2. Media generations and their advertising attitudes and avoidance: A six-country comparison

    OpenAIRE

    van der Goot, M.J.; Rozendaal, E.; Opree, S.J.; Ketelaar, P.E.; Smit, E.G.

    2018-01-01

    textabstractThis cross-national survey (N = 5784) examined generational differences in media use, advertising attitudes and avoidance for five media (websites, social media, mobile phones, television, newspapers) in six countries (Germany, Spain, United Kingdom, United States, France, and the Netherlands). The results showed that the net generation and the newspaper generation, but not the TV generation, were clearly distinct in the frequency of their media use in all six countries. For adver...

  3. Media generations and their advertising attitudes and avoidance: A six-country comparison

    OpenAIRE

    Goot, M.J. van der; Rozendaal, E.; Opree, S.J.; Ketelaar, P.E.; Smit, E.G.

    2018-01-01

    This cross-national survey (N = 5784) examined generational differences in media use, advertising attitudes and avoidance for five media (websites, social media, mobile phones, television, newspapers) in six countries (Germany, Spain, United Kingdom, United States, France, and the Netherlands). The results showed that the net generation and the newspaper generation, but not the TV generation, were clearly distinct in the frequency of their media use in all six countries. For advertising attit...

  4. Waves spontaneously generated by heterogeneity in oscillatory media

    Science.gov (United States)

    Cui, Xiaohua; Huang, Xiaodong; Hu, Gang

    2016-05-01

    Wave propagation is an important characteristic for pattern formation and pattern dynamics. To date, various waves in homogeneous media have been investigated extensively and have been understood to a great extent. However, the wave behaviors in heterogeneous media have been studied and understood much less. In this work, we investigate waves that are spontaneously generated in one-dimensional heterogeneous oscillatory media governed by complex Ginzburg-Landau equations; the heterogeneity is modeled by multiple interacting homogeneous media with different system control parameters. Rich behaviors can be observed by varying the control parameters of the systems, whereas the behavior is incomparably simple in the homogeneous cases. These diverse behaviors can be fully understood and physically explained well based on three aspects: dispersion relation curves, driving-response relations, and wave competition rules in homogeneous systems. Possible applications of heterogeneity-generated waves are anticipated.

  5. Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games

    Science.gov (United States)

    Korsgaard, M. Audrey; Picot, Arnold; Wigand, Rolf T.; Welpe, Isabelle M.; Assmann, Jakob J.

    This chapter considers fundamental concepts of effective virtual teams, illustrated by research on Travian, a massively multiplayer online strategy game wherein players seek to build empires. Team inputs are the resources that enable individuals to work interdependently toward a common goal, including individual and collective capabilities, shared knowledge structures, and leadership style. Team processes, notably coordination and cooperation, transform team inputs to desired collective outcomes. Because the members of virtual teams are geographically dispersed, relying on information and communication technology, three theories are especially relevant for understanding how they can function effectively: social presence theory, media richness theory, and media synchronicity theory. Research in settings like Travian can inform our understanding of structures, processes, and performance of virtual teams. Such research could provide valuable insight into the emergence and persistence of trust and cooperation, as well as the impact of different communication media for coordination and information management in virtual organizations.

  6. Efficient Generation and Selection of Virtual Populations in Quantitative Systems Pharmacology Models.

    Science.gov (United States)

    Allen, R J; Rieger, T R; Musante, C J

    2016-03-01

    Quantitative systems pharmacology models mechanistically describe a biological system and the effect of drug treatment on system behavior. Because these models rarely are identifiable from the available data, the uncertainty in physiological parameters may be sampled to create alternative parameterizations of the model, sometimes termed "virtual patients." In order to reproduce the statistics of a clinical population, virtual patients are often weighted to form a virtual population that reflects the baseline characteristics of the clinical cohort. Here we introduce a novel technique to efficiently generate virtual patients and, from this ensemble, demonstrate how to select a virtual population that matches the observed data without the need for weighting. This approach improves confidence in model predictions by mitigating the risk that spurious virtual patients become overrepresented in virtual populations.

  7. An Embeddable Virtual Machine for State Space Generation

    NARCIS (Netherlands)

    Weber, M.; Bosnacki, D.; Edelkamp, S.

    2007-01-01

    The semantics of modelling languages are not always specified in a precise and formal way, and their rather complex underlying models make it a non-trivial exercise to reuse them in newly developed tools. We report on experiments with a virtual machine-based approach for state space generation. The

  8. Persona Generation from Aggregated Social Media Data

    DEFF Research Database (Denmark)

    Jung, Soon-Gyo; An, Jisun; Kwak, Haewoon

    2017-01-01

    We develop a methodology for persona generation using real time social media data for the distribution of products via online platforms. From a large social media account containing more than 30 million interactions from users from 181 countries engaging with more than 4,200 digital products...... produced by a global media corporation, we demonstrate that our methodology can first identify both distinct and impactful user segments and then create persona descriptions by automatically adding pertinent features, such as names, photos, and personal attributes. We validate our approach by implementing...

  9. Generation, life course and news media use in Sweden 1986–2011

    DEFF Research Database (Denmark)

    Westlund, Oscar; Weibull, Lennart

    2013-01-01

    It has been posited that different generations are largely influenced by the characteristics of the media landscape they inherit and grow into in their formative years. However, we also know from empirical studies that individual media use changes over the life course. At present no empirical study...... the empiric analyses into distinct media system contexts. The findings evidence the generational hypothesis on formative socialization, especially with regards to the dutifuls and the baby boomers. Nevertheless, age and life cycle are also identified as critically important factors. The findings show...... has analysed and compared the use of several news media among different generations in relation to both life cycle factors and media development over significant periods of time. Hence, this article explores the topic through its cross-generational comparison of transforming news media usage...

  10. Media Multitasking across Generations: Simultaneous Mobile Internet and Television Usage Behaviors and Motives

    Directory of Open Access Journals (Sweden)

    Yuhmiin Chang

    2015-07-01

    Full Text Available Simultaneous mobile internet and television usage has been getting very popular. Few, if any, studies explicated generational differences in this type of media multitasking behaviors. This study is the first to examine whether different generations have different behaviors and motives in the mobile internet-television media multitasking context. A national face-to-face survey with the probability proportional to size random sampling method was employed. The results showed that Web generation was most likely to perform mobile internet-television media multitasking behavior, followed by X generation and Baby Boomer generation. Web generation paid most attention to the contents on the mobile Internet, X generation focused their attention on either television or mobile internet, and Baby Boomer generation paid most attention to the contents on television. The results also showed that the motives driving mobile internet-television media multitasking behavior were the same across generations, including “habit and convenience” and “cognition and status.” All these findings supported the proposed theory of cross generation media multitasking behavior and the proposed method of analyzing the motives driving media multitasking behaviors.

  11. Virtual Reality Game Education to Learn Traffic Regulation

    Directory of Open Access Journals (Sweden)

    Andru Deva Lukito

    2017-10-01

    Full Text Available Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO[1]. Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training [2]. One of them that can be used is digital media.  One of interactive digital media is digital game, various form of digital game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves”[3]. Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign, Road traffic, children, education

  12. Augmented and virtual reality in the media: Questioning the concept of 'immersive' journalism

    Directory of Open Access Journals (Sweden)

    Krstić Aleksandra

    2017-01-01

    Full Text Available This article questions and analyzes the concept of 'immersive' journalism, which has emerged from advanced technologies of augmented and virtual reality and which has already been changing the role of the media, journalism and audiences' experiences. Developed and applied in media and tech companies in the Western countries, this form of journalism represents one of the growing business models used by companies oriented towards improving and developing social networks, mobile platforms and multimedia online portals. Immersion of the audience into journalistic stories, which are upgraded by AR and VR technologies, represents the key change of our understanding, analyzing and representing the reality, and at the same time brings into question ethical and professional journalistic standards. Built on the growing body of academic scholarship and contemporary research in the field, this article critically examines the concept 'immersive' journalism and looks into relevant aspects of its theoretical foundations and practical implementation in the media industry and the university education of journalists.

  13. Social Media Providing an International Virtual Elective Experience for Student Nurses

    Directory of Open Access Journals (Sweden)

    Paula M. Procter

    2017-04-01

    Full Text Available The advances in social media offer many opportunities for developing understanding of different countries and cultures without any implications of travel. Nursing has a global presence and yet it appears as though students have little knowledge of the health and social care needs and provision outside their local environment. Our collaboration across three countries, New Zealand, United Kingdom, and the United States of America, brought the two themes together with the aim of senior student nurses having a communication channel to explore public health issues in each country. Using a closed Facebook™ page, third year undergraduate adult nursing students were invited to take part in a three month pilot study to test the feasibility of virtual collaboration through exchanging public health issues. Here we report upon the collaboration, operation of the social media, and main findings of the study. Three core areas will be reported upon, these being the student’s views of using social media for learning about international perspectives of health, seeing nursing as a global profession and recommendations for future development of this positively reviewed learning technique. To conclude consideration will be given to further development of this work by the collaborative team expanding the countries involved.

  14. Machinima interventions: innovative approaches to immersive virtual world curriculum integration

    Directory of Open Access Journals (Sweden)

    Andrew John Middleton

    2008-12-01

    Full Text Available The educational value of Immersive Virtual Worlds (IVWs seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real-life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student-generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation.

  15. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

    In relation to the Tutor course in the Mediterranean Virtual University (MVU) project, a virtual workshop “Getting experiences with different synchronous communication media, collaboration, and group work” was held with all partner institutions in January 2006. More than 25 key-tutors within MVU...

  16. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

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

  17. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

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

  18. The great divide: social media's role in bridging healthcare's generational shift.

    Science.gov (United States)

    Sarringhaus, Meredith M

    2011-01-01

    Social media, a resource largely untapped in the healthcare field, presents opportunities and advantages and, if used properly, can innovate healthcare and create a competitive advantage for adopters. Many organizations have considered social media but dismissed its advantages as fleeting products of the new generation entering the workforce: the millennials. However, the millennial generation has assumed a greater presence in clinical and administrative positions as the baby boomer generation prepares for retirement. This article advocates the adoption of social media in healthcare organizations as a strategic advantage in connecting with their patient population and recruiting and retaining millennial staff amid the generational shift of the healthcare workforce.

  19. 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

  20. THE ROLE OF USER GENERATED CONTENT IN «NEW» MEDIA RESEARCH

    Directory of Open Access Journals (Sweden)

    Dmitry Igorevich Kaminchenko

    2014-11-01

    Full Text Available Purpose/subjectInvestigation of the role of user generated content in understanding of «new» media.Method/methodologyStructural and functional method is in the base.Results of workThe «new» media technologies meaning is considerated from the position of user created content. The concrete features of this content that display in functioning of «new» media are noticed in the article.Application of resultsResearch results may be useful in the future investigation of a phenomenon of «new» media.ConclusionsUnderstanding of the phenomenon of new media was deepened in the base of this features of user generated content. The author draws attention to the process of this content features showing in the political meaning of new media.

  1. The Role of Semantics in Next-Generation Online Virtual World-Based Retail Store

    Science.gov (United States)

    Sharma, Geetika; Anantaram, C.; Ghosh, Hiranmay

    Online virtual environments are increasingly becoming popular for entrepreneurship. While interactions are primarily between avatars, some interactions could occur through intelligent chatbots. Such interactions require connecting to backend business applications to obtain information, carry out real-world transactions etc. In this paper, we focus on integrating business application systems with virtual worlds. We discuss the probable features of a next-generation online virtual world-based retail store and the technologies involved in realizing the features of such a store. In particular, we examine the role of semantics in integrating popular virtual worlds with business applications to provide natural language based interactions.

  2. Virtual laboratory of electrical mini-grids with distributed generation

    International Nuclear Information System (INIS)

    Menezes Ramos, Vanessa; Barros Galhardo, Marcos André; Oliveira Barbosa, Claudomiro Fábio de; Tavares Pinho, João

    2015-01-01

    This paper presents a computing tool called Virtual Laboratory de Minirredes (Virtual Laboratory of Mini-grids). Using the virtual environment of the developed tool, it is possible to make remote connection/disconnection of switches and loads (resistive, inductive, capacitive and non-linear) at strategic points of the electric mini-grid with hybrid distributed generation systems (solar photovoltaic-diesel). The mini-grid has a length of about 1 km and is installed in the test area of the Grupo de Estudios e Desenvolvimento de Alternativas Exergética (GEDAE) of the Universidade Federal do Pará, located in the city of Belém, Pará, Brazil. The developed tool has communication functions with electric parameters transducers and programmable logic controllers (PLCs). This communication enables the opening and closing of contactors, resulting in different settings for the mini-grid. In addition to that, based on the proposed configuration by the user, the real-time operation status of mini-grid is presented in a graphic interface (for example, monitored electric parameters, distributed generators connected, status of disconnected switches, etc.) and the acquired data is stored. The use of the computing tool also focuses on the construction of a database, in order to obtain knowledge about the mini-grid performance under various conditions that can be set, depending on the operational strategy adopted, based on the choice of the layout, loads and power sources used in the mini-grid. (full text)

  3. Bridging Media with the Help of Players

    Science.gov (United States)

    Nitsche, Michael; Drake, Matthew; Murray, Janet

    We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.

  4. Use of virtual environments to reduce the construction costs of the next generation nuclear power reactors

    International Nuclear Information System (INIS)

    Whisker, V.E.; Baratta, A.J.

    2007-01-01

    The near term deployment of the next generation of reactors will only be successful if they are built on time and without the costly overruns experienced in the previous generation. One critical factor in achieving these goals is to ensure the design is optimized for constructability. In this work the authors explored the effectiveness of full-scale virtual reality simulation in the optimization of the design and construction of the next generation of nuclear reactors. The research tested the suitability of immersive virtual reality display technology in aiding engineers in evaluating potential cost reductions that can be realized by the optimization of design and installation and construction sequences. The intent of this research is to see if this type of technology can be used in capacities similar to those currently filled by full-scale physical mockups and desktop simulations. Using a fully-immersive five sided virtual reality system, known as a CAVE, the authors constructed a series of virtual mockups that represented two next generation nuclear power plants, the Westinghouse AP-1000 and the Pebble Bed Modular Reactor (PBMR). These virtual mockups were then tested as a design tool to help locate and correct problem areas, to optimize the construction sequence, and to assist with familiarizing trades people with the performance of maintenance activities. A series of experiments were performed to assess the usefulness of these virtual mockups in accomplishing these tasks. (authors)

  5. Simulacra and virtualization technologies in information society

    Directory of Open Access Journals (Sweden)

    Vadim A. Emelin

    2016-09-01

    Full Text Available In this paper virtualization and simulation technologies in the context of higher mental functions in information society are observed. The category of “simulacrum” considered within the representative model (Plato and unrepresentative model (Deleuze, Baudrillard is considered as a key factor for the theoretical analysis of virtual reality. Virtual reality is described as a space of simulacra, special signs that, unlike signs-copies do not fix any similarity, but fix dissimilarity with reference reality generating a sequence of simulations. A problem of subjectivity is highlighted, containing the merger of the subject and simulacrum in virtual reality. Thus, staying in a real world physically, the subject transits into a virtual world mentally. There it is endowed by a new virtual body, that has nothing in common with the subject’s corporeality. There are traps for technological simulacra related to the development of phantom reality and to the possibilities of combining virtual and true reality. Nowadays, technologies are becoming such power that is capable if erasing the border between a signifier and the signified. “Virtual” events play the leading role in information space. However, they generate real consequences, again acquiring real reflections and making an endless chain of switches between the real and the virtual events. As an example of destructive simulation, the use of virtual technologies for conducting military actions or for creating and promoting news events in mass media is given. It is stated that have become an inseparable part of cultural and historical reality of information society. It is indistinguishability of virtual and real entity that is defined as a reason of transformational processes of not only the identity but also of higher mental functions.

  6. Social Media in Virtual Marketing

    OpenAIRE

    Jalees, Tariq; Tariq, Huma; Zaman, Syed Imran; Alam Kazmi, Syed Hasnain

    2015-01-01

    Social media usage in the world and especially in Pakistan has a high growth due to which it (social media) has a potential of becoming an effective marketing tool. Despite its comparatively low cost and significance, marketers are not effectively utilizing social media. Thus the aim of this study is to measure the influence (effect) of four social variables: social capital, trust, homophily and interpersonal influence on electronic word of mouth (eWOM) communication. The sample size for the stu...

  7. Generation and Application of Virtual Dynamic Learning Environments

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2009-04-01

    Full Text Available The generation of virtual dynamic learning environments by mental imagery improved physical education of student teachers. Up-to-date studies showed that training computerized simulations improved spatial abilities, especially visualization of the body's movements in space, and enhanced academic achievements. The main program of the research concentrated on creating teaching units focusing on a variety of physical skills through computerized dynamic presentations. The findings showed that as the student teachers practiced the creation of simulations through the PowerPoint Software, it became clear to them how the computer is related to physical activities. Consequently their presentations became highly animated, and applied to the natural environment. The student teachers applied their presentations in their practical classroom and reported about their pupils' progress in physical skills. Moreover the motivation of the student teachers and pupils to both modes of learning, manipulating virtually and physically, was enhanced.

  8. Generations in Analysis of Costumer Behaviors: A Study On Social Media Using

    OpenAIRE

    Sarıtaş, Emel; Barutçu, Süleyman

    2016-01-01

    In this study, generation concept is analyzed and social media was investigated by level of use varies according to generation in terms of marketing management and consumer behavior. The face to face survey conducted on 397 people from different generation. According to results; X-Y-Z generation that important tool grouping customer behavior, don’t show great difference for the purpose of social media, especially disappear difference “start communication, share the content, entertainment”. Ho...

  9. Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey

    Directory of Open Access Journals (Sweden)

    Werner Gaisbauer

    2017-06-01

    Full Text Available On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG allows tiny teams to create huge worlds like Hello Games did with only four people (in the beginning for the recently released game No Man's Sky. Following in the footsteps of Hello Games, this paper tries to equip the reader with an overview about the state-of-the-art of how to build such a virtual world, i.e., a populated virtual city with buildings, streets, parks, vegetation, humans, and vehicles, using just PCG assets. Each PCG asset that is envisioned to bring the city to life is grouped and discussed in detail and the latest research trends in PCG are presented together with open questions. Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets. The city can then be used for many applications like games, virtual reality (VR, or film.

  10. "Typing Back": Social Media as Space for Critical Discourse

    Science.gov (United States)

    Careless, Erin Jennifer

    2015-01-01

    Social media applications such as Facebook and Twitter have become integrated into sociocultural practices for millions of people around the world, and are having an enduring impact on the field of adult education. As essentially free, virtually non-hierarchical tools that facilitate user-generated knowledge, these online spaces may be powerful…

  11. Virtual materiality

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    as their recounts of them and 3. the consumption of other media products like movies, reality shows, YouTube videos etc. How do we theorize ‘matter’ in such dimensions? Is it possible to theorize virtual matter as ‘materiality’ in line with any real life materiality? What conceptualization will help us understand......? These questions become crucial when we follow matter in and across real life, virtual experience, recounted imagery, night dreams, YouTube videos and even further. Some may already have recognized Phillip’s skeleton army as a transport/transformation from Lord of the Rings, DVD 3, the army which Aragon calls out....... Butler, J. (1993) Bodies that Matter. On the Discursive Limits of “Sex”. London: Routledge. Durkin, K. et al. (1998) Children, Media and Agression. Current Research in Australia and New Zealand. In: Carlson, U. & von Feilitzen, C. (red): Children and Media Violence. Yearbook from the UNESCO International...

  12. From We-Media to I-Media: Identity Transformations in the Virtual World

    Directory of Open Access Journals (Sweden)

    Alexandr G. Asmolov

    2009-01-01

    Full Text Available The blogs as the platform for a virtual personality construction are considered in the article on the assumption of the positions of Lev S.Vygotsky’s cultural-historical approach. Internet journalism practices are considered as the example for the processes of virtual “I” formation. The authors affirm that the appearance of consecutive and stable “I-representation” in Internet is the necessary condition for a change in dynamics of social nets development from motives which are out of Internet in physical space towards situation when a virtual personality is enough full-fledged to be a motive for new social interactions creation not leaving Internet. As a result a virtual personality turns into a net-creating factor and Internet loses its unoriginality in relation to physical space. Using Lev Vygotsky’s “internal speech” concept, the article suggests to consider this interaction as a dairy discourse – “A dialog of internal voices”, which turns a virtual personality from the product of self representation into the product of social interaction. The authors affirm that the ability to construct a virtual personality is the integral part for personality formation in the new information society and propose to regard journalism practices as one of the methods of effective self representation in Internet.

  13. Examining the media as channels of conflict generation | Osong ...

    African Journals Online (AJOL)

    Wilson, (2013, p.16) and Omenugba, (2013, 0.2) advanced so many reasons for conflict in the world. Not found in their lists is where the media, an acknowledged agent for the courier of information, is a source of conflict. How is the media a channel for conflict generation? This is the question we will be eliciting answers to, ...

  14. Media generations and their advertising attitudes and avoidance : a six-country comparison

    NARCIS (Netherlands)

    M.J. van der Goot (Margot); Rozendaal, E. (Esther); S.J. Opree (Suzanna); Ketelaar, P.E. (Paul E.); Smit, E.G. (Edith G.)

    2017-01-01

    textabstractThis cross-national survey (N = 5784) examined generational differences in media use, advertising attitudes and avoidance for five media (websites, social media, mobile phones, television, newspapers) in six countries (Germany, Spain, United Kingdom, United States, France, and the

  15. Media generations and their advertising attitudes and avoidance: A six-country comparison

    NARCIS (Netherlands)

    van der Goot, M.J.; Rozendaal, E.; Opree, S.J.; Ketelaar, P.E.; Smit, E.G.

    2018-01-01

    This cross-national survey (N = 5784) examined generational differences in media use, advertising attitudes and avoidance for five media (websites, social media, mobile phones, television, newspapers) in six countries (Germany, Spain, United Kingdom, United States, France, and the Netherlands). The

  16. Media Memories in Focus Group Discussions - Methodological Reflections Instancing the Global Media Generations Project

    Directory of Open Access Journals (Sweden)

    Theo Hug

    2010-06-01

    Full Text Available Medienereignisse wie auch die Einführung und Verbreitung neuer Medientechnologien und Formate bringen mannigfaltige Wege des „Eintretens von Medien ins Leben“ mit sich. Im Projekt Globale Mediengenerationen (GMG wurden Medienerinnerungen aus der Kindheit im Kontext von Gruppendiskussionen am Beispiel dreier Generationen aus verschiedenen Ländern aller Kontinente untersucht. Dabei wurden medienbezogene Wissensbestände von drei Alterskohorten globaler Generationen analysiert. Der Artikel diskutiert methodologische Aspekte des Projekts und komplexe und selektive Prozesse des Erinnerns vergangener Ereignisse. Er untersucht Gemeinsamkeiten und Unterschiede des GMG-Ansatzes mit dem dokumentarischen Ansatz von Ralf Bohnsack, die beide in der Wissenssoziologie von Karl Mannheim verwurzelt sind. Darüber hinaus wird Medialität als basale methodologische Kategorie in Erwägung gezogen, nicht nur im Hinblick auf die Klärung begrifflicher Grundlagen, sondern auch als inhärente Dimension von Forschungsprozessen. Media events in general and the introduction and divulgence of new media technologies and formats in particular implicate various (new ways of “media entering life.” In the Global Media Generations (GMG research project, articulation of individuals’ memories of childhood experiences with the media was afforded by context of focus groups of three generations in different countries of six continents. In this project media related knowledge segments of different age cohorts have been analyzed and interpreted. The article deals with methodological questions of the project and complex processes of ‘remembering’ past events. It explores commonalities and differences of the GMG approach with Ralf Bohnsack’s documentary approach, both rooted in the sociology of knowledge of Karl Mannheim. Furthermore, mediality is taken into consideration as a basic methodological category, which means that it is perceived not only as subject matter to

  17. Is there a role for virtual otoscopy in the preoperative assessment of the ossicular chain in chronic suppurative otitis media? Comparison of HRCT and virtual otoscopy with surgical findings

    Energy Technology Data Exchange (ETDEWEB)

    Pandey, A.K. [University of British Columbia, Department of Radiology, St. Paul Hospital, Vancouver, BC (Canada); Bapuraj, J.R. [University of Michigan, Division of Neuroradiology, Department of Radiology, University Hospital, Ann Arbor, MI (United States); Gupta, A.K. [Post Graduate Institute of Medical Education and Research, Department of Otolaryngology, Chandigarh (India); Khandelwal, N. [Post Graduate Institute of Medical Education and Research, Department of Radiodiagnosis, Chandigarh (India)

    2009-06-15

    The aim of this study was to assess the role of virtual otoscopy and 3D ossicular reconstruction in the preoperative assessment of the ossicles in chronic suppurative otitis media. Thirty three patients of chronic suppurative otitis media with conductive deafness (air-bone gap > 35 dB) were included in this prospective study. All patients underwent axial multidetector CT. The axial CT data set was utilized for multiplanar 2D reformations as well as virtual otoscopy (VO) and 3D reconstructions. The imaging findings on these two techniques were read independently by two radiologists with respect to different parts of the ossicular chain by using a three-point scoring system and were compared with surgical findings. Both imaging techniques had comparable accuracy for evaluation of larger ossicular parts. However, for evaluation of stapes superstructure, VO/3D images were more accurate (85.29%) than 2D images (76.97%). Assessment of the lenticular process and incudostapedial joint by HRCT and 2D reformatted images was not reliable (P > 0.1); however, significant correlation (P < 0.001) was present between VO/3D and the operative findings. Virtual otoscopy improves evaluation of the ossicular chain particularly that of smaller structures such as the lenticular process, incudostapedial joint and stapes superstructure which may influence decisions regarding planning of ossiculoplasty. (orig.)

  18. Is there a role for virtual otoscopy in the preoperative assessment of the ossicular chain in chronic suppurative otitis media? Comparison of HRCT and virtual otoscopy with surgical findings

    International Nuclear Information System (INIS)

    Pandey, A.K.; Bapuraj, J.R.; Gupta, A.K.; Khandelwal, N.

    2009-01-01

    The aim of this study was to assess the role of virtual otoscopy and 3D ossicular reconstruction in the preoperative assessment of the ossicles in chronic suppurative otitis media. Thirty three patients of chronic suppurative otitis media with conductive deafness (air-bone gap > 35 dB) were included in this prospective study. All patients underwent axial multidetector CT. The axial CT data set was utilized for multiplanar 2D reformations as well as virtual otoscopy (VO) and 3D reconstructions. The imaging findings on these two techniques were read independently by two radiologists with respect to different parts of the ossicular chain by using a three-point scoring system and were compared with surgical findings. Both imaging techniques had comparable accuracy for evaluation of larger ossicular parts. However, for evaluation of stapes superstructure, VO/3D images were more accurate (85.29%) than 2D images (76.97%). Assessment of the lenticular process and incudostapedial joint by HRCT and 2D reformatted images was not reliable (P > 0.1); however, significant correlation (P < 0.001) was present between VO/3D and the operative findings. Virtual otoscopy improves evaluation of the ossicular chain particularly that of smaller structures such as the lenticular process, incudostapedial joint and stapes superstructure which may influence decisions regarding planning of ossiculoplasty. (orig.)

  19. Virtual powers and virtual works in mechanics of micropolar continuous media

    International Nuclear Information System (INIS)

    Grossetie, J.C.

    1981-01-01

    The expression of virtual work and virtual powers of internal actions is established for a continuous medium where the actions are defined by fields of forces and moments. A basic formulation of the mechanical problem is thus obtained and can serve as the starting point for variational and quasi-variational formulations of these problems. This expression may be used in thermodynamic developments relating to research or constitutive laws of materials within the context of so-called hidden internal variable formulations. The principle of virtual works is given in general applied then to the classic case through a demonstration consistent with this principle and finally applied to the general case in which distributions of moments are included. The viewpoint adopted is that Euler-Cauchy. This expression will have to be accounted for in establishing thermodynamic relations regarding materials subjected to nuclear effects (irradiated materials)

  20. When global virtual teams share knowledge

    DEFF Research Database (Denmark)

    Klitmøller, Anders; Lauring, Jakob

    2013-01-01

    Technological developments and internationalization have made virtual communication a central part of everyday life in many larger organizations. In recent years this trend has been intensified by travel-budget cuts imposed by the global financial crisis. Accordingly, the use of virtual media...... for internal knowledge sharing is now more important than ever before. Extant studies have provided useful theories and empirical documentation on how to manage global virtual teams. However, no prior research has examined the interaction of media type with the relation between culture/language and canonical....../equivocal knowledge sharing. This is an important omission because cultural and linguistic variations are known to have a great effect on knowledge sharing. We use ethnographic field-study methodology for an exploratory examination of the effects of culture, shared language commonality and media choice on knowledge...

  1. Virtual Class Support at the Virtual Machine Level

    DEFF Research Database (Denmark)

    Nielsen, Anders Bach; Ernst, Erik

    2009-01-01

    This paper describes how virtual classes can be supported in a virtual machine.  Main-stream virtual machines such as the Java Virtual Machine and the .NET platform dominate the world today, and many languages are being executed on these virtual machines even though their embodied design choices...... conflict with the design choices of the virtual machine.  For instance, there is a non-trivial mismatch between the main-stream virtual machines mentioned above and dynamically typed languages.  One language concept that creates an even greater mismatch is virtual classes, in particular because fully...... general support for virtual classes requires generation of new classes at run-time by mixin composition.  Languages like CaesarJ and ObjectTeams can express virtual classes restricted to the subset that does not require run-time generation of classes, because of the restrictions imposed by the Java...

  2. Virtual instrumentation of a laboratory synchronous generator with LabVIEW; Instrumentacion virtual de un generador sincrono de laboratorio con LabVIEW

    Energy Technology Data Exchange (ETDEWEB)

    Uribe Fernandez, Uriel

    2003-07-01

    On this work measurement algorithms for variables from a synchronous generator are developed and implemented, in open architecture by means of virtual instrument in real time with the Laboratory Virtual Instrument Engineering Workbench (LabBIEW) that it is a development atmosphere based on the graphic programming. The main program menu of the virtual instrumentation has three options of measurement: The first option is a program that carries out the three phase measurement of: tension RMS, current RMS, magnitude, phase angle, power factor, apparent, active and reactive power and the graphic of these signals. The second option is a program that carries out the measurement of load angle from the synchronous generator. This measurement is made through the Fast Fourier Transformed (FFT), obtaining the voltage terminal, magnitude and phase angle with respect to the rotor position reference. This measurement varies from synchronous generator, operation conditions. The speed angle measurement is obtained from the load angle changes. These measurements are presented in graphic form in the time, with a virtual instrument type needle and in digital form. The range of load angle is +/- 180 degrees. The third option is a program that carries out the measurement of the load angle against active power (curve d-W), from the synchronous machine. [Spanish] En este trabajo se desarrollan e implementan algoritmos de medicion para variables de un generador sincrono, en arquitectura abierta, por medio de la instrumentacion virtual en tiempo real con el uso del Laboratory Virtual Instrument Engineering Workbench (LabVIEW) que es un ambiente de desarrollo basado en la programacion grafica. El programa principal menu de la instrumentacion virtual tiene tres opciones de medicion: La primera opcion es un programa que realiza la medicion trifasica de tension RMS, corriente RMS, magnitud, angulo de fase, factor de potencia, potencia aparente, activa y reactiva, y la graficacion de estas

  3. Use of virtual steam generator cassette for tube spatial design and SGC assembling procedure

    International Nuclear Information System (INIS)

    Kim, Y. W.; Kim, J. I.; Ji, S. K.

    2003-01-01

    A method of determining spatial arrangement of tube connection and assembling procedure of once-through helical steam generator cassette utilizing three dimensional virtual steam generator cassette has been developed on the basis of recent 3-D modelling technology. One ends of the steam generator tubes are connected to the module feed water header and the other sides are connected to the module steam header. Due to the complex geometry of tube arrangement, it is very difficult to connect the tubes to the module headers without the help of a physical engineering mock up. A comparative study has been performed at each design step for the tube arrangement and heat transfer area. Heat transfer area computed from thermal sizing was 4% less than that of measured. Heat transfer area calculated from the virtual steam generator cassette mock up has only 0.2% difference with that of measured. Assembling procedure of the steam generator cassette also, can be developed in the design stage

  4. The female innovation-generation consumer's evaluation

    African Journals Online (AJOL)

    user

    to date is the millennial consumer segment ... consumers (Eastman et al, 2014; Pérez-Luño et al, 2011), due to their love of technology and the virtual world. Consumers of the innovation- generation were born between 1980 and 2000 and currently fall in the age ... The constantly changing media habits of consumers ...

  5. Generation of realistic virtual nodules based on three-dimensional spatial resolution in lung computed tomography: A pilot phantom study.

    Science.gov (United States)

    Narita, Akihiro; Ohkubo, Masaki; Murao, Kohei; Matsumoto, Toru; Wada, Shinichi

    2017-10-01

    The aim of this feasibility study using phantoms was to propose a novel method for obtaining computer-generated realistic virtual nodules in lung computed tomography (CT). In the proposed methodology, pulmonary nodule images obtained with a CT scanner are deconvolved with the point spread function (PSF) in the scan plane and slice sensitivity profile (SSP) measured for the scanner; the resultant images are referred to as nodule-like object functions. Next, by convolving the nodule-like object function with the PSF and SSP of another (target) scanner, the virtual nodule can be generated so that it has the characteristics of the spatial resolution of the target scanner. To validate the methodology, the authors applied physical nodules of 5-, 7- and 10-mm-diameter (uniform spheres) included in a commercial CT test phantom. The nodule-like object functions were calculated from the sphere images obtained with two scanners (Scanner A and Scanner B); these functions were referred to as nodule-like object functions A and B, respectively. From these, virtual nodules were generated based on the spatial resolution of another scanner (Scanner C). By investigating the agreement of the virtual nodules generated from the nodule-like object functions A and B, the equivalence of the nodule-like object functions obtained from different scanners could be assessed. In addition, these virtual nodules were compared with the real (true) sphere images obtained with Scanner C. As a practical validation, five types of laboratory-made physical nodules with various complicated shapes and heterogeneous densities, similar to real lesions, were used. The nodule-like object functions were calculated from the images of these laboratory-made nodules obtained with Scanner A. From them, virtual nodules were generated based on the spatial resolution of Scanner C and compared with the real images of laboratory-made nodules obtained with Scanner C. Good agreement of the virtual nodules generated from

  6. FY1995 study on three-dimensional integrated information environment toward human media; 1995 nendo human media e muketa sanjigen togo joho kankyo no kenkyu

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-03-01

    In the next generation media environment, it is required to remove the boundary between virtual and real environment. The integration of these heterogeneous environments will enhance the applicability and availability of the human media. The aim of this work is to pioneer the new technology of 3-D integrated information environment in which both virtual and real environment are embedded, and to give a guide into the construction of human media. Our results consists of three parts as follows : (1) As a benchmark of the 3-D integrated information environment, the immersive television which has surrounding multi-projection displays was investigated. (2) A new method to synthesize arbitrary 3-D viewpoint images from 2-D real images was developed. On the other hand, a new concept of ray data description was introduced to represent whole visual data of 3-D real space. In the new concept, the whole visual data is treated as a set of ray data. New methods for superimposing and handling ray data were proposed. Potential applicability of the methods were clarified. (3) In order to enhance the reality of operations under the virtual environment, quantitative analysis was performed assuming that the HMD (Head Mounted Display) was used for displaying 3-D space information. (NEDO)

  7. Media Multitasking across Generations: Simultaneous Mobile Internet and Television Usage Behaviors and Motives

    OpenAIRE

    Yuhmiin Chang

    2015-01-01

    Simultaneous mobile internet and television usage has been getting very popular. Few, if any, studies explicated generational differences in this type of media multitasking behaviors. This study is the first to examine whether different generations have different behaviors and motives in the mobile internet-television media multitasking context. A national face-to-face survey with the probability proportional to size random sampling method was employed. The results showed that Web generation ...

  8. Reconstruction of three-dimensional porous media using generative adversarial neural networks

    Science.gov (United States)

    Mosser, Lukas; Dubrule, Olivier; Blunt, Martin J.

    2017-10-01

    To evaluate the variability of multiphase flow properties of porous media at the pore scale, it is necessary to acquire a number of representative samples of the void-solid structure. While modern x-ray computer tomography has made it possible to extract three-dimensional images of the pore space, assessment of the variability in the inherent material properties is often experimentally not feasible. We present a method to reconstruct the solid-void structure of porous media by applying a generative neural network that allows an implicit description of the probability distribution represented by three-dimensional image data sets. We show, by using an adversarial learning approach for neural networks, that this method of unsupervised learning is able to generate representative samples of porous media that honor their statistics. We successfully compare measures of pore morphology, such as the Euler characteristic, two-point statistics, and directional single-phase permeability of synthetic realizations with the calculated properties of a bead pack, Berea sandstone, and Ketton limestone. Results show that generative adversarial networks can be used to reconstruct high-resolution three-dimensional images of porous media at different scales that are representative of the morphology of the images used to train the neural network. The fully convolutional nature of the trained neural network allows the generation of large samples while maintaining computational efficiency. Compared to classical stochastic methods of image reconstruction, the implicit representation of the learned data distribution can be stored and reused to generate multiple realizations of the pore structure very rapidly.

  9. Generation Y Students in Social Media: What Do We Know about Them?

    Directory of Open Access Journals (Sweden)

    Daniela Popescul

    2016-01-01

    Full Text Available The purpose of this study is to estimate what we know about Generation Y students’ behavior in Social Media (SM, especially in our country. The correct identification of their traits is crucial for the academic community, primarily from the perspective of understanding their real needs, as beneficiaries of teaching act, followed by a serious and consistent adaptation of our offer. In an extended literature review, we try to determine the reasons for SM use, their preferences for one medium or another, the way, place and time of SM use, and the Romanian particularities in the general personality portrait observed and explained by literature. We discuss the advantages anddisadvantages of their intensive SM use, show how the time spent in SM affect the individuals and the universities, and try to find out what their needs and expectancies are. In our opinion, the problems treated here are of interest both for professors as individuals, and for the universities’ and faculties’ management – especially in a world in which the borderline between the physical and virtual life is becoming more and more difficult to draw.

  10. 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.

  11. Higher harmonics generation in relativistic electron beam with virtual cathode

    Energy Technology Data Exchange (ETDEWEB)

    Kurkin, S. A., E-mail: KurkinSA@gmail.com; Badarin, A. A.; Koronovskii, A. A.; Hramov, A. E. [Saratov State Technical University, Politechnicheskaja 77, Saratov 410028, Russia and Saratov State University, Astrakhanskaja 83, Saratov 410012 (Russian Federation)

    2014-09-15

    The study of the microwave generation regimes with intense higher harmonics taking place in a high-power vircator consisting of a relativistic electron beam with a virtual cathode has been made. The characteristics of these regimes, in particular, the typical spectra and their variations with the change of the system parameters (beam current, the induction of external magnetic field) as well as physical processes occurring in the system have been analyzed by means of 3D electromagnetic simulation. It has been shown that the system under study demonstrates the tendency to the sufficient growth of the amplitudes of higher harmonics in the spectrum of current oscillations in the VC region with the increase of beam current. The obtained results allow us to consider virtual cathode oscillators as promising high power mmw-to-THz sources.

