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. 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...

  3. 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...

  4. 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

  5. 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.

  6. 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...

  7. 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

  8. 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.

  9. 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

  10. 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. 

  11. "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...

  12. 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...

  13. 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.…

  14. 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.

  15. 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.

  16. 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...

  17. 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.

  18. 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...

  19. 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....

  20. 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.

  1. 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...

  2. 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.

  3. 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.

  4. 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...

  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. 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

  7. 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...

  8. 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

  9. 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.

  10. 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…

  11. 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

  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

    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.

  13. 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.

  14. 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

  15. 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

  16. Virtual Generation (Energy Efficiency) The Cheapest Source For Power Generation

    Energy Technology Data Exchange (ETDEWEB)

    Hasnie, Sohail

    2010-09-15

    Energy efficiency is the cheapest source of energy that has escaped the minds of the politicians in the developing countries. This paper argues for large scale utility led end use efficiency programs in a new paradigm, where 1 million efficient light bulbs is synonymous to a 50 MW power station that costs only 2% of the traditional fossil fuel power station and zero maintenance. Bulk procurement, setting up new standards and generation of certified emissions reduction is part of this strategy. It discusses implementation of a $20 million pilot in the Philippines supported by the Asian Development Bank.

  17. 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

  18. 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.

  19. 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.

  20. 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.

  1. 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)

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. 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.

  7. 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

  8. 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, ...

  9. 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.

  10. 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...

  11. 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…

  12. 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…

  13. 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)

  14. 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.

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

    Science.gov (United States)

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

    2015-06-01

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

  16. 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.

  17. 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.

  18. 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.

  19. 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

  20. 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

  1. 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

  2. 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.

  3. 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.

  4. 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 .

  5. 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.

  6. 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.

  7. 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)

  8. 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...

  9. 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.

  10. 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

  11. 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.

  12. 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

  13. 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

  14. 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...

  15. 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...

  16. 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...

  17. 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…

  18. 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.

  19. 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.

  20. 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

  1. 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

  2. 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)

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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

  9. 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.

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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.

  15. 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.

  16. 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

  17. 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

  18. 3D Urban Virtual Models generation methodology for smart cities

    Directory of Open Access Journals (Sweden)

    M. Álvarez

    2018-04-01

    Full Text Available Currently the use of Urban 3D Models goes beyond the mere support of three-dimensional image for the visualization of our urban surroundings. The three-dimensional Urban Models are in themselves fundamental tools to manage the different phenomena that occur in smart cities. It is therefore necessary to generate realistic models, in which BIM building design information can be integrated with GIS and other space technologies. The generation of 3D Urban Models benefit from the amount of data from sensors with the latest technologies such as airborne sensors and of the existence of international standards such as CityGML. This paper presents a methodology for the development of a three - dimensional Urban Model, based on LiDAR data and the CityGML standard, applied to the city of Lorca.

  19. 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.

  20. 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

  1. 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

  2. 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

  3. 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.

  4. 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.

  5. Gas dynamic virtual nozzle for generation of microscopic droplet streams

    Energy Technology Data Exchange (ETDEWEB)

    DePonte, D P; Weierstall, U; Schmidt, K; Warner, J; Starodub, D; Spence, J C H; Doak, R B [Department of Physics, Arizona State University, Tempe, AZ 85287-1504 (United States)], E-mail: dandeponte@gmail.com

    2008-10-07

    As shown by Ganan-Calvo (1998 Phys. Rev. Lett. 80 285-8), a free liquid jet can be compressed in diameter through gas dynamic forces exerted by a coaxially co-flowing gas, obviating the need for a solid nozzle to form a microscopic liquid jet and thereby alleviating the clogging problems that plague conventional droplet sources of small diameter. We describe in this paper a novel form of droplet beam source based on this principle. The source is miniature, robust, dependable, easily fabricated, essentially immune to clogging and eminently suitable for delivery of microscopic liquid droplets, including hydrated biological samples, into vacuum for analysis using vacuum instrumentation. Monodisperse, single-file droplet streams are generated by triggering the device with a piezoelectric actuator.

  6. 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.

  7. 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.

  8. 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

  9. 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...

  10. 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...

  11. “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.

  12. 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.

  13. 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

  14. 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,...

  15. 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...

  16. 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%.

  17. 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.

  18. 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.

  19. 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.

  20. 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...

  1. 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.

  2. 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.

  3. 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 ...

  4. 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.

  5. 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.

  6. 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...

  7. 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...

  8. 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…

  9. New Media: Engaging and Educating the YouTube Generation

    Science.gov (United States)

    Vedantham, Anu; Hassen, Marjorie

    2011-01-01

    Today's undergraduates are clearly comfortable as consumers of technology and new media--purchasing ring tones for their cell phones and tunes for their iPods, text-messaging from handheld devices, scanning and tinkering with photos, keeping up with their Facebook friends and watching viral YouTube videos, sometimes all simultaneously. We share…

  10. 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.

  11. 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.

  12. 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

  13. 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…

  14. New Media: Engaging and Educating the YouTube Generation

    Directory of Open Access Journals (Sweden)

    Anu Vedantham

    2011-12-01

    Full Text Available Today's undergraduates are clearly comfortable as consumers of technology and new media—purchasing ring tones for their cell phones and tunes for their iPods, text-messaging from handheld devices, scanning and tinkering with photos, keeping up with their Facebook friends and watching viral YouTube videos, sometimes all simultaneously. We share examples of classroom assignments integrated with library support services that engage today's undergraduates with academic materials in a variety of course contexts. We discuss how specific arrangements of library learning spaces and the alignment of space and staffing can help undergraduate students succeed with new media projects for class assignments.

  15. 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.

  16. 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...

  17. 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.

  18. 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.

  19. 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.

  20. 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

  1. Using Digital Watermarking for Securing Next Generation Media Broadcasts

    Science.gov (United States)

    Birk, Dominik; Gaines, Seán

    The Internet presents a problem for the protection of intellectual property. Those who create content must be adequately compensated for the use of their works. Rights agencies who monitor the use of these works exist in many jurisdictions. In the traditional broadcast environment this monitoring is a difficult task. With Internet Protocol Television (IPTV) and Next Generation Networks (NGN) this situation is further complicated.

  2. Teaching and Reaching the Millennial Generation through Media Literacy

    Science.gov (United States)

    Considine, David; Horton, Julie; Moorman, Gary

    2009-01-01

    These are times of rapid technological change that challenge all educators. The children currently in school--often referred to as the "Millennial Generation"--have always been immersed in Information Communication Technology. Millennials bring to school a rich set of literacy skills that allows them instant communication and access to a wealth of…

  3. 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

  4. 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.

  5. 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.

  6. 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...

  7. Flow visualization in heat-generating porous media

    International Nuclear Information System (INIS)

    Lee, D.O.; Nilson, R.H.

    1977-11-01

    The work reported is in support of the Sandia Post-Accident