  12. Generation IV Nuclear Energy Systems Construction Cost Reductions through the Use of Virtual Environments - Final Report

    International Nuclear Information System (INIS)

    Timothy Shaw; Anthony Baratta; Vaughn Whisker

    2005-01-01

    Final report of 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. Mockups applied to design review of AP600/1000, Construction planning for AP 600, and AP 1000 maintenance evaluation. Proof of concept study also performed for GenIV PBMR models

  13. Generation IV Nuclear Energy Systems Construction Cost Reductions through the Use of Virtual Environments - Final Report

    Energy Technology Data Exchange (ETDEWEB)

    Timothy Shaw; Anthony Baratta; Vaughn Whisker

    2005-02-28

    Final report of 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. Mockups applied to design review of AP600/1000, Construction planning for AP 600, and AP 1000 maintenance evaluation. Proof of concept study also performed for GenIV PBMR models.

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

    International Nuclear Information System (INIS)

    Miguel, Lucas de Castro

    2017-01-01

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

  15. Philosophical analysis of virtualization educational space problems

    Directory of Open Access Journals (Sweden)

    V. D. Kolomiets

    2016-06-01

    Full Text Available Categorical imperative of the new spatial organization of education through its integration in the media space is its virtualization. It is possible in principle, given that both spaces are characterized by adaptability, ease transfer from one semiotic system to another, mobility, functionality, flexibility, allowing for their continuous restructuring. On the philosophical and educational perspective, for us it is important to note that the «idea» of media education space sets the goal of education, understanding of the complex and multi­level organization of information relations of the educational process is a simple link between empirical concepts and ideas about education space as integrity within the information society. Virtual dimension issues of educational space formed within one of the major philosophical and educational issues ­ problems of socio­cultural nature of education as a mechanism of becoming human in man. Today feature virtual philosophical analysis is understanding not just a technical phenomenon, but as a space of human existence, and therefore its educational space. It is in this sense the philosophy of education is important to apply the methodology of media philosophy in the development problems of media education space as a space of life, self­development and self­knowledge of man. Crisis and negative phenomena in postmodern education is not the result of the process of formation of modern electronic media and virtual media space. However, this specific problem requires analysis of education is in the context of new technologies of mass communication. The spread of the crisis of education in terms of media reality should be seen as a crisis of a man who fell into the information system, which is the media model and simulated education and awareness of life. Education in terms of media consumerism acts as a social technology and media culture «escape from thinking.» The transition from education information and

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

    Science.gov (United States)

    Cummings, Jeffrey

    2012-01-01

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

  17. Trends in Virtualized User Environments

    Directory of Open Access Journals (Sweden)

    Diane Barrett

    2008-06-01

    Full Text Available Virtualized environments can make forensics investigation more difficult. Technological advances in virtualization tools essentially make removable media a PC that can be carried around in a pocket or around a neck. Running operating systems and applications this way leaves very little trace on the host system. This paper will explore all the newest methods for virtualized environments and the implications they have on the world of forensics. It will begin by describing and differentiating between software and hardware virtualization. It will then move on to explain the various methods used for server and desktop virtualization. Next, it will explain how virtualization affects the basic forensic process. Finally, it will describe the common methods to find virtualization artifacts and identify virtual activities that affect the examination process of certain virtualized user environments.

  18. Virtual reality as a way to good business

    OpenAIRE

    Mošorinski Predrag

    2016-01-01

    A virtual economy is the emergent property of the interaction between participants in a virtual world. As businesses compete in the real world, they also compete in virtual worlds. Many companies now incorporate virtual world as a new form of advertising. There are many advantages to using these methods of commercialization. The use of advertising within virtual world is a relatively new idea, due to Virtual World as a relatively new technology. According to trade media company Virtual Worlds...

  19. Cancer prevention and control interventions using social media: user-generated approaches.

    Science.gov (United States)

    Cavallo, David N; Chou, Wen-Ying Sylvia; McQueen, Amy; Ramirez, Amelie; Riley, William T

    2014-09-01

    Social media are now used by a majority of American internet users. Social media platforms encourage participants to share information with their online social connections and exchange user-generated content. Significant numbers of people are already using social media to share health-related information. As such, social media provide an opportunity for "user-generated" cancer control and prevention interventions that employ users' behavior, knowledge, and existing social networks for the creation and dissemination of interventions. These interventions also enable novel data collection techniques and research designs that will allow investigators to examine real-time behavioral responses to interventions. Emerging social media-based interventions for modifying cancer-related behaviors have been applied to such domains as tobacco use, diet, physical activity, and sexual practices, and several examples are discussed for illustration purposes. Despite some promising early findings, challenges including inadequate user engagement, privacy concerns, and lack of internet access among some groups need to be addressed in future research. Recommendations for advancing the field include stronger partnerships with commercial technology companies, utilization of rapid and adaptive designs to identify successful strategies for user engagement, rigorous and iterative efficacy testing of these strategies, and inclusive methods for intervention dissemination. ©2014 American Association for Cancer Research.

  20. Generation of 3D Virtual Geographic Environment Based on Laser Scanning Technique

    Institute of Scientific and Technical Information of China (English)

    DU Jie; CHEN Xiaoyong; FumioYamazaki

    2003-01-01

    This paper demonstrates an experiment on the generation of 3D virtual geographic environment on the basis of experimental flight laser scanning data by a set of algorithms and methods that were developed to automatically interpret range images for extracting geo-spatial features and then to reconstruct geo-objects. The algorithms and methods for the interpretation and modeling of laser scanner data include triangulated-irregular-network (TIN)-based range image interpolation ; mathematical-morphology(MM)-based range image filtering,feature extraction and range image segmentation, feature generalization and optimization, 3D objects reconstruction and modeling; computergraphics (CG)-based visualization and animation of geographic virtual reality environment.

  1. ECONOMIC ASPECTS OF MASS-MEDIA AND THE CHANGES GENERATED BY THE ECONOMIC CRISIS

    OpenAIRE

    TRAIAN ALEXANDRU NASTASE

    2011-01-01

    In this paper we intend to describe the economic implications of mass-media in correlation with the recent socio-economic changes generated by the economic crisis. We take into consideration the dual market on which mass-media evolves: the mass-media products market, and the advertising market, keeping in mind that the behavior of a mass-media institution on one market, can have direct implication on the other market. We analyze the relation between mass-media and the public (audience), the c...

  2. An investigation into possibilities for implementation of a virtual community of practice delivered via a mobile social network for rural community media in the Eastern Cape, South Africa

    Directory of Open Access Journals (Sweden)

    Oliva Muwanga-Zake

    2017-03-01

    Full Text Available Background: The purpose of this article is to provide an overview of how a virtual community of practice can be delivered via a mobile social networking framework to support rural community media in the Eastern Cape Province of South Africa. Objectives: The article presents the results of a study conducted to ascertain the possibilities of utilising mobile social networking as a means to provide access to required information and knowledge to rural community media through creation of a virtual community of practice. Improving the operational effectiveness of rural community media as a component of the rural community communication process would serve to improve the entire rural community communication process as well, making them more effective tools for availing relevant news and information to rural communities and reflecting the realities of rural communities to their broader environment. Method: The study was conducted on rural community media small micro and medium enterprises (SMMEs in the Eastern Cape Province of South Africa. The study applied an interpretive research philosophy, qualitative research design and multiple–case study approach. Primary data were collected through semi-structured interviews supported by a questionnaire, with secondary data collected via literature review, observation and documentation analysis. Results: Findings were that rural community media do make use of social media and mobile devices in operating their business, require access to generic and domain specific support services and actively engage their peers and stakeholders in this respect, although no formalised structure existed. The authors’ recommendation is to create a formalised virtual community of practice through the establishment of a mobile social network. Conclusion: Because of the fact that rural community SMMEs already utilise mobile devices and social media to operate their businesses, development of a solution based on a mobile social

  3. User-generated content? Get Serious! Understanding the interactions between organizations and customers on social media

    NARCIS (Netherlands)

    Moser, C.; van Eijkeren, A

    2016-01-01

    This study examines interactions between customers and organisations on social media by investigating how user-generated content influences interactions between organisations and customers on social media. In compliance with existing perspectives on user-generated content, a total of seven

  4. Measuring patient satisfaction with medical services using social media generated data.

    Science.gov (United States)

    Geletta, Simon

    2018-03-12

    Purpose The purpose of this paper is to discuss the results of an effort to use social media generated data for measuring patient satisfaction with medical care services. Traditionally, scientifically designed patient satisfaction surveys are used to provide such measurements. The goal here is to evaluate the possibility of supplementing patient satisfaction surveys with social media generated patient satisfaction measurements such that the later can be used either as validation or replacement for the former. Although surveys are scientifically designed to yield dependable results, recent studies have revealed multiple factors relating to the methods currently used for survey data collection, that may be contributing to the limitations of many survey results. In light of such criticisms, this study explored the possibility of using the increasing popular and proactively generated consumer ratings through the pervasive social media as data source for satisfaction measurement. The average satisfaction scores created from such data are then used to compare levels of satisfaction among five types of health service businesses. Design/methodology/approach The data used in this research are garnered from the consumer review social media site called "Yelp!". Ratings and reviews that are related to health and medical services were extracted from the "Yelp!" The types of services that are identified by consumers are standardized to typologies that are traditionally used in health service research. Five types of services were targeted - general practice physician offices, physician specialty services, dentists, hospitals and physical therapy services. The "five-star" rating systems were re-coded to form a five-point ordinal scale variable to represent "satisfaction score". Findings The Yelp! data-based measurement of patient satisfaction produced an overall satisfaction score of 3.8 (SD=1.7) for the sampled services. The average satisfaction score per type of service ranged

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

    Energy Technology Data Exchange (ETDEWEB)

    Miguel, Lucas de Castro

    2017-07-01

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

  6. Cross-cultural assessment of automatically generated multimodal referring expressions in a virtual world

    NARCIS (Netherlands)

    van der Sluis, Ielka; Luz, Saturnino; Breitfuss, Werner; Ishizuka, Mitsuru; Prendinger, Helmut

    This paper presents an assessment of automatically generated multimodal referring expressions as produced by embodied conversational agents in a virtual world. The algorithm used for this purpose employs general principles of human motor control and cooperativity in dialogues that can be

  7. Whither the Material in New Media Studies?

    Directory of Open Access Journals (Sweden)

    John W. Kim

    2013-09-01

    Full Text Available This article addresses how new media theory has been founded on an endemic exclusion and erasure of a concept of the material, because of the ascendancy of a concept of the virtual in theoretical and historical research on the development of new media technologies. In order to develop this claim, three influential accounts of the virtual in media studies are reviewed (the history of technologies of the virtual, embodiment and informatics, and post-structuralist theories of digital media in order to demonstrate how each is grounded in an exclusion of the material. On the basis of this analysis, the article poses a definition of the material that responds to, but is not informed by, these exclusions, one that acknowledges the media’s role in enhancing one’s capacity to cognize the things in one’s immediate physical surroundings.

  8. Desain dan Implementasi Virtual Laboratory Materi Osilator Analog berbasis IC OP-AMP

    Directory of Open Access Journals (Sweden)

    SYIFAUL FUADA

    2016-08-01

    Full Text Available ABSTRAK Laboratorium virtual merupakan salah satu platform laboratorium modern yang dapat mendukung kegiatan praktikum yang berjalan secara tradisional (Hand-on Laboratory.Penelitian ini bertujuan untuk mendesain dan mengimplementasikan Virtual Laboratory pada materi pembangkit sinyal dengan subtopik: Wien Bridge sebagai osilator RC, Hartley dan Colpitts sebagai osilator LC dan Astable Multivibrator sebagai osilator relaksasi,yang dibangun berbasis IC Operational Amplifier (OP-AMP.Jenis penelitian ini merupakan R&Dyang terdiri dari enam tahapan, yaitu:konsep, desain, pengumpulan bahan, pembuatan, pengujian dan pendistribusian. Aplikasi perangkat lunak berbasis dekstop ini telah diuji secara fungsional dengan 6 (enam aspek parameter yakni:uji polaritas kapastor; uji wiring; uji mode frekuensi dan mode perioda pada alat ukur frequency generator; uji specific decission pada trainer kit osilator hartley dan colpitts; uji kesesuaian antara frekuensi ouput dari masing-masing osilator dengan perhitungan teorema dan hasil percobaan sesungguhnya; dan uji kualitas media. Hasil secara keseluruhan telah sesuai dengan ekspektasi didalam story board. Kata kunci: IC OP-AMP, Osilator analog, Laboratorium virtual ABSTRACT The Virtual Laboratory is as one of modern laboratory platform which able to supportthe hand-on worklab. The goal of this research are for designing and implementing a Virtual Laboratory of signal generator material with subtopics i.e. the Wien Bridge as an RC oscillator, the Hartley and Colpitts as LC oscillator and the astable multivibrator as relaxation oscillator which assembled based on Operational Amplifier Integrated Circuit (OP-AMP.This research is R&D type which consists of six stages, i.e. concept, design, materials collection, assembling, testing and distribution. This desktop-based software application has been functionally tested with six aspect of parameters such as: capacitor polarity testing; wiring testing; testing of frequency

  9. New style in comunication: consumer-generated media

    OpenAIRE

    Mihai Teodor Negrea

    2007-01-01

    The following paper reveals the content of a new form of comunication used as vehicle for information between consumers on the Internet. Consumer-Generated Media (CGM) describes a variety of new sources of online information that are created, initiated, circulated and used by consumers intent on educating each other about products, brands, services, personalities and issues. The particularities of this concept demand full attention from marketers, because its content offer a large amount of i...

  10. Origin of unipolar half-cycle pulses generation in inversion symmetric media

    International Nuclear Information System (INIS)

    Song, Xiaohong; Hao, Zhizhen; Yan, Ming; Wu, Miaoli; Yang, Weifeng

    2015-01-01

    We investigate the physical mechanism of unipolar half-cycle pulses generation in resonant two-level media with inversion symmetry. The unipolar half-cycle pulse contains substantial nonzero dc or zero-frequency component in its Fourier spectrum of the electric field. Here the origin of zero-frequency component generation in inversion symmetric media driven by symmetric electric field is identified. We show that in the regime of extreme nonlinear optics, i.e. the Rabi frequency is comparable to or even larger than the carrier frequency of the laser pulse, the time evolution of the polarization can display obvious up-down asymmetric structure under certain conditions, which manifests in the zero-frequency component generation, and is responsible for the formation of unipolar half-cycle pulses in the course of pulse propagation. (letter)

  11. Virtual Savannah

    DEFF Research Database (Denmark)

    Rodil, Kasper; Eskildsen, Søren; Rehm, Matthias

    2012-01-01

    Virtual Savannah is constructed to visualize parts of a curriculum, which the educational service at Aalborg Zoo has difficulties in teaching children visiting the zoo. It contains rich media like audio, text, video and picture galleries about African ecology, but some of this episodic information...

  12. What Social Media Tell us About the Heritage Experience

    DEFF Research Database (Denmark)

    Munar, Ana Maria; Ooi, Can-Seng

    Tourists have happily embraced the possibilities of interactivity and publication provided by social media and Web 2.0. The last decade has seen a massive increase of digital content generated by tourists online. This paper examines the digitalization of tourists’ heritage experience, analyses...... the impact of social media and user generated content in the consumption of heritage sites, and discusses new forms of technologically mediated authenticity in tourism. Netnography and a constructive approach have been adopted for the examination of online communities and social networks. There are different......’ narratives and socio-technical structures, this study assesses how technologies influence tourists’ heritage experience. The research findings provide insights into the role that tourists’ online reviews play as mediators of the tourism experience and illustrate the features of an emerging virtual tourism...

  13. Do Millennials read books or blogs? Introducing a media usage typology of the internet generation

    OpenAIRE

    Kilian, Thomas; Hennigs, Nadine; Langner, Sascha

    2012-01-01

    Purpose: Millennials, the Net Generation, and digital natives all represent the same, fervently discussed phenomenon, especially in the education sciences. As the terms suggest, the main idea behind this phenomenon is that the younger generation embraces new media far more comprehensively than the older generations. However, the literature is mostly based on anecdotal evidence. To date, surprisingly little empirical research exists on the media use of the "Internet Generation". In this paper,...

  14. Virtual Reality: A New Learning Environment.

    Science.gov (United States)

    Ferrington, Gary; Loge, Kenneth

    1992-01-01

    Discusses virtual reality (VR) technology and its possible uses in military training, medical education, industrial design and development, the media industry, and education. Three primary applications of VR in the learning process--visualization, simulation, and construction of virtual worlds--are described, and pedagogical and moral issues are…

  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. Learning Experience with Virtual Worlds

    Science.gov (United States)

    Wagner, Christian

    2008-01-01

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

  17. Stratégia spoločnosti Virtual Reality Media a.s. na medzinárodných trhoch

    OpenAIRE

    Grmanová, Barbora

    2013-01-01

    Aim of this thesis is to evaluate the current strategy of Virtual Reality media a.s. in the international markets on the basis of strategic analysis and suggest possibilities of its improvement. The main activity of the company is research, development, production and selling of flight simulators. The thesis contains analysis of internal factors and external environment of the company. At the end of the work the corporate strategy, which should improve the position and competitiveness of the ...

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

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

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

  19. Web-Based Virtual Laboratory for Food Analysis Course

    Science.gov (United States)

    Handayani, M. N.; Khoerunnisa, I.; Sugiarti, Y.

    2018-02-01

    Implementation of learning on food analysis course in Program Study of Agro-industrial Technology Education faced problems. These problems include the availability of space and tools in the laboratory that is not comparable with the number of students also lack of interactive learning tools. On the other hand, the information technology literacy of students is quite high as well the internet network is quite easily accessible on campus. This is a challenge as well as opportunities in the development of learning media that can help optimize learning in the laboratory. This study aims to develop web-based virtual laboratory as one of the alternative learning media in food analysis course. This research is R & D (research and development) which refers to Borg & Gall model. The results showed that assessment’s expert of web-based virtual labs developed, in terms of software engineering aspects; visual communication; material relevance; usefulness and language used, is feasible as learning media. The results of the scaled test and wide-scale test show that students strongly agree with the development of web based virtual laboratory. The response of student to this virtual laboratory was positive. Suggestions from students provided further opportunities for improvement web based virtual laboratory and should be considered for further research.

  20. Research on the control strategy of distributed energy resources inverter based on improved virtual synchronous generator.

    Science.gov (United States)

    Gao, Changwei; Liu, Xiaoming; Chen, Hai

    2017-08-22

    This paper focus on the power fluctuations of the virtual synchronous generator(VSG) during the transition process. An improved virtual synchronous generator(IVSG) control strategy based on feed-forward compensation is proposed. Adjustable parameter of the compensation section can be modified to achieve the goal of reducing the order of the system. It can effectively suppress the power fluctuations of the VSG in transient process. To verify the effectiveness of the proposed control strategy for distributed energy resources inverter, the simulation model is set up in MATLAB/SIMULINK platform and physical experiment platform is established. Simulation and experiment results demonstrate the effectiveness of the proposed IVSG control strategy.

  1. Competência virtual para a mediação da informação e do conhecimento (virtual literacy/Virtual competences to mediate the information of knowledge (literacy virtual

    Directory of Open Access Journals (Sweden)

    Daniela Melaré Vieira Barros

    2005-01-01

    Full Text Available O presente trabalho tem por objetivo apresentar possibilidades de uso da tecnologia na gestão da informação científica, em sua divulgação e na transformação do conhecimento em forma digital, acessível a todas as pessoas, sem restrição. Para tanto, as teorias que subsidiam este trabalho são a information literacy, a virtual literacy, a media literacy e a digital literacy. Essas teorias são as bases da competência de uso da tecnologia com seus elementos centrais para o processo de divulgação científica mediante recursos educativos. A seguir, destacaremos as referências e os padrões de uso dessa competência para esse trabalho, sua aplicação e a viabilização de procedimentos. The present work has for objective to present possibilities of use of the technology in the management of the scientific information, in its spreading and the transformation of the knowledge in digital, accessible form to all the people, without restriction. For in such a way, the theories that subsidize this work are information literacy, virtual literacy, it measured it literacy and digital literacy. These theories are the bases of the ability of use of the technology with its elements central offices for the process of scientific spreading by means of educative resources. To follow, we will detach the references and the standards of use of this ability for this work, its application and the viabilização of procedures.

  2. Display device combining ambient light with magnified virtual images generated in the eye path of the observer

    NARCIS (Netherlands)

    2005-01-01

    A display device positions an observer's eye (or eyes) to look in a particular direction (eye path). An electronically controlled image generating element in the eye path generates artificial images which are magnified to create a virtual image for the eye. The image generating element is

  3. 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.

  4. Multi-viewpoint Image Array Virtual Viewpoint Rapid Generation Algorithm Based on Image Layering

    Science.gov (United States)

    Jiang, Lu; Piao, Yan

    2018-04-01

    The use of multi-view image array combined with virtual viewpoint generation technology to record 3D scene information in large scenes has become one of the key technologies for the development of integrated imaging. This paper presents a virtual viewpoint rendering method based on image layering algorithm. Firstly, the depth information of reference viewpoint image is quickly obtained. During this process, SAD is chosen as the similarity measure function. Then layer the reference image and calculate the parallax based on the depth information. Through the relative distance between the virtual viewpoint and the reference viewpoint, the image layers are weighted and panned. Finally the virtual viewpoint image is rendered layer by layer according to the distance between the image layers and the viewer. This method avoids the disadvantages of the algorithm DIBR, such as high-precision requirements of depth map and complex mapping operations. Experiments show that, this algorithm can achieve the synthesis of virtual viewpoints in any position within 2×2 viewpoints range, and the rendering speed is also very impressive. The average result proved that this method can get satisfactory image quality. The average SSIM value of the results relative to real viewpoint images can reaches 0.9525, the PSNR value can reaches 38.353 and the image histogram similarity can reaches 93.77%.

  5. Who is watching user-generated alcohol posts on social media?

    Science.gov (United States)

    Erevik, Eilin K; Pallesen, Ståle; Andreassen, Cecilie S; Vedaa, Øystein; Torsheim, Torbjørn

    2018-03-01

    To examine students' exposure to user-generated alcohol content on social media, and identify characteristics (i.e. demographics, personality traits, alcohol use, alcohol-related cognitions, and social media factors) associated with monthly or more frequent exposure. College/university students (N=11,236) in Bergen, Norway, completed a web-survey measuring exposure to alcohol on social media - both frequency and interpretations of alcohol content. The survey included questions regarding demographics, personality, alcohol-related cognitions, and general use of social media and alcohol. Binary logistic regressions were run to identify characteristics associated with monthly or more frequent exposure to alcohol-related posts on social media. A total of 96.7% had been exposed to alcohol-related posts, exposure to posts with a positive valence of alcohol were more frequently reported than exposure to content with a negative valence of alcohol. Reports of monthly or more frequent exposure to alcohol on social media were associated with a range of characteristics, among these younger age, being native Norwegian, lower extroversion and higher agreeableness and self-monitoring scores, higher alcohol use, stronger descriptive norms for alcohol use among online-friends, and more frequent logins to social media. Students' potential inflated alcohol norms (originating from social media) should be addressed. The results suggest that exposure may be determined by high alcohol use and membership in demographical groups associated with high alcohol use, an increased attentiveness towards others' behavior, and excessive social media use. Future studies investigating the relationship between alcohol exposure on social media and later alcohol use should control for such factors. Copyright © 2017 Elsevier Ltd. All rights reserved.

  6. Canopy in the Clouds: Integrating Science and Media to Inspire a New Generation of Scientists

    Science.gov (United States)

    Goldsmith, G. R.; Fulton, A. D.; Witherill, C. D.

    2008-12-01

    Innovative approaches to science education are critical for inspiring a new generation of scientists. In a world where students are inundated with digital media inviting them to explore exciting, emerging disciplines, science often lags behind in using progressive media techniques. Additionally, science education media often neglects to include the scientists conducting research, thereby disconnecting students from the excitement, adventure, and beauty of conducting research in the field. Here we present initial work from a science education media project entitled Canopy in the Clouds. In particular, we address the goals and approach of the project, the logistics associated with generating educational material at a foreign field site, and the challenges associated with effectively integrating science and media. Canopy in the Clouds is designed to engage students in research, motivate a new generation of young scientists, and promote conservation from the perspective of a current research project being conducted in the canopy of a tropical montane cloud forest located in Monteverde, Costa Rica. The project seeks to generate curriculum based on multiple, immersive forms of novel digital media that attract and maintain student attention. By doing so from the perspective of an adventurous research project in a beautiful and highly biodiverse region, we hope to engage students in science and enhance bioliteracy. However, there are considerable logistic considerations associated with such an approach, including safety, travel, permitting, and equipment maintenance. Additionally, the goals of both the scientific research and the educational media project must be balanced in order to meet objectives in a timely fashion. Finally, materials generated in the field must be translated to viable final products and distributed. Work associated with Canopy in the Clouds will thus provide insight into this process and can serve to inform future science education and outreach

  7. Research on Distributed PV Storage Virtual Synchronous Generator System and Its Static Frequency Characteristic Analysis

    Directory of Open Access Journals (Sweden)

    Xiangwu Yan

    2018-03-01

    Full Text Available The increasing penetration rate of grid connected renewable energy power generation reduces the primary frequency regulation capability of the system and poses a challenge to the security and stability of the power grid. In this paper, a distributed photovoltaic (PV storage virtual synchronous generator system is constructed, which realizes the external characteristics of synchronous generator/motor. For this kind of input/output bidirectional devices (e.g., renewable power generation/storage combined systems, pumped storage power stations, battery energy storage systems, and vehicle-to-grid electric vehicles, a synthesis analysis method for system power-frequency considering source-load static frequency characteristics (S-L analysis method is proposed in order to depict the system’s power balance dynamic adjustment process visually. Simultaneously, an inertia matching method is proposed to solve the problem of inertia matching in the power grid. Through the simulation experiment in MATLAB, the feasibility of the distributed PV storage synchronous virtual machine system is verified as well as the effectiveness of S-L analysis method and inertia matching method.

  8. Estimating the Importance of Social Media in Consumers’ Education

    OpenAIRE

    Cristian Bogdan Onete; Răzvan Dina; Remus Negoi

    2011-01-01

    The social media is composed of easily accessible web tools through which people converse, participate, create, recommend, valorify information and respond online to everything that happens around them. These web tools offer a dynamic virtual environment where users are engaged in a continuous traffic generated by information and interactivity. Internet development and access to information led to a change in consumer behavior in Romania. In this context, it must be taken into account that...

  9. Virtual Worlds for Virtual Organizing

    Science.gov (United States)

    Rhoten, Diana; Lutters, Wayne

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

  10. Wireless virtualization

    CERN Document Server

    Wen, Heming; Le-Ngoc, Tho

    2013-01-01

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

  11. Quick Overview of the Social Media

    OpenAIRE

    Marcela GANEA; Ana CONSTANTIN; Aurel Daniel COMSA

    2012-01-01

    Social Media means a new way to create and communicate with people for the sake of rather sharing information than selling. Virtual space and socialization virtual network have made it possible. By simply posting information and being able to respond and to conduct dialogues on blogs, forums etc, we create Social Media, useful in sharing information, clarifying opinions, collecting opinions in order to promote certain ideas, products, or services. It has its communication function and its mar...

  12. Research report on human media; Human media no chosa kenkyu hokokusho

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1996-03-01

    The human multimedia technology corresponding to users` subjective characteristics was researched to realize information environment producing a sense of unity with human. The human media technology realizes a human sensitive information processing model and a common database easily acceptable sensitively by various users. This technology also should be able to fairly accept and transmit individual`s information and knowledge as multimedia information, and in addition it is required to supply a virtual space with presence. In fiscal 1995, the research committee studied the concrete developmental issue for integrating these advanced fundamental technologies, and as practical images planned the prototype systems such as human media interactive plant operation, supply of environment supporting personal intelligent activities, and virtual medical center. The research committee also discussed development of space mobile media to secure energy-saving and safety of automobiles, and an environment simulation system with participation of many people. 34 figs., 2 tabs.

  13. Fault Sample Generation for Virtual Testability Demonstration Test Subject to Minimal Maintenance and Scheduled Replacement

    Directory of Open Access Journals (Sweden)

    Yong Zhang

    2015-01-01

    Full Text Available Virtual testability demonstration test brings new requirements to the fault sample generation. First, fault occurrence process is described by stochastic process theory. It is discussed that fault occurrence process subject to minimal repair is nonhomogeneous Poisson process (NHPP. Second, the interarrival time distribution function of the next fault event is proposed and three typical kinds of parameterized NHPP are discussed. Third, the procedure of fault sample generation is put forward with the assumptions of minimal maintenance and scheduled replacement. The fault modes and their occurrence time subject to specified conditions and time period can be obtained. Finally, an antenna driving subsystem in automatic pointing and tracking platform is taken as a case to illustrate the proposed method. Results indicate that both the size and structure of the fault samples generated by the proposed method are reasonable and effective. The proposed method can be applied to virtual testability demonstration test well.

  14. Social media fundamentals, models, and ranking of user-generated content

    CERN Document Server

    Wyrwoll, Claudia

    2014-01-01

    The increasing amount of user-generated content available on social media platforms requires new methods to find, evaluate, and to compare. To this day, existing ranking approaches to user-generated content do not allow for evaluation across platforms by exploiting its metadata. User-generated content, such as blog postings, forum discussions, shared videos etc. does however contain information that can be used for its evaluation independent of specific search interests. Claudia Wyrwoll presents a query- and language-independent ranking approach that allows for global evaluation of user-genera

  15. Engembangan Virtual Class Untuk Pembelajaran Augmented Reality Berbasis Android

    OpenAIRE

    Arief, Rifiana; Umniati, Naeli

    2012-01-01

    Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students' needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a) having...

  16. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    OpenAIRE

    Rifiana Arief; Naeli Umniati

    2015-01-01

    ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning we...

  17. Introduction to Virtual Reality in Education

    Science.gov (United States)

    Dede, Chris

    2009-01-01

    As an emerging technology for learning, virtual reality (VR) dates back four decades, to early work by Ivan Sutherland in the late 1960s. At long last, interactive media are emerging that offer the promise of VR in everyday settings. Quasi-VR already is commonplace in 2-1/2-D virtual environments like Second Life and in massively multiplayer…

  18. Estimating the Importance of Social Media in Consumers’ Education

    Directory of Open Access Journals (Sweden)

    Cristian Bogdan Onete

    2011-11-01

    Full Text Available The social media is composed of easily accessible web tools through which people converse, participate, create, recommend, valorify information and respond online to everything that happens around them. These web tools offer a dynamic virtual environment where users are engaged in a continuous traffic generated by information and interactivity. Internet development and access to information led to a change in consumer behavior in Romania. In this context, it must be taken into account that the buying decision and the decision to include certain foods in daily diet is significantly influenced by the views and experiences of other consumers, expressed in the virtual environment. Thus a new communication channel provided by the internet through social media (forums, chat, blogs, sites reviews appeared. In this respect, we conducted a research - using the main search engines – with the aim to analyze the evolution of the number of forums and blogs, and also of the posts on these, related to the words bio-eggs, eggs from battery raised chickens and eggs numbering, during December 2009 – June 2010.

  19. Virtual Team Work : Group Decision Making in 3D Virtual Environments

    NARCIS (Netherlands)

    Schouten, A.P.; van den Hooff, B.; Feldberg, F.

    2016-01-01

    This study investigates how three-dimensional virtual environments (3DVEs) support shared understanding and group decision making. Based on media synchronicity theory, we pose that the shared environment and avatar-based interaction allowed by 3DVEs aid convergence processes in teams working on a

  20. Virtual Team Work : Group Decision Making in 3D Virtual Environments

    NARCIS (Netherlands)

    Schouten, Alexander P.; van den Hooff, Bart; Feldberg, Frans

    This study investigates how three-dimensional virtual environments (3DVEs) support shared understanding and group decision making. Based on media synchronicity theory, we pose that the shared environment and avatar-based interaction allowed by 3DVEs aid convergence processes in teams working on a

  1. Virtual Environments 2005

    DEFF Research Database (Denmark)

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

  2. ECONOMIC ASPECTS OF MASS-MEDIA AND THE CHANGES GENERATED BY THE ECONOMIC CRISIS

    Directory of Open Access Journals (Sweden)

    TRAIAN ALEXANDRU NASTASE

    2011-04-01

    Full Text Available In this paper we intend to describe the economic implications of mass-media in correlation with the recent socio-economic changes generated by the economic crisis. We take into consideration the dual market on which mass-media evolves: the mass-media products market, and the advertising market, keeping in mind that the behavior of a mass-media institution on one market, can have direct implication on the other market. We analyze the relation between mass-media and the public (audience, the cost for creating mass-media products, the ways in which mass-media reduces costs and the ways of increasing their profits. As mass-media must always adapt to the social changes and to the public, we take our analysis further and we describe how the recent economic changes influenced the mass-media consumption trends and mass-media profits on all the main communication channels: TV, radio, outdoor, internet, newspapers/magazines. This analysis is performed at both a global and a local level, for Romania. In the end we predict how other key changes may affect the economic model approach of the mass-media institutions on short and middle terms.

  3. Software Architecture for a Virtual Environment for Nano Scale Assembly (VENSA).

    Science.gov (United States)

    Lee, Yong-Gu; Lyons, Kevin W; Feng, Shaw C

    2004-01-01

    A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating multiple peripherals and computers in a synchronized way in real time. Although a multitude of useful software components for VEs exists, many of these are packaged within a complex framework and can not be used separately. In this paper, an architecture is presented which is designed to let multiple frameworks work together while being shielded from the application program. This architecture, which is called the Virtual Environment for Nano Scale Assembly (VENSA), has been constructed for interfacing with an optical tweezers instrument for nanotechnology development. However, this approach can be generalized for most virtual environments. Through the use of VENSA, the programmer can rely on existing solutions and concentrate more on the application software design.

  4. Generation IV Nuclear Energy Systems Construction Cost Reductions Through the Use of Virtual Environments

    International Nuclear Information System (INIS)

    Timothy Shaw; Vaugh Whisker

    2004-01-01

    The objective of this multi-phase project is to demonstrate the feasibility and effectiveness of using full-scale virtual reality simulation in the design, construction, and maintenance of future nuclear power plants. The project will test the suitability of immersive virtual reality technology to aid engineers in the design of the next generation nuclear power plant and to evaluate potential cost reductions that can be realized by optimization of installation and construction sequences. The intent is to see if this type of information technology can be used in capacities similar to those currently filled by full-scale physical mockups. This report presents the results of the completed project

  5. Generation IV Nuclear Energy Systems Construction Cost Reductions Through the Use of Virtual Environments

    Energy Technology Data Exchange (ETDEWEB)

    Timothy Shaw; Vaugh Whisker

    2004-02-28

    The objective of this multi-phase project is to demonstrate the feasibility and effectiveness of using full-scale virtual reality simulation in the design, construction, and maintenance of future nuclear power plants. The project will test the suitability of immersive virtual reality technology to aid engineers in the design of the next generation nuclear power plant and to evaluate potential cost reductions that can be realized by optimization of installation and construction sequences. The intent is to see if this type of information technology can be used in capacities similar to those currently filled by full-scale physical mockups. This report presents the results of the completed project.

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

    Science.gov (United States)

    Scacchi, Walt

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

  7. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

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

  8. Social media's and online user-generated content's role in services advertising

    Science.gov (United States)

    Stavrianea, A.; Kavoura, Androniki

    2015-02-01

    The aim of this paper is to present results from a study that examines the use of the Internet for collecting material and the attention people pay to advertisements through different media sources in the context of services. A representative stratified sample of 301 respondents of foreign arrivals of tourists in the Athens airport, Greece, collected in June and July 2014 was employed. We present which social media sources and user-generated material that promote advertisements were found to be important in capturing people's attention. Results illustrated the significant role that advertisements on Facebook play on the way people pay attention to. In fact, Facebook was found to be the second most important medium that people use when collecting material. In addition, Facebook was found to be the third source that respondents strongly agreed that they pay attention to advertisements, with the official websites/blogs to be the first source and travel guidebooks and travel magazines to follow, leaving traditional media far behind. Implications and suggestions are provided for online communication programs that may incorporate social media in services marketing communications campaigns. Libraries and corporate bodies may employ social media for advertising their services based on the significant role social media have.

  9. Virtual networks pluralistic approach for the next generation of Internet

    CERN Document Server

    Duarte, Otto Carlos M B

    2013-01-01

    The first chapter of this title concerns virtualization techniques that allow sharing computational resources basically, slicing a real computational environment into virtual computational environments that are isolated from one another.The Xen and OpenFlow virtualization platforms are then presented in Chapter 2 and a performance analysis of both is provided. This chapter also defines the primitives that the network virtualization infrastructure must provide for allowing the piloting plane to manage virtual network elements.Following this, interfaces for system management of the two platform

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

    Directory of Open Access Journals (Sweden)

    Christian Stein

    2016-09-01

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

  11. Virtual reality as a way to good business

    Directory of Open Access Journals (Sweden)

    Mošorinski Predrag

    2016-01-01

    Full Text Available A virtual economy is the emergent property of the interaction between participants in a virtual world. As businesses compete in the real world, they also compete in virtual worlds. Many companies now incorporate virtual world as a new form of advertising. There are many advantages to using these methods of commercialization. The use of advertising within virtual world is a relatively new idea, due to Virtual World as a relatively new technology. According to trade media company Virtual Worlds Management, commercial investments in the virtual sector were in excess of USD 425 million in 2007, and USD 594 million in 2008. During the last year, investments made were approximately 1 billion US $. Investment in marketing and virtual commercials, in Republic of Serbia was about 840 million euros during the last few years.

  12. Teknologi VRML untuk Media Promosi Mobil Berbasis Web

    Directory of Open Access Journals (Sweden)

    Aditya Nur Prasetyo

    2015-01-01

    Full Text Available Peranan teknologi informasi menjadi hal utama yang harus dipenuhi untuk menunjang kegiatan dalam berbagai bidang kehidupan, tidak terkecuali bidang promosi suatu produk atau jasa. Dengan penggunaan internet penyampaian informasi mengenai produk yang dipromosikan menjadi lebih mudah dan dapat diakses setiap saat dan dapat dilakukan dimana saja. Medianya pun juga telah berkembang dengan berbagai macam kemudahan, salah satunya adalah media promosi berbasis multimedia. Teknologi virtual reality merupakan salah satu teknologi yang berbasis multimedia dengan memadukan berbagai elemen multimedia. Dengan penggunaan teknologi virtual reality tersebut diharapkan dapat menunjang media promosi agar lebih interaktif, efektif dan menarik. Aplikasi yang dikembangkan merupakan perpaduan antara teknologi virtual reality dengan website. Teknologi virtual reality akan menyajikan produk mobil yang dipromosikan melalui tampilan tiga dimensi yang interaktif. Teknologi tersebut kemudian ditanamkan dalam website sehingga memungkinkan pengguna dapat mengaksesnya kapan dan dimana saja. Teknologi virtual reality dikembangkan menggunakan VRML (Virtual Reality Modelling Language dan software pemodelan 3D 3ds Max, sedangkan aplikasi berbasis web dikembangkan menggunakan bahasa pemrograman PHP, HTML dan CSS. Aplikasi tersebut juga didukung penggunaan basis data MySQL sehingga mempermudah user dalam mengolah data. Browser yang digunakan perlu dipasangi plug-in Cortona3D Viewer agar dapat menampilkan file tiga dimensi. Hasil dari pembuatan aplikasi ini adalah terancangnya sebuah aplikasi yang menggunakan teknologi VRML untuk media promosi mobil berbasis web. Hasil pengujian menunjukkan bahwa aplikasi ini menjalankan fungsionalitasnya sesuai dengan rancangan.

  13. Boot Camp for Occupational Health Nurses: Understanding Social Media.

    Science.gov (United States)

    Wolf, Debra M; Olszewski, Kimberly

    2015-08-01

    Social media is a buzzword frequently referred to in marketing materials, general media, and personal conversations. Although many refer to the term social media, some individuals do not understand its meaning or how it affects their daily lives at work and home. Since the expansion of the Internet to web 2.0, multiple platforms of communication occur virtually through various social media. Understanding and learning how to use these platforms are essential to stay connected with friends, family, and colleagues; advance connections to professional organizations; and extend educational opportunities. This article presents basic information for occupational health nurses to improve their understanding of social media and how to communicate virtually using different platforms safely and securely. © 2015 The Author(s).

  14. Social media and your practice: navigating the surgeon-patient relationship.

    Science.gov (United States)

    McLawhorn, Alexander S; De Martino, Ivan; Fehring, Keith A; Sculco, Peter K

    2016-12-01

    Utilization of social media both in the private and professional arenas has grown rapidly in the last decade. The rise of social media use within health care can be viewed as the Internet-based corollary of the patient-centered care movement, in which patient perspectives and values are central to the delivery of quality care. For orthopedic surgeons and their practices, general-purpose online social networks, such as Facebook and Twitter, are convenient platforms for marketing, providing patient education and generating referrals. Virtual health communities are used less frequently by orthopedic surgeons but provide forums for patient engagement and active surgeon-to-patient communication via blogs and ask-the-doctor platforms. This commentary reviews the current state of social media use in orthopedic practice, with particular emphasis on managing the extension of the surgeon-patient relationship online, including the unique practice risks social media poses, such as privacy concerns, potential liability, and time consumption.

  15. The Need for Media Education in Democratic Education

    Science.gov (United States)

    Stoddard, Jeremy

    2014-01-01

    Despite the potential for media and technology to act as a democratizing force and the challenges to democracy posed by partisanship and the explosion of political media spending, media education and the preparation of active citizens in schools is virtually nonexistent. This essay presents the case for revitalizing media education for the age of…

  16. Information dynamics in virtual worlds gaming and beyond

    CERN Document Server

    Evans, Woody

    2011-01-01

    Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the

  17. The Predictive Level of Social Media Addiction for Life Satisfaction: A Study on University Students

    Science.gov (United States)

    Sahin, Cengiz

    2017-01-01

    Social media addiction is considered as a sort of Internet addiction. Individuals who spend too much time on social media have a desire to be notified of anything immediately, which can cause virtual tolerance, virtual communication and virtual problems. Behaviours that force the person into these actions can be explained as social media…

  18. Empathic Cyberactivism: The Potential of Hyperconnected Social Media Networks and Empathic Virtual Reality for Feminism

    Directory of Open Access Journals (Sweden)

    Penelope Kemekenidou

    2016-10-01

    Full Text Available The rise of misogyny on social networks feels both devastating and endless. Whether one believes that misogyny has risen to a new level, or that it has simply become more visible through the internet, one thing is clear: with the ubiquity and accessibility of ‘immortal’ online information, harassment and discrimination, shared via hyperconnected social media networks, can be taken to a new, much more visible level. Hyperconnectivity enables sexism to multiply on the web – but it can also be the solution to fight it. In the context of activism, hyperconnectivity can be a major force to combat inequality—given that this hyperconnectivity is linked to empathy and not aggression. If this is the case, I argue, new technologies, for example virtual reality, open up new spaces of empathetic interaction.

  19. Realidad Virtual: Potencial Educativo

    Directory of Open Access Journals (Sweden)

    Luz Santamaría Granados

    2013-08-01

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

  20. Immersed in media telepresence theory, measurement & technology

    CERN Document Server

    Lombard, Matthew; Freeman, Jonathan; IJsselsteijn, Wijnand; Schaevitz, Rachel J

    2015-01-01

    Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of "being there" inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research t

  1. Is There a Second Life for Virtual Worlds?

    Science.gov (United States)

    Ramaswami, Rama

    2011-01-01

    Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…

  2. Stochastic Optimal Dispatch of Virtual Power Plant considering Correlation of Distributed Generations

    Directory of Open Access Journals (Sweden)

    Jie Yu

    2015-01-01

    Full Text Available Virtual power plant (VPP is an aggregation of multiple distributed generations, energy storage, and controllable loads. Affected by natural conditions, the uncontrollable distributed generations within VPP, such as wind and photovoltaic generations, are extremely random and relative. Considering the randomness and its correlation of uncontrollable distributed generations, this paper constructs the chance constraints stochastic optimal dispatch of VPP including stochastic variables and its random correlation. The probability distributions of independent wind and photovoltaic generations are described by empirical distribution functions, and their joint probability density model is established by Frank-copula function. And then, sample average approximation (SAA is applied to convert the chance constrained stochastic optimization model into a deterministic optimization model. Simulation cases are calculated based on the AIMMS. Simulation results of this paper mathematic model are compared with the results of deterministic optimization model without stochastic variables and stochastic optimization considering stochastic variables but not random correlation. Furthermore, this paper analyzes how SAA sampling frequency and the confidence level influence the results of stochastic optimization. The numerical example results show the effectiveness of the stochastic optimal dispatch of VPP considering the randomness and its correlations of distributed generations.

  3. Provenance data in social media

    CERN Document Server

    Barbier, Geoffrey; Gundecha, Pritam

    2013-01-01

    Social media shatters the barrier to communicate anytime anywhere for people of all walks of life. The publicly available, virtually free information in social media poses a new challenge to consumers who have to discern whether a piece of information published in social media is reliable. For example, it can be difficult to understand the motivations behind a statement passed from one user to another, without knowing the person who originated the message. Additionally, false information can be propagated through social media, resulting in embarrassment or irreversible damages. Provenance data

  4. 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.…

  5. Virtual Singular Scattering of Electromagnetic Waves in Transformation Media Concept

    Directory of Open Access Journals (Sweden)

    M. Y. Barabanenkov

    2012-07-01

    Full Text Available If a scatterer and an observation point (receive both approach the so-called near field zone of a source of electromagnetic waves, the scattering process becomes singular one which is mathematically attributed to the spatial singularity of the free space Green function at the origin. Starting from less well known property of left-handed material slab to transfer the singularity of the free space Green function by implementing coordinate transformation, we present a phenomenon of virtual singular scattering of electromagnetic wave on an inhomogeneity located in the volume of left – handed material slab. Virtual singular scattering means that a scatterer is situated only virtually in the near field zone of a source, being, in fact, positioned in the far field zone. Such a situation is realized if a scatterer is embedded into a flat Veselago’s lens and approaches the lens’s inner focus because a slab of Veselago medium produces virtual sources inside and behind the slab and virtual scatterer (as a source of secondary waves from both slab sides. Considering a line-like dielectric scatterer we demonstrate that the scattering efficiency is proportional to product of singular quasistatic parts of two empty space Green functions that means a multiplicative quasistatic singularity of the Green function for a slab of inhomogeneous Veselago medium. We calculate a resonance value of the scattering amplitude in the regime similar to the known Mie resonance scattering.

  6. Sum-Frequency Generation from Chiral Media and Interfaces

    Energy Technology Data Exchange (ETDEWEB)

    Ji, Na [Univ. of California, Berkeley, CA (United States)

    2006-02-13

    Sum frequency generation (SFG), a second-order nonlinear optical process, is electric-dipole forbidden in systems with inversion symmetry. As a result, it has been used to study chiral media and interfaces, systems intrinsically lacking inversion symmetry. This thesis describes recent progresses in the applications of and new insights into SFG from chiral media and interfaces. SFG from solutions of chiral amino acids is investigated, and a theoretical model explaining the origin and the strength of the chiral signal in electronic-resonance SFG spectroscopy is discussed. An interference scheme that allows us to distinguish enantiomers by measuring both the magnitude and the phase of the chiral SFG response is described, as well as a chiral SFG microscope producing chirality-sensitive images with sub-micron resolution. Exploiting atomic and molecular parity nonconservation, the SFG process is also used to solve the Ozma problems. Sum frequency vibrational spectroscopy is used to obtain the adsorption behavior of leucine molecules at air-water interfaces. With poly(tetrafluoroethylene) as a model system, we extend the application of this surface-sensitive vibrational spectroscopy to fluorine-containing polymers.

  7. Sum-Frequency Generation from Chiral Media and Interfaces

    International Nuclear Information System (INIS)

    Ji, Na

    2006-01-01

    Sum frequency generation (SFG), a second-order nonlinear optical process, is electric-dipole forbidden in systems with inversion symmetry. As a result, it has been used to study chiral media and interfaces, systems intrinsically lacking inversion symmetry. This thesis describes recent progresses in the applications of and new insights into SFG from chiral media and interfaces. SFG from solutions of chiral amino acids is investigated, and a theoretical model explaining the origin and the strength of the chiral signal in electronic-resonance SFG spectroscopy is discussed. An interference scheme that allows us to distinguish enantiomers by measuring both the magnitude and the phase of the chiral SFG response is described, as well as a chiral SFG microscope producing chirality-sensitive images with sub-micron resolution. Exploiting atomic and molecular parity nonconservation, the SFG process is also used to solve the Ozma problems. Sum frequency vibrational spectroscopy is used to obtain the adsorption behavior of leucine molecules at air-water interfaces. With poly(tetrafluoroethylene) as a model system, we extend the application of this surface-sensitive vibrational spectroscopy to fluorine-containing polymers

  8. Entropy generation of viscous dissipative flow in thermal non-equilibrium porous media with thermal asymmetries

    International Nuclear Information System (INIS)

    Chee, Yi Shen; Ting, Tiew Wei; Hung, Yew Mun

    2015-01-01

    The effect of thermal asymmetrical boundaries on entropy generation of viscous dissipative flow of forced convection in thermal non-equilibrium porous media is analytically studied. The two-dimensional temperature, Nusselt number and entropy generation contours are analysed comprehensively to provide insights into the underlying physical significance of the effect on entropy generation. By incorporating the effects of viscous dissipation and thermal non-equilibrium, the first-law and second-law characteristics of porous-medium flow are investigated via various pertinent parameters, i.e. heat flux ratio, effective thermal conductivity ratio, Darcy number, Biot number and averaged fluid velocity. For the case of symmetrical wall heat flux, an optimum condition with a high Nusselt number and a low entropy generation is identified at a Darcy number of 10 −4 , providing an ideal operating condition from the second-law aspect. This type of heat and fluid transport in porous media covers a wide range of engineering applications, involving porous insulation, packed-bed catalytic process in nuclear reactors, filtration transpiration cooling, and modelling of transport phenomena of microchannel heat sinks. - Highlights: • Effects of thermal asymmetries on convection in porous-medium are studied. • Exergetic effectiveness of porous media with thermal asymmetries is investigated. • 2-D temperature, Nusselt number and entropy generation contours are analyzed. • Significance of viscous dissipation in entropy generation is scrutinized. • Significance of thermal non-equilibrium in entropy generation is studied

  9. Content Sharing Based on Personal Information in Virtually Secured Space

    Science.gov (United States)

    Sohn, Hosik; Ro, Yong Man; Plataniotis, Kostantinos N.

    User generated contents (UGC) are shared in an open space like social media where users can upload and consume contents freely. Since the access of contents is not restricted, the contents could be delivered to unwanted users or misused sometimes. In this paper, we propose a method for sharing UGCs securely based on the personal information of users. With the proposed method, virtual secure space is created for contents delivery. The virtual secure space allows UGC creator to deliver contents to users who have similar personal information and they can consume the contents without any leakage of personal information. In order to verify the usefulness of the proposed method, the experiment was performed where the content was encrypted with personal information of creator, and users with similar personal information have decrypted and consumed the contents. The results showed that UGCs were securely shared among users who have similar personal information.

  10. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

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

  11. Generating news media interest in tobacco control; challenges in an advanced policy environment.

    Science.gov (United States)

    MacKenzie, Ross; Chapman, Simon

    2012-08-01

    To determine the efficacy of using media releases for tobacco control advocacy in Australia's advanced policy environment. Between February and August 2010, news releases that summarised either newly published but unpublicized research findings, or local developments in tobacco control, were sent to NSW media outlets. Reports arising from the releases were tracked using commercial services Media Monitors and Factiva, as well as Google and Google News. Other tobacco control related news items during the same period were also tracked and recorded. Twenty-one news releases generated 93 news items across all news media, with a quarter of these related to a story of porcine haemoglobin in cigarette filters. By comparison, 'live' policy issues (especially plain packaging and a significant tobacco tax increase) covered in this period attracted 1,033 news stories in the Australian media. Press releases describing recently published, but underpublicized research were issued in weeks where no major competing tobacco control news occurred. Results of this project indicate that in environments with advanced tobacco policy, media opportunities related to tobacco control advocacy are limited, as many objectives have been achieved. The media can still play a key advocacy role in such environments, and advocates need to be particularly vigilant for opportunities that do arise. The paper also highlights the increasingly important role of internet-based media, including opportunities presented by social media for tobacco control.

  12. Analysis of Art House Media Texts Use during Media Studies in the Student Audience (Alain Robbe-Grillet Movies Case Study)

    Science.gov (United States)

    Fedorov, Alexander

    2012-01-01

    The study of media culture and virtual world requires knowledge and skills of the analysis of media texts of different levels of complexity. In this sense, the cinematic legacy of the great French writer, screenwriter and filmmaker Alain Robbe-Grillet (1922-2008) gives productive opportunities for the analysis of works of the elite media culture…

  13. 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...

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

    Directory of Open Access Journals (Sweden)

    Charles J. Lesko, Jr.

    2012-08-01

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

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

    Science.gov (United States)

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

    1994-01-01

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

  16. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

    The online social platforms known as virtual worlds present their users various affordances for avatar based co-presence, social interaction and provide tools for collaborative content creation, including objects, textures and animations. The users of these worlds navigate their avatars as personal...... the audio-visual characteristics of designing in multi-user virtual environments generate experiential, interpersonal and textual meaning potentials....... mediators in 3D virtual space to collaborate and co-design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual...

  17. Virtual file system for PSDS

    Science.gov (United States)

    Runnels, Tyson D.

    1993-01-01

    This is a case study. It deals with the use of a 'virtual file system' (VFS) for Boeing's UNIX-based Product Standards Data System (PSDS). One of the objectives of PSDS is to store digital standards documents. The file-storage requirements are that the files must be rapidly accessible, stored for long periods of time - as though they were paper, protected from disaster, and accumulative to about 80 billion characters (80 gigabytes). This volume of data will be approached in the first two years of the project's operation. The approach chosen is to install a hierarchical file migration system using optical disk cartridges. Files are migrated from high-performance media to lower performance optical media based on a least-frequency-used algorithm. The optical media are less expensive per character stored and are removable. Vital statistics about the removable optical disk cartridges are maintained in a database. The assembly of hardware and software acts as a single virtual file system transparent to the PSDS user. The files are copied to 'backup-and-recover' media whose vital statistics are also stored in the database. Seventeen months into operation, PSDS is storing 49 gigabytes. A number of operational and performance problems were overcome. Costs are under control. New and/or alternative uses for the VFS are being considered.

  18. Public/private negotiations in the media uses of young Muslim women in Copenhagen

    DEFF Research Database (Denmark)

    Waltorp, Karen

    2013-01-01

    media by a group of young Muslim women in the area. These second-generation female immigrants partake in self-presentation and interpersonal audiencing through mobile technologies on an unprecedented scale, impacting in the process on the understandings and appropriations of the city, where physical...... places and virtual space become profoundly entangled. It is argued in the article that distinct public spaces of appearance are enacted by these young women’s technology- and media-related activities. New spaces of potentiality emerge as a form of ‘moral laboratories’, where religion-, gender- and age......-related (in)visibility, locality and morality are negotiated in novel ways. Traditional ethnographic fieldwork is combined with participatory and visual methods, interaction with media and technological tools both forming part of the object of study and being integral to the applied methodology....

  19. Physical and financial virtual power plants

    International Nuclear Information System (INIS)

    Willems, Bert

    2005-01-01

    Regulators in Belgium and the Netherlands use different mechanisms to mitigate generation market power. In Belgium, antitrust authorities oblige the incumbent to sell financial Virtual Power Plants, while in the Netherlands regulators have been discussing the use of physical Virtual Power Plants. This paper uses a numerical game theoretic model to simulate the behavior of the generation firms and to compare the effects of both systems on the market power of the generators. It shows that financial Virtual Power Plants are better for society. (Author)

  20. Natural convection in porous media with heat generation

    International Nuclear Information System (INIS)

    Hardee, H.C. Jr.; Nilson, R.H.

    1976-12-01

    Heat transfer characteristics of a fluid saturated porous media are investigated for the case of uniform internal heat generation with cooling from above. Analytical models of conduction and single phase cellular convection show good agreement with previous Rayleigh number correlations and with experimental data obtained by Joule heating of salt water in a sand bed. An approximate dryout criterion is also derived for two phase boiling heat transfer in a fixed bed which is neither channeled nor fluidized. Correlation of dryout data using this criterion is encouraging, especially considering the analytical rather than correlational basis of the criterion

  1. Developing a framework to generate evidence of health outcomes from social media use in chronic disease management.

    Science.gov (United States)

    Merolli, Mark; Gray, Kathleen; Martin-Sanchez, Fernando

    2013-01-01

    While there is an abundance of evidence-based practice (EBP) recommendations guiding management of various chronic diseases, evidence suggesting best practice for using social media to improve health outcomes is inadequate. The variety of social media platforms, multiple potential uses, inconsistent definitions, and paucity of rigorous studies, make it difficult to measure health outcomes reliably in chronic disease management. Most published investigations report on an earlier generation of online tools, which are not as user-centered, participatory, engaging, or collaborative, and thus may work differently for health self-management. The challenge to establish a sound evidence base for social media use in chronic disease starts with the need to define criteria and methods to generate and evaluate evidence. The authors' key objective is to develop a framework for research and practice that addresses this challenge. This paper forms part of a larger research project that presents a conceptual framework of how evidence of health outcomes can be generated from social media use, allowing social media to be utilized in chronic disease management more effectively. Using mixed methods incorporating a qualitative literature review, a survey and a pilot intervention, the research closely examines the therapeutic affordances of social media, people with chronic pain (PWCP) as a subset of chronic disease management, valid outcome measurement of patient-reported (health) outcomes (PRO), the individual needs of people living with chronic disease, and finally translation of the combined results to improve evidence-based decision making about social media use in this context. Extensive review highlights various affordances of social media that may prove valuable to understanding social media's effect on individual health outcomes. However, without standardized PRO instruments, we are unable to definitively investigate these effects. The proposed framework that we offer outlines

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

    Directory of Open Access Journals (Sweden)

    M.P. Mazur

    2010-08-01

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

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

    Science.gov (United States)

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

    2016-01-01

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

  4. Virtual Seafloor Reduces Internal Wave Generation by Tidal Flow

    Science.gov (United States)

    Zhang, Likun; Swinney, Harry L.

    2014-03-01

    Our numerical simulations of tidal flow of a stratified fluid over periodic knife-edge ridges and random topography reveal that the time-averaged tidal energy converted into internal gravity wave radiation arises only from the section of a ridge above a virtual seafloor. The average radiated power is approximated by the power predicted by linear theory if the height of the ridge is measured relative to the virtual floor. The concept of a virtual floor can extend the applicability of linear theory to global predictions of the conversion of tidal energy into internal wave energy in the oceans.

  5. Distributed generation and demand response dispatch for a virtual power player energy and reserve provision

    DEFF Research Database (Denmark)

    Faria, Pedro; Soares, Tiago; Vale, Zita

    2014-01-01

    Recent changes in the operation and planning of power systems have been motivated by the introduction of Distributed Generation (DG) and Demand Response (DR) in the competitive electricity markets’ environment, with deep concerns at the efficiency level. In this context, grid operators, market...... proposes a methodology which considers the joint dispatch of demand response and distributed generation in the context of a distribution network operated by a virtual power player. The resources’ participation can be performed in both energy and reserve contexts. This methodology contemplates...

  6. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

    Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.

  7. Virtual reality and the psyche. Some psychoanalytic approaches to media addiction.

    Science.gov (United States)

    Weisel, Anja

    2015-04-01

    This paper explores the ramifications of excessive use of media on personality development, the development of symbolic and thinking functions and on psychic reality. In doing so, the questions of whether there are specific media objects possessing an intrinsic symbolic quality, and which attachments in the inner world of a child/adolescent can be mobilized or destroyed are discussed. By selecting specific material, computer gamers use their game to activate the field of a personal psychic reality. Hereby, they attempt some kind of self-healing. However, after leaving the game, conflicts and traumata re-enacted but unresolved in the game disappear from their temporary representation without generating any resonance in the gamer's psychic experience. Consequently, although states of mind and affects are activated in the computer game, their processing and integration fail; the game results in a compulsive repetition. The construction and consolidation of retrievable maturation and structural development, the representation of the unrepresentable, succeed in the context of the triangulating analytic relationship, initially through a jointly performed symbolic and narrative re-experience or the recreation of the game. Theoretical considerations are illustrated by means of clinical vignettes. © 2015, The Society of Analytical Psychology.

  8. Comparing the effectiveness of virtual and traditional forestry field tours

    OpenAIRE

    Easley, Elissa C.; Fletcher, Richard A.; Jensen, Edward C.; Rickenbach, Mark

    2002-01-01

    Virtual tours are among the many new Internet-based tools with potential applications in natural resource education. While technology exists to create virtual tour Web sites, little is understood about how they meet educational objectives and whether they can be complementary alternatives for traditional field tours. The Sustainable Forestry Partnership and the Forestry Media Center at Oregon State University created parallel virtual and field tours to compare these teaching techniques. Both ...

  9. Raising Generation Tech Preparing Your Children for a Media-Fueled World

    CERN Document Server

    Taylor, Jim

    2012-01-01

    Today's children are being raised as 'digital natives' in a world dominated by popular culture and technology. TV shows, computers, video games, social networking sites, advertisements, and cell phones too often have an unnecessarily strong-and negative? influence on children.  But pulling the plug just isn't an option in a world where being connected is essential for success. In Raising Generation Tech,  noted parenting and new-media expert Dr. Jim Taylor explores how popular culture and technology shape children's lives. The essential message from Raising Generation Tech is that excessive

  10. A manufactured past: virtual reality in archaeology

    Directory of Open Access Journals (Sweden)

    Glyn Goodrick

    2004-01-01

    Full Text Available Virtual reality and visualisation technologies developed over the past thirty years have been readily accessible to the archaeological community since the mid 1990s. Despite the high profile of virtual archaeology (Reilly 1991 both within the media and professional archaeology it has not been taken on board as a generally useful and standard technique by archaeologists. In this article we wish to discuss the technical and other issues which have resulted in a reluctance to adopt virtual archaeology and, more importantly, discuss ways forward that can enable us routinely to benefit from this technology in the diversity of archaeological practice.

  11. Social media in the development of sustainable business

    Directory of Open Access Journals (Sweden)

    Cristian Bogdan Onete

    2013-11-01

    Full Text Available Due to the transformations appeared in the contemporary society, the way natural resources are used, at the United Nations it has been ascertained that a development strategy must be found, strategy which would lead to an effective use or preservation of these ones for the following generations. The use of certain tools to streamline the activities and at the same time to reduce the use of exhaustible resources is required. The businesses conducted in the virtual environment can be an effective way to reach this purpose and social media provides the necessary tools to develop this kind of business. Within this article are presented the ways that social media can become a platform for sustainable business and a support for the development of goods and services that can become sustainable. To determine the image that business environment has on these aspects, a research has been carried out to determine the perception regarding social media and how sale and marketing activities can be realized through the agency of this one.

  12. Looking to the future of new media in health marketing: deriving propositions based on traditional theories.

    Science.gov (United States)

    Della, Lindsay J; Eroglu, Dogan; Bernhardt, Jay M; Edgerton, Erin; Nall, Janice

    2008-01-01

    Market trend data show that the media marketplace continues to rapidly evolve. Recent research shows that substantial portions of the U.S. media population are "new media" users. Today, more than ever before, media consumers are exposed to multiple media at the same point in time, encouraged to participate in media content generation, and challenged to learn, access, and use the new media that are continually entering the market. These media trends have strong implications for how consumers of health information access, process, and retain health-related knowledge. In this article we review traditional information processing models and theories of interpersonal and mass media access and consumption. We make several theory-based propositions for how traditional information processing and media consumption concepts will function as new media usage continues to increase. These propositions are supported by new media usage data from the Centers for Disease Control and Prevention's entry into the new media market (e.g., podcasting, virtual events, blogging, and webinars). Based on these propositions, we conclude by presenting both opportunities and challenges that public health communicators and marketers will face in the future.

  13. The Virtual Resistance Control Strategy for HVRT of Doubly Fed Induction Wind Generators Based on Particle Swarm Optimization

    Directory of Open Access Journals (Sweden)

    Zhen Xie

    2014-01-01

    Full Text Available Grid voltage swell will cause transient DC flux component in the doubly fed induction generator (DFIG stator windings, creating serious stator and rotor current and torque oscillation, which is more serious than influence of the voltage dip. It is found that virtual resistance manages effectively to suppress rotor current and torque oscillation, avoid the operation of crowbar circuit, and enhance its high voltage ride through technology capability. In order to acquire the best virtual resistance value, the excellent particle library (EPL of dynamic particle swarm optimization (PSO algorithm is proposed. It takes the rotor voltage and rotor current as two objectives, which has a fast convergence performance and high accuracy. Simulation and experimental results verify the effectiveness of the virtual resistance control strategy.

  14. Unbalanced voltage control of virtual synchronous generator in isolated micro-grid

    Science.gov (United States)

    Cao, Y. Z.; Wang, H. N.; Chen, B.

    2017-06-01

    Virtual synchronous generator (VSG) control is recommended to stabilize the voltage and frequency in isolated micro-grid. However, common VSG control is challenged by widely used unbalance loads, and the linked unbalance voltage problem worsens the power quality of the micro-grid. In this paper, the mathematical model of VSG was presented. Based on the analysis of positive- and negative-sequence equivalent circuit of VSG, an approach was proposed to eliminate the negative-sequence voltage of VSG with unbalance loads. Delay cancellation method and PI controller were utilized to identify and suppress the negative-sequence voltages. Simulation results verify the feasibility of proposed control strategy.

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

    Science.gov (United States)

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

    2011-05-01

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

  16. Major factors influencing the generation of natural gas hydrate in porous media

    Directory of Open Access Journals (Sweden)

    V.N. Khlebnikov

    2017-11-01

    Full Text Available Current researches related to natural gas hydrate mainly focus on its physical and chemical properties, as well as the approaches to the production (decomposition of hydrate. Physical modeling of the flow process in hydrate deposits is critical to the study on the exploitation or decomposition of hydrate. However, investigation of the dynamic hydrate process by virtue of porous media like sand-packed tubes which are widely used in petroleum production research is rarely reported in literature. In this paper, physical simulation of methane hydrate generation process was conducted using river sand-packed tubes in the core displacement apparatus. During the simulation, the influences of parameters such as reservoir temperature, methane pressure and reservoir model properties on the process of hydrate generation were investigated. The following results are revealed. First, the use of ice-melted water as the immobile water in the reservoir model can significantly enhance the rate of methane hydrate generation. Second, the process driving force in porous media (i.e., extents to which the experimental pressure or temperature deviating those corresponding to the hydrate phase equilibrium plays a key role in the generation of methane hydrate. Third, the induction period of methane hydrate generation almost does not change with temperature or pressure when the methane pressure is above 1.4 folds of the hydrate phase equilibrium pressure or the laboratory temperature is lower than the phase equilibrium temperature by 3 °C or more. Fourth, the parameters such as permeability, water saturation and wettability don't have much influence on the generation of methane hydrate.

  17. Estimating the Importance of Social Media in Consumers' Education and Information Using New Techniques

    OpenAIRE

    Onete, Cristian Bogdan; Dina, Razvan; Negoi, Remus

    2011-01-01

    The social media is composed of easily accessible web tools through which people converse, participate, create, recommend, valorify information and respond online to everything that happens around them. These web tools offer a dynamic virtual environment where users are engaged in a continuous traffic generated by information and interactivity. Internet development and access to information led to a change in consumer behavior in Romania. In this context, it must be taken into account that th...

  18. Virtual worlds, real subjectivities : media anthropology at the personal/public interface

    OpenAIRE

    Fontana, Erica Lynn

    2009-01-01

    The study of media, a relatively new area of focus for anthropologists, draws on traditions of, and research in, both media studies and anthropology. While specifically anthropological and ethnographic approaches to media have put forth valuable insights regarding the culturally specific nature of media and media's integration into the totality of life, much of media anthropology leaves something to be desired in its conceptions of the relationship between the individual, particularly individ...

  19. Public/private negotiations in the media uses of young Muslim women in Copenhagen

    DEFF Research Database (Denmark)

    Waltorp, Karen

    2013-01-01

    places and virtual space become profoundly entangled. It is argued in the article that distinct public spaces of appearance are enacted by these young women’s technology- and media-related activities. New spaces of potentiality emerge as a form of ‘moral laboratories’, where religion-, gender- and age-related......Building on a participatory media project and ongoing ethnographic fieldwork in the Danish social housing area Blågården in Copenhagen, this article explores how technologically mediated places in the city are created through the uses of portable devices and everyday practices of web-based social...... media by a group of young Muslim women in the area. These second-generation female immigrants partake in self-presentation and interpersonal audiencing through mobile technologies on an unprecedented scale, impacting in the process on the understandings and appropriations of the city, where physical...

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

    Directory of Open Access Journals (Sweden)

    Juan Carlos Morales Intriago

    2017-03-01

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

  1. [Social media, children and pediatricians].

    Science.gov (United States)

    Le Heuzey, M-F

    2012-01-01

    Using social media web sites is a common activity for children, and any site that allows social interaction (social network, games, virtual worlds...) is a social media site. Pediatricians are in a position to help families understand the benefits and the risks of these sites, and to diagnose problems in children and adolescents as cyberbullying, depression, and post traumatic disorder. Copyright © 2011 Elsevier Masson SAS. All rights reserved.

  2. Raising the profile of Gender and Generation: The role of Climate Change Media Partnership

    Energy Technology Data Exchange (ETDEWEB)

    Herzhoff, Natalie; Shanahan, Mike

    2010-07-01

    The paper details the initiatives taken by the Climate Change Media Partnership to strengthen journalists' understanding of the importance of gender and generation when reporting on climate change. Journalists from the world's wealthiest countries were well represented at the December 2007 UN Framework Convention on Climate change in Bali. In contrast only 9 percent of the journalists at the conference were from non-industrialised countries and there was zero media representation for nearly the entire UN list of 50 Least Developed Countries. To address this gap IIED Panos and Internews formed the Climate Change Media Partnership (CCMP). This initiative brought 37 journalists from developing countries to Bali and provided them with a 10 day programme of support. Since 2007, the CCMP has run three programmes each supporting nearly 40 journalists from developing nations to attend the UN climate change negotiations in Bali, Poznan and Copenhagen. Among the many refinements that the CCMP team has made to its programme over the years, is a greater focus on gender and generation. CCMP research has shown that although most male and female CCMP fellows were likely to acknowledge a need to include women's views in their reports, they lacked the resources, tools and knowledge to do so. In addition there is a disparate level of awareness amongst the CCMP journalists about how men and women of all ages are affected by climate change in different ways and about the need to report these differences. Through its work the CCMP identified several key areas that can improve the way that climate change, gender and generation are covered by the media.

  3. Raising the profile of Gender and Generation: The role of Climate Change Media Partnership

    Energy Technology Data Exchange (ETDEWEB)

    Herzhoff, Natalie; Shanahan, Mike

    2010-07-01

    The paper details the initiatives taken by the Climate Change Media Partnership to strengthen journalists' understanding of the importance of gender and generation when reporting on climate change. Journalists from the world's wealthiest countries were well represented at the December 2007 UN Framework Convention on Climate change in Bali. In contrast only 9 percent of the journalists at the conference were from non-industrialised countries and there was zero media representation for nearly the entire UN list of 50 Least Developed Countries. To address this gap IIED Panos and Internews formed the Climate Change Media Partnership (CCMP). This initiative brought 37 journalists from developing countries to Bali and provided them with a 10 day programme of support. Since 2007, the CCMP has run three programmes each supporting nearly 40 journalists from developing nations to attend the UN climate change negotiations in Bali, Poznan and Copenhagen. Among the many refinements that the CCMP team has made to its programme over the years, is a greater focus on gender and generation. CCMP research has shown that although most male and female CCMP fellows were likely to acknowledge a need to include women's views in their reports, they lacked the resources, tools and knowledge to do so. In addition there is a disparate level of awareness amongst the CCMP journalists about how men and women of all ages are affected by climate change in different ways and about the need to report these differences. Through its work the CCMP identified several key areas that can improve the way that climate change, gender and generation are covered by the media.

  4. Generation of Attosecond Light Pulses from Gas and Solid State Media

    Directory of Open Access Journals (Sweden)

    Stefanos Chatziathanasiou

    2017-03-01

    Full Text Available Real-time observation of ultrafast dynamics in the microcosm is a fundamental approach for understanding the internal evolution of physical, chemical and biological systems. Tools for tracing such dynamics are flashes of light with duration comparable to or shorter than the characteristic evolution times of the system under investigation. While femtosecond (fs pulses are successfully used to investigate vibrational dynamics in molecular systems, real time observation of electron motion in all states of matter requires temporal resolution in the attosecond (1 attosecond (asec = 10−18 s time scale. During the last decades, continuous efforts in ultra-short pulse engineering led to the development of table-top sources which can produce asec pulses. These pulses have been synthesized by using broadband coherent radiation in the extreme ultraviolet (XUV spectral region generated by the interaction of matter with intense fs pulses. Here, we will review asec pulses generated by the interaction of gas phase media and solid surfaces with intense fs IR laser fields. After a brief overview of the fundamental process underlying the XUV emission form these media, we will review the current technology, specifications and the ongoing developments of such asec sources.

  5. Communicational Virtuality of Alterity (Otherness in the New Media

    Directory of Open Access Journals (Sweden)

    Aurel Codoban

    2011-05-01

    Full Text Available From the modernity which made communication secondary and dependent from knowledge and limited at the verbal type we inherited the idea that communication is in the first place a way of sending information. In this case the identity and otherness of the subjects that communicate are a clear and solid one. The postmodern and globalizing concept of communication put in the first place not the process of sending the information, but the building of relations. This ontological model of relationship describes the meaning of communicational reality as virtual, or, more precisely, describe communications action like a virtual reality. In this case the identity and otherness of the subjects that are in relation appear only as a weak occurrence of the modern idea of subject.

  6. Psychological career resources, career adaptability and work engagement of generational cohorts in the media industry

    Directory of Open Access Journals (Sweden)

    Melinde Coetzee

    2017-11-01

    Full Text Available Orientation: The global skills crisis coupled with the aging workforce, rapid technological advances and changing nature of work have infringed various challenges upon organisations and employees. Media organisations in particular are affected by these trends, with retention further at risk because of the specialised and scarce skills sought and the versatility and ambiguity inherent in the nature of careers within the media industry, therefore resulting in engagement and skills retention being high on the agenda. Research purpose: The aim of the study was to explore whether employees’ age, psychological career resources and career adaptability significantly predict their work engagement and whether generational cohorts differ significantly regarding these variables. Motivation for the study: Within a retention context, it is important to gain insight into the employees’ personal career-related capabilities and dispositions as these are deemed important for driving career development and engagement levels, which, in turn, impact on the retention of talent. Research design, approach and method: A stratified random sample (N = 248 of predominantly female (63.3% and black African people (54% within their early career stages (80% < 45 years was used. A cross-sectional, quantitative research design approach was followed. Stepwise regression analyses and tests for significant mean differences were performed. Main findings: The results indicated generational cohort (age, career confidence (career adaptability and career harmonisers (psychological career resources as significant predictors of work engagement. The Generation Y individuals had higher levels of psychological career resources (career preferences, career values and career drivers, while the Generation X individuals had higher career curiosity. The Baby Boomers showed higher levels of work engagement. Practical and managerial implications: Psycho-social career meta-capacities positively

  7. Framing effects: The impact of framing on copresence in virtual theatre

    OpenAIRE

    Unterman, Benjamin Asher

    2017-01-01

    Virtual theatre (enacted dramatic narrative performed live online) is an emerging form of theatrical mediation. One of the biggest challenges faced by this growing media practice is the management of audience experience. This thesis attempts to address the uncertainty around virtual theatre audiences by focusing on the framing of performances that take place in virtual worlds. Strategic approaches to framing and audience preparation are suggested based on literature-based research, case studi...

  8. Coalition of distributed generation units to virtual power players - a game theory approach

    DEFF Research Database (Denmark)

    Morais, Hugo; Sousa, Tiago M; Santos, Gabriel

    2015-01-01

    and the existence of new management players such as several types of aggregators. This paper proposes a methodology to facilitate the coalition between distributed generation units originating Virtual Power Players (VPP) considering a game theory approach. The proposed approach consists in the analysis...... strategies, size and goals, each parameter has different importance. VPP can also manage other type of energy resources, like storage units, electric vehicles, demand response programs or even parts of the MV and LV distribution network. A case study with twelve VPPs with different characteristics and one...

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

    Directory of Open Access Journals (Sweden)

    R. Ravi

    2010-12-01

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

  10. Social media in the workplace: no employer is immune.

    Science.gov (United States)

    Mukherjee, Misti

    2012-01-01

    The "traditional" notion of social media in the workplace as employees logging on to Facebook for personal use from their desks is long gone. Social media, in some form or another, is now present in virtually every workplace, regardless of where employees perform their work.

  11. Robotics virtual rail system and method

    Science.gov (United States)

    Bruemmer, David J [Idaho Falls, ID; Few, Douglas A [Idaho Falls, ID; Walton, Miles C [Idaho Falls, ID

    2011-07-05

    A virtual track or rail system and method is described for execution by a robot. A user, through a user interface, generates a desired path comprised of at least one segment representative of the virtual track for the robot. Start and end points are assigned to the desired path and velocities are also associated with each of the at least one segment of the desired path. A waypoint file is generated including positions along the virtual track representing the desired path with the positions beginning from the start point to the end point including the velocities of each of the at least one segment. The waypoint file is sent to the robot for traversing along the virtual track.

  12. Information literacy experiencies inside virtual learning environments

    Directory of Open Access Journals (Sweden)

    Patricia Hernández Salazar

    2016-03-01

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

  13. Social mechanisms of media institutions: The genesis of recipient’s preferences

    Directory of Open Access Journals (Sweden)

    V L Mouzykant

    2017-12-01

    Full Text Available Within the framework of sociology of media the author explains the behavior of target audiences in the nowadays media environment, analyzes the changing nature of the relationship between the sender and the recipient of the message. The article considers the social mechanisms of the contemporary media institutions and changes in media consumption preferences of different social strata under the growing influence of communication technologies. The author believes that the digitalization determines the audience’s need for explanation instead of just information. The virtual reality as a new communication platform becomes a common practice, and the audience becomes its passive participant demanding new ways of real-time access to information. The print media audience is gradually moving from constant reading of one or two mass editions to the study of a large number of specialized media. There is the same trend of the declining share of main television channels in advertising budgets due to the increasing share of specialized network channels. At the same time, advertising budgets are transferred to the mobile platforms for there is a growing need in ‘big data’ in real time due to the fast development of mobile electronic devices. Tablets and smartphones are attributes of the emerging media ecology that are gradually replacing television for digital generations prefer to watch the same TV content ‘outside’ the traditional TV environment.

  14. The Role of Immersive Media in Online Education

    Science.gov (United States)

    Bronack, Stephen C.

    2011-01-01

    An increasing number of educators are integrating immersive media into core course offerings. Virtual worlds, serious games, simulations, and augmented reality are enabling students and instructors to connect with content and with one another in novel ways. As a result, many are investigating the new affordances these media provide and the impact…

  15. Virtual Vision

    Science.gov (United States)

    Terzopoulos, Demetri; Qureshi, Faisal Z.

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

  16. Representation of intangible cultural heritage of Bangladesh through social media

    DEFF Research Database (Denmark)

    Khalid, Md. Saifuddin; Chowdhury, Md Saiful Alam

    2018-01-01

    with approximately 160 million people is experiencing an exponential growth of social media users. Towards the goal of strategically representing and diffusing ICH through social media, this study explores the current roles of social media in the transmission of ICH in the virtual world through content analysis....... The potential roles of social media in the process of preserving ICH offer a space for building awareness, creating knowledge, and diffusion of innovations....

  17. Virtual Reality Hospice

    OpenAIRE

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

    2017-01-01

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

  18. Agency, Expression, and the Virtual Sphere: Social Media in Saudi Arabia

    OpenAIRE

    Hayman, Fiona

    2017-01-01

    This paper seeks to address the question of why so many Saudi Arabians use social media. Prior literature investigating social media usage in the Saudi Arabia is either too broad or too narrow. This necessitates academic inquiry that addresses the “middle ground”. Saudi Arabians' markedly high rates of social media usage appear incongruous with the traditional, highly restrictive nature of Saudi Arabian society. Given social media's status as a relatively new phenomenon, and its recognized ab...

  19. Teaching, Learning, and Sharing: How Today's Higher Education Faculty Use Social Media

    Science.gov (United States)

    Moran, Mike; Seaman, Jeff; Tinti-Kane, Hester

    2011-01-01

    Faculty are big users of and believers in social media. Virtually all higher education teaching faculty are aware of the major social media sites; more than three-quarters visited a social media site within the past month for their personal use; and nearly one-half posted content. Even more impressive is their rate of adoption of social media in…

  20. The Virtual and the Real in Planning and Urban Design: Perspectives, Practices and Applications

    NARCIS (Netherlands)

    Yamu, Claudia; Poplin, Alenka; Devisch, Oswald; de Roo, Gert

    2018-01-01

    The Virtual and the Real: Perspectives, Practices and Applications for the Built Environment explores the merging relationship between physical and virtual spaces in planning and urban design. Technological advances such as smart sensors, interactive screens, locative media and evolving computation

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

    Science.gov (United States)

    Yuzer, T. Volkan

    2007-01-01

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

  2. [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.

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

    Science.gov (United States)

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

    2016-01-01

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

  4. Dynamic Virtual Credit Card Numbers

    Science.gov (United States)

    Molloy, Ian; Li, Jiangtao; Li, Ninghui

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

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

    International Nuclear Information System (INIS)

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

    1988-01-01

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

  6. The role of content marketing in social media content communities

    OpenAIRE

    Charmaine du Plessis

    2017-01-01

    Background: Content marketing has become a leading marketing technique in digital marketing communication and uses the point of view of consumers to build relationships by creating and sharing engaging content in social media that enhance their daily lives. Existing research on social media communities has focused mainly on social media marketing and virtual brand community perspectives while content marketing’s valuable and unobtrusive role in social media content communities has largely bee...

  7. Virtual data in CMS production

    International Nuclear Information System (INIS)

    Arbree, A. et al.

    2004-01-01

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

  8. Virtual Data in CMS Production

    CERN Document Server

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

    2003-01-01

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

  9. Shattering the Screen: Embodied Narrative in Digital Media

    Directory of Open Access Journals (Sweden)

    Russell J. Cook

    2017-03-01

    Full Text Available This illustrated phenomenological inquiry into storytelling in screen media identifies important media transformations of experience. Viewers embody, or situate their experienced selves, according to screen requirements. A viewer’s compelled perspective on the screen causes fundamental spatio-temporal transformations of narrative experience, including horizontal stretching of screen space and time compression or leakage. Virtual media have the potential, as yet unrealized, to break out of the screen and to restore narrative to its primordial, experiential roots.

  10. 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.

  11. The City at Play: "Second Life" and the Virtual Urban Planning Studio

    Science.gov (United States)

    Thomas, David; Hollander, Justin B.

    2010-01-01

    This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using "Second Life," the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds…

  12. Overview of FY1997 human media technology R and D; 1997 nendo sangyo kagaku gijutsu kenkyu kaihatsu seido Shin energy Sangyo Gijutsu sogo Kaihatsu Kiko itaku jigyo. Human media no kenkyu kaihatsu seika hokokusho

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1998-03-01

    This paper reports a summary of results in fiscal 1997 of research and development of human media technology. Fiscal 1997 launched design and trial fabrication of the following items: interface to improve efficiency and safety of plant operators, accommodation of multimedia contents to aid Kansei design, city development design aiding technologies using contents retrieval and presentation technologies and virtual reality, and empirical evaluation technologies for safety, comfort and convenience. Specific study assignments were extracted on a virtual media technology, a Kansei media technology and a knowledge media technology being three elementary technologies for human media to make clear the research and development approaches to be taken in the coming fiscal years. In addition, a human media technology committee, a research and development working group, and an investigation working group were established. Also launched were investigations on research trends in the human media technology, and investigative researches on contacts of information needs in industries with human media. 59 refs., 114 figs., 24 tabs.

  13. Virtual reality: new method of teaching anorectal and pelvic floor anatomy.

    Science.gov (United States)

    Dobson, Howard D; Pearl, Russell K; Orsay, Charles P; Rasmussen, Mary; Evenhouse, Ray; Ai, Zhuming; Blew, Gregory; Dech, Fred; Edison, Marcia I; Silverstein, Jonathan C; Abcarian, Herand

    2003-03-01

    A clear understanding of the intricate spatial relationships among the structures of the pelvic floor, rectum, and anal canal is essential for the treatment of numerous pathologic conditions. Virtual-reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereoscopic-vision, viewer-centered perspective, large angles of view, and interactivity. We describe a novel virtual reality-based model designed to teach anorectal and pelvic floor anatomy, pathology, and surgery. A static physical model depicting the pelvic floor and anorectum was created and digitized at 1-mm intervals in a CT scanner. Multiple software programs were used along with endoscopic images to generate a realistic interactive computer model, which was designed to be viewed on a networked, interactive, virtual-reality display (CAVE or ImmersaDesk). A standard examination of ten basic anorectal and pelvic floor anatomy questions was administered to third-year (n = 6) and fourth-year (n = 7) surgical residents. A workshop using the Virtual Pelvic Floor Model was then given, and the standard examination was readministered so that it was possible to evaluate the effectiveness of the Digital Pelvic Floor Model as an educational instrument. Training on the Virtual Pelvic Floor Model produced substantial improvements in the overall average test scores for the two groups, with an overall increase of 41 percent (P = 0.001) and 21 percent (P = 0.0007) for third-year and fourth-year residents, respectively. Resident evaluations after the workshop also confirmed the effectiveness of understanding pelvic anatomy using the Virtual Pelvic Floor Model. This model provides an innovative interactive educational framework that allows educators to overcome some of the barriers to teaching surgical and endoscopic principles based on understanding highly complex three-dimensional anatomy. Using this collaborative, shared virtual-reality environment

  14. Visual Stereotypes and Virtual Pedagogical Agents

    Science.gov (United States)

    Haake, Magnus; Gulz, Agneta

    2008-01-01

    The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual…

  15. Libraries' Place in Virtual Social Networks

    Science.gov (United States)

    Mathews, Brian S.

    2007-01-01

    Do libraries belong in the virtual world of social networking? With more than 100 million users, this environment is impossible to ignore. A rising philosophy for libraries, particularly in blog-land, involves the concept of being where the users are. Simply using new media to deliver an old message is not progress. Instead, librarians should…

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

    Directory of Open Access Journals (Sweden)

    Michael G Giacomelli

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

  17. Virtual Education: Guidelines for Using Games Technology

    Science.gov (United States)

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  18. Post-Web 2.0 Pedagogy: From Student-Generated Content to International Co-Production Enabled by Mobile Social Media

    Science.gov (United States)

    Cochrane, Thomas; Antonczak, Laurent; Wagner, Daniel

    2013-01-01

    The advent of web 2.0 has enabled new forms of collaboration centred upon user-generated content, however, mobile social media is enabling a new wave of social collaboration. Mobile devices have disrupted and reinvented traditional media markets and distribution: iTunes, Google Play and Amazon now dominate music industry distribution channels,…

  19. Follow Me, Like Me, Tweet Me! Implementing Social Media Into Occupational Health.

    Science.gov (United States)

    Olszewski, Kimberly; Wolf, Debra M

    2015-06-01

    Occupational health nurses can advance their professional practices through virtual platforms (e.g., social media and mobile applications). Virtual platforms allow occupational health nurses to disseminate occupational safety and health information efficiently to employees, families, and other stakeholders. Occupational health nurses exchange information with employees, enhancing communication and disseminating appropriate and accurate safety and health information to workers and their families. This article assists occupational health nurses in understanding how to use social media and other mobile applications to enhance their practices. © 2015 The Author(s).

  20. Third-harmonic generation in isotropic media by focused pulses

    International Nuclear Information System (INIS)

    Tasgal, Richard S.; Band, Y.B.

    2004-01-01

    For focused pulses of light in isotropic nonlinear media, third-harmonic generation can be strongly affected by group-velocity mismatch between the fundamental and third-harmonic. There is a characteristic time determined by the group-velocity mismatch and the Rayleigh range of the focused pulse. The dynamics depend on two dimensionless quantities, namely the ratio of the characteristic time to the pulse duration and the phase-velocity mismatch times the Rayleigh range. Pulses shorter than the characteristic time have physics described by simple analytic formulas. Pulses near the characteristic time have an intermediate behavior given by an explicit but more complicated formula. Pulses longer than the characteristic time tend to the continuous-wave case

  1. Microwork and Virtual Production Networks in Sub-Saharan Africa ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    Microwork and Virtual Production Networks in Sub-Saharan Africa and Southeast Asia ... content posted to social media sites; -categorizing products in online shops; or, ... that have realized that entry-level workers can be efficient and effective.

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

    Science.gov (United States)

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

    2007-02-01

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

  3. Kinematic evaluation of virtual walking trajectories.

    Science.gov (United States)

    Cirio, Gabriel; Olivier, Anne-Hélène; Marchal, Maud; Pettré, Julien

    2013-04-01

    Virtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual environment is represented. No matter how virtual walking is controlled, the generation of realistic virtual trajectories is absolutely required for some applications, especially those dedicated to the study of walking behaviors in VR, navigation through virtual places for architecture, rehabilitation and training. Previous studies focused on evaluating the realism of locomotion trajectories have mostly considered the result of the locomotion task (efficiency, accuracy) and its subjective perception (presence, cybersickness). Few focused on the locomotion trajectory itself, but in situation of geometrically constrained task. In this paper, we study the realism of unconstrained trajectories produced during virtual walking by addressing the following question: did the user reach his destination by virtually walking along a trajectory he would have followed in similar real conditions? To this end, we propose a comprehensive evaluation framework consisting on a set of trajectographical criteria and a locomotion model to generate reference trajectories. We consider a simple locomotion task where users walk between two oriented points in space. The travel path is analyzed both geometrically and temporally in comparison to simulated reference trajectories. In addition, we demonstrate the framework over a user study which considered an initial set of common and frequent virtual walking conditions, namely different input devices, output display devices, control laws, and visualization modalities. The study provides insight into the relative contributions of each condition to the overall realism of the resulting virtual trajectories.

  4. The virtual library: Coming of age

    Science.gov (United States)

    Hunter, Judy F.; Cotter, Gladys A.

    1994-01-01

    With the high speed networking capabilities, multiple media options, and massive amounts of information that exist in electronic format today, the concept of a 'virtual' library or 'library without walls' is becoming viable. In virtual library environment, the information processed goes beyond the traditional definition of documents to include the results of scientific and technical research and development (reports, software, data) recorded in any format or media: electronic, audio, video, or scanned images. Network access to information must include tools to help locate information sources and navigate the networks to connect to the sources, as well as methods to extract the relevant information. Graphical User Interfaces (GUI's) that are intuitive and navigational tools such as Intelligent Gateway Processors (IGP) will provide users with seamless and transparent use of high speed networks to access, organize, and manage information. Traditional libraries will become points of electronic access to information on multiple medias. The emphasis will be towards unique collections of information at each library rather than entire collections at every library. It is no longer a question of whether there is enough information available; it is more a question of how to manage the vast volumes of information. The future equation will involve being able to organize knowledge, manage information, and provide access at the point of origin.

  5. SU-E-J-94: Geometric and Dosimetric Evaluation of Deformation Image Registration Algorithms Using Virtual Phantoms Generated From Patients with Lung Cancer

    International Nuclear Information System (INIS)

    Shen, Z; Greskovich, J; Xia, P; Bzdusek, K

    2015-01-01

    Purpose: To generate virtual phantoms with clinically relevant deformation and use them to objectively evaluate geometric and dosimetric uncertainties of deformable image registration (DIR) algorithms. Methods: Ten lung cancer patients undergoing adaptive 3DCRT planning were selected. For each patient, a pair of planning CT (pCT) and replanning CT (rCT) were used as the basis for virtual phantom generation. Manually adjusted meshes were created for selected ROIs (e.g. PTV, lungs, spinal cord, esophagus, and heart) on pCT and rCT. The mesh vertices were input into a thin-plate spline algorithm to generate a reference displacement vector field (DVF). The reference DVF was used to deform pCT to generate a simulated replanning CT (srCT) that was closely matched to rCT. Three DIR algorithms (Demons, B-Spline, and intensity-based) were applied to these ten virtual phantoms. The images, ROIs, and doses were mapped from pCT to srCT using the DVFs computed by these three DIRs and compared to those mapped using the reference DVF. Results: The average Dice coefficients for selected ROIs were from 0.85 to 0.96 for Demons, from 0.86 to 0.97 for intensity-based, and from 0.76 to 0.95 for B-Spline. The average Hausdorff distances for selected ROIs were from 2.2 to 5.4 mm for Demons, from 2.3 to 6.8 mm for intensity-based, and from 2.4 to 11.4 mm for B-Spline. The average absolute dose errors for selected ROIs were from 0.2 to 0.6 Gy for Demons, from 0.1 to 0.5 Gy for intensity-based, and from 0.5 to 1.5 Gy for B-Spline. Conclusion: Virtual phantoms were modeled after patients with lung cancer and were clinically relevant for adaptive radiotherapy treatment replanning. Virtual phantoms with known DVFs serve as references and can provide a fair comparison when evaluating different DIRs. Demons and intensity-based DIRs were shown to have smaller geometric and dosimetric uncertainties than B-Spline. Z Shen: None; K Bzdusek: an employee of Philips Healthcare; J Greskovich: None; P Xia

  6. Reduced iodinated contrast media for abdominal imaging by dual-layer spectral detector computed tomography for patients with kidney disease

    Directory of Open Access Journals (Sweden)

    Hirokazu Saito, MD

    2018-04-01

    Full Text Available Contrast-enhanced computed tomography using iodinated contrast media is useful for diagnosis of gastrointestinal diseases. However, contrast-induced nephropathy remains problematic for kidney diseases patients. Although current guidelines recommended the use of a minimal dose of contrast media necessary to obtain adequate images for diagnosis, obtaining adequate images with sufficient contrast enhancement is difficult with conventional computed tomography using reduced contrast media. Dual-layer spectral detector computed tomography enables the simultaneous acquisition of low- and high-energy data and the reconstruction of virtual monochromatic images ranging from 40 to 200 keV, retrospectively. Low-energy virtual monochromatic images can enhance the contrast of images, thereby facilitating reduced contrast media. In case 1, abdominal computed tomography angiography at 50 keV using 40% of the conventional dose of contrast media revealed the artery that was the source of diverticular bleeding in the ascending colon. In case 2, ischemia of the transverse colon was diagnosed by contrast-enhanced computed tomography and iodine-selective imaging using 40% of the conventional dose of contrast media. In case 3, advanced esophagogastric junctional cancer was staged and preoperative abdominal computed tomography angiography could be obtained with 30% of the conventional dose of contrast media. However, the texture of virtual monochromatic images may be a limitation at low energy. Keywords: Virtual monochromatic images, Contrast-induced nephropathy

  7. Social Media Use Among Nurses: Literature Review.

    Science.gov (United States)

    Cordoş, Ariana Anamaria; Bolboacă, Sorana D

    2016-01-01

    The scope of the research was to increase the understanding of social media's influence among nurses while highlighting gaps in the literature and areas for further research. The search of PubMed database was performed in November 2015, using terms to identify peer-reviewed articles that describe the use of social media for nursing students or nurse practitioners. A systematic approach was used to retrieve papers and extract relevant data. There were identified 23 full text articles involving social media and nurse-related terminology. The majority of the studies were interventional (n = 20) that assessed social media as a teaching tool. Podcasts, Multiplayer virtual worlds and mixed social media platforms has also been assessed. Social media is used as a tool of information for nurses mainly as the means for engaging and communicating.

  8. Internet gratifications and internet addiction: on the uses and abuses of new media.

    Science.gov (United States)

    Song, Indeok; LaRose, Robert; Eastin, Matthew S; Lin, Carolyn A

    2004-08-01

    Internet addiction has been identified as a pathological behavior, but its symptoms may be found in normal populations, placing it within the scope of conventional theories of media attendance. The present study drew upon fresh conceptualizations of gratifications specific to the Internet to uncover seven gratification factors: Virtual Community, Information Seeking, Aesthetic Experience, Monetary Compensation, Diversion, Personal Status, and Relationship Maintenance. With no parallel in prior research, Virtual Community might be termed a "new" gratification. Virtual Community, Monetary Compensation, Diversion, and Personal Status gratifications accounted for 28% of the variance in Internet Addiction Tendency. The relationship between Internet addiction and gratifications was discussed in terms of the formation of media habits and the distinction between content and process gratifications.

  9. Pre-produsage and the remediation of virtual products

    Science.gov (United States)

    Skågeby, Jörgen

    2011-04-01

    This paper introduces and explores cycles of pre-produsage and produsage. It reports on the results from an online ethnographical study of the Apple iPad conducted before the public release of the material product. Consequently, most users had not physically interacted with the device in question. Nevertheless, the release of the technical specifications and marketing material generated a massive amount of produsage-related online discussion. As such this paper explores the concept of pre-produsage. Pre-produsage is a form of predicted or expected use, relating to products or services that are only accessible to users as a form of representation (e.g. technical specification, virtual prototype, and design sketch), but with an added element of user-generated design suggestions, conflict coordination, and software development. Remediation-the process by which new digital media technologies reuses qualities of previous technologies and enters an existing media ecology-is a prevalent theme in pre-produsage and involves a tension between features that support protracted use and features that provide total innovation. The paper argues that an analysis of pre-produsage can provide insights that relate to both anticipated and actual user experience (UX). More specifically, pre-produsage analysis can trace the underlying reasons for a certain problem, intention, or concern and connect it to a specific set of features and potential solutions. Finally, the paper shows how proprietary products become subject to produsage, resulting in artifacts negotiated by cycles of produsage.

  10. Speculations on the representation of architecture in virtual reality

    DEFF Research Database (Denmark)

    Hermund, Anders; Klint, Lars; Bundgård, Ture Slot

    2017-01-01

    to the visual field of perception. However, this should not necessarily imply an acceptance of the dominance of vision over the other senses, and the much-criticized retinal architecture with its inherent loss of plasticity. Recent neurology studies indicate that 3D representation models in virtual reality......This paper discusses the present and future possibilities of representation models of architecture in new media such as virtual reality, seen in the broader context of tradition, perception, and neurology. Through comparative studies of real and virtual scenarios using eye tracking, the paper...... are less demanding on the brain’s working memory than 3D models seen on flat two-dimensional screens. This paper suggests that virtual reality representational architectural models can, if used correctly, significantly improve the imaginative role of architectural representation....

  11. X3DOM AS CARRIER OF THE VIRTUAL HERITAGE

    Directory of Open Access Journals (Sweden)

    Y. Jung

    2012-09-01

    Full Text Available Virtual Museums (VM are a new model of communication that aims at creating a personalized, immersive, and interactive way to enhance our understanding of the world around us. The term "VM" is a short-cut that comprehends various types of digital creations. One of the carriers for the communication of the virtual heritage at future internet level as de-facto standard is browser front-ends presenting the content and assets of museums. A major driving technology for the documentation and presentation of heritage driven media is real-time 3D content, thus imposing new strategies for a web inclusion. 3D content must become a first class web media that can be created, modified, and shared in the same way as text, images, audio and video are handled on the web right now. A new integration model based on a DOM integration into the web browsers' architecture opens up new possibilities for declarative 3 D content on the web and paves the way for new application scenarios for the virtual heritage at future internet level. With special regards to the X3DOM project as enabling technology for declarative 3D in HTML, this paper describes application scenarios and analyses its technological requirements for an efficient presentation and manipulation of virtual heritage assets on the web.

  12. Beyond Reason: The Media, Politics, and Public Discourse. Draft.

    Science.gov (United States)

    Dorman, William A.

    The media have a lot to do with how people think and what people think about. The line between popular culture and news has virtually disappeared, giving rise to what some have labeled "infotainment." At the same time, "fake news" in the form of publicity that promoters provide to media outlets under the guise of legitimate…

  13. Quantum-mechanical elaboration for the description of low- and high-order harmonics generated by extended gas media: prospects to the efficiency enhancement in spatially modulated media

    Science.gov (United States)

    Stremoukhov, Sergey Yu; Andreev, Anatoly V.

    2018-03-01

    A simple model fully matching the description of the low- and high-order harmonic generation in extended media interacting with multicolor laser fields is proposed. The extended atomic media is modeled by a 1D chain of atoms, the number of atoms and the distance between them depend on the pressure of the gas and the length of the gas cell. The response of the individual atoms is calculated accurately in the frame of the non-perturbative theory where the driving field for each atom is calculated with account of dispersion properties of any multicolor field component. In spite of the simplicity of the proposed model it provides the detailed description of behaviour of harmonic spectra under variation of the gas pressure and medium length, it also predicts a scaling law for harmonic generation (an invariant). To demonstrate the wide range of applications of the model we have simulated the results of recent experiments dealing with spatially modulated media and obtained good coincidence between the numerical results and the experimental ones.

  14. A conceptual framework for audio-visual museum media

    DEFF Research Database (Denmark)

    Kirkedahl Lysholm Nielsen, Mikkel

    2017-01-01

    In today's history museums, the past is communicated through many other means than original artefacts. This interdisciplinary and theoretical article suggests a new approach to studying the use of audio-visual media, such as film, video and related media types, in a museum context. The centre...... and museum studies, existing case studies, and real life observations, the suggested framework instead stress particular characteristics of contextual use of audio-visual media in history museums, such as authenticity, virtuality, interativity, social context and spatial attributes of the communication...

  15. Language Planning and Media in Minority Language and Plurilingual Contexts

    Science.gov (United States)

    Hogan-Brun, Gabrielle

    2011-01-01

    The proliferation of media and their associated platforms is creating radical changes in the way we interact with the world. Social media in particular have increased the manner of communication between people, with on-demand access to content any time, anywhere. With virtual communities being established online through a growing range of…

  16. Social Media as an Informant.

    Energy Technology Data Exchange (ETDEWEB)

    Crawford, Justin

    2016-10-01

    With today’s means of communication and the billions of people across the globe using social media, it is no surprise that law enforcement intelligence operations have turned to using social media as an information collection medium. Using social media to collect information on individuals offers many benefits to law enforcement agencies but also includes certain manageable risks. There are several oversight regulations that department administrators and officers alike should be aware of. While the regulations certainly do not prevent information collection, law enforcement officers may find the constraints somewhat burdensome. This paper seeks to help identify the more prevalent issues with using social media as a virtual informant and guide agencies in a way to avoid the more common mistakes. These mistakes can lead to civil rights infringements and government oversteps by state, local and tribal officials.

  17. VIRTUAL COMPETITIVENESS: YOUTHS’ VIEWS

    Directory of Open Access Journals (Sweden)

    M. Yu. Semenov

    2018-01-01

    Full Text Available Introduction. Nowadays, the use of information and communication technologies (ICT has become an integral part both of every individual’s life and of the society in general. It is no longer possible to deny the impact of virtual environment on socialisation and development of the identity of young people. In this regard, the investigation of young people’s view on virtual social networks, and the possibility of students’ own competitiveness realization through various web services. The aim of the research presented in the article is to study the factors of students’ assessment of virtual social networks as a tool of personal fulfillment. Methodology and research methods. Content analysis and synthesis of scientific publications studies were carried out at a theoretical stage of the research; secondary sampling analysis of sociologic data material sources was conducted. The empirical research stage involved the instrument of questionnaire surveys, statistical data processing and interpretation of the results. Results and scientific novelty. The social survey conducted in 2017 with the participation of 1087 high school students and 1196 college students of the Tyumen Region shown that the more competitive students consider themselves, the more competitive they perceive the people having great popularity on the Internet. At that, compared to girls, young people are more inclined to consider the people having great popularity on the Internet competitive. It is determined that having a popular virtual media account for the young person is less worthwhile than for female respondents. The author explains this fact: male representatives regard it as “social capital” which can contribute to growth of their competitiveness in society as well as to achieve some profit. The author concludes that youth views on competitiveness are not directly related to the activity in virtual social networks. Frequent use by respondents of the Internet and

  18. Two-beam virtual cathode accelerator

    International Nuclear Information System (INIS)

    Peter, W.

    1992-01-01

    A proposed method to control the motion of a virtual cathode is investigated. Applications to collective ion acceleration and microwave generation are indicated. If two counterstreaming relativistic electron beams of current I are injected into a drift tube of space-charge-limiting current I L = 2I, it is shown that one beam can induce a moving virtual cathode in the other beam. By dynamically varying the current injected into the drift tube region, the virtual cathode can undergo controlled motion. For short drift tubes, the virtual cathodes on each end are strongly-coupled and undergo coherent large-amplitude spatial oscillations within the drift tube

  19. PENGUJIAN COGNITIVE ABSORPTION TERHADAP KEPERCAYAAN-KEPERCAYAAN PENGGUNA UNTUK BERBAGI INFORMASI DI LINGKUNGAN VIRTUAL WORLDS

    OpenAIRE

    Supardi Supardi

    2014-01-01

    Virtual Worlds (VWs) are media-rich  cognitively  engaging technologies that geographically dispersed organizations  can use  as a cost effective workplace collaboration tool. Using  a sharing  information in virtual worlds environment, the aims of this study is to investigate cognitive absorption within individual beliefs about the technology of virtual worlds use. Cognitive absorption, theorized as being exhibited through the five dimensions of temporal dissociation, focused immersion, heig...

  20. The Virtual Diphoton Excess

    CERN Document Server

    Stolarski, Daniel

    2016-01-01

    Interpreting the excesses around 750 GeV in the diphoton spectra to be the signal of a new heavy scalar decaying to photons, we point out the possibility of looking for correlated signals with virtual photons. In particular, we emphasize that the effective operator that generates the diphoton decay will also generate decays to two leptons and a photon, as well as to four leptons, independently of the new resonance couplings to $Z\\gamma$ and $ZZ$. Depending on the relative sizes of these effective couplings, we show that the virtual diphoton component can make up a sizable, and sometimes dominant, contribution to the total $2\\ell \\gamma$ and $4\\ell$ partial widths. We also discuss modifications to current experimental cuts in order to maximize the sensitivity to these virtual photon effects. Finally, we briefly comment on prospects for channels involving other Standard Model fermions as well as more exotic decay possibilities of the putative resonance.

  1. Reaching across Continents: Engaging Students through Virtual Collaborations

    Science.gov (United States)

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

    2016-01-01

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

  2. THE IMPACT OF MASS MEDIA ON CHILDREN

    Directory of Open Access Journals (Sweden)

    Maria Katarzyna Grzegorzewska

    2008-01-01

    Full Text Available The 21th century from the standpoint of man is regarded as a time of domestication of new media technologies. During that era audiovisual media have displayed the traditional media. Written word has lost is place to television, video games, and in the Internet, whichare having a major impact on people of all ages including young children. The word “illusion” originates from the Latin word “illusio” which means to pretend, to elude. The media world has become independent in terms of the real word and started tolive according to its own rules. We have started to function in two separate realities: actual reality, and virtual media reality. For some people it is very hard to distinguish two types of realities, not to mention kids, which usually perceive media reality as entirely real, actual domain.

  3. Automated recycling of chemistry for virtual screening and library design.

    Science.gov (United States)

    Vainio, Mikko J; Kogej, Thierry; Raubacher, Florian

    2012-07-23

    An early stage drug discovery project needs to identify a number of chemically diverse and attractive compounds. These hit compounds are typically found through high-throughput screening campaigns. The diversity of the chemical libraries used in screening is therefore important. In this study, we describe a virtual high-throughput screening system called Virtual Library. The system automatically "recycles" validated synthetic protocols and available starting materials to generate a large number of virtual compound libraries, and allows for fast searches in the generated libraries using a 2D fingerprint based screening method. Virtual Library links the returned virtual hit compounds back to experimental protocols to quickly assess the synthetic accessibility of the hits. The system can be used as an idea generator for library design to enrich the screening collection and to explore the structure-activity landscape around a specific active compound.

  4. Building a virtual simulation platform for quasistatic breast ultrasound elastography using open source software: A preliminary investigation.

    Science.gov (United States)

    Wang, Yu; Helminen, Emily; Jiang, Jingfeng

    2015-09-01

    Quasistatic ultrasound elastography (QUE) is being used to augment in vivo characterization of breast lesions. Results from early clinical trials indicated that there was a lack of confidence in image interpretation. Such confidence can only be gained through rigorous imaging tests using complex, heterogeneous but known media. The objective of this study is to build a virtual breast QUE simulation platform in the public domain that can be used not only for innovative QUE research but also for rigorous imaging tests. The main thrust of this work is to streamline biomedical ultrasound simulations by leveraging existing open source software packages including Field II (ultrasound simulator), VTK (geometrical visualization and processing), FEBio [finite element (FE) analysis], and Tetgen (mesh generator). However, integration of these open source packages is nontrivial and requires interdisciplinary knowledge. In the first step, a virtual breast model containing complex anatomical geometries was created through a novel combination of image-based landmark structures and randomly distributed (small) structures. Image-based landmark structures were based on data from the NIH Visible Human Project. Subsequently, an unstructured FE-mesh was created by Tetgen. In the second step, randomly positioned point scatterers were placed within the meshed breast model through an octree-based algorithm to make a virtual breast ultrasound phantom. In the third step, an ultrasound simulator (Field II) was used to interrogate the virtual breast phantom to obtain simulated ultrasound echo data. Of note, tissue deformation generated using a FE-simulator (FEBio) was the basis of deforming the original virtual breast phantom in order to obtain the postdeformation breast phantom for subsequent ultrasound simulations. Using the procedures described above, a full cycle of QUE simulations involving complex and highly heterogeneous virtual breast phantoms can be accomplished for the first time

  5. Speculations on the representation of architecture in virtual reality

    DEFF Research Database (Denmark)

    Hermund, Anders; Klint, Lars; Bundgård, Ture Slot

    2017-01-01

    This paper discusses the present and future possibilities of representation models of architecture in new media such as virtual reality, seen in the broader context of tradition, perception, and neurology. Through comparative studies of real and virtual scenarios using eye tracking, the paper...... discusses if the constantly evolving toolset for architectural representation has in itself changed the core values of architecture, or if it is rather the level of skilful application of technology that can inflict on architecture and its quality. It is easy to contemplate virtual reality as an extension...... to the visual field of perception. However, this should not necessarily imply an acceptance of the dominance of vision over the other senses, and the much-criticized retinal architecture with its inherent loss of plasticity. Recent neurology studies indicate that 3D representation models in virtual reality...

  6. Towards the Automatic Generation of Virtual Presenter Agents

    NARCIS (Netherlands)

    Nijholt, Antinus; Cohen, E.

    There are many ways to present information to visitors and users of 2D and 3D interface environments. In these virtual environments we can provide visitors with simulations of real environments, including simulations of presenters in such environments (a lecturer, a sales agent, a receptionist, a

  7. Making (sense of) places in virtual worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    means. The findings have shown that co- design and co-creation practices do not only depend on various actors and their mediated interactions, but also on a variety of tools, practices and resources that digital media platforms provide. Moreover, these tools and resources have transmedia characteristics...... in 3D virtual space to collaborate and co- design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual...... world known as Second Life by the collaborative efforts of its so-called residents. The social semiotic perspective is used to develop a multimodal analytical framework and to analyze the co-creation of meaning potentials by various social actors who use the available semiotic resources as mediational...

  8. A framework for designing complex media facades

    DEFF Research Database (Denmark)

    Halskov, Kim; Ebsen, Tobias

    2013-01-01

    Spatial, low-resolution media facades integrated into buildings pose specific design challenges. We provide a conceptual framework for addressing how content for a media façade may be designed taking into account the specific qualities of the display of media façade interfaces: scale, shape, pixel...... configuration, pixel shape, and light quality. We address how these qualities of the interface may be investigated using a repertoire of design tools in different modalities ranging form physical models over mixed reality models to virtual representations. As the main case we present and discuss five design...... tools used in the design of the media façade of a 300 metres long low-resolution curvilinear media façade part of the Danish pavilion at the Expo 2010 in Shanghai....

  9. Virtual Environments and Autism: A Developmental Psychopathological Approach

    Science.gov (United States)

    Rajendran, G.

    2013-01-01

    Individuals with autism spectrum disorders supposedly have an affinity with information and communication technology (ICT), making it an ideally suited media for this population. Virtual environments (VEs)--both two-dimensional and immersive--represent a particular kind of ICT that might be of special benefit. Specifically, this paper discusses…

  10. PoliMedia. Analysing Media Coverage of political debates by automatically generated links to Radio & Newspaper Items

    NARCIS (Netherlands)

    M. Kleppe (Martijn); L. Hollink (Laura); M.J. Kemman (Max); D. Juric (Damir); H.J.G. Beunders (Henri); J. Blom (Jaap); J. Oomen (Johan); G.J. Houben (Geert Jan)

    2014-01-01

    markdownabstractStudents and researchers of media and communication sciences study the role of media in our society. They frequently search through media archives to manually select items that cover a certain event. When this is done for large time spans and across media-outlets, this task can

  11. EFFECT OF SOCIAL MEDIA MARKETING ON BRAND EQUITY OF ONLINE COMPANIES

    OpenAIRE

    Satheeka Kavisekera; Nalin Abeysekera

    2016-01-01

    Social Media is a prominent marketing tool profoundly used by E-Businesses to draw the attention of the online target audience that could be converted to direct traffic. However, the non-exclusivity of social media has created a unique issue for virtual enterprises that are entirely depending on digital media. The main emphasis of this study is to appreciate the significance of Social Media Marketing in promoting the Brand Equity of E-Commerce enterprises. The empirical study is based on Ka...

  12. The role and importance of social media in communicating brand value

    Directory of Open Access Journals (Sweden)

    Đukić Suzana

    2011-01-01

    Full Text Available Communication between consumers is the most important way of communicating value and forming opinions on brands and enterprises. The expansion of communication technologies has made communication between people easier and provided the links with consumers on a radically new basis. Virtual space represents a dominant meeting place for people with similar interests. Thus, virtual consumer communities across the world preferring and committed to same brands have been created. Members are loyal to communities they belong to and participate actively and indirectly in modeling and developing them. By expressing their own opinions and exploring others, consumers influence and help each other in finding solutions for certain situations in buying and consumption. Considering the intensity of the exchange of information, opinions, experience and ideas, one can speak about the expansion of communication messages that are exchanged in the virtual space and social media as transfer channels. These are the media formed by consumers themselves, who control the information communicated through them. Because of the importance of massages exchanged through them and their impact on consumer behavior, social media have an important place in integrated marketing communications. Although enterprises cannot completely control the communication within social media, the efficiency of marketing communication can be realized by providing conditions for friendly, correct, continuous and transparent message exchange between consumers and enterprises as well as between consumers themselves. The paper examines the communication possibilities of social media determining their role and importance in communicating value in the market for the purpose of enhancing consumer loyalty and creating image and professional respectability of the enterprise.

  13. Construction of Subjectivity in Social Media

    Directory of Open Access Journals (Sweden)

    Anže Dolinar

    2015-03-01

    Full Text Available Social media are a phenomenon that came about with the Web 2.0. The essential characteristic of social media is the so-called user-generated content, which means that individuals and their lives are entangled in a social interaction in which their identity is to some extent subsumed under the logic of the production of profit. From the standpoint of the critique of political economy, the phenomenon of digital labor can be tackled with a digital labor theory of value. On the other hand, a question of a subjective aspect remains open. The initial hypothesis is that an analysis of a dynamic character of capitalism is necessarily connected with historical transformations of subjectivity. I will inspect which type of subjectivity is produced during the “process of production” on Facebook, how relations of the exchange of information and meaning take place inside this medium, and what kind of consciousness comes with this virtual identity. I will attempt to address this question with an explication of social forms of sharing amongst individuals on this social network. I will focus on how photos, notifications and comments structure web subjectivity and its function. Answers to such questions can help us in understanding a certain aspect of a socioeconomic structure of contemporary capitalism and bear an emancipatory potential in a possibility of negation of such social relations. The article will limit itself to the exploration of subjectivity in social media, which will be dealt with in a dynamic sense and in regard to formal conditions of communication inside social media, and in respect to a social situation in which they are.

  14. 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.

  15. Media Literacy and Information Behavior in Cyberspace

    Directory of Open Access Journals (Sweden)

    Seyed Ali Akbar Famil Rouhany

    2017-10-01

    Full Text Available The aim of this study was to investigate media literacy and information behavior in cyberspace. This was a review and library research based study. With the advent of the digital age and the increasing spread of the World Wide Web, popularity and general acceptance of virtual social networks in the world today, the need to examine media literacy and information behavior in human life is important. Approach to media literacy which is the subset of information literacy in cyberspace has become necessary and obvious. As an individual, higher level of literacy can lead to choosing better content and search for information to find useful content. By assessing the theoretical basis and different approaches in a virtual environment, it can be concluded that having literacy skills and information behavior, the period of time spent in cyberspace and the number of readers have increased, leading to the ability to criticize and interpret the social, political and economic information and identify useful information. Consequently, by acquiring new technologies and increasing the adaptability in viewpoints and improving skills within researchers, the context for developing new ideas will be provided.

  16. 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...

  17. The role of content marketing in social media content communities

    Directory of Open Access Journals (Sweden)

    Charmaine du Plessis

    2017-10-01

    Full Text Available Background: Content marketing has become a leading marketing technique in digital marketing communication and uses the point of view of consumers to build relationships by creating and sharing engaging content in social media that enhance their daily lives. Existing research on social media communities has focused mainly on social media marketing and virtual brand community perspectives while content marketing’s valuable and unobtrusive role in social media content communities has largely been overlooked. Objective: The purpose of this article was to investigate content marketing’s role in social media content communities to engage with the target audience in an innate manner. Method: This study made use of a directed, inductive content analysis of 51 practitioner documents relating to business-to-consumer content marketing practices to add another perspective to existing research on communities in social media. The content analysis was facilitated by using QDA Miner, a widely adopted and reliable qualitative data analysis software programme. Results: Three categories emerged from the data namely building content communities, platform-specific content and understanding channels. These categories provide sufficient evidence of how brands make use of social media content communities to connect with the target audience in an unobtrusive manner, in addition to being present in virtual brand communities. Conclusion: The findings make several contributions to the existing literature. Firstly, it provides a clearer distinction between brand and social media content communities. Secondly, it extends conceptions about social media communities to include content communities and, thirdly, it provides sufficient evidence of how content marketing could benefit a brand by naturally becoming part of social media conversations.

  18. Considerations for Designing Instructional Virtual Environments.

    Science.gov (United States)

    Dennen, Vanessa Paz; Branch, Robert C.

    Virtual reality is an immersive, interactive medium that manipulates the senses in order provide users with simulated experiences in computer-generated worlds. The visual design of virtual reality is an important issue, but literature has tended to stress the medium's instructional potential rather than setting forth a protocol for designing…

  19. How Does Information Spread on Social Media Lead to Effective Change?

    Science.gov (United States)

    Varghese, Thomas K

    2017-09-01

    Social media encompasses computer-mediated technologies that facilitate the creation and sharing of information, ideas, and other forms of expression via virtual communities and networks. The key, of course, is the ability and willingness for information to be shared. But why does some information spread on social media and not others? What factors translate social media awareness to action? In this article, we explore these themes using case studies, as well as tips on how you can utilize social media to effectively champion a cause.

  20. Evaluating user-generated content in social media: an effective approach to encourage greater pro-environmental behavior in tourism?

    OpenAIRE

    Han, Wei; McCabe, Scott; Wang, Yi; Chong, Alain Yee Loong

    2017-01-01

    Appealing to tourists’ intrinsic interest for high-quality tourism environments, and thus encouraging them to act with a greater sense of personal responsibility toward the environment, could be critical to promoting sustainable tourism. Proliferating media channels makes the choice, style and delivery of pro-environmental messages a key issue for tourism marketers and management. Social media has become a recognized important channel for tourism information, with user-generated content (UGC)...

  1. "Utopia and dystopia at the virtual space"

    DEFF Research Database (Denmark)

    Pihl, Ole Verner

    2006-01-01

    The virtual architecture has been one of the most important tools for the avant-garde in its constant and persistent search for a clear and pure vision of the world of tomorrow. In order to predict the future, we need images and visions that set free our ability to imagine, visions that are able...... to guide and intrigue our uncertain knowledge of the future. Virtual architecture should not be "built"; it belongs in a parallel world of imaginary places, it has another goal, it has another function, it is meant to take our ability to imagine to the edge of the possible. Can the utopian architecture...... of the great experiments undertaken by the avant-garde, never before have architectonic visions and simulations been greater and more breath-taking, and the digital media play a key role in this. Keywords: Virtual architecture, the origin of the utopian architecture, German expressionism, convergence...

  2. Social media ‘on the go’: Examining the impact of age

    OpenAIRE

    Bolat, Elvira; Cutler-Smith, H.

    2016-01-01

    Social media can, therefore, be seen as an extension of people’s lives with opportunities to construct virtual identities as well as personal, social and professional spaces that altogether extend boundaries of offline contexts. Social media consumption is particularly immersive and complex in the cases when individuals are accessing and using social media on the go, via mobile devices. Although extensive number of studies explored the consumers’ adoption of mobile technology and adoption of ...

  3. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

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

  4. Adapting virtual camera behaviour through player modelling

    DEFF Research Database (Denmark)

    Burelli, Paolo; Yannakakis, Georgios N.

    2015-01-01

    Research in virtual camera control has focused primarily on finding methods to allow designers to place cameras effectively and efficiently in dynamic and unpredictable environments, and to generate complex and dynamic plans for cinematography in virtual environments. In this article, we propose...

  5. Virtual Reality in Psychological, Medical and Pedagogical Applications

    Science.gov (United States)

    Eichenberg, Christiane, Ed.

    2012-01-01

    This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand…

  6. Virtual Telescope Alignment System

    Data.gov (United States)

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

  7. Peer mentoring – is a virtual form of support a viable alternative?

    Directory of Open Access Journals (Sweden)

    Pat Gannon-Leary

    2011-12-01

    Full Text Available Support systems are vital for university entrants and one established means of support is peer mentoring, which has the potential to improve student engagement and retention. Peer mentoring models are generally based on face-to-face contact. However, given the increasing number of higher education institutions using social media, might online models be beneficial in a peer mentoring context? This article describes a literature review and case study that considers the advantages and disadvantages of three potential virtual models to facilitate a peer mentoring scheme. The case study, undertaken at Northumbria University, UK, involved an investigation of mentoring needs and current usage of electronic media where special attention is afforded to a diverse student body. The three models discussed are virtual learning environments (VLE, social networking sites and virtual worlds. We find that the VLE is established within institutions but lacks excitement; social networking is popular particularly with younger students but there may be resentment if this appears to be appropriated by the institution; whilst virtual worlds are unfamiliar to many students and require advanced skills to use successfully. Based on these findings the social networking model is now being run as a pilot study by business programmes at Northumbria University.

  8. Virtual Globe Games for Geographic Learning

    Directory of Open Access Journals (Sweden)

    Ola Ahlqvist

    2010-02-01

    Full Text Available Virtual, online maps and globes allow for volunteered geographic information to capitalize on users as sensors and generate unprecedented access to information resources and services. These new "Web 2.0" applications will probably dominate development and use of virtual globes and maps in the near future. We present an experimental platform that integrates an existing virtual globe interface with added functionality as follows; an interactive layer on top of the existing map that support real time creation and manipulation of spatial interaction objects. These objects, together with the existing information delivered through the virtual globe, form a game board that can be used for educational purposes.

  9. The Emergence of the Philippine "Anti-Media": The Duterte Factor

    Directory of Open Access Journals (Sweden)

    Jermaine Vistro Beltran

    2017-06-01

    Full Text Available The Philippine news media is perceived to be the freest in Asia. However, it also has its faults which its audiences have noticed. This study was aimed at exploring the factors which have lead to the audience’s dissent and subsequent emergence of an online anti-media movement. A qualitative research method was utilized where in social media posts and websites were analyzed with the Agenda Setting Theory to explain the frames being made by the mainstream and anti-media. The results showed factors such as the internet and its tools in creating a new virtual community.

  10. HACIA LAS COMUNIDADES VIRTUALES DE APRENDIZAJE, APRENDER PARA APROPIARSE DE LOS NUEVOS MEDIOS DIGITALES TOWARDS VIRTUAL LEARNING COMMUNITY, LEARNING TO APPROPIATE THE NEW DIGITAL MEDIA

    Directory of Open Access Journals (Sweden)

    José Antonio Jerónimo Montes

    2010-12-01

    Full Text Available Se presentan los resultados de un análisis de los procesos de formación, considerando las posibilidades de los entornos virtuales para facilitar u obstaculizar la colaboración en Red, y por ende la construcción de comunidades de práctica, con la finalidad de avanzar hacia la construcción de comunidades de aprendizaje, basadas en la colaboración a distancia haciendo uso de un entorno de teleformación. lo anterior para de evaluar de que forma esos sistemas de gestión de los aprendizajes en Red (LMS incorporan elementos de diseño virtual para la metodología que se desea incorporar en los procesos de evaluación cualitativa y cuantitativa, específicamente los espacios virtuales para el trabajo colaborativo y las herramientas de comunicación como son los foros virtuales.The results of an analysis of the processes of formation in the educative modality through Internet a distance, considering the possibilities of the virtual environment to facilitate or to prevent the collaboration in network, and therefore the construction of practice communities; the previous thing with the intention to evaluate of that forms those systems of management of the learning in Net (LMS incorporates elements of virtual design for the methodology that is desired to incorporate in the processes of qualitative and quantitative evaluation, specifically the virtual spaces for the collaborative work and the tools of communication as they are the virtual forums.

  11. Increasing Realism in Virtual Marksmanship Simulators

    Science.gov (United States)

    2012-12-01

    Since Edward Thorndike published his seminal work on educational research over 90 years ago, there has been debate about whether a certain type of...media used in training or education is qualitatively superior to other methods ( Thorndike , 1912). A virtual environment trainer can be viewed as...in educational games. Toronto, Canada: ACM. Thorndike , E. L. Education. New York: MacMillan, 1912. 44 Torre, J. P., Maxey, J. L., & Piper, A

  12. Trust and Involvement in Tourism Social Media and Web-Based Travel Information Sources

    DEFF Research Database (Denmark)

    Munar, Ana Maria; KR. Steen Jacobsen, Jens

    2013-01-01

    -based information. The study also examines tourists' involvement in developing and sharing of virtual content. It critically analyses technological mediation through electronic word-of-mouth and involvement factors related to virtual dissemination of travel narratives. Moreover, the paper discusses information......While utilisation of electronic social media is increasingly relevant as tourism practices, there is still a deficiency of empirical research on tourists' creation and use of various types of online content. This study maps and explores Scandinavian tourists' perceptions of Web 1.0 and Web 2.......0 information sources and scrutinises influence of electronic social media on holidaymakers' information sharing, based on a summer season survey in the mature and well-known destination of Mallorca, Spain. Empirical evidence is presented on perceived trustworthiness of social media platforms and other Internet...

  13. Conceptualizing the social media communication impact on consumer based brand equity

    Directory of Open Access Journals (Sweden)

    Ligita Zailskaitė-Jakštė

    2016-05-01

    Full Text Available Purpose of the article: The purpose of this paper is to identify the impact of consumer-brand communication in social media on brand equity, providing conceptual model. Methodology/methods: The model was prepared using methods of comparative and systematic analysis of scientific literature. Scientific aim: The scientific aim of the article to propose the perspective of social media communication impact on brand equity conceptualization. The key factors of consumer engagement in company (brand communication process and amount of consumers created content (non-sponsored content, i.e. content created in interaction with company or brand, and sponsored content, i.e. content created in interaction with company (brand was under consideration. Findings: Our findings attempt to provide a comprehensive understanding of company (brand communication in social media seeking after a positive impact on brand equity dimensions. Theoretical analysis disclosed that it is not enough just to post message in a proper social media channel, it is essential to post appropriate content of the message and to post it in appropriate way in persuasion to engage consumers into communication. The consumer-generated content created in interaction with company and without interaction with company in social media is making impact on brand equity. Conclusions: The study extends the literature by examining communication in social media from company to consumer perspectives in order to disclose changes in marketing communication as source of brand equity in virtual context and to present key factors influencing brand equity in company (brand communication p

  14. Hyper Hospital on the satellite multi-media network.

    Science.gov (United States)

    Yamaguchi, T

    1997-01-01

    We have been developing the Hyper Hospital, a network based VR mediated medical care system. The Hyper Hospital is composed of two seamlessly integrated environments, that is, the virtual and the real worlds. Of them, its virtual environment expands the conventional medical care system using the virtual reality technology as a principal human interface and a collaboration tool, in the present study, an attempt to extend the Hyper Hospital system to various modalities of communication network is reported. A satellite communication based multi-media network using Internet protocols with the WWW interface is used. Data transmission rate and other performances were measured under various conditions and the satellite network was shown to be suitable to the Hyper Hospital network.

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

    Science.gov (United States)

    Huang, Camillan

    2003-01-01

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

  16. A virtual power plant model for time-driven power flow calculations

    Directory of Open Access Journals (Sweden)

    Gerardo Guerra

    2017-11-01

    Full Text Available This paper presents the implementation of a custom-made virtual power plant model in OpenDSS. The goal is to develop a model adequate for time-driven power flow calculations in distribution systems. The virtual power plant is modeled as the aggregation of renewable generation and energy storage connected to the distribution system through an inverter. The implemented operation mode allows the virtual power plant to act as a single dispatchable generation unit. The case studies presented in the paper demonstrate that the model behaves according to the specified control algorithm and show how it can be incorporated into the solution scheme of a general parallel genetic algorithm in order to obtain the optimal day-ahead dispatch. Simulation results exhibit a clear benefit from the deployment of a virtual power plant when compared to distributed generation based only on renewable intermittent generation.

  17. Photo-Realistic Image Synthesis and Virtual Cinematography

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

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

  18. Social Media: An Optimal Virtual Environment for Learning Foreign Languages

    Directory of Open Access Journals (Sweden)

    Rdouan Faizi

    2014-09-01

    Full Text Available The present paper aims at exploring the potential role that social media technologies play in learning foreign languages. For this purpose, a survey was carried out to examine students’ and language learners’ perceptions and attitudes about using these platforms. Results of the research study revealed that the great majority of the respondents actually use these web-based applications to enhance their language skills. Most importantly, they noted that social media contribute in improving their listening, reading, speaking and writing skills. Accordingly, we strongly recommend that instructors use these online tools in distant, blended, or face-to-face language learning settings.

  19. Construction, Presentation and Consumption of Individualism in Social Media

    Directory of Open Access Journals (Sweden)

    Gulsum Calisir

    2014-12-01

    Full Text Available The concept ıf individualism involves the whole properties of being esteemed and confirmed of the individual in society. The situation of being esteemed is an extension of individuality. Together with social media, individuals can build new individualities right along with the present. Social media offers individuals a new “individuality area”. As a socialization medium, social media also lays the grounwork for a consumption of individualism during daily use. Different than consumption in real life, it is allowed for individual’s consumption of individualism by texts, visuality, varied connections and comments in social media. At the same time, individual also exhausts his or her own individualism during construction process of his or her own individualism. Consumption of individualism in daily life, seems to find its imaginary equivalent in social media. Individual realizes a consumption by sharing in social media what he or she eats, places he or she visits or shops in real life. In this way,individual both is able to reach more wide areas and to continue to be on the agenda. Social media offers individuals this chance. Individual can be on the agenda as he or she consumes and shares to the extent. As soon as the individual achieves this, he or she can gain admiration and comment; but at the moment he or she becomes silent, individual encounters the risk of falling down the agenda. So, individual trends to expend more in real life tos tay active in virtual world. The agenda in the real world is not enough anymore. Individual is wishing to deploy on a much more broad area in virtual world. In this respect, the work takes individual’s dilemma of construction and consumption of individualism which he or she builds on social media, as its case.

  20. Using Augmented Reality to Plan Virtual Construction Worksite

    Directory of Open Access Journals (Sweden)

    Xiangyu Wang

    2007-12-01

    Full Text Available Current construction worksite layout planning heavily relies on 2D paper media where the worksite planners sketch the future layout adjacent to their real environment. This traditional approach turns out to be ineffective and prone to error because only experienced and well-trained planners are able to generate the effective layout design with paper sketch. Augmented Reality (AR, as a new user interface technology, introduces a completely new perspective for construction worksite planning. This paper disucsses the related AR work and issues in construction and describes the concept and prototype of an AR-based construction planning tool, AR Planner with virtual elements sets and tangible interface. The focus of the paper is to identify and integrate worksite planning rules into the AR planner with the purpose of intelligently preventing potential planning errors and process inefficiency, thus maximizing the overall productivity. Future work includes refining and verifying AR Planner in realistic projects.

  1. Using Augmented Reality to Plan Virtual Construction Worksite

    Directory of Open Access Journals (Sweden)

    Xiangyu Wang

    2008-11-01

    Full Text Available Current construction worksite layout planning heavily relies on 2D paper media where the worksite planners sketch the future layout adjacent to their real environment. This traditional approach turns out to be ineffective and prone to error because only experienced and well-trained planners are able to generate the effective layout design with paper sketch. Augmented Reality (AR, as a new user interface technology, introduces a completely new perspective for construction worksite planning. This paper disucsses the related AR work and issues in construction and describes the concept and prototype of an AR-based construction planning tool, AR Planner with virtual elements sets and tangible interface. The focus of the paper is to identify and integrate worksite planning rules into the AR planner with the purpose of intelligently preventing potential planning errors and process inefficiency, thus maximizing the overall productivity. Future work includes refining and verifying AR Planner in realistic projects.

  2. 3D Image Display Courses for Information Media Students.

    Science.gov (United States)

    Yanaka, Kazuhisa; Yamanouchi, Toshiaki

    2016-01-01

    Three-dimensional displays are used extensively in movies and games. These displays are also essential in mixed reality, where virtual and real spaces overlap. Therefore, engineers and creators should be trained to master 3D display technologies. For this reason, the Department of Information Media at the Kanagawa Institute of Technology has launched two 3D image display courses specifically designed for students who aim to become information media engineers and creators.

  3. Virtually Dead: Digital Public Mortuary Archaeology

    Directory of Open Access Journals (Sweden)

    Howard Williams

    2015-12-01

    Full Text Available Over recent decades, the ethics, politics and public engagements of mortuary archaeology have received sustained scrutiny, including how we handle, write about and display the archaeological dead. Yet the burgeoning use of digital media to engage different audiences in the archaeology of death and burial have so far escaped attention. This article explores categories and strategies by which digital media create virtual communities engaging with mortuary archaeology. Considering digital public mortuary archaeology (DPMA as a distinctive theme linking archaeology, mortality and material culture, we discuss blogs, vlogs and Twitter as case studies to illustrate the variety of strategies by which digital media can promote, educate and engage public audiences with archaeological projects and research relating to death and the dead in the human past. The article then explores a selection of key critical concerns regarding how the digital dead are currently portrayed, identifying the need for further investigation and critical reflection on DPMA’s aims, objectives and aspired outcomes.

  4. Media identities and media-influenced indentifications Visibility and identity recognition in the media

    Directory of Open Access Journals (Sweden)

    Víctor Fco. Sampedro Blanco

    2004-10-01

    Full Text Available The media establish, in large part, the patterns of visibility and public recognition of collective identities. We define media identities as those that are the object of production and diffusion by the media. From this discourse, the communities and individuals elaborate media-influenced identifications; that is, processes of recognition or banishment; (rearticulating the identity markers that the media offer with other cognitive and emotional sources. The generation and appropriation of the identities are subjected to a media hierarchisation that influences their normalisation or marginalisation. The identities presented by the media and assumed by the audience as part of the official, hegemonic discourse are normalised, whereas the identities and identifications formulated in popular and minority terms are marginalised. After presenting this conceptual and analytical framework, this study attempts to outline the logics that condition the presentation, on the one hand, andthe public recognition, on the other hand, of contemporary identities.

  5. Improving the visual realism of virtual surgery.

    Science.gov (United States)

    Jin, Wei; Lim, Yi-Je; Xu, Xie George; Singh, Tejinder P; De, Suvranu

    2005-01-01

    In this work we focus our attention on improving the visual realism of virtual surgery. A synthetic solution by innovative use of various image-based rendering methods is presented for realistic rendering of virtual surgery scenes. We have, for the first time, developed a methodology for generating virtual surgery scenes with realistic glistening effects by a combination of various image-based rendering techniques, including image mosaicing and view-dependent texture mapping. Realistic examples are presented to showcase the results.

  6. Ugandan Adolescents' Sources, Interpretation and Evaluation of Sexual Content in Entertainment Media Programming

    Science.gov (United States)

    Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica

    2016-01-01

    Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…

  7. Structure of media and communication companies in Ecuador

    Directory of Open Access Journals (Sweden)

    Gabriela Coronel-Salas

    2012-12-01

    Full Text Available The lack of information about the media landscape in Ecuador has prompted the Department of Communication Sciences at the Private Technical University of Loja to map the country's media, production companies, and advertising and public relations agencies. The need for a database on communication issues is still latent in Ecuador. Some public and private agencies have made some contributions to the construction of physical or virtual repositories, but the data provided have been limited to basic, often outdated, contact information. Based on a sample of over one thousand media companies, this study describes their structure, legal and corporate organisation, geographical location, contents, reach, and provided services. This study is an approximation to the country’s media reality and is part of a wider research project entitled “Mapa de la Comunicación de Ecuador” (“Ecuador’s Media Map”.

  8. 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.

  9. 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

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

    Directory of Open Access Journals (Sweden)

    Jose Luis Rubio-Tamayo

    2017-09-01

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

  11. Virtual Inertia: Current Trends and Future Directions

    Directory of Open Access Journals (Sweden)

    Ujjwol Tamrakar

    2017-06-01

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

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

    Science.gov (United States)

    Zhao, Yue; Wright, David

    2010-01-01

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

  13. Educational Community: Among the Real and Virtual Civic Initiative

    Science.gov (United States)

    Arsenijevic, Jasmina; Andevski, Milica

    2016-01-01

    The new media enable numerous advantages in the strengthening of civic engagement, through removing barriers in space and time and through networking of individuals of the same social, civic or political interests at the global level. Different forms of civic engagement and civic responsibility in the virtual space are ever more present, and…

  14. Monitoring the englacial fracture state using virtual-reflector seismology

    Science.gov (United States)

    Lindner, F.; Weemstra, C.; Walter, F.; Hadziioannou, C.

    2017-12-01

    Fracturing and changes in the englacial macroscopic water content change the elastic bulk properties of ice bodies. Small seismic velocity variations, resulting from such changes, can be measured using a technique called coda-wave interferometry. Here, coda refers to the later-arriving, multiply scattered waves. Often, this technique is applied to so-called virtual-source responses, which can be obtained using seismic interferometry (a simple crosscorrelation process). Compared to other media (e.g., the Earth's crust), however, ice bodies exhibit relatively little scattering. This complicates the application of coda-wave interferometry to the retrieved virtual-source responses. In this work, we therefore investigate the applicability of coda-wave interferometry to virtual-source responses obtained using two alternative seismic interferometric techniques, namely, seismic interferometry by multidimensional deconvolution (SI by MDD), and virtual-reflector seismology (VRS). To that end, we use synthetic data, as well as active-source glacier data acquired on Glacier de la Plaine Morte, Switzerland. Both SI by MDD and VRS allow the retrieval of more accurate virtual-source responses. In particular, the dependence of the retrieved virtual-source responses on the illumination pattern is reduced. We find that this results in more accurate glacial phase-velocity estimates. In addition, VRS introduces virtual reflections from a receiver contour (partly) enclosing the medium of interest. By acting as a sort of virtual reverberation, the coda resulting from the application of VRS significantly increases seismic monitoring capabilities, in particular in cases where natural scattering coda is not available.

  15. System Would Generate Virtual Heads-Up Display

    Science.gov (United States)

    Lambert, James L.

    1994-01-01

    Proposed helmet-mounted electronic display system superimposes full-color alphanumerical and/or graphical information onto observer's visual field. Displayed information projected directly onto observer's retinas, giving observer illusion of full-size computer display in foreground or background. Display stereoscopic, holographic, or in form of virtual image. Used by pilots to view navigational information while looking outside or at instruments, by security officers to view information about critical facilities while looking at visitors, or possibly even stock-exchange facilities to view desktop monitors and overhead displays simultaneously. System includes acousto-optical tunable filter (AOTF), which acts as both spectral filter and spatial light modulator.

  16. A wolf pack hunting strategy based virtual tribes control for automatic generation control of smart grid

    International Nuclear Information System (INIS)

    Xi, Lei; Yu, Tao; Yang, Bo; Zhang, Xiaoshun; Qiu, Xuanyu

    2016-01-01

    Highlights: • A novel distributed autonomous virtual tribes control system is proposed. • WPH-VTC strategy is designed to solve the distributed virtual tribes control. • Stochastic consensus game on mixed homogeneous and heterogeneous multi-agent are resolved. • The optimal total power reference and its dispatch are resolved simultaneously in a dynamic way. • The utilization rate of renewable energy is increased with a reduced carbon emissions. - Abstract: This paper proposes a novel electric power autonomy to satisfy the requirement of power generation optimization of smart grid and decentralized energy management system. A decentralized virtual tribes control (VTC) is developed which can effectively coordinate the regional dispatch centre and the distributed energy. Then a wolf pack hunting (WPH) strategy based VTC (WPH-VTC) is designed through combining the multi-agent system stochastic game and multi-agent system collaborative consensus, which is called the multi-agent system stochastic consensus game, to achieve the coordination and optimization of the decentralized VTC, such that different types of renewable energy can be effectively integrated into the electric power autonomy. The proposed scheme is implemented on a flexible and dynamic multi-agent stochastic game-based VTC simulation platform, which control performance is evaluated on a typical two-area load–frequency control power system and a practical Guangdong power grid model in southern China. Simulation results verify that it can improve the closed-loop system performances, increase the utilization rate of the renewable energy, reduce the carbon emissions, and achieve a fast convergence rate with significant robustness compared with those of existing schemes.

  17. A Virtual Tomb for Kelvingrove: Virtual Reality, Archaeology and Education

    Directory of Open Access Journals (Sweden)

    Melissa M. Terras

    1999-11-01

    Full Text Available The use of computers as an educational resource in museums is becoming increasingly popular as more and more institutions realise that multimedia displays are very successful in imparting a broad variety of information. Although three-dimensional reconstructions of sites and structures have been used in archaeology for many years, the majority of museum computer installations have dealt with two-dimensional media because of the costs, equipment and labour involved in producing interactive 3D scenes. The birth of VRML (Virtual Reality Modeling Language has changed the way virtual reality is implemented and viewed. As an internet protocol, VRML can be used on most major platforms and implemented by anyone with a word-processing package, an internet browser, and the relevant plug-in. There is no reason why this new technology cannot be adopted by archaeologists and museums to produce virtual reality models of structures, sites and objects to aid the research of specialists and the education of the public. This project (undertaken at the Humanities Advanced Technology and Information Institute, University of Glasgow, Scotland, between May and October 1998 investigated the practicalities involved in using VRML to create a virtual reality model for use in a public space. A model of the Egyptian tomb of Sen-nedjem was developed for installation in the Egyptian Gallery of the Kelvingrove Museum and Art Gallery, Glasgow, in the hope that the introduction of this computer display would encourage the museum visitor's interest in the gallery's existing artefacts. Creation of the model would also investigate the possibility of using VRML to build accurate archaeological reconstructions cheaply and efficiently using publicly available software and existing archaeological resources. A fully functioning virtual reality model of the tomb of Sen-nedjem has been created, incorporating interactive elements, photorealistic representation, and animation, and this

  18. 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.

  19. Intense harmonic generation from various ablation media

    International Nuclear Information System (INIS)

    Ozaki, T.; Elouga, L.; Suzuki, M.; Kuroda, H.; Ganeev, R.A.

    2006-01-01

    Complete test of publication follows. High-order harmonic generation (HHG) is a unique source of coherent extreme ultraviolet (XUV) radiation, which can produce soft x-rays within the spectral 'water-window' (between 2.3 and 4.4 nm), and ultimately short pulses with attosecond duration. However, the intensity of present-day harmonics is still low, and serious applications will need an increase of the conversion efficiency. Instead of using gas media, one can also use ablation material, produced on solid targets using a low-intensity prepulse, as the nonlinear medium to generate high-order harmonics. Recently, we have successfully demonstrated the generation of up to the 63 rd harmonic (λ = 12.6 nm) of a Ti:sapphire laser radiation using boron ablation, and a strong enhancement in the intensity of the 13 th harmonic from indium ablation. These harmonics were generated with a modest laser (10 mJ, 150 fs) and with the pre-pulse to main pulse energy ratio constant. In this paper, we perform systematic investigations of ablation harmonics, using the 200 mJ, 30 fs Ti:sapphire beam line of the Canadian Advanced Laser Light Source (ALLS) facility. ALLS allows studying ablation harmonics over wider experimental parameters, and with independent control over the pre-pulse and main pulse energies. The 10 Hz, 200 mJ Ti:sapphire beam line of ALLS is divided into two beams. Each beam has its own energy control system, which allows independent control over the energy of each beam. One of the beams is used as a pre-pulse for creating ablation, which is focused onto the solid target without pulse compression, with pulse duration of 200 ps. The second beam is used as the main pulse for harmonic generation. The main pulse is delayed in time relative to the pre-pulse by propagating through an optical delay line, and then sent through a pulse compressor. The compressed pulse duration have typical pulse duration of 30 fs FWHM, which is then focused onto the ablation medium using MgF 2

  20. Online Class Review: Using Streaming-Media Technology

    Science.gov (United States)

    Loudon, Marc; Sharp, Mark

    2006-01-01

    We present an automated system that allows students to replay both audio and video from a large nonmajors' organic chemistry class as streaming RealMedia. Once established, this system requires no technical intervention and is virtually transparent to the instructor. This gives students access to online class review at any time. Assessment has…

  1. Value of flexible resources, virtual bidding, and self-scheduling in two-settlement electricity markets with wind generation - Part II: ISO Models and Application

    DEFF Research Database (Denmark)

    Kazempour, Jalal; Hobbs, Benjamin F.

    2017-01-01

    In Part II of this paper, we present formulations for three two-settlement market models: baseline cost-minimization (Stoch-Opt); and two sequential market models in which an independent system operator (ISO) runs real-time (RT) balancing markets after making day-ahead (DA) generating unit...... commitment decisions based upon deterministic wind forecasts, while virtual bidders arbitrage the two markets (Seq and SeqSS). The latter two models differ in terms of whether some slow-start generators can self-schedule in the DA market while anticipating probabilities of RT prices. Models in Seq and Seq......-SS build on components of the two-settlement equilibrium model (Stoch-MP) defined in Part I of this paper [1]. We then provide numerical results for all four models. A simple single-node case illustrates the economic impacts of flexibility, virtual bidding, and self-schedules, and is followed by a larger...

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

    Science.gov (United States)

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

    2018-03-01

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

  3. Methodological and ethical issues in research using social media: a metamethod of Human Papillomavirus vaccine studies.

    Science.gov (United States)

    Gustafson, Diana L; Woodworth, Claire F

    2014-12-02

    Online content is a primary source of healthcare information for internet-using adults and a rich resource for health researchers. This paper explores the methodological and ethical issues of engaging in health research using social media. A metamethod was performed on systematically selected studies that used social media as a data source for exploring public awareness and beliefs about Human Papillomaviruses (HPV) and HPV vaccination. Seven electronic databases were searched using a variety of search terms identified for each of three concepts: social media, HPV vaccine, and research method. Abstracts were assessed for eligibility of inclusion; six studies met the eligibility criteria and were subjected to content analysis. A 10-item coding scheme was developed to assess the clarity, congruence and transparency of research design, epistemological and methodological underpinnings and ethical considerations. The designs of the six selected studies were sound, although most studies could have been more transparent about how they built in rigor to ensure the trustworthiness and credibility of findings. Statistical analysis that intended to measure trends and patterns did so without the benefit of randomized sampling and other design elements for ensuring generalizability or reproducibility of findings beyond the specified virtual community. Most researchers did not sufficiently engage virtual users in the research process or consider the risk of privacy incursion. Most studies did not seek ethical approval from an institutional research board or permission from host websites or web service providers. The metamethod exposed missed opportunities for using the dialogical character of social media as well as a lack of attention to the unique ethical issues inherent in operating in a virtual community where social boundaries and issues of public and private are ambiguous. This suggests the need for more self-conscious and ethical research practices when using social media

  4. Using the blog and media resources for the expansion of forms of communication and social engagement

    Directory of Open Access Journals (Sweden)

    Carla Regina Silva

    2015-03-01

    Full Text Available The present study analyzes of the use of media and interactive resources for the empowerment of individuals in vulnerable situations to expand their possibilities of communication and social participation, starting from the report of the experience of a university extension program, which proposed the development and use of a blog among other media resources, in workshops activities, Dynamics and Projects that integrate an intervention of social occupational therapy with the poor youth. This experience allowed the expansion of the repertoire of activities of the youth, promoting awareness of concepts, techniques and equipment, previously little available, accessible and used. The records of the contents of the blog were done in a participatory manner, generating reflection on roles and identities. Being and doing in virtual space allowed actions and real productions of adolescents and youths to be empowered when “virtualized”, providing a dimension that is not always possible to achieve in the “real” context. The blog posts resulted in a self-valorization of the population, creating places of belonging for particular social subjects, with the right to culture, communication and technology. Consequently, there was the empowerment of subjects, from the increasing social participation and achievement of the new media, which expanded their sociocultural boundaries. Moreover, it offered an expansion of the scope of resources for action on social occupational therapy, opening spaces, real and virtual, for collective experiences, for sociability and the understanding and transformation of meanings about life and about the reality in which we live.

  5. Augmented Reality Platforms for Virtual Fitting Rooms

    OpenAIRE

    Ioannis Pachoulakis; Kostas Kapetanakis

    2012-01-01

    Multi-sensor body scanners combined with new algorithms and social media technologies have started a revolutionary shift away from the classic desktop paradigm and into the direction of intuitive, “natural interaction” where people interface with the technological world through hand gestures, speech and body language. This article reviews recent examples of Virtual Fitting Rooms (VFRs) and supporting technologies which facilitate the shopping experience by letting customers to try...

  6. Design of virtual SCADA simulation system for pressurized water reactor

    International Nuclear Information System (INIS)

    Wijaksono, Umar; Abdullah, Ade Gafar; Hakim, Dadang Lukman

    2016-01-01

    The Virtual SCADA system is a software-based Human-Machine Interface that can visualize the process of a plant. This paper described the results of the virtual SCADA system design that aims to recognize the principle of the Nuclear Power Plant type Pressurized Water Reactor. This simulation uses technical data of the Nuclear Power Plant Unit Olkiluoto 3 in Finland. This device was developed using Wonderware Intouch, which is equipped with manual books for each component, animation links, alarm systems, real time and historical trending, and security system. The results showed that in general this device can demonstrate clearly the principles of energy flow and energy conversion processes in Pressurized Water Reactors. This virtual SCADA simulation system can be used as instructional media to recognize the principle of Pressurized Water Reactor

  7. Design of virtual SCADA simulation system for pressurized water reactor

    Energy Technology Data Exchange (ETDEWEB)

    Wijaksono, Umar, E-mail: umar.wijaksono@student.upi.edu; Abdullah, Ade Gafar; Hakim, Dadang Lukman [Electrical Power System Research Group, Department of Electrical Engineering Education, Jl. Dr. Setiabudi No. 207 Bandung, Indonesia 40154 (Indonesia)

    2016-02-08

    The Virtual SCADA system is a software-based Human-Machine Interface that can visualize the process of a plant. This paper described the results of the virtual SCADA system design that aims to recognize the principle of the Nuclear Power Plant type Pressurized Water Reactor. This simulation uses technical data of the Nuclear Power Plant Unit Olkiluoto 3 in Finland. This device was developed using Wonderware Intouch, which is equipped with manual books for each component, animation links, alarm systems, real time and historical trending, and security system. The results showed that in general this device can demonstrate clearly the principles of energy flow and energy conversion processes in Pressurized Water Reactors. This virtual SCADA simulation system can be used as instructional media to recognize the principle of Pressurized Water Reactor.

  8. A virtual caravan--A metaphor for home-internationalization through social media: A qualitative content analysis.

    Science.gov (United States)

    Chan, Engle A; Nyback, Maj-Helen

    2015-06-01

    An internationalized curriculum in nursing education was created in response to the rise of globalization and the need to provide nursing care to people of diverse cultures. Through technology, internationalization at home can facilitate intercultural experiences for more nursing students. The aim of this study is to explore and describe how a virtual course in intercultural communication between students of two universities, through internationalization at home, can support the development of cultural competence. Qualitative research Junior year nursing students Qualitative content analysis of transcribed written and oral presentations during a course on intercultural communication. Four major themes, which are not mutually exclusive, were identified. Through this intercultural experience, without leaving home, students uncovered their cultural selves and others based on their own reflective understanding and collaborative discourse with each other and the use of social media for communication. Through experiential intercultural encounters beyond textbook and online materials, they learned to appreciate each other as people with cultural differences yet with much in common, and to recognize their assumptions and the value of subtleties and nuances. They were able to explore solutions within an unfamiliar context through their own efforts and with the support of peers and teachers. This led to a deeper understanding of cultural sensitivity and competence. Copyright © 2015 Elsevier Ltd. All rights reserved.

  9. Computational morphology of the lung and its virtual imaging

    International Nuclear Information System (INIS)

    Kitaoka, Hiroko

    2002-01-01

    The author proposes an entirely new approach called 'virtual imaging' of an organ based on 'computational morphology'. Computational morphology describes mathematically design as principles of an organ structure to generate the organ model via computer, which can be called virtual organ. Virtual imaging simulates image data using the virtual organ. The virtual organ is divided into cubic voxels, and the CT value or other intensity value for each voxel is calculated according to the tissue properties within the voxel. The validity of the model is examined by comparing virtual images with clinical images. Computational image analysis methods can be developed based on validated models. In this paper, computational anatomy of the lung and its virtual X-ray imaging are introduced

  10. Super-virtual refraction interferometry: Theory

    KAUST Repository

    Bharadwaj, Pawan

    2011-01-01

    Inverting for the subsurface velocity distribution by refraction traveltime tomography is a well-accepted imaging method by both the exploration and earthquake seismology communities. A significant drawback, however, is that the recorded traces become noisier with increasing offset from the source position, and so prevents accurate picking of traveltimes in far-offset traces. To enhance the signal-to-noise ratio of the far-offset traces, we present the theory of super-virtual refraction interferometry where the signal-to-noise ratio (SNR) of far-offset head-wave arrivals can be theoretically increased by a factor proportional to N; here, N is the number of receiver and source positions associated with the recording and generation of the head-wave arrival. There are two steps to this methodology: correlation and summation of the data to generate traces with virtual head-wave arrivals, followed by the convolution of the data with the virtual traces to create traces with super-virtual head-wave arrivals. This method is valid for any medium that generates head-wave arrivals. There are at least three significant benefits to this methodology: 1). enhanced SNR of far-offset traces so the first-arrival traveltimes of the noisy far-offset traces can be more reliably picked to extend the useful aperture of data, 2). the SNR of head waves in a trace that arrive after the first arrival can be enhanced for accurate traveltime picking and subsequent inversion by traveltime tomography, and 3). common receiver-pair gathers can be analyzed to detect the presence of diving waves in the first arrivals, which can be used to assess the nature of the refracting boundary. © 2011 Society of Exploration Geophysicists.

  11. Social media as a space for support: Young adults' perspectives on producing and consuming user-generated content about diabetes and mental health.

    Science.gov (United States)

    Fergie, Gillian; Hunt, Kate; Hilton, Shona

    2016-12-01

    Social media offer opportunities to both produce and consume content related to health experiences. However, people's social media practices are likely to be influenced by a range of individual, social and environmental factors. The aim of this qualitative study was to explore how engagement with user-generated content can support people with long-term health conditions, and what limits users' adoption of these technologies in the everyday experience of their health condition. Forty semi-structured interviews were conducted with young adults, aged between 18 and 30 years, with experience of diabetes or a common mental health disorder (CMHD). We found that the online activities of these young adults were diverse; they ranged from regular production and consumption ('prosumption') of health-related user-generated content to no engagement with such content. Our analysis suggested three main types of users: 'prosumers'; 'tacit consumers' and 'non-engagers'. A key determinant of participants' engagement with resources related to diabetes and CMHDs in the online environment was their offline experiences of support. Barriers to young adults' participation in online interaction, and sharing of content related to their health experiences, included concerns about compromising their presentation of identity and adherence to conventions about what content is most appropriate for specific social media spaces. Based on our analysis, we suggest that social media do not provide an unproblematic environment for engagement with health content and the generation of supportive networks. Rather, producing and consuming user-generated content is an activity embedded within individuals' specific health experiences and is impacted by offline contexts, as well as their daily engagement with, and expectations, of different social media platforms. Copyright © 2016 The Authors. Published by Elsevier Ltd.. All rights reserved.

  12. Modern, multi-media, advances in surgical information.

    Science.gov (United States)

    Ponsky, Todd A; Rothenberg, Steven S

    2015-06-01

    The need for education does not end with residency. Practicing surgeons must find ways to stay current. The boom in new technologic developments may significantly enhance our methods of teaching through the use of new mutli-media. Here we will explore some of the muti-media innovations that have or may have the greatest impact on surgical education. Live, interactive, and online forums have proven to be effective new methods of bringing people together to discuss and learn new concepts in medicine. These forums allow physicians to interact with key opinion leaders and flatten knowledge sharing, so that everyone may have a voice. The dynamic, fast paced, and interactive format allows for screen-based learning to be engaging and interactive. Information is now available online in multiple formats that are continuously updated, so that information is no longer outdated by the time it is published in a textbook. Multi-media is now being used to disseminate content through, archived video, live video, as well as audiocasts. All of these are creating more modern ways for physicians to stay up-to-date either at home, in the office, or when mobile. Lastly, new advanced, interactive, technology can allow experts to assist less-experienced surgeons as "virtual partners" through telementoring. With telementoring, an expert can be virtually present while another surgeon is performing a complex, new, operation, and the expert can help with voice suggestions and on-screen telestration. Pediatric surgical education has made a giant leap thanks to new developments in multi-media technology. Copyright © 2015 Elsevier Inc. All rights reserved.

  13. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  14. The Art of Media Manipulation – The Beauty of an Illusion is in the Mind of Observer

    Directory of Open Access Journals (Sweden)

    Nenad Vertovšek

    2013-09-01

    Full Text Available The future of global society is increasingly dependent on the future of global media. In the future digitized reality, the art will reflect the mass media views about the meaning and significance of Beauty in virtual reality. Is virtual and media correcting of society and history at the same time correcting the history of art, even art itself? Virtual and Digital Beauty, born with a help of illusions - using techniques of George Orwell and Huxley's visions – contains more truth than the existing artistic beauty. Modern spectacle from advertising to mediaindustry of beauty and entertainment turn of the art in digital dystopia, which breaks the traditional and rational framework of society, creative expressions and value systems. The beauty and purity of the screen and the virtual images replace the tactile relationships with new redefinition of the concepts of truth and art. Can we really stand seduction in sense of Baudrillard or velvet bars of George Ritzer? New media are not just the addition of old classic ones, and a deeper understanding of media content is needed than ever before. Digitalization will not only mean the transfer of records into an electronic medium, but future technology will dent the words, images and sounds directly into the human brain. Man and his mind will surpass themselves, due to the need to process unimaginable amounts of information. Will the analysis and processing of data be the primary source of information and knowledge, or just juggling those data? Or will it turn into a juggling with the reality itself, where the borders will be –only an illusion?

  15. War for a Ball : The impact of user-generated-content over the behavior of media consumer in times of crisis. A Footbal case study

    OpenAIRE

    El Joundi, Halima

    2010-01-01

    The recent breakthroughs in communication technologies have reintroduced the user to Internet. Media consumers became empowered with the capabality to produce, and will gradually shift from the traditional role of an audience to generate content, compete with mainstream media and construct new social and cultural realities. The impact user-generated-content is having over individuals and groups is still ambiguous and requires a better understanding of both the nature of UGC and the particular...

  16. Educating Avatars: On Virtual Worlds and Pedagogical Intent

    Science.gov (United States)

    Wang, Tsung Juang

    2011-01-01

    Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…

  17. Representation and Dissemination of Intangible Cultural Heritage of Bangladesh through Social Media

    DEFF Research Database (Denmark)

    Khalid, Md. Saifuddin; Chowdhury, Md Saiful Alam

    2016-01-01

    Bangladesh is one of the next eleven countries and home to more than 160 million people. The country is experiencing an exponential growth of social media users due to the increase in affordability of smartphones, literacy rate, education level, and adoption of Internet services and applications...... of strategically representing and diffusing ICH through social media, this research explores the current roles of social media in the transmission of ICH in the virtual world. The research question is: How are Baul song and Jamdani weaving as intangible cultural heritage of Bangladesh represented and disseminated...... through social media platforms?...

  18. Media for efficient generating nitrate- - nonutilizing (NIT) mutants of Verticillium dahliae, Colletotrichum gloeosporioides, Colletotrichum lindemuthianum and Fusarium oxysporum.

    NARCIS (Netherlands)

    Rataj-Guranowska, M.; Pieczul, K.; Nowak, E.; Hiemstra, J.A.; Drapikowska, M.

    2001-01-01

    The effect of several media amended wit potassium chlorate (1.5% and 6%) on generation of nit mutants, especially nit M mutants from Verticillium dahliae, Colletotrichum gloeosporioides, Colletotrichum lindemuthianum and Fusarium oxysporum were studied. For all species minimal medium with 6%

  19. Virtual Reality and its Implementation in Transport Ergonomics

    Directory of Open Access Journals (Sweden)

    Jasna Jurum-Kipke

    2007-03-01

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

  20. Management Matters. Virtual School Library Media Center Management Manual

    Science.gov (United States)

    Pappas, Marjorie L.

    2005-01-01

    In this article, the author describes a management manual she maintained while working as a school library media specialist. She started the manual when she was a student in the organization and administration course in the library science program and kept it current with information gleaned from conferences, workshops, and networking with other…

  1. Bullying in Virtual Learning Communities.

    Science.gov (United States)

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

    2017-01-01

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

  2. New Media and Music Products "Any Place and Any Time"

    DEFF Research Database (Denmark)

    Stöber, Birgit

    that underpin traditional forms of cultural and social interaction and thus the relationship between place, community and identity.” (Dodge & Kitchen 2001, 33) Moreover, an argument often heard is that media are not able to reproduce a unique moment tied to a particular site; therefore media (no matter whether...... authentic concert experience on a home computer” (Kolbe 2009, 12). However, the DCH is extremely bounded to the concrete place of the concert hall in Berlin mainly due to the technology installed in the hall. In this paper, I will argue that the virtual place of the DCH is a new media initiative from...

  3. Generation of various radicals in nitrogen plasma and their behavior in media

    International Nuclear Information System (INIS)

    Uhm, Han S.

    2015-01-01

    Research on the generation of radicals in nitrogen plasma shows that the most dominant radicals are excited nitrogen molecules in the metastable state of N 2 (A 3 ∑ u + ). Hydroxyl molecules are generated from the dissociation of water molecules upon contact with excited nitrogen molecules. The estimated densities of various radicals in nitrogen plasma with an electron temperature of 1 eV are presented in this study. The behavior of these radicals in media is also investigated. Excited nitrogen molecules in the N 2 (A 3 ∑ u + ) state from a plasma jet are injected into water, after which the molecules disappear instantaneously within a few tens of nm, producing hydroxyl molecules. Hydrogen peroxide, hydrogen dioxide, and nitrogen monoxide molecules can diffuse much deeper into water, implying the possibility that a chemical reaction between hydrogen dioxide and nitrogen monoxide molecules produces hydroxyl molecules in deep water, even though density in this case may not be very high

  4. Virtual reality and consciousness inference in dreaming.

    Science.gov (United States)

    Hobson, J Allan; Hong, Charles C-H; Friston, Karl J

    2014-01-01

    This article explores the notion that the brain is genetically endowed with an innate virtual reality generator that - through experience-dependent plasticity - becomes a generative or predictive model of the world. This model, which is most clearly revealed in rapid eye movement (REM) sleep dreaming, may provide the theater for conscious experience. Functional neuroimaging evidence for brain activations that are time-locked to rapid eye movements (REMs) endorses the view that waking consciousness emerges from REM sleep - and dreaming lays the foundations for waking perception. In this view, the brain is equipped with a virtual model of the world that generates predictions of its sensations. This model is continually updated and entrained by sensory prediction errors in wakefulness to ensure veridical perception, but not in dreaming. In contrast, dreaming plays an essential role in maintaining and enhancing the capacity to model the world by minimizing model complexity and thereby maximizing both statistical and thermodynamic efficiency. This perspective suggests that consciousness corresponds to the embodied process of inference, realized through the generation of virtual realities (in both sleep and wakefulness). In short, our premise or hypothesis is that the waking brain engages with the world to predict the causes of sensations, while in sleep the brain's generative model is actively refined so that it generates more efficient predictions during waking. We review the evidence in support of this hypothesis - evidence that grounds consciousness in biophysical computations whose neuronal and neurochemical infrastructure has been disclosed by sleep research.

  5. A system for generating virtual seeds

    Directory of Open Access Journals (Sweden)

    Sako Y.

    1998-01-01

    Full Text Available Seed analysts need to identify seeds, and seed catalogs are used as a reference to accomplish this task. Conventional seed catalogs supply two-dimensional photographs and hand-drawn diagrams. In this study, a new, three-dimensional representation of seeds is developed to supplement these traditional photographs and drawings. QuickTime VR is a promising method for viewing three-dimensional objects on a computer screen. It permits manipulation of an object by rotating and viewing it from any pre-specified angle at an interactive speed, allowing the viewer the sense of examining a hand-held object. In this study, QuickTime VR object movies of seeds were created as interactive "movies" of seeds that can be rotated and scaled to give the viewer the sensation of examining actual seeds. This approach allows the examination of virtual seeds from any angle, permitting more accurate identification of seeds by seed analysts.

  6. Virtual Generation of Agents against Mycobacterium tuberculosis. A QSAR Study

    Czech Academy of Sciences Publication Activity Database

    Besalú, E.; Ponec, Robert; de Julián-Ortiz, J. V.

    2003-01-01

    Roč. 6, - (2003), s. 107-120 ISSN 1381-1991 Institutional research plan: CEZ:AV0Z4072921 Keywords : cross-validation * linear models * virtual molecular libraries Subject RIV: CF - Physical ; Theoretical Chemistry Impact factor: 4.444, year: 2001

  7. Pengguna Media Interaktif Sebagai Kenyataan Maya: Studi Resepsi Khalayak Suarasurabaya.net Sebagai Media Interaktif

    Directory of Open Access Journals (Sweden)

    Ido Prijana Hadi

    2011-07-01

    Full Text Available My aim in writing this paper is to describe that in this fast-changing world, media in Indonesia has undergone a rapid transformation. Digital technology continues to reshape the mass media landscape using internet technology. Internet brings a technical communication revolution, a fundamental change takes place in the structure of connections, artificial memories and the reproduction of their content. Internet technology has made communication much easier and less expensive. It has attracted many people and has penetrated into people’s daily lives. The mass media also have accepted the internet. Almost all forms of traditional media (old media in local media, such as radio, television, and newspaper have extended their work into this new field. The internet and the World Wide Web have both significantly influenced modern journalism. In online media allows readers to enjoy browsing their product and service of contents, such as news feed, podcasts, desktop alert, news on mobile phones, PDA and others mobile devices. Online media offer not only text but also digital images , audio file, moving images (video, internet radio and internet t v. The interactive features of the internet seemingly imply that online media have more advantages than traditional media forms (old media. So, the internet have dramatically evolved become new media with characteristic multimedia, hypertext, interactivity, archives , and virtuality. The most important structural new media characteristic is the integration of telecommunications, data communications and mass communication in a single medium – it is the convergence. It should be pointed out that the trend toward digital is affecting the various media and brings the local media in East Java to become a global media, where breaking news from Surabaya or anywhere in East Java is transmitted to around the world in a matter of minutes . The research was carried out to find out how user reception on convergence media

  8. Haptic Feedback in Motor Hand Virtual Therapy Increases Precision and Generates Less Mental Workload

    Directory of Open Access Journals (Sweden)

    Cristina Ramírez-Fernández

    2015-10-01

    Full Text Available In this work we show that haptic feedback in upper limb motor therapy improves performance and generates a lower mental workload. To demonstrate this, two groups of participants (healthy adults and elders with hand motor problems used a low-cost haptic device (Novint Falcon and a non-robotic device (Leap Motion Controller. Participants conducted the same rehabilitation task by using a non-immersive virtual environment. Results show significant differences for all participants regarding precision on the use of the haptic feedback device. Additionally, participants in the older adult group demonstrated a lower mental workload while using the haptic device (Novint Falcon. Finally, qualitative results show that participants preferred to conduct their therapy exercises by using the haptic device, as they found it more useful, easier to use and easier to learn

  9. Prioritisation, resources and search terms: a study of decision-making at the virtual reference desk.

    OpenAIRE

    Attfield, Simon; Makri, Stephann; Kalbach, James; Blandford, Ann; De Gabrielle, Stephen; Edwards, Mark

    2008-01-01

    The reinterpretation of the traditional reference service in an online context is the virtual reference desk. Placing reference services into an online setting, however, presents many challenges. We report a study and analytic framework which addresses support for decision-making during virtual enquiry work. Focusing on specialist law-libraries, the study shows that enquirers do not volunteer important information to the service and that asynchronous communication media and some social obstac...

  10. The Intersection of Virtual Organizations and the Library: A Case Study

    Science.gov (United States)

    Carlson, Jake; Yatcilla, Jane Kinkus

    2010-01-01

    The proliferation of virtual organizations is changing the nature and practice of research. These changes present a challenge to Libraries, as their traditional roles and services do not translate well to virtual organizations. However, virtual organizations also offer opportunities for librarians to participate in shaping the next generation of…

  11. Low-complexity piecewise-affine virtual sensors: theory and design

    Science.gov (United States)

    Rubagotti, Matteo; Poggi, Tomaso; Oliveri, Alberto; Pascucci, Carlo Alberto; Bemporad, Alberto; Storace, Marco

    2014-03-01

    This paper is focused on the theoretical development and the hardware implementation of low-complexity piecewise-affine direct virtual sensors for the estimation of unmeasured variables of interest of nonlinear systems. The direct virtual sensor is designed directly from measured inputs and outputs of the system and does not require a dynamical model. The proposed approach allows one to design estimators which mitigate the effect of the so-called 'curse of dimensionality' of simplicial piecewise-affine functions, and can be therefore applied to relatively high-order systems, enjoying convergence and optimality properties. An automatic toolchain is also presented to generate the VHDL code describing the digital circuit implementing the virtual sensor, starting from the set of measured input and output data. The proposed methodology is applied to generate an FPGA implementation of the virtual sensor for the estimation of vehicle lateral velocity, using a hardware-in-the-loop setting.

  12. Coordinated Implicitly? An Empirical Study on the Role of Social Media in Collaborative Learning

    Science.gov (United States)

    Zhang, Xi; Chen, Hui; Ordóñez de Pablos, Patricia; Lytras, Miltiadis D.; Sun, Yongqiang

    2016-01-01

    As social media is widely adopted in collaborative learning, which places teams in a virtual environment, it is critical for teams to identify and leverage the knowledge of their members. Yet little is known about how social media influences teams to coordinate their knowledge and collaborate effectively. In this research, we explore the roles of…

  13. The digital media revolution: what it means for the AJR.

    Science.gov (United States)

    Kanne, Jeffrey P

    2011-07-01

    The digital media revolution is in full swing, fueled by rapid growth of the Internet and proliferation of handheld devices capable of accessing electronically data from virtually anywhere. With this growth of digital media, the printing industry is seeing declines in circulation and advertising revenue. Scholarly journals, including the American Journal of Roentgenology, are not immune from this changing paradigm. The scholarly journal of the future should be a platform for the active exchange of new information and ideas.

  14. Virtual Prototyping at CERN

    Science.gov (United States)

    Gennaro, Silvano De

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

  15. Virtual reality in tourism : what implications will virtual reality technology have for business models in the tourism industry?

    OpenAIRE

    Økland, Marius Kavlie-Jørgensen; Lefébure, Yves-Michel Thomas Anthony

    2016-01-01

    This thesis investigates how business models in the tourism industry will be affected by the rapid emergence of virtual reality technology. The research is based on data gathered from two experiments, one in a lab- and one in a field environment, conducted in the fall of 2016. The implications are considered from a combination of statistical analysis and existing literature. We have examined how effects from advertisement media differ when it is displayed to participants as pic...

  16. The World of Virtual Exhibitions

    Directory of Open Access Journals (Sweden)

    Irena Eiselt

    2013-09-01

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

  17. Virtual hydrology observatory: an immersive visualization of hydrology modeling

    Science.gov (United States)

    Su, Simon; Cruz-Neira, Carolina; Habib, Emad; Gerndt, Andreas

    2009-02-01

    The Virtual Hydrology Observatory will provide students with the ability to observe the integrated hydrology simulation with an instructional interface by using a desktop based or immersive virtual reality setup. It is the goal of the virtual hydrology observatory application to facilitate the introduction of field experience and observational skills into hydrology courses through innovative virtual techniques that mimic activities during actual field visits. The simulation part of the application is developed from the integrated atmospheric forecast model: Weather Research and Forecasting (WRF), and the hydrology model: Gridded Surface/Subsurface Hydrologic Analysis (GSSHA). Both the output from WRF and GSSHA models are then used to generate the final visualization components of the Virtual Hydrology Observatory. The various visualization data processing techniques provided by VTK are 2D Delaunay triangulation and data optimization. Once all the visualization components are generated, they are integrated into the simulation data using VRFlowVis and VR Juggler software toolkit. VR Juggler is used primarily to provide the Virtual Hydrology Observatory application with fully immersive and real time 3D interaction experience; while VRFlowVis provides the integration framework for the hydrologic simulation data, graphical objects and user interaction. A six-sided CAVETM like system is used to run the Virtual Hydrology Observatory to provide the students with a fully immersive experience.

  18. Construction of a virtual Mycobacterium tuberculosis consensus genome and its application to data from a next generation sequencer.

    Science.gov (United States)

    Okumura, Kayo; Kato, Masako; Kirikae, Teruo; Kayano, Mitsunori; Miyoshi-Akiyama, Tohru

    2015-03-20

    Although Mycobacterium tuberculosis isolates are consisted of several different lineages and the epidemiology analyses are usually assessed relative to a particular reference genome, M. tuberculosis H37Rv, which might introduce some biased results. Those analyses are essentially based genome sequence information of M. tuberculosis and could be performed in sillico in theory, with whole genome sequence (WGS) data available in the databases and obtained by next generation sequencers (NGSs). As an approach to establish higher resolution methods for such analyses, whole genome sequences of the M. tuberculosis complexes (MTBCs) strains available on databases were aligned to construct virtual reference genome sequences called the consensus sequence (CS), and evaluated its feasibility in in sillico epidemiological analyses. The consensus sequence (CS) was successfully constructed and utilized to perform phylogenetic analysis, evaluation of read mapping efficacy, which is crucial for detecting single nucleotide polymorphisms (SNPs), and various MTBC typing methods virtually including spoligotyping, VNTR, Long sequence polymorphism and Beijing typing. SNPs detected based on CS, in comparison with H37Rv, were utilized in concatemer-based phylogenetic analysis to determine their reliability relative to a phylogenetic tree based on whole genome alignment as the gold standard. Statistical comparison of phylogenic trees based on CS with that of H37Rv indicated the former showed always better results that that of later. SNP detection and concatenation with CS was advantageous because the frequency of crucial SNPs distinguishing among strain lineages was higher than those of H37Rv. The number of SNPs detected was lower with the consensus than with the H37Rv sequence, resulting in a significant reduction in computational time. Performance of each virtual typing was satisfactory and accorded with those published when those are available. These results indicated that virtual CS

  19. Virtual Factory Framework for Supporting Production Planning and Control.

    Science.gov (United States)

    Kibira, Deogratias; Shao, Guodong

    2017-01-01

    Developing optimal production plans for smart manufacturing systems is challenging because shop floor events change dynamically. A virtual factory incorporating engineering tools, simulation, and optimization generates and communicates performance data to guide wise decision making for different control levels. This paper describes such a platform specifically for production planning. We also discuss verification and validation of the constituent models. A case study of a machine shop is used to demonstrate data generation for production planning in a virtual factory.

  20. Revisiting the Media Generation: Youth Media Use and Computational Literacy Instruction

    Science.gov (United States)

    Jenson, Jennifer; Droumeva, Milena

    2017-01-01

    An ongoing challenge of 21st century learning is ensuring everyone has the requisite skills to participate in a digital, knowledge-based economy. Once an anathema to parents and teachers, digital games are increasingly at the forefront of conversations about ways to address student engagement and provoke challenges to media pedagogies. While…

  1. Stable rotating dipole solitons in nonlocal media

    DEFF Research Database (Denmark)

    Lopez-Aguayo, Servando; Skupin, Stefan; Desyatnikov, Anton S.

    2006-01-01

    We present the first example of stable rotating two-soliton bound states in nonlinear optical media with nonlocal response. We show that, in contrast to media with local response, nonlocality opens possibilities to generate stable azimuthons.......We present the first example of stable rotating two-soliton bound states in nonlinear optical media with nonlocal response. We show that, in contrast to media with local response, nonlocality opens possibilities to generate stable azimuthons....

  2. Beyond L$: values across the virtual and the real

    NARCIS (Netherlands)

    Hu, J.; Offermans, S.A.M.

    2009-01-01

    Virtual societies and virtual worlds are now patriotically a part of lives of many people, especially the younger generations who have been growing up with the internet and mobile networks. Negative influences such as internet addiction and aggressive behavior have drawn attentions from researchers.

  3. A Fault Sample Simulation Approach for Virtual Testability Demonstration Test

    Institute of Scientific and Technical Information of China (English)

    ZHANG Yong; QIU Jing; LIU Guanjun; YANG Peng

    2012-01-01

    Virtual testability demonstration test has many advantages,such as low cost,high efficiency,low risk and few restrictions.It brings new requirements to the fault sample generation.A fault sample simulation approach for virtual testability demonstration test based on stochastic process theory is proposed.First,the similarities and differences of fault sample generation between physical testability demonstration test and virtual testability demonstration test are discussed.Second,it is pointed out that the fault occurrence process subject to perfect repair is renewal process.Third,the interarrival time distribution function of the next fault event is given.Steps and flowcharts of fault sample generation are introduced.The number of faults and their occurrence time are obtained by statistical simulation.Finally,experiments are carried out on a stable tracking platform.Because a variety of types of life distributions and maintenance modes are considered and some assumptions are removed,the sample size and structure of fault sample simulation results are more similar to the actual results and more reasonable.The proposed method can effectively guide the fault injection in virtual testability demonstration test.

  4. Diffraction contrast imaging using virtual apertures

    International Nuclear Information System (INIS)

    Gammer, Christoph; Burak Ozdol, V.; Liebscher, Christian H.; Minor, Andrew M.

    2015-01-01

    Two methods on how to obtain the full diffraction information from a sample region and the associated reconstruction of images or diffraction patterns using virtual apertures are demonstrated. In a STEM-based approach, diffraction patterns are recorded for each beam position using a small probe convergence angle. Similarly, a tilt series of TEM dark-field images is acquired. The resulting datasets allow the reconstruction of either electron diffraction patterns, or bright-, dark- or annular dark-field images using virtual apertures. The experimental procedures of both methods are presented in the paper and are applied to a precipitation strengthened and creep deformed ferritic alloy with a complex microstructure. The reconstructed virtual images are compared with conventional TEM images. The major advantage is that arbitrarily shaped virtual apertures generated with image processing software can be designed without facing any physical limitations. In addition, any virtual detector that is specifically designed according to the underlying crystal structure can be created to optimize image contrast. - Highlights: • A dataset containing all structural information of a given position is recorded. • The dataset allows reconstruction of virtual diffraction patterns or images. • Specific virtual apertures are designed to image precipitates in a complex alloy. • Virtual diffraction patterns from arbitrarily small regions can be established. • Using STEM diffraction to record the dataset is more efficient than TEM dark-field

  5. Use of social media among Italian physiotherapists: a new opportunity for the profession or an unfavorable trend toward guruism?

    Science.gov (United States)

    Vercelli, Stefano

    2016-01-01

    The advent of social media such as Facebook has introduced new opportunities for knowledge sharing and professional networking. Currently, little is known on how physiotherapists participate in virtual communities, and there are opposing views regarding the benefits and pitfalls of professional use of social media. In this letter, theoretical frameworks are proposed by analyzing the behavior of users and the post contents on Italian pages dedicated to physiotherapy. There is also an urgent need to evaluate whether virtual communities may improve final patient outcomes.

  6. Millennial Generation and Environmental Sustainability: The Role of Social Media in the Consumer Purchasing Behavior for Wine

    Directory of Open Access Journals (Sweden)

    Giovanni Sogari

    2017-10-01

    Full Text Available In the coming years, social media technology will have a crucial role in environmental involvement and in encouraging sustainable behaviors in the wine industry. Sustainable development is becoming a crucial topic for many consumers. Also, in the wine industry much research has been carried out to decrease the environmental impact, with a particular focus on renewable energy use, greenhouse gas emissions, pesticides reduction, water and waste management, biodiversity, soil and landscape preservation. In recent years, social media technologies have gained increased attention for their potential to amplify environmental concerns and encourage sustainable behaviors among people. This study aims to study the role of social media in the consumer purchasing behavior for wine between the millennial and non-millennial generations. A total sample of 2597 Italian wine consumer responses were collected and a structured questionnaire was used to test our hypothesis. The main results show that the greater the import the consumer places on the product/process dimension of environmental sustainability, the higher the self-selection in market segments. This is true for both millennials and non-millennials. The results show the power of social media to increase sustainability awareness and consecutively influence the consumer’s buying behavior for wine (higher price segment. From a marketing perspective, companies should improve their capacity to share and communicate their environmental activities through social media.

  7. Jenna Ng (ed., Understanding Machinima. Essays on Filmmaking in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Vincenzo Idone Cassone

    2015-09-01

    Full Text Available Understanding Machinima. Essays on Filmmaking in Virtual Worlds (Bloomsbury 2013, edited by Jenna Ng is an intriguing incursion into the world of machinima from a Media Studies point-of-view, trying to address the topic beyond game’s environment, in connection with the evolution of the contemporary mediascape.

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

    Science.gov (United States)

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

    2001-01-01

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

  9. Stereotypes in media and media literacy among young people

    Directory of Open Access Journals (Sweden)

    Đerić Ivana

    2006-01-01

    Full Text Available Young people, the most common consumers of media content, bear out the view that media shapes people’s lives. Therefore we must not underestimate the effect media exerts on young people’s values and behavioral patterns. Television is the medium which draws children and young people for the greatest part of their free time. Regardless whether television programs are described as positive or negative, whether they abound with stereotypes or not, it is important that young people develop a critical attitude towards them so that they may resist different forms of media manipulation. The paper discusses how stereotypes are generated and used by media and the manners in which stereotypical concepts affect young people’s attitudes. It highlights the importance of the development of media literacy which implies a critical attitude towards media images and discourses, the development of criteria for the selection and evaluation of information broadcast by media, the development of skills in interpreting and understanding stereotypical concepts and familiarity with alternative forms of media culture. The paper draws special attention to the issue of media education. The conclusion is that schools should offer media literacy as part of their curriculum and in it possible solutions to the problems discussed. .

  10. Ultimate waveform reproducibility of extreme-ultraviolet pulses by high-harmonic generation in quartz

    Science.gov (United States)

    Garg, M.; Kim, H. Y.; Goulielmakis, E.

    2018-05-01

    Optical waveforms of light reproducible with subcycle precision underlie applications of lasers in ultrafast spectroscopies, quantum control of matter and light-based signal processing. Nonlinear upconversion of optical pulses via high-harmonic generation in gas media extends these capabilities to the extreme ultraviolet (EUV). However, the waveform reproducibility of the generated EUV pulses in gases is inherently sensitive to intensity and phase fluctuations of the driving field. We used photoelectron interferometry to study the effects of intensity and carrier-envelope phase of an intense single-cycle optical pulse on the field waveform of EUV pulses generated in quartz nanofilms, and contrasted the results with those obtained in gas argon. The EUV waveforms generated in quartz were found to be virtually immune to the intensity and phase of the driving field, implying a non-recollisional character of the underlying emission mechanism. Waveform-sensitive photonic applications and precision measurements of fundamental processes in optics will benefit from these findings.

  11. Virtual cases in internal medicine education

    Directory of Open Access Journals (Sweden)

    Ilja Tachecí

    2015-09-01

    Full Text Available Virtual patients represent a useful tool in teaching students clinical reasoning skills. Virtual Cases (www.e-kazuistiky.cz represent a newly developed interactive problem-based learning system, drawing information from virtual clinics, covering different fields of internal medicine, generating sets of unique virtual patients according to user-predefined program settings (spectrum of diagnoses, number of patients and criteria for passing the course. Basic clinical information including personal data, medical history, symptoms, laboratory values, etc. is generated for each virtual patient. The main task for the student is to determine the optimal diagnostic algorithm (choose adequate diagnostic steps in the correct order, and to determine the correct diagnosis in each virtual patient. Results of diagnostics tests and clinical findings are presented utilising a multimedia presentation (images, video-sequences, audio-recordings. Evaluation of students includes not only assessment of correctly determined diagnosis, but also the diagnostic pathway, which led the user to the specific diagnosis. Thus, the system enables assessment of appropriateness of each test as well as reasonable sequencing of tests and also financial costs of all examinations. The program is now routinely used in the undergraduate curriculum at the Medical Faculty in Hradec Králové. User hands-on experience was evaluated through anonymous questionnaires. The most appreciated attribute of the system is the game-like involvement and multimedia-supporting environment (for students as well as the possibility of a detailed analysis of each student’s performance and clear identification of their weakest areas (for tutors. The system is a useful tool for undergraduate medical education with positive feedback from both students and teachers. The main advantages are flexibility, potential for further growth and no restrictions regarding particular disease, clinical discipline

  12. Promoting health and safety virtually: key recommendations for occupational health nurses.

    Science.gov (United States)

    Wolf, Debra M; Anton, Bonnie B; Wenskovitch, John

    2014-07-01

    Nurses' use of the Internet and social media has surfaced as a critical concern requiring further exploration and consideration by all health care organizations and nursing associations. In an attempt to support this need, the American Nurses Association (2011) published six principles of social networking that offered guidance and direction for nurses. In addition, the National Council of State Boards of Nursing (2011) published a nurse's guide to using social media. Surfing the Internet and using social media for professional and personal needs is extremely common among nurses. What is concerning is when nurses do not separate their professional and personal presence in the virtual world. This article presents an Institutional Review Board-approved pilot survey that explored nurses' use of social media personally and professionally and offers recommendations specifically directed to the occupational health nurse. Copyright 2014, SLACK Incorporated.

  13. VIRTUAL REALITY IN WAKING AND DREAMING CONSCIOUSNESS

    Directory of Open Access Journals (Sweden)

    Allan eHobson

    2014-10-01

    Full Text Available This article explores the notion that the brain is genetically endowed with an innate virtual reality generator that – through experience-dependent plasticity –becomes a generative or predictive model of the world. This model, which is most clearly revealed in rapid eye movement (REM sleep dreaming, may provide the theatre for conscious experience. Functional neuroimaging evidence for brain activations that are time-locked to rapid eye movements endorses the view that waking consciousness emerges from REM sleep – and dreaming lays the foundations for waking perception. In this view, the brain is equipped with a virtual model of the world that generates predictions of its sensations. This model is continually updated and entrained by sensory prediction errors in wakefulness to ensure veridical perception, but not in dreaming. In contrast, dreaming plays an essential role in maintaining and enhancing the capacity to model the world by minimizing model complexity and thereby maximizing both statistical and thermodynamic efficiency. This perspective suggests that consciousness corresponds to the embodied process of inference, realized through the generation of virtual realities (in both sleep and wakefulness. In short, our premise or hypothesis is that the waking brain engages with the sensorium to predict the causes of sensations, while in sleep the brain's generative model is actively refined so that it generates more efficient predictions during waking. We review the evidence in support of this hypothesis – evidence that grounds consciousness in biophysical computations whose neuronal and neurochemical infrastructure has been disclosed by sleep research.

  14. Operationalizing Social Media: A Method For Incorporating Social Media In Department Of Defense Plans

    Science.gov (United States)

    2018-04-20

    consumer, and includes word -of- mouth or viral posts.7 However, the marketer may help generate earned media through marketing actions.8 Likewise, earned... MEDIA : A METHOD FOR INCORPORATING SOCIAL MEDIA IN DEPARTMENT OF DEFENSE 5b. GRANT NUMBER PLANS 5c. PROGRAM ELEM ENT NUMBER 6. AUTHOR(S) 5d. PROJECT... social media to influence the 2016 U.S. presidential elections demonstrated the power of social media . They also revealed that the U.S. is behind its

  15. Undertaking qualitative health research in social virtual worlds.

    Science.gov (United States)

    McElhinney, Evelyn; Cheater, Francine M; Kidd, Lisa

    2014-06-01

    This paper discusses the methodological challenges of using the 3D social virtual world Second Life for research and offers some solutions on a range of research issues including research ethics committee approval, gaining consent, recruitment of sample, data collection and engagement with 'in - world culture'. The attraction of social virtual worlds to researchers is their ability to mimic the physical world, as they, are seen as 'places' where people have a feeling of presence (being there) and social presence (being there with others) through the use of a 'customisable' avatar (digital self-representation). Emerging research demonstrating the persuasive nature of avatars on health behaviours through virtual worlds, online games and the 3D web has increased the use of and interest in these areas for delivering health information, advice and support. However, conducting research can be challenging in a 3D world where people are represented as anonymous avatars in an environment unlike any other online media. 25 semi-structured interviews were conducted in Second Life from September 2011-June 2012. Nurses wishing to undertake research in social virtual worlds should spend time in-world to acquire technical skills and gain an understanding of the culture of the world. Our experience of an interview-based study in virtual worlds indicates that researchers require several virtual world technical skills to create innovative tools to recruit, gain consent and collect data and an understanding of in-world culture, language and social norms to increase the chances of successful research. © 2013 John Wiley & Sons Ltd.

  16. Immersive Virtual Reality for Visualization of Abdominal CT.

    Science.gov (United States)

    Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E

    2013-03-28

    Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.

  17. Immersive virtual reality for visualization of abdominal CT

    Science.gov (United States)

    Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.

    2013-03-01

    Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.

  18. Optimization of steam generator replacement with virtual reality modeling

    International Nuclear Information System (INIS)

    Kim, Jeong H.; Suh, Kune Y.

    2008-01-01

    Nuclear power plants (NPPs) have to be carefully examined and maintained up to the point of replacing major components during the overhaul period for continued operation. Most understandably the cost of maintenance and upgrading will tend to increase with the NPP power. There is thus an escalating need for developing an optimized process management method to reduce the cost involved. Albeit the steam generators (SGs) may not directly affect the expected lifespan of NPP, thousands of tubes with diameter on the order of 3 cm in the SG operating at 320degC and 16 MPa may well tend to be called Achilles' heel of the pressurized water reactors (PWRs). For instance, the SGs of Kori Nuclear Unit 1 (KNU 1) were replaced in October 1998 after 20 years of service on account of aging and potential threat to operational safety. In the same year the SG tubes of Ulchin Nuclear Units 1 and 2 were ruptured to result in leakage of the primary coolant to the secondary side. As a result their SGs are planned to be replaced in a few years. There is, however, a limit to improving the replacement process by trial and error in practice on account of the size of NPP with the ensuing complexity in process management. This paper proposes an optimization method for the SG replacement process based on the KNU 1 experience in 1998. The whole process was simulated accounting for interactions of each part in virtual reality utilizing the computer aided design solution CATIA, and the digital process management solution DELMIA. (author)

  19. USING SOCIAL MEDIA AS MARKETING TOOL : Dpoint Group Case Study

    OpenAIRE

    Pham, Thi

    2016-01-01

    Social media is playing an important role human's life; people are using the social network as a place to exchange ideas and sharing information. It can be seen as a virtual community which attracts a lot of attentions of people. Furthermore, Internet users are spending a lot of time on social media network as a place to connect with the world. Especially, the impact of social network sites on young people is significant. They are more interacting with brands through social network websites. ...

  20. A virtual source model for Monte Carlo simulation of helical tomotherapy.

    Science.gov (United States)

    Yuan, Jiankui; Rong, Yi; Chen, Quan

    2015-01-08

    The purpose of this study was to present a Monte Carlo (MC) simulation method based on a virtual source, jaw, and MLC model to calculate dose in patient for helical tomotherapy without the need of calculating phase-space files (PSFs). Current studies on the tomotherapy MC simulation adopt a full MC model, which includes extensive modeling of radiation source, primary and secondary jaws, and multileaf collimator (MLC). In the full MC model, PSFs need to be created at different scoring planes to facilitate the patient dose calculations. In the present work, the virtual source model (VSM) we established was based on the gold standard beam data of a tomotherapy unit, which can be exported from the treatment planning station (TPS). The TPS-generated sinograms were extracted from the archived patient XML (eXtensible Markup Language) files. The fluence map for the MC sampling was created by incorporating the percentage leaf open time (LOT) with leaf filter, jaw penumbra, and leaf latency contained from sinogram files. The VSM was validated for various geometry setups and clinical situations involving heterogeneous media and delivery quality assurance (DQA) cases. An agreement of < 1% was obtained between the measured and simulated results for percent depth doses (PDDs) and open beam profiles for all three jaw settings in the VSM commissioning. The accuracy of the VSM leaf filter model was verified in comparing the measured and simulated results for a Picket Fence pattern. An agreement of < 2% was achieved between the presented VSM and a published full MC model for heterogeneous phantoms. For complex clinical head and neck (HN) cases, the VSM-based MC simulation of DQA plans agreed with the film measurement with 98% of planar dose pixels passing on the 2%/2 mm gamma criteria. For patient treatment plans, results showed comparable dose-volume histograms (DVHs) for planning target volumes (PTVs) and organs at risk (OARs). Deviations observed in this study were consistent

  1. Credibility Perceptions of User Generated Content

    OpenAIRE

    Murugan, S.; Nagarajan, Dr. P.S.

    2017-01-01

    Social media users generate a large volume of user generated content in various social media platforms to share their experiences in using a brand or a service. In the travel industry, the user generated content reviews are used by the prospective travellers to decide their travel plans. In the 1950’s credibility research of the media was started when television was introduced as a new media in the world dominated by newspapers. In the Social Media platforms, the credibility assessment is muc...

  2. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

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

  3. Applying Virtual Reality to commercial Edutainment

    Science.gov (United States)

    Grissom, F.; Goza, Sharon P.; Goza, S. Michael

    1994-01-01

    Virtual reality (VR) when defined as a computer generated, immersive, three dimensional graphics environment which provides varying degrees of interactivity, remains an expensive, highly specialized application, yet to find its way into the school, home, or business. As a novel approach to a theme park-type attraction, though, its use can be justified. This paper describes how a virtual reality 'tour of the human digestive system' was created for the Omniplex Science Museum of Oklahoma City, Oklahoma. The customers main objectives were: (1) to educate; (2) to entertain; (3) to draw visitors; and (4) to generate revenue. The 'Edutainment' system ultimately delivered met these goals. As more such systems come into existence the resulting library of licensable programs will greatly reduce development costs to individual institutions.

  4. Identifying behaviors that generate positive interactions between museums and people on a social media platform: An analysis of 27 science museums on Twitter

    Science.gov (United States)

    Baker, Stacy Christine

    The aim of this study was to provide a detailed examination of how science museums use Twitter and suggest changes these museums should make to improve their current approach on this social media platform. Previous studies have identified the types of content museums are creating on social media, but none have quantitatively investigated the specific types of content most likely to generate interaction and engagement with a social media audience. A total of 5,278 tweets from 27 science museums were analyzed to determine what type of tweet yields the greatest impact measured in retweets and favorites. 1,453 of those tweets were selected for additional qualitative analysis. The results indicate that tweets with educational content, links, and hashtags lead to the greatest number of retweets and favorites. The results also indicate that the majority of tweets posted by museums do not generate interaction and engagement with a social media audience. A model for existing museums to improve their use of Twitter was created using the results of this study.

  5. Use and Mastery of Virtual Learning Environment in Brazilian Open University

    Science.gov (United States)

    Gomez, Margarita Victoria

    2014-01-01

    This paper describes and analyses the dynamics of the use and/or mastery of Virtual Learning Environments (VLEs) by educators and students Open University, important part of the Brazilian Educational System. A questionnaire with 32 items was answered by 174 students/instructors/coordinators of the Media in Education and Physics courses, of two…

  6. Fat ViP MRI: Virtual Phantom Magnetic Resonance Imaging of water-fat systems.

    Science.gov (United States)

    Salvati, Roberto; Hitti, Eric; Bellanger, Jean-Jacques; Saint-Jalmes, Hervé; Gambarota, Giulio

    2016-06-01

    Virtual Phantom Magnetic Resonance Imaging (ViP MRI) is a method to generate reference signals on MR images, using external radiofrequency (RF) signals. The aim of this study was to assess the feasibility of ViP MRI to generate complex-data images of phantoms mimicking water-fat systems. Various numerical phantoms with a given fat fraction, T2* and field map were designed. The k-space of numerical phantoms was converted into RF signals to generate virtual phantoms. MRI experiments were performed at 4.7T using a multi-gradient-echo sequence on virtual and physical phantoms. The data acquisition of virtual and physical phantoms was simultaneous. Decomposition of the water and fat signals was performed using a complex-based water-fat separation algorithm. Overall, a good agreement was observed between the fat fraction, T2* and phase map values of the virtual and numerical phantoms. In particular, fat fractions of 10.5±0.1 (vs 10% of the numerical phantom), 20.3±0.1 (vs 20%) and 30.4±0.1 (vs 30%) were obtained in virtual phantoms. The ViP MRI method allows for generating imaging phantoms that i) mimic water-fat systems and ii) can be analyzed with water-fat separation algorithms based on complex data. Copyright © 2016 Elsevier Inc. All rights reserved.

  7. Virtual and Augmented Reality on the 5G Highway

    OpenAIRE

    Orlosky, Jason; Kiyokawa, Kiyoshi; Takemura, Haruo

    2017-01-01

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

  8. The Impact of Social Network Media on Brand Equity in SMEs

    OpenAIRE

    Mohammad Reza Nemat Gorgani

    2016-01-01

    Given the virtual world’s controlling role in everyday life, no one can ignore its crucial impacts on the physical world. In this term social network media play a considerable role in peoples’ daily lives and business by information sharing and the impressions of friends’ comments on own view. Dealing with change, continuing to develop in the dynamic marketplace furthermore, access to information on a level never experienced before are possible benefits to companies;Social media influences co...

  9. Virtual marketing in virtual enterprises

    OpenAIRE

    Ale Ebrahim, Nader; Fattahi, Hamaid Ali; Golnam, Arash

    2008-01-01

    Virtualization caused tremendous evolution in the economics of marketing channels, patterns of physical distribution and the structure of distributors and developed a new concept that is known as virtual marketing (VM). VM combines the powerful technologies of interactive marketing and virtual reality. Virtual enterprise (VE) refers to an organization not having a clear physical locus. In other words, VE is an organization distributed geographically and whose work is coordinated through e...

  10. Virtual and augmented reality for training on maintenance

    International Nuclear Information System (INIS)

    Gonzalez, F.

    2001-01-01

    This paper presents two projects focused to support training on maintenance using new technologies. Both projects aims at specifying. designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Virtual Reality (VIRMAN) and Augmented Reality (STARMATE) techniques. VIRMAN project is dedicated to training course development on maintenance using Virtual Reality. It based in the animation of three dimension images for component assembly/de-assembly or equipment movements. STARMATE will rely on Augmented Reality techniques which is a growing area in virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene generated by a computer augmenting the reality with additional information. (Author)

  11. Media Seduction in Modern Society of Spectacle and Manipulation

    Directory of Open Access Journals (Sweden)

    Nenad Vertovšek

    2015-05-01

    Full Text Available Media influence on almost all aspects of our lives, have caused major changes in the way of living and perceiving the world each individual. They have become a very important part of everyday functioning and aware of this, they are skillfully trying to use it to manipulate and seduce the public in the name of profit and capital. Media product crisis in which public disclaims ethical values and blame Others for our problems. From McLuhan and Chomsky to Debord, a deeper understanding of the mass media - helps uncover the basics of seduction through the media. and Detect the basis of “society of the spectacle” dominated by artificially created stars and half-truths. It is absurd that the manipulation of reality serve to create a different, virtual and digital reality, which would ultimately represent “true reality”.

  12. Virtual Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

    Nijholt, Antinus; Cappellini, V.; Hemsley, J.

    2005-01-01

    We discuss having virtual presenters in virtual environments that present information to visitors of these environments. Some current research is surveyed and we will look in particular to our research in the context of a virtual meeting room where a virtual presenter uses speech, gestures, pointing

  13. Evaluating virtual STEM mentoring programs: The SAGANet.org experience

    Science.gov (United States)

    Som, S. M.; Walker, S. I.; Miller, E.; Anbar, M.; Kacar, B.; Forrester, J. H.

    2014-12-01

    Many school districts within the United States continue to seek new ways of engaging students within Science, Technology, Engineering, and Mathematics (STEM) disciplines. SAGANet.org, a web-based 501c3 Astrobiology outreach initiative, works with a number of schools, partnering K-12 students and their families with professional scientist mentors from around the world to teach and inspire students using virtual technology platforms. Current programs include two mentoring partnerships: pairing scientist-mentors with at-risk youth at the Pittsburg Community School in Pittsburg CA, and pairing scientist-mentors with families from the Kyrene del Cielo Elementary School in Chandler AZ. These programs represent two very different models for utilizing the virtual media platform provided by SAGANet.org to engage K-12 students and their families in STEM. For the former, scientists mentor the students of the Pittsburg School as part of the formal in-class curriculum. For the latter, scientists work with K-5 students and their families through Cielo's Science & Engineering Discovery Room to develop a science project as part of an informal learning experience that is independent of the formal curriculum. In this presentation, we (1) discuss the challenges and successes of engaging these two distinct audiences through virtual media, (2) present the results of how these two very-different mentoring partnership impact K-12 students science self-efficacy, interest in science, and STEM career awareness, and (3) share the impact of the mentoring experience on the mentor's confidence and self-efficacy with communicating science to the public.

  14. Ageing in media: rethinking the studying of media use in later life

    DEFF Research Database (Denmark)

    Givskov, Cecilie

    in the realms of politics and commerce – and, of course, media. Ageing populations are key drivers of media sales, especially in the areas of mobile and online media, and they are the dominant audience groups following the news. At the same time, social institutions realign their relations with (older) citizens...... characterized by chronological life phase and generational perspectives, to some extent influenced by medicalised images of old age where ageing after the 60s gets correlated with a loss of intellectual and creative resources, a decline of social life and physical health, and with regard to media, a lack...... through digital media. In spite of this inversion of the age pyramid and their significance as media users and active citizens, older people’s media use is rarely the focus of media producers or communication scholars. What research does get carried out involving older people’s media use is generally...

  15. EFFECT OF SOCIAL MEDIA MARKETING ON BRAND EQUITY OF ONLINE COMPANIES

    Directory of Open Access Journals (Sweden)

    Satheeka Kavisekera

    2016-11-01

    Full Text Available Social Media is a prominent marketing tool profoundly used by E-Businesses to draw the attention of the online target audience that could be converted to direct traffic. However, the non-exclusivity of social media has created a unique issue for virtual enterprises that are entirely depending on digital media. The main emphasis of this study is to appreciate the significance of Social Media Marketing in promoting the Brand Equity of E-Commerce enterprises. The empirical study is based on Kapruka.Com; Sri Lanka’s largest online gift shop with the aim of identifying the casual relationship between social media marketing and brand equity. An online questionnaire has been employed to collect the data during the survey. Evident by findings, there is a significant relationship between social media marketing and brand equity of online companies. The study contributes to the marketing practitioners in terms of enhancing the brand value by identifying and exploiting the main attributes of social media marketing.

  16. Soft x-ray virtual diagnostics for tokamak simulations

    Science.gov (United States)

    Kim, J. S.; Zhao, L.; Bogatu, I. N.; In, Y.; Turnbull, A.; Osborne, T.; Maraschek, M.; Comer, K.

    2009-11-01

    The numerical toolset, FAR-TECH Virtual Diagnostic Utility, for generating virtual experimental data based on theoretical models and comparing it with experimental data, has been developed for soft x-ray diagnostics on DIII-D. The virtual (or synthetic) soft x-ray signals for a sample DIII-D discharge are compared with the experimental data. The plasma density and temperature radial profiles needed in the soft x-ray signal modeling are obtained from experimental data, i.e., from Thomson scattering and electron cyclotron emission. The virtual soft x-ray diagnostics for the equilibriums have a good agreement with the experimental data. The virtual diagnostics based on an ideal linear instability also agree reasonably well with the experimental data. The agreements are good enough to justify the methodology presented here for utilizing virtual diagnostics for routine comparison of experimental data. The agreements also motivate further detailed simulations with improved physical models such as the nonideal magnetohydrodynamics contributions (resistivity, viscosity, nonaxisymmetric error fields, etc.) and other nonlinear effects, which can be tested by virtual diagnostics with various stability modeling.

  17. Soft x-ray virtual diagnostics for tokamak simulations

    International Nuclear Information System (INIS)

    Kim, J. S.; Zhao, L.; Bogatu, I. N.; In, Y.; Turnbull, A.; Osborne, T.; Maraschek, M.; Comer, K.

    2009-01-01

    The numerical toolset, FAR-TECH Virtual Diagnostic Utility, for generating virtual experimental data based on theoretical models and comparing it with experimental data, has been developed for soft x-ray diagnostics on DIII-D. The virtual (or synthetic) soft x-ray signals for a sample DIII-D discharge are compared with the experimental data. The plasma density and temperature radial profiles needed in the soft x-ray signal modeling are obtained from experimental data, i.e., from Thomson scattering and electron cyclotron emission. The virtual soft x-ray diagnostics for the equilibriums have a good agreement with the experimental data. The virtual diagnostics based on an ideal linear instability also agree reasonably well with the experimental data. The agreements are good enough to justify the methodology presented here for utilizing virtual diagnostics for routine comparison of experimental data. The agreements also motivate further detailed simulations with improved physical models such as the nonideal magnetohydrodynamics contributions (resistivity, viscosity, nonaxisymmetric error fields, etc.) and other nonlinear effects, which can be tested by virtual diagnostics with various stability modeling.

  18. Virtual simulation of radiotherapeutic treatment of the prostate

    Energy Technology Data Exchange (ETDEWEB)

    Haest, K; Vanregemorter, J [Algemeen Ziekenhuis Middelheim, Antwerp (Belgium). Dept. of Radiotherapy; Van Dam, J [Louvain Univ. (Belgium)

    1995-12-01

    Virtual simulation allows to simulate the radiotherapeutic treatment by computer, based on a CT scan of the patient in treatment position. The routinely obtained CT scans of prostate cancer patients in treatment position were used after conventional simulation for a parallel virtual simulation. In a first step the three-dimensional electron density data of the CT were used to outline the prostate and critical organs as three-dimensional volumes of interest. Based on the 3D information of the pre-defined target volume and a pre-set 3D margin, beams and beam blocks were automatically generated according to the beam set-up. A beam`s-eye view of the volumes of interest was calculated for each beam, superimposed on a digitally reconstructed radiograph using the actual divergence of the beam. At the same time the dose distribution was computed for the fields and blocks generated by the virtual simulator. The resulting Dose Volume Histograms for prostate, rectum and bladder were reviewed and compared with the Dose Volume Histograms obtained from the conventional simulation process. During both virtual and conventional simulation, time commitments required for all the members of the radiotherapy treatment team were recorded. It is concluded that routine use of virtual simulation is possible in a busy radiation oncology department; virtual simulation results in most cases in smaller field sizes than conventional simulation; Dose Volume Histograms show that virtual simulation of the prostate minimizes the dose delivered to the bladder; a shift in workload can be expected from technicians towards physicists and medical doctors with an overall decrease in time for both personnel and patient.

  19. Virtual simulation of radiotherapeutic treatment of the prostate

    International Nuclear Information System (INIS)

    Haest, K.; Vanregemorter, J.

    1995-01-01

    Virtual simulation allows to simulate the radiotherapeutic treatment by computer, based on a CT scan of the patient in treatment position. The routinely obtained CT scans of prostate cancer patients in treatment position were used after conventional simulation for a parallel virtual simulation. In a first step the three-dimensional electron density data of the CT were used to outline the prostate and critical organs as three-dimensional volumes of interest. Based on the 3D information of the pre-defined target volume and a pre-set 3D margin, beams and beam blocks were automatically generated according to the beam set-up. A beam's-eye view of the volumes of interest was calculated for each beam, superimposed on a digitally reconstructed radiograph using the actual divergence of the beam. At the same time the dose distribution was computed for the fields and blocks generated by the virtual simulator. The resulting Dose Volume Histograms for prostate, rectum and bladder were reviewed and compared with the Dose Volume Histograms obtained from the conventional simulation process. During both virtual and conventional simulation, time commitments required for all the members of the radiotherapy treatment team were recorded. It is concluded that routine use of virtual simulation is possible in a busy radiation oncology department; virtual simulation results in most cases in smaller field sizes than conventional simulation; Dose Volume Histograms show that virtual simulation of the prostate minimizes the dose delivered to the bladder; a shift in workload can be expected from technicians towards physicists and medical doctors with an overall decrease in time for both personnel and patient

  20. Essays on Social Media Fundraising and E-Commerce

    Science.gov (United States)

    Tan, Xue

    2017-01-01

    This dissertation has two components: social media fundraising and e-commerce. The first component of social media fundraising discusses social media users' charitable content generation in essay 1 and charitable giving in essay 2. In essay 1, we examine how reciprocity of followees affects social influence on users' charitable content generation.…

  1. Presence in the past : what can we learn from media history?

    NARCIS (Netherlands)

    IJsselsteijn, W.A.; Riva, G.; Davide, F.; IJsselsteijn, W.A.

    2003-01-01

    In this chapter we describe the historical development of cinema, television, telerobotics, and virtual environments, with emphasis on their psychological impact, in particular the experience of presence, or sense of 'being there' in a mediated environment. Tracing the roots of today's media

  2. Determination of PV Generator I-V/P-V Characteristic Curves Using a DC-DC Converter Controlled by a Virtual Instrument

    Directory of Open Access Journals (Sweden)

    E. Durán

    2012-01-01

    Full Text Available A versatile measurement system for systematic testing and measurement of the evolution of the I-V characteristic curves of photovoltaic panels or arrays (PV generators is proposed in this paper. The measurement system uses a circuit solution based on DC-DC converters that involves several advantages relative to traditional methods: simple structure, scalability, fast response, and low cost. The measurement of the desired characteristics of PV generators includes high speed of response and high fidelity. The prototype system built is governed by a microcontroller, and experimental results prove the proposed measurement system useful. A virtual instrument (VI was developed for full system control from a computer. The developed system enables monitoring the suitable operation of a PV generator in real time, since it allows comparing its actual curves with those provided by the manufacturer.

  3. Research on virtual actor action editing and movement control

    Institute of Scientific and Technical Information of China (English)

    Wenhu QIN; Yuhui WU; Zhengxu ZHAO

    2008-01-01

    To directly use a virtual surface model for action editing and movement control, a general method for creating virtual actor skeleton models and controlling movement is presented. The method includes judging borderlines of the block virtual surface model, calculat-ing the joints, confirming the above block, and using the block hierarchical layout to create the skeleton model. Then, according to the virtual actor model and move-ment restriction, the study focuses on the generation of movement animation using the key frame technique and smoothing movement technique by automatically adding animation and adjusting the actor's pose by different weights on movement amplitude. Finally, movement control of the actor in the virtual environment is implemented by real-time control and path point control, which achieve a good result.

  4. A virtual source method for Monte Carlo simulation of Gamma Knife Model C

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Tae Hoon; Kim, Yong Kyun [Hanyang University, Seoul (Korea, Republic of); Chung, Hyun Tai [Seoul National University College of Medicine, Seoul (Korea, Republic of)

    2016-05-15

    The Monte Carlo simulation method has been used for dosimetry of radiation treatment. Monte Carlo simulation is the method that determines paths and dosimetry of particles using random number. Recently, owing to the ability of fast processing of the computers, it is possible to treat a patient more precisely. However, it is necessary to increase the simulation time to improve the efficiency of accuracy uncertainty. When generating the particles from the cobalt source in a simulation, there are many particles cut off. So it takes time to simulate more accurately. For the efficiency, we generated the virtual source that has the phase space distribution which acquired a single gamma knife channel. We performed the simulation using the virtual sources on the 201 channel and compared the measurement with the simulation using virtual sources and real sources. A virtual source file was generated to reduce the simulation time of a Gamma Knife Model C. Simulations with a virtual source executed about 50 times faster than the original source code and there was no statistically significant difference in simulated results.

  5. A virtual source method for Monte Carlo simulation of Gamma Knife Model C

    International Nuclear Information System (INIS)

    Kim, Tae Hoon; Kim, Yong Kyun; Chung, Hyun Tai

    2016-01-01

    The Monte Carlo simulation method has been used for dosimetry of radiation treatment. Monte Carlo simulation is the method that determines paths and dosimetry of particles using random number. Recently, owing to the ability of fast processing of the computers, it is possible to treat a patient more precisely. However, it is necessary to increase the simulation time to improve the efficiency of accuracy uncertainty. When generating the particles from the cobalt source in a simulation, there are many particles cut off. So it takes time to simulate more accurately. For the efficiency, we generated the virtual source that has the phase space distribution which acquired a single gamma knife channel. We performed the simulation using the virtual sources on the 201 channel and compared the measurement with the simulation using virtual sources and real sources. A virtual source file was generated to reduce the simulation time of a Gamma Knife Model C. Simulations with a virtual source executed about 50 times faster than the original source code and there was no statistically significant difference in simulated results

  6. Fields of Impact of Social Media on Youth – Methodological Implications

    Directory of Open Access Journals (Sweden)

    Juszczyk Stanisław

    2015-12-01

    Full Text Available Using social media Web sites is among the most common activities of today’s children and adolescents. Such sites offer today’s youth a portal for entertainment and communication, and have grown exponentially in recent years. Parents and teachers become aware of the nature of social media sites, thus they do not know that not all of them are healthy environments for children and adolescents. This field is important because pedagogists, psychologists and pediatrics need to understand how youth lives in a new, massive, and complex virtual universe, even as they carry on their lives in the real world. In the article I have presented a discussion of a few empirical research carried out by different authors to show various aspects of child and adolescent development in this virtual universe and to present the methodological implications of such types of studies.

  7. Virtualization of Universities Digital Media and the Organization of Higher Education Institutions

    CERN Document Server

    Pfeffer, Thomas

    2012-01-01

    The purpose of this volume is to shape conceptual tools to understand the impact of new information and communication technologies (ICTs) on the organization of universities. Traditional research-based universities, the most typical representatives of the higher education system, find themselves challenged by the speed and the wide range of technical innovations, but also by a vast array of implicit assumptions and explicit promises associated with the distribution of digital media.  The author observes that as universities increasingly use digital media (computers and the Internet) to accomplish their tasks, a transformation takes place in an evolutionary rather than in a revolutionary way.  Using the University of Klagenfurt as an in-depth case study, he explores such dynamic issues as how digital media affect the practice of research, the preservation and dissemination of knowledge (for example, through publishing and archiving), and delivery of education at universities.  More broadly, he considers iss...

  8. A network society, social media, migration and mission

    Directory of Open Access Journals (Sweden)

    Niemandt, Cornelius J. P. (Nelus

    2013-05-01

    Full Text Available Human mobility and migration are closely associated with and reciprocally influenced by globalisation. Add the relentless connectivity facilitated by the proliferation of mobile communication and the emergence of social media to this mixture, and an emerging new glocal culture is evident. People are not only migrating to new localities and territories, but simultaneously into a new culture. We are witnessing the greatest mass migration in the history of humanity from the real to the virtual world. It is a shift from shared space to shared interest. The metaphor of a river in flood has been used to describe the fact that migrant communities are a point of convergence of some of the biggest challenges facing the church and society at large: globalisation, hyperdiversity, interconnectedness, a Google culture and postmodern tribalism. Culture flows like a river and the church functions as a bridge connecting humans striving to make sense of life and Scripture as well as the tradition transmitted over the centuries. Some of the missional challenges will be to incarnate the gospel in this emerging culture. This study was positioned at the convergence of two important processes the rise of the network society (especially social media and migration. It took up two of the challenges posed at Edinburgh 2010, namely to fruitfully integrate the role of media in modern society into overall missiological thinking, and to think about the call for a structural reform of the church to grapple with the challenges of migration. The network society represents a profound social transformation. New technologies deliver connectedness in the palms of our hands and social media serve as an expression of the passion for connection, community and knowing others and being known by others. This research is a theoretical and missiological reflection on the role and importance of social media such as Facebook in migrant communities. It investigated issues such as

  9. DIGITALIZATION AND NEW MEDIA LANDSCAPE

    OpenAIRE

    Tadej Praprotnik

    2016-01-01

    The article presents the phenomena of new communication technologies. It exposes the role of social media (Web 2.0) and sketches some global trends within the field of new media. It further outlines basic characteristics of traditional mass communication and consumption of media products, and as a counter-part presents interactive nature of a new media and the phenomena of user-generated media contents. The main focus of the article is the process of digitalization and its influence on import...

  10. Virtual reality as a comprehensive learning tool; Realidad virtual como una herramienta de aprendizaje integral

    Energy Technology Data Exchange (ETDEWEB)

    Perez Ramirez, Miguel [Instituto de Investigaciones Electricas, Cuernavaca, Morelos (Mexico); Ontiveros Hernandez, Norma Josefina [Instituto Tecnologico de Zacatepec, Zacatepec, Morelos (Mexico)

    2011-07-01

    This article presents some of the experiences with developing systems based on non-immersive virtual reality (VR). It discusses the factors that make VR a tool for creating content and learning contexts so that instruction is more efficient. VR systems enable risk-free training even when activities involve high risks, such as procedures for maintenance of medium voltage power lines. In addition, these systems have been designed to record student progress, among other things. [Spanish] Se presentan aqui algunas experiencias en el desarrollo de sistemas basados en realidad virtual (RV) no inmersiva. Se discute acerca de los factores que hacen de la RV una herramienta para crear contenido y con textos de aprendizaje, de tal modo que la instruccion pueda ser mas eficiente. Los sistemas de RV permiten el entrenamiento sin riesgos, aun cuando las actividades involucradas sean de alto riesgo, como es el caso de los procedimientos de mantenimiento a lineas energizadas de media tension. Por otro lado, estos sistemas tambien han sido habilitados para registrar el progreso de los estudiantes, entre otras cosas.

  11. Column generation algorithms for virtual network embedding in flexi-grid optical networks.

    Science.gov (United States)

    Lin, Rongping; Luo, Shan; Zhou, Jingwei; Wang, Sheng; Chen, Bin; Zhang, Xiaoning; Cai, Anliang; Zhong, Wen-De; Zukerman, Moshe

    2018-04-16

    Network virtualization provides means for efficient management of network resources by embedding multiple virtual networks (VNs) to share efficiently the same substrate network. Such virtual network embedding (VNE) gives rise to a challenging problem of how to optimize resource allocation to VNs and to guarantee their performance requirements. In this paper, we provide VNE algorithms for efficient management of flexi-grid optical networks. We provide an exact algorithm aiming to minimize the total embedding cost in terms of spectrum cost and computation cost for a single VN request. Then, to achieve scalability, we also develop a heuristic algorithm for the same problem. We apply these two algorithms for a dynamic traffic scenario where many VN requests arrive one-by-one. We first demonstrate by simulations for the case of a six-node network that the heuristic algorithm obtains very close blocking probabilities to exact algorithm (about 0.2% higher). Then, for a network of realistic size (namely, USnet) we demonstrate that the blocking probability of our new heuristic algorithm is about one magnitude lower than a simpler heuristic algorithm, which was a component of an earlier published algorithm.

  12. Researchgate Projects: Unregulated Academic Social Media

    Directory of Open Access Journals (Sweden)

    Teixeira da Silva Jaime A.

    2017-08-01

    Full Text Available ResearchGate (RG is one of the most popular academic social media platforms currently available to scientists. Allowing scientists, researchers and academics (SRAs to network through the creation of a free account. RG provides a virtually unlimited ability for SRAs to share research, contact each other through an integrated platform and share ideas. In recent times, projects have been increasing in scope and visibility, fortifying the RG network status. This paper examines some of the project-related features at RG and points out, within a wider examination of RG and other SRA-oriented academic social media platforms, the existing benefits and risks. The results of this work will allow SRAs to manage and invest their time in a better way.

  13. Analyzing Social Influence through Social Media: A Structured Literature Review

    NARCIS (Netherlands)

    Snijders, R.; Helms, R.W.

    2014-01-01

    The emergence of social media enables billions of people to share their content and in doing so they influence others and are being influenced themselves. This virtual environment provides a new perspective for the current social influence theories. In this study, the state-of-the-art literature on

  14. Virtual screening filters for the design of type II p38 MAP kinase inhibitors: a fragment based library generation approach.

    Science.gov (United States)

    Badrinarayan, Preethi; Sastry, G Narahari

    2012-04-01

    In this work, we introduce the development and application of a three-step scoring and filtering procedure for the design of type II p38 MAP kinase leads using allosteric fragments extracted from virtual screening hits. The design of the virtual screening filters is based on a thorough evaluation of docking methods, DFG-loop conformation, binding interactions and chemotype specificity of the 138 p38 MAP kinase inhibitors from Protein Data Bank bound to DFG-in and DFG-out conformations using Glide, GOLD and CDOCKER. A 40 ns molecular dynamics simulation with the apo, type I with DFG-in and type II with DFG-out forms was carried out to delineate the effects of structural variations on inhibitor binding. The designed docking-score and sub-structure filters were first tested on a dataset of 249 potent p38 MAP kinase inhibitors from seven diverse series and 18,842 kinase inhibitors from PDB, to gauge their capacity to discriminate between kinase and non-kinase inhibitors and likewise to selectively filter-in target-specific inhibitors. The designed filters were then applied in the virtual screening of a database of ten million (10⁷) compounds resulting in the identification of 100 hits. Based on their binding modes, 98 allosteric fragments were extracted from the hits and a fragment library was generated. New type II p38 MAP kinase leads were designed by tailoring the existing type I ATP site binders with allosteric fragments using a common urea linker. Target specific virtual screening filters can thus be easily developed for other kinases based on this strategy to retrieve target selective compounds. Copyright © 2012 Elsevier Inc. All rights reserved.

  15. Virtual Worlds vs Books and Videos in History Education

    Science.gov (United States)

    Ijaz, Kiran; Bogdanovych, Anton; Trescak, Tomas

    2017-01-01

    In this paper, we investigate an application of virtual reality and artificial intelligence (AI) as a technological combination that has a potential to improve the learning experience and engage with the modern generation of students. To address this need, we have created a virtual reality replica of one of humanity's first cities, the city of…

  16. A Novel Grid Impedance Estimation Technique based on Adaptive Virtual Resistance Control Loop Applied to Distributed Generation Inverters

    DEFF Research Database (Denmark)

    Ghzaiel, Walid; Jebali-Ben Ghorbal, Manel; Slama-Belkhodja, Ilhem

    2013-01-01

    and to take the decision of either keep the DG connected, or disconnect it from the utility grid. The proposed method is based on a fast and easy grid fault detection method. A virtual damping resistance is used to drive the system to the resonance in order to extract the grid impedance parameters, both...... the power quality and even damage some sensitive loads connected at the point of the common coupling (PCC). This paper presents detection-estimation method of the grid impedance variation. This estimation tehnique aims to improve the dynamic of the distributed generation (DG) interfacing inverter control...

  17. Generation IV Nuclear Energy Systems Construction Cost Reductions through the use of Virtual Environments: Task 1 Completion Report

    International Nuclear Information System (INIS)

    Whisker, V.E.; Baratta, A.J.; Shaw, T.S.; Winters, J.W.; Trikouros, N.; Hess, C.

    2002-01-01

    OAK B204 The objective of this project is to demonstrate the feasibility and effectiveness of using full-scale virtual reality simulation in the design, construction, and maintenance of future nuclear power plants. Specifically, this project will test the suitability of Immersive Projection Display (IPD) technology to aid engineers in the design of the next generation nuclear power plant and to evaluate potential cost reductions that can be realized by optimization of installation and construction sequences. The intent is to see if this type of information technology can be used in capacities similar to those currently filled by full-scale physical mockups

  18. Generation IV Nuclear Energy Systems Construction Cost Reductions through the use of Virtual Environments: Task 1 Completion Report

    Energy Technology Data Exchange (ETDEWEB)

    Whisker, V.E.; Baratta, A.J.; Shaw, T.S.; Winters, J.W.; Trikouros, N.; Hess, C.

    2002-11-26

    OAK B204 The objective of this project is to demonstrate the feasibility and effectiveness of using full-scale virtual reality simulation in the design, construction, and maintenance of future nuclear power plants. Specifically, this project will test the suitability of Immersive Projection Display (IPD) technology to aid engineers in the design of the next generation nuclear power plant and to evaluate potential cost reductions that can be realized by optimization of installation and construction sequences. The intent is to see if this type of information technology can be used in capacities similar to those currently filled by full-scale physical mockups.

  19. Recommendations from the Council of Residency Directors (CORD) Social Media Committee on the Role of Social Media in Residency Education and Strategies on Implementation.

    Science.gov (United States)

    Pearson, David; Cooney, Robert; Bond, Michael C

    2015-07-01

    Social media (SM) is a form of electronic communication through which users create online communities and interactive platforms to exchange information, ideas, messages, podcasts, videos, and other user-generated content. Emergency medicine (EM) has embraced the healthcare applications of SM at a rapid pace and continues to explore the potential benefit for education. Free Open Access Meducation has emerged from the ever-expanding collection of SM interactions and now represents a virtual platform for sharing educational media. This guidance document constitutes an expert consensus opinion for best practices in the use of SM in EM residency education. The goals are the following: 1) Recommend adoption of SM as a valuable graduate medical education (GME) tool, 2) Provide advocacy and support for SM as a GME tool, and 3) Recommend best practices of educational deliverables using SM. These guidelines are intended for EM educators and residency programs for the development and use of a program-specific SM presence for residency education, taking into account appropriate SM stewardship that adheres to institution-specific guidelines, content management, Accreditation Council for GME milestone requirements, and integration of SM in EM residency curriculum to enhance the learner's experience. Additionally, potential obstacles to the uptake of SM as an educational modality are discussed with proposed solutions.

  20. Social media for radiologists: an introduction.

    Science.gov (United States)

    Ranschaert, Erik R; van Ooijen, P M A; Lee, Simon; Ratib, Osman; Parizel, P M

    2015-12-01

    Social media, which can be defined as dynamic and interactive online communication forums, are becoming increasingly popular, not only for the general public but also for radiologists. In addition to assisting radiologists in finding useful profession-related information and interactive educational material in all kinds of formats, they can also contribute towards improving communication with peers, clinicians, and patients. The growing use of social networking in healthcare also has an impact on the visibility and engagement of radiologists in the online virtual community. Although many radiologists are already using social media, a large number of our colleagues are still unaware of the wide spectrum of useful information and interaction available via social media and of the added value these platforms can bring to daily practice. For many, the risk of mixing professional and private data by using social media creates a feeling of insecurity, which still keeps radiologists from using them. In this overview we aim to provide information on the potential benefits, challenges, and inherent risks of social media for radiologists. We will provide a summary of the different types of social media that can be of value for radiologists, including useful tips on how to use them safely and efficiently. • Online social networking enhances communication and collaboration between peers • Social media facilitate access to educational and scientific information • Recommendations and guidelines from policymakers and professional organisations are needed • Applications are desired for efficient and secure exchange of medical images in social media.

  1. Design Intend Solving: Dynamic Composition Method for Innovative Design Based on Virtual Cloud Manufacturing Resource Generators

    Directory of Open Access Journals (Sweden)

    Yi-Cong Gao

    2013-01-01

    Full Text Available Recently, there has been growing interest in composition of cloud manufacturing resources (CMRs. Composition of CMRs is a feasible innovation to fulfill the user request while single cloud manufacturing resource cannot satisfy the functionality required by the user. In this paper, we propose a new case-based approach for the composition of CMRs. The basic idea of the present approach is to provide a computational framework for the composition of CMRs by imitating the common design method of reviewing past designs to obtain solution concepts for a new composite cloud manufacturing resource (CCMR. A notion of virtual cloud manufacturing resource generators (VCMRGs is introduced to conceptualize and represent underlying CCMRs contained in existing CCMRs. VCMRGs are derived from previous CCMRs and serve as new conceptual building blocks for the composition of CMRs. Feasible composite CMRs are generated by combining VCMRGs using some adaptation rules. The reuse of prior CCMRs is accomplished via VCMRGs within the framework of case-based reasoning. We demonstrate that the proposed approach yields lower execution time for fulfilling user request and shows good scalability.

  2. Cellular interactions via conditioned media induce in vivo nephron generation from tubular epithelial cells or mesenchymal stem cells

    International Nuclear Information System (INIS)

    Machiguchi, Toshihiko; Nakamura, Tatsuo

    2013-01-01

    Highlights: •We have attempted in vivo nephron generation using conditioned media. •Vascular and tubular cells do cross-talks on cell proliferation and tubular changes. •Tubular cells suppress these changes in mesenchymal stem cells. •Tubular cells differentiate mesenchymal stem cells into tubular cells. •Nephrons can be created from implanted tubular cells or mesenchymal stem cells. -- Abstract: There are some successful reports of kidney generation by utilizing the natural course of kidney development, namely, the use of an artificially treated metanephros, blastocyst or ureteric bud. Under a novel concept of cellular interactions via conditioned media (CMs), we have attempted in vivo nephron generation from tubular epithelial cells (TECs) or mesenchymal stem cells (MSCs). Here we used 10× CMs of vascular endothelial cells (VECs) and TECs, which is the first to introduce a CM into the field of organ regeneration. We first present stimulative cross-talks induced by these CMs between VECs and TECs on cell proliferation and morphological changes. In MSCs, TEC-CM suppressed these changes, however, induced cytokeratin expression, indicating the differentiation of MSCs into TECs. As a result, glomerular and tubular structures were created following the implantation of TECs or MSCs with both CMs. Our findings suggest that the cellular interactions via CMs might induce in vivo nephron generation from TECs or MSCs. As a promoting factor, CMs could also be applied to the regeneration of other organs and tissues

  3. Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners

    Science.gov (United States)

    Bailenson, Jeremy N.; Segovia, Kathryn Y.

    For a decade, the Virtual Human Interaction Lab has been creating doppelgangers, virtual versions of the self, for research purposes. This chapter considers how humans may be affected by confrontation with virtual versions of themselves, on the basis of well-established psychological theories, including social cognitive theory (social learning theory), media richness theory (information richness theory), and self-perception theory. Experiments carried out in the Lab, and informed by these theories, have explored such notable topics as health communication, marketing, and false memories. The findings of one series of studies suggest that doppelgangerscan show the rewards of exercise and proper eating habits, changing people's health-related behavior as a result. Other studies showed that doppelgangers are powerful marketing agents and can be used in advertisements to create favorable brand impressions among consumers. Other research documented that children have difficulty in distinguishing between an actual memory elicited by a physical world event and a false memory elicited by mental image or doppelganger.

  4. Rapid prototyping 3D virtual world interfaces within a virtual factory environment

    Science.gov (United States)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

    On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

  5. Virtual reality in simulation of operational procedures in radioactive waste deposits; Realidade virtual na simulacao de procedimentos operacionais em depositos de rejeitos radioativos

    Energy Technology Data Exchange (ETDEWEB)

    Freitas, Victor Goncalves Gloria

    2016-07-01

    One of the biggest problems in the nuclear area are still the radioactive waste generated in the various applications of this form of energy, all these tailings are stored in warehouses that often are monitored and restructured for better allocation of then. These tailings are stored until it is safe to release into the environment. This work presents a methodology based on virtual reality, for the development of virtual deposits of radioactive waste in order to enable virtual simulations in these deposits. As application will be developed virtually the nuclear waste repository located at the Institute of Nuclear Engineering IEN/CNEN. The development of a virtual warehouse, more specifically, makes it possible to simulate/train the allocation and reallocation of materials with low and medium level of radioactivity, seen the possibility of locomotion of virtual objects and dynamic calculation of the rate of radiation in this environment. Using this methodology it also possible know the accumulated dose, by the virtual character, during the procedures run in the virtual environment. (author)

  6. Imparting Individuality to Virtual Humans

    NARCIS (Netherlands)

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

    2002-01-01

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

  7. Virtual Pinball / Video Arcade games

    NARCIS (Netherlands)

    1997-01-01

    For use in multimedia or other environments, a virtual pinball/video arcade game displays one or more computer-generated runner elements, runner inject elements, and runner interactivity elements. It has a programmed computer for simulating movement of the runner elements. This is interfered with by

  8. Fostering Learning Through Interprofessional Virtual Reality Simulation Development.

    Science.gov (United States)

    Nicely, Stephanie; Farra, Sharon

    2015-01-01

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

  9. Lithium NLP: A System for Rich Information Extraction from Noisy User Generated Text on Social Media

    OpenAIRE

    Bhargava, Preeti; Spasojevic, Nemanja; Hu, Guoning

    2017-01-01

    In this paper, we describe the Lithium Natural Language Processing (NLP) system - a resource-constrained, high- throughput and language-agnostic system for information extraction from noisy user generated text on social media. Lithium NLP extracts a rich set of information including entities, topics, hashtags and sentiment from text. We discuss several real world applications of the system currently incorporated in Lithium products. We also compare our system with existing commercial and acad...

  10. Virtual View Image over Wireless Visual Sensor Network

    Directory of Open Access Journals (Sweden)

    Gamantyo Hendrantoro

    2011-12-01

    Full Text Available In general, visual sensors are applied to build virtual view images. When number of visual sensors increases then quantity and quality of the information improves. However, the view images generation is a challenging task in Wireless Visual Sensor Network environment due to energy restriction, computation complexity, and bandwidth limitation. Hence this paper presents a new method of virtual view images generation from selected cameras on Wireless Visual Sensor Network. The aim of the paper is to meet bandwidth and energy limitations without reducing information quality. The experiment results showed that this method could minimize number of transmitted imageries with sufficient information.

  11. A Virtual Holographic Display Case for Museum Installations

    Directory of Open Access Journals (Sweden)

    Manuela Chessa

    2015-12-01

    Full Text Available Today, it is important in society to make artworks accessible to mass audiences and to widen participation in culture. In such a context, virtual reality is one of the areas of greatest interest: new devices and new techniques are affordable for many users, and virtual and real worlds are often mixed together. In this paper, we propose a "virtual holographic" display, i.e. a stereoscopic virtual reality system that is able to replicate the behavior of a real showcase for exhibitions. It works in a completely virtual manner and it can yield to a new generation of entertainment "holographic" installations. We evaluate such a system through an experimental session with 20 users. In particular, we compare the proposed system, based on a stereoscopic technique (TD3D, with respect to a standard motion parallax technique in terms of the users' perceptual experience.

  12. Grids, Clouds, and Virtualization

    Science.gov (United States)

    Cafaro, Massimo; Aloisio, Giovanni

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

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

    Science.gov (United States)

    Dodd, Bucky J.; Antonenko, Pavlo D.

    2012-01-01

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

  14. Social media, help or hindrance: what role does social media play in young people's mental health?

    Science.gov (United States)

    Lloyd, Alfie

    2014-11-01

    Social media is a huge force in the lives of young people with wide ranging effects on their development; given the importance of adolescence in the genesis of mental illness, social media is a factor in the mental health of young people. Despite the role that social media obviously plays in the development of mental illness, little research has been done into the impact that social media has on in the mental illness of young people. In general, what research there is points towards social media having a large impact on young people in both positive and negative ways. In particular, certain studies show a greater incidence and severity of bullying online compared to offline which may contribute to the development of depression. This contrasts with the positive impact that social media seems to have for young people in minority groups (ethnic minorities and those with chronic disease or disability) by allowing them to connect with others who live similar lives despite geographical separation. This acts as a positive influence in these people's lives though a direct link to mental illness was not shown. Overall, several important issues are raised: firstly, the lack of research that has been conducted in the area; secondly, the gulf that exists between the generation of younger, 'digital native' generations and the older generations who are not as engaged with social media; and finally, the huge potential that exists for the use of social media as a protective influence for adolescents. With proper engagement, policy makers and health professionals could use social media to connect with young people on issues like mental health.

  15. Genetic and Environmental Influences on Media Use and Communication Behaviors

    Science.gov (United States)

    Kirzinger, Ashley E.; Weber, Christopher; Johnson, Martin

    2012-01-01

    A great deal of scholarly work has explored the motivations behind media consumption and other various communication traits. However, little research has investigated the sources of these motivations and virtually no research considers their potential genetic underpinnings. Drawing on the field of behavior genetics, we use a classical twin design…

  16. La base electoral de Obama, redes sociales virtuales y reales: los casos de generation engage y moms for Obama The electoral support of Obama, real and social virtual networks: the case of ‘Generation Engage’ and ‘Moms for Obama’

    Directory of Open Access Journals (Sweden)

    José Luis González

    Full Text Available ResumenDespués de un año de la victoria electoral de Barack Obama, el actual presidente de los Estados Unidos mantiene unas cotas de popularidad muy elevadas, máxime si tenemos en cuenta la actual coyuntura de crisis que afecta de manera frontal a los Estados Unidos. El presente artículo, a partir del estudio de un estado concreto: Carolina del Norte, explica cuáles son las bases sobre las que se sustenta dicho apoyo, bases que tienen que ver con un trabajo realizado desde las elecciones primarias del Partido Demócrata y que se sustentan en un adecuado uso de las redes sociales, tanto virtuales como reales. Para demostrar esta hipótesis, se muestran los resultados de un vasto trabajo de campo realizado, fundamentalmente con dos redes que han centrado sus esfuerzos en afianzar el voto joven y el voto femenino: ‘Generation Engage’ y ‘Mom for Obama’.AbstractAfter one year of the election victory of Barack Obama, the current president of the United Status, has a very high level of popularity, especially bearing in mind the current crisis that affects the United States. This article, from the study of a particular state: North Carolina, explains the keys of support, keys that are related to work done since the primaries and the Democratic Party behind in an appropriate use of social networks, both virtual and real. To prove this hypothesis, we show the results of an extensive field work carried out mainly with two networks that have focused their efforts on strengthening the youth vote and women voters: Generation Engage and 'Moms for Obama.

  17. The Real Virtual World: Connectivity and Techno-Mediation in the Lives of College Students

    Science.gov (United States)

    Standlee, Alecea

    2012-01-01

    This dissertation examines the way in which techno-mediated communication technologies, such as social media, text messaging, and virtual communities are used to negotiate, establish and maintain interpersonal relationships among college students. Using in-depth interview and online participant observation, I explore the relationship between…

  18. Notes on the modes of regulation in virtual environments for education

    Directory of Open Access Journals (Sweden)

    Nei Antonio Nunes

    2015-02-01

    Full Text Available In this paper, we discuss some aspects that involve the presence of new technologies in education, with a focus on regulation modes in distance learning environments. We start from the idea that the current development and spread of virtual education do not guarantee any intrinsic value that exempts to be surveyed and thus entered into a broad debate aimed at reflecting on the impact of the inclusion of new technologies in the Brazilian society. According to Michel Foucault's analyses references on environmental regulation promoted by security devices we discussed new technologies of control with focus on the "Multiplicities" in different "media" such as virtual spaces. In this reflection, we reaffirm the fundamental nature of the criticism about the different modes (virtual or not and their productivity. We did a theoretical discussion (literature search which included concepts drawn from educational researchers as well as Foucault's genealogical production.

  19. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

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

    2014-01-01

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

  20. Speculations on the representation of architecture in virtual reality:How can we (continue to) simulate the unseen?

    OpenAIRE

    Hermund, Anders; Klint, Lars; Bundgård, Ture Slot

    2017-01-01

    This paper discusses the present and future possibilities of representation models of architecture in new media such as virtual reality, seen in the broader context of tradition, perception, and neurology. Through comparative studies of real and virtual scenarios using eye tracking, the paper discusses if the constantly evolving toolset for architectural representation has in itself changed the core values of architecture, or if it is rather the level of skilful application of technology that...

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

    Science.gov (United States)

    2009-06-12

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

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

    Science.gov (United States)

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

    2010-11-01

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

  3. 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

  4. Social media, cyber-dissent, and constraints on online political communication in Central Asia

    OpenAIRE

    Bowe, Brian; Freedman, Eric; Blom, Robin

    2012-01-01

    Recent world events have demonstrated that the Internet-and social media tools in particular-are increasingly useful for political organizing, not merely frivolous virtual spaces for youthful publics to connect socially. Rather, social media is touted as "the crucible in which repressed civil societies can revive and develop." For the people of Central Asia-where free expression is curtailed and news outlets are under official or non-state, non-official government censorship-information and c...

  5. Integration Head Mounted Display Device and Hand Motion Gesture Device for Virtual Reality Laboratory

    Science.gov (United States)

    Rengganis, Y. A.; Safrodin, M.; Sukaridhoto, S.

    2018-01-01

    Virtual Reality Laboratory (VR Lab) is an innovation for conventional learning media which show us whole learning process in laboratory. There are many tools and materials are needed by user for doing practical in it, so user could feel new learning atmosphere by using this innovation. Nowadays, technologies more sophisticated than before. So it would carry in education and it will be more effective, efficient. The Supported technologies are needed us for making VR Lab such as head mounted display device and hand motion gesture device. The integration among them will be used us for making this research. Head mounted display device for viewing 3D environment of virtual reality laboratory. Hand motion gesture device for catching user real hand and it will be visualized in virtual reality laboratory. Virtual Reality will show us, if using the newest technologies in learning process it could make more interesting and easy to understand.

  6. Global Social Media Directory. A Resource Guide

    Energy Technology Data Exchange (ETDEWEB)

    Noonan, Christine F. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Piatt, Andrew W. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2015-10-01

    Social media platforms are internet-based applications focused on broadcasting user-generated content. While primarily web-based, these services are increasingly available on mobile platforms. Communities and individuals share information, photos, music, videos, provide commentary and ratings/reviews, and more. In essence, social media is about sharing information, consuming information, and repurposing content. Social media technologies identified in this report are centered on social networking services, media sharing, blogging and microblogging. The purpose of this Resource Guide is to provide baseline information about use and application of social media platforms around the globe. It is not intended to be comprehensive as social media evolves on an almost daily basis. The long-term goal of this work is to identify social media information about all geographic regions and nations. The primary objective is that of understanding the evolution and spread of social networking and user-generated content technologies internationally.

  7. A Physically Based Analytical Model to Describe Effective Excess Charge for Streaming Potential Generation in Water Saturated Porous Media

    Science.gov (United States)

    Guarracino, L.; Jougnot, D.

    2018-01-01

    Among the different contributions generating self-potential, the streaming potential is of particular interest in hydrogeology for its sensitivity to water flow. Estimating water flux in porous media using streaming potential data relies on our capacity to understand, model, and upscale the electrokinetic coupling at the mineral-solution interface. Different approaches have been proposed to predict streaming potential generation in porous media. One of these approaches is the flux averaging which is based on determining the excess charge which is effectively dragged in the medium by water flow. In this study, we develop a physically based analytical model to predict the effective excess charge in saturated porous media using a flux-averaging approach in a bundle of capillary tubes with a fractal pore size distribution. The proposed model allows the determination of the effective excess charge as a function of pore water ionic concentration and hydrogeological parameters like porosity, permeability, and tortuosity. The new model has been successfully tested against different set of experimental data from the literature. One of the main findings of this study is the mechanistic explanation to the empirical dependence between the effective excess charge and the permeability that has been found by several researchers. The proposed model also highlights the link to other lithological properties, and it is able to reproduce the evolution of effective excess charge with electrolyte concentrations.

  8. 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)

  9. 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.

  10. Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.

    Science.gov (United States)

    Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E

    2007-01-01

    This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.

  11. Role of virtual reality for cerebral palsy management.

    Science.gov (United States)

    Weiss, Patrice L Tamar; Tirosh, Emanuel; Fehlings, Darcy

    2014-08-01

    Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments. © The Author(s) 2014.

  12. Microsoft Virtualization Master Microsoft Server, Desktop, Application, and Presentation Virtualization

    CERN Document Server

    Olzak, Thomas; Boomer, Jason; Keefer, Robert M

    2010-01-01

    Microsoft Virtualization helps you understand and implement the latest virtualization strategies available with Microsoft products. This book focuses on: Server Virtualization, Desktop Virtualization, Application Virtualization, and Presentation Virtualization. Whether you are managing Hyper-V, implementing desktop virtualization, or even migrating virtual machines, this book is packed with coverage on all aspects of these processes. Written by a talented team of Microsoft MVPs, Microsoft Virtualization is the leading resource for a full installation, migration, or integration of virtual syste

  13. Pembuatan Virtual Kampus Sistem Komputer Fakultas Teknik Universitas Diponegoro Menggunakan Jaringan Lokal Berbasis VRML

    Directory of Open Access Journals (Sweden)

    Hendra Taufiq Oktafianto

    2015-01-01

    Full Text Available Dalam bidang informasi banyak cara dalam menginformasikan data, baik secara tertulis, gambar, suara, gambar dan suara. Saat ini banyak dikembangkan teknologi dengan menggunakan metode visual yang interaktif, seperti dunia virtual yang membuat seolah-olah informasi tersebut di dapat sesuai dengan pengalaman memasuki daerah yang di lihat pada dunia virtual tersebut. Metode tersebut adalah pengembangan teknologi virtual reality yang dibuat dengan menggunakan 3DS Max sebagai software untuk menghasilkan gambar yang menarik. Pengaplikasian yang dikembangkan dengan media web dimana setiap pengguna lebih mudah dalam dalam menggunakan aplikasi tersebut. Metode pengambangan yang dirancang adalah memadukan teknologi virtual reality dengan web. Dimana aplikasi tersebut terdapat didalam tampilan web yang didukun basis data untuk mempermudah aktor admin dalam mengolah data. Pada browser yang digunakan akan di pasang plug-in cortona3d agar dapat menampilkan file ekstensi tiga dimensi yang dapat di tampilkan browser. Hasil dari pembuatan aplikasi ini adalah terancangnya sebuah aplikasi yang menggunakan teknologi virtual reality modeling language dengan studi kasus Kampus Sistem Komputer Fakultas Teknik Universitas Diponegoro menggunakan jaringan lokal berbasis VRML

  14. Modelling News Media Use. Positing and applying the MC/GC model to the analysis of media use in everyday life and crisis situations

    DEFF Research Database (Denmark)

    Westlund, Oscar; Ghersetti, Marina

    2014-01-01

    The contemporary mediascape offers a plethora of news media and social media, which people can turn to in everyday life and during a crisis. The characteristics of media vary, providing different logics and affordances, and occupying different niches in time and space (medium-centric (MC) approach......). Generations develop routinized media usage patterns in the formative phases of their lives, which they often maintain in their daily habits in everyday life (generation-centric (GC) approach). Crisis events in the vicinity, such as gas emissions, terrorist attacks, pandemics and earthquakes, presumably ignite...... an augmented interest for information and news on the events that may cause a destabilization of established media usage routines. This article aims to conceptualize, describe and explain how four generations envision their media use during such crises. The article posits the MC/GC-model, a 2x2 matrix...

  15. Achieving High Resolution Timer Events in Virtualized Environment.

    Science.gov (United States)

    Adamczyk, Blazej; Chydzinski, Andrzej

    2015-01-01

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

  16. Physical Models and Virtual Reality Simulators in Otolaryngology.

    Science.gov (United States)

    Javia, Luv; Sardesai, Maya G

    2017-10-01

    The increasing role of simulation in the medical education of future otolaryngologists has followed suit with other surgical disciplines. Simulators make it possible for the resident to explore and learn in a safe and less stressful environment. The various subspecialties in otolaryngology use physical simulators and virtual-reality simulators. Although physical simulators allow the operator to make direct contact with its components, virtual-reality simulators allow the operator to interact with an environment that is computer generated. This article gives an overview of the various types of physical simulators and virtual-reality simulators used in otolaryngology that have been reported in the literature. Copyright © 2017 Elsevier Inc. All rights reserved.

  17. Understanding Social Learning Behaviors via a Virtual Field Trip

    Directory of Open Access Journals (Sweden)

    Xin Bai

    2014-06-01

    Full Text Available This is a multidisciplinary study investigating how a virtual rather than face-to-face field trip can be conducted in a real-world setting and how students respond to such a social learning opportunity. Our participants followed a story of a stroke patient at her virtual home and in a virtual hospital via a teaching vignette. They were then given a new case and got on a virtual trip via a multiuser virtual environment. They played the roles of patients, relatives, doctors, or nurses, experiencing the emotional, physical, or social impacts those stakeholders may go through. Our study finds the overall participation of the Virtual Group is 50% more than the Text Group. Although the Virtual Group generates much more nodes in total, they focused much less on knowledge sharing and comparing than the Text Group (46 vs. 67, but more on other higher-level aspects of social interactions, such as knowledge discovery (57 vs. 42, co-construction (66 vs. 39, testing and modification (58 vs. 24 and application of newly constructed meaning (60 vs. 16. Analysis of students’ virtual field activities and in-depth discussions of important issues implied are included to help understand social learning behaviors during a virtual field trip. Sustainability of such systems is discussed.

  18. New Generation, New Media and Communication Rights: A View from Turkey

    Directory of Open Access Journals (Sweden)

    Tuğba ASRAK HASDEMİR

    2015-01-01

    Full Text Available The UN Convention on Rights of the Child (1989 is one of the international legal documents dealing with the relationship between media and children, as well as children’s communication rights.Article 13/1 of the Convention declares the “right to freedom of expression” through any kind of “media of the child’s choice”, while article 17 emphasizes that “States Parties recognize the important function performed by the mass media and shall ensure that the child has access to information and material from a diversity of national and international sources”.Turkey as one of the state parties to the UNCRC, has an obligation to protect and promote children’s communication rights as set forth in the UN Convention on Rights of the Child.In recent years, new media technologies and the internet have moved into the centre of attention, as special UN reports promote the protection of the right to freedom of expression and facilitate its execution amongst children. This article tries to analyse the ways in which children in Turkey are able to exercise their communication rights in new media environment, and furthermore, to make certain recommendations about the issue.

  19. Virtual reality as a social phenomenon

    Directory of Open Access Journals (Sweden)

    Markova T. V.

    2018-05-01

    Full Text Available the article is devoted to the study of virtual reality as a social phenomenon. Through an appeal to the past, its genesis is analyzed, as well as its significance in modern realities. The latter is viewed from both a social and a personal point of view. Comparing the number of supporters of virtual communication with the number of people of conservative views, conclusions are drawn about the tendency to depart from the usual communication. It allows to assert that the problem of the termination of live communication is relevant to this day. Inferences allow us to assert that the problem of replacing real communication is different. After looking at the positive consequences, the introduction of the mind into virtual reality, it is affirmed that there are good sides to this action. Through analysis, the causes of entering the World Wide Web are generated. In conclusion, the question is raised about the need for virtual reality in everyday life, its problems, as well as the prospects for development.

  20. Restorative effects of virtual nature settings.

    Science.gov (United States)

    Valtchanov, Deltcho; Barton, Kevin R; Ellard, Colin

    2010-10-01

    Previous research regarding the potential benefits of exposing individuals to surrogate nature (photographs and videos) has found that such immersion results in restorative effects such as increased positive affect, decreased negative affect, and decreased stress. In the current experiment, we examined whether immersion in a virtual computer-generated nature setting could produce restorative effects. Twenty-two participants were equally divided between two conditions, while controlling for gender. In each condition, participants performed a stress-induction task, and were then immersed in virtual reality (VR) for 10 minutes. The control condition featured a slide show in VR, and the nature experimental condition featured an active exploration of a virtual forest. Participants in the nature condition were found to exhibit increased positive affect and decreased stress after immersion in VR when compared to those in the control condition. The results suggest that immersion in virtual nature settings has similar beneficial effects as exposure to surrogate nature. These results also suggest that VR can be used as a tool to study and understand restorative effects.

  1. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

    Full Text Available Abstract Introduction: Library is one of the essential elements of universities which provide some important educational needs of students. Virtual education can not be exempted and virtual libraries are important support for virtual training programs. The purpose of this study is to evaluate the viewpoint of administrators and students in virtual education centers about the virtual library, its role and resources. Methods: This study was a descriptive survey. The research instrument was a researcher made questionnaire that its validity and reliability was confirmed. The study population consisted of 19 virtual training centers in Tehran city. Out of 19 centers, simple randomized sampling was done in five Centers. The sample size was 360 students. Data collection was conducted online and descriptive statistics using SPSS 18 and Excel software were used. Results: The results showed that viewpoints of administrators and students about the mission and services of virtual libraries in some cases were similar and in some cases were different. One of the administrators’ reasons for setting up a virtual learning system was lifelong learning, and lack of knowledge about virtual libraries was the reason for inadequate use of virtual libraries. The best format of virtual library from the administrators’ and students’ viewpoint, was portal document format (PDF. Conclusion: One of the most important function of a virtual library, is lifelong learning and empowering users to provide information and educational needs. The main reason for not setting up a virtual library is t lack of knowledge about it.

  2. The architecture of Virtual Learning Environments under the conceptions of Bakhtinian studies

    Directory of Open Access Journals (Sweden)

    Adolfo Tanzi Neto

    2014-11-01

    Full Text Available Grounded on the conceptual framework of Bakhtin's architectonic form, we seek to demonstrate that the dimensions of a genre practiced in a virtual learning environment (VLE are directly related to its design (conception, idealization, and form, that is, to its architectonic form as the design of a VLE, which can foster (new multiliteracies, provide flexibility or not for multisemiotic genre practices in the contemporary world. To achieve this aim, we observed the design of two tools from two distinct VLEs; in one of them we found the influence of traditional school relationships of time and space (and power, generating an architectonic form of the traditional school characterized by its genres and literacies. In the other VLE, considering its architectonic form, we concluded that the design tends to favor the use of different modes of language - textual, graphic, sound, with static and dynamic images with easy communication/interaction in the contemporary technological media.

  3. Destabilization, Propagation, and Generation of Surfactant-Stabilized Foam during Crude Oil Displacement in Heterogeneous Model Porous Media.

    Science.gov (United States)

    Xiao, Siyang; Zeng, Yongchao; Vavra, Eric D; He, Peng; Puerto, Maura; Hirasaki, George J; Biswal, Sibani L

    2018-01-23

    Foam flooding in porous media is of increasing interest due to its numerous applications such as enhanced oil recovery, aquifer remediation, and hydraulic fracturing. However, the mechanisms of oil-foam interactions have yet to be fully understood at the pore level. Here, we present three characteristic zones identified in experiments involving the displacement of crude oil from model porous media via surfactant-stabilized foam, and we describe a series of pore-level dynamics in these zones which were not observed in experiments involving paraffin oil. In the displacement front zone, foam coalesces upon initial contact with crude oil, which is known to destabilize the liquid lamellae of the foam. Directly upstream, a transition zone occurs where surface wettability is altered from oil-wet to water-wet. After this transition takes place, a strong foam bank zone exists where foam is generated within the porous media. We visualized each zone using a microfluidic platform, and we discuss the unique physicochemical phenomena that define each zone. In our analysis, we also provide an updated mechanistic understanding of the "smart rheology" of foam which builds upon simple "phase separation" observations in the literature.

  4. 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…

  5. From virtual environment to virtual community

    NARCIS (Netherlands)

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

    2001-01-01

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

  6. Living between reality and virtuality – on the work of Monika Fleischmann and Wolfgang Strauss

    Directory of Open Access Journals (Sweden)

    Ryszard W. Kluszczyński

    2012-12-01

    Full Text Available It becomes clear that new media begin to function as multiplicators of new worlds, creating numerous virtual environments. This diversified, compound reality in many ways takes a shape of a network. New media art in this field of events has various functions. From one hand, it is one of the most refined instruments in the process of networkisation. From the other hand, it is also the tool of verification for these processes, critically but without prejudice evaluating its development, attentively observing what shapes do they took, as well as their real or possible results. In each case, new media art is an active participant of these processes, making full use of possibilities provided by the network system. Frequently while performing its activities it is intersected or linked with the processes which are a part of the world of science, creating together with them new cultural paradigm. Monika Fleischmann and Wolfgang Strauss undertook their joint, creative actions in combined fields of art and science in late 1980s. It was a special moment of a breakthrough for the formation of the character of modern civilization. Events taking place back then, as being a part of a sphere of phenomena generated by communication and information sciences, had enormous influence on the process of shaping a new cultural formation – cyber culture, and because of this, at the same time, had enormous influence on our ways of reality perception. From the beginning of their cooperation, Fleischmann and Strauss have found the tools appropriate for the realization of their works in the environemt of the internet. Their’s art has developed in parallel to the development of computer and internet environment, depicting dynamics of this network and inscribing, with the undertaken issues, in the circle of problems generated through out a development and transformations of accompanied cyber-cultural concepts.

  7. A rural virtual health sciences library project: research findings with implications for next generation library services.

    Science.gov (United States)

    Richwine, M P; McGowan, J J

    2001-01-01

    The Shared Hospital Electronic Library of Southern Indiana (SHELSI) research project was designed to determine whether access to a virtual health sciences library and training in its use would support medical decision making in rural southern Indiana and achieve the same level of impact seen by targeted information services provided by health sciences librarians in urban hospitals. Based on the results of a needs assessment, a virtual medical library was created; various levels of training were provided. Virtual library users were asked to complete a Likert-type survey, which included questions on intent of use and impact of use. At the conclusion of the project period, structured interviews were conducted. Impact of the virtual health sciences library showed a strong correlation with the impact of information provided by health sciences librarians. Both interventions resulted in avoidance of adverse health events. Data collected from the structured interviews confirmed the perceived value of the virtual library. While librarians continue to hold a strong position in supporting information access for health care providers, their roles in the information age must begin to move away from providing information toward selecting and organizing knowledge resources and instruction in their use.

  8. A declarative approach to procedural modeling of virtual worlds

    NARCIS (Netherlands)

    Smelik, R.M.; Tutenel, T.; Kraker, K.J.de; Bidarra, R.

    2011-01-01

    With the ever increasing costs of manual content creation for virtual worlds, the potential of creating it automatically becomes too attractive to ignore. However, for most designers, traditional procedural content generation methods are complex and unintuitive to use, hard to control, and generated

  9. The Effect of Realistic Appearance of Virtual Characters in Immersive Environments - Does the Character's Personality Play a Role?

    Science.gov (United States)

    Zibrek, Katja; Kokkinara, Elena; Mcdonnell, Rachel

    2018-04-01

    Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conducted a large-scale experiment on over one thousand members of the public in order to gather information on how virtual characters are perceived in interactive virtual reality games. We were particularly interested in whether different render styles (realistic, cartoon, etc.) would directly influence appeal, or if a character's personality was the most important indicator of appeal. We used a number of perceptual metrics such as subjective ratings, proximity, and attribution bias in order to test our hypothesis. Our main result shows that affinity towards virtual characters is a complex interaction between the character's appearance and personality, and that realism is in fact a positive choice for virtual characters in virtual reality.

  10. Evaluating medical student engagement during virtual patient simulations: a sequential, mixed methods study.

    Science.gov (United States)

    McCoy, Lise; Pettit, Robin K; Lewis, Joy H; Allgood, J Aaron; Bay, Curt; Schwartz, Frederic N

    2016-01-16

    Student engagement is an important domain for medical education, however, it is difficult to quantify. The goal of this study was to investigate the utility of virtual patient simulations (VPS) for increasing medical student engagement. Our aims were specifically to investigate how and to what extent the VPS foster student engagement. This study took place at A.T. Still University School of Osteopathic Medicine in Arizona (ATSU-SOMA), in the USA. First year medical students (n = 108) worked in teams to complete a series of four in-class virtual patient case studies. Student engagement was measured, defined as flow, interest, and relevance. These dimensions were measured using four data collection instruments: researcher observations, classroom photographs, tutor feedback, and an electronic exit survey. Qualitative data were analyzed using a grounded theory approach. Triangulation of findings between the four data sources indicate that VPS foster engagement in three facets: 1) Flow. In general, students enjoyed the activities, and were absorbed in the task at hand. 2) Interest. Students demonstrated interest in the activities, as evidenced by enjoyment, active discussion, and humor. Students remarked upon elements that caused cognitive dissonance: excessive text and classroom noise generated by multi-media and peer conversations. 3) Relevance. VPS were relevant, in terms of situational clinical practice, exam preparation, and obtaining concrete feedback on clinical decisions. Researchers successfully introduced a new learning platform into the medical school curriculum. The data collected during this study were also used to improve new learning modules and techniques associated with implementing them in the classroom. Results of this study assert that virtual patient simulations foster engagement in terms of flow, relevance, and interest.

  11. Urgency Competence of Media Literacy for Archivist

    Directory of Open Access Journals (Sweden)

    Agus Santoso

    2016-07-01

    Full Text Available The study of media literacy has been conducted by the earlier scientists. That research uses population that have different characteristics to each other. So this studies of media literacy have various models or patterns. This models or patterns of media literacies will be used as basic data to the next study that generated will usually be the basis for the further research. Basically, the model of media literacy generated by some researchers only can be applied in the population which become objects of research. To day, the archives faced many challenges due to the presence of information technology, so that the competence of media literacy as one of the important competencies to have. Through this competency, archivist are expected to manage archives organization effectively and efficiently. This paper uses a descriptive method to describe how media literacy becomes important for archives.

  12. VIRTUAL MUSEUMS FOR LANDSCAPE VALORIZATION AND COMMUNICATION

    Directory of Open Access Journals (Sweden)

    E. Pietroni

    2017-08-01

    Full Text Available Research in the domain of landscape virtual reconstructions has been mainly focused on digitization and recording inside GIS systems, or real time visualization, paying a minor attention to the development of a methodological approach for the landscape narration, combing different registers, conceptual, emotional incitements and, thus, able to arouse in the public a feeling of emotional “sensing” and self- identification. The landscape reflects also the human activities in the territory and the communities’ cultural patterns, their sense of “belonging”. In a virtual museum of landscapes, the multidisciplinary approach, the multiplication of perspectives and voices, storytelling, acquire primary importance. A Virtual Museum of landscapes should integrate both holistic and delimited visions. The holistic vision requires a diachronic approach, including both present and past phases of life. On the other side, delimited, or “monographic”, representations are useful to go deeper into specific and exemplar stories, regarding specific groups of people. Beside, the emergence of new social media enhancing cultural interactions among people induce the creation of specific social platforms for Cultural Heritage for the active participation of a large number of stakeholders. Co-creation scenarios and tools can be particularly promising. Aton is an example of front-end VR social platform in the web end, for the efficient streaming of medium/large landscape, their exploration and characterization. The Tiber Valley Virtual Museum is an example of sensorial cultural landscape. Starting from the acquisition of topographical data through integrated technologies, several multi-sensory scenarios have been created, inside which visitors can feel embodied and involved.

  13. Virtual Museums for Landscape Valorization and Communication

    Science.gov (United States)

    Pietroni, E.

    2017-08-01

    Research in the domain of landscape virtual reconstructions has been mainly focused on digitization and recording inside GIS systems, or real time visualization, paying a minor attention to the development of a methodological approach for the landscape narration, combing different registers, conceptual, emotional incitements and, thus, able to arouse in the public a feeling of emotional "sensing" and self- identification. The landscape reflects also the human activities in the territory and the communities' cultural patterns, their sense of "belonging". In a virtual museum of landscapes, the multidisciplinary approach, the multiplication of perspectives and voices, storytelling, acquire primary importance. A Virtual Museum of landscapes should integrate both holistic and delimited visions. The holistic vision requires a diachronic approach, including both present and past phases of life. On the other side, delimited, or "monographic", representations are useful to go deeper into specific and exemplar stories, regarding specific groups of people. Beside, the emergence of new social media enhancing cultural interactions among people induce the creation of specific social platforms for Cultural Heritage for the active participation of a large number of stakeholders. Co-creation scenarios and tools can be particularly promising. Aton is an example of front-end VR social platform in the web end, for the efficient streaming of medium/large landscape, their exploration and characterization. The Tiber Valley Virtual Museum is an example of sensorial cultural landscape. Starting from the acquisition of topographical data through integrated technologies, several multi-sensory scenarios have been created, inside which visitors can feel embodied and involved.

  14. Generating Bulk-Scale Ordered Optical Materials Using Shear-Assembly in Viscoelastic Media

    Directory of Open Access Journals (Sweden)

    Chris E. Finlayson

    2017-06-01

    Full Text Available We review recent advances in the generation of photonics materials over large areas and volumes, using the paradigm of shear-induced ordering of composite polymer nanoparticles. The hard-core/soft-shell design of these particles produces quasi-solid “gum-like” media, with a viscoelastic ensemble response to applied shear, in marked contrast to the behavior seen in colloidal and granular systems. Applying an oscillatory shearing method to sub-micron spherical nanoparticles gives elastomeric photonic crystals (or “polymer opals” with intense tunable structural color. The further engineering of this shear-ordering using a controllable “roll-to-roll” process known as Bending Induced Oscillatory Shear (BIOS, together with the interchangeable nature of the base composite particles, opens potentially transformative possibilities for mass manufacture of nano-ordered materials, including advances in optical materials, photonics, and metamaterials/plasmonics.

  15. Phenomenological classification of cultural heritage: role of virtual reality

    Directory of Open Access Journals (Sweden)

    Hyuk-Jin Lee

    2017-05-01

    Full Text Available Human consciousness is always the consciousness toward some thing and our perception of cultural heritage is no exception. Thus, understanding human cognition is closely related to understanding how the perceptible objects are classified in human mind. The perceptible objects include both physical and virtual experiences and thoughts, and it is important and necessary to analyze the types and the effective levels of those objects. With the emergence of Virtual Reality (VR technologies in cultural heritage field, it is necessary to understand how and why different cognitive media such as realor visual reality including VR, are differently recognized by people. This study suggests the philosophical and theoretical frame for the usage of phenomenological classfication and analysis. By using this new classification with the case of Korean built heritage, the role of VR is explained in cultural discourse of the community.

  16. Media life of the young

    DEFF Research Database (Denmark)

    Westlund, Oscar; Bjur, Jakob

    2014-01-01

    This is a thorough investigation into contemporary young people and their media life. The article conceptualizes a typology of media life, drawing on a theoretical body involving the sociology of generations, life course research, media life and individualization. This empirically derived typology...... makes a strong instrument for an understanding of the media life of the young, furnishing insights into how they have constructed their use of media. The investigation is based on a robust national survey with Swedes born 1994–2001, conducted in 2010, and focusing on four media: television, gaming......, the Internet and mobile devices. Two of the findings are particularly surprising. Firstly, the results reveal that the young generally lead heterogeneous media lives, varying with age and sex. Secondly, although some young people literarily live their life in media, there are also de facto young who live...

  17. Experience in the use of social media in medical and health education. Contribution of the IMIA Social Media Working Group.

    Science.gov (United States)

    Paton, C; Bamidis, P D; Eysenbach, G; Hansen, M; Cabrer, M

    2011-01-01

    Social media are online tools that allow collaboration and community building. Succinctly, they can be described as applications where "users add value". This paper aims to show how five educators have used social media tools in medical and health education to attempt to add value to the education they provide. We conducted a review of the literature about the use of social media tools in medical and health education. Each of the authors reported on their use of social media in their educational projects and collaborated on a discussion of the advantages and disadvantages of this approach to delivering educational projects. We found little empirical evidence to support the use of social media tools in medical and health education. Social media are, however, a rapidly evolving range of tools, websites and online experiences and it is likely that the topic is too broad to draw definitive conclusions from any particular study. As practitioners in the use of social media, we have recognised how difficult it is to create evidence of effectiveness and have therefore presented only our anecdotal opinions based on our personal experiences of using social media in our educational projects. The authors feel confident in recommending that other educators use social media in their educational projects. Social media appear to have unique advantages over non-social educational tools. The learning experience appears to be enhanced by the ability of students to virtually build connections, make friends and find mentors. Creating a scientific analysis of why these connections enhance learning is difficult, but anecdotal and preliminary survey evidence appears to be positive and our experience reflects the hypothesis that learning is, at heart, a social activity.

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

    Directory of Open Access Journals (Sweden)

    Xueni ePan

    2015-02-01

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

  19. Higher Education Corruption in the World Media: Prevalence, Patterns, and Forms

    Science.gov (United States)

    Osipian, Ararat L.

    2007-01-01

    Corruption in higher education is a newly emerging topic in the field of education research. There is a phenomenal growth in the number of media reports on corruption in higher education over the last decade. However, the rigorous systematic research on education corruption is virtually nonexistent. This paper considers corruption in higher…

  20. Going Social at Vancouver Public Library: What the Virtual Branch Did Next

    Science.gov (United States)

    Cahill, Kay

    2011-01-01

    Purpose: The purpose of this paper is to follow up on the 2009 publication "Building a virtual branch at Vancouver Public Library (VPL) using Web 2.0 tools" and to explore the work that VPL has been doing in the social media space over the past two years. Design/methodology/approach: Following the launch of its new web site in 2008,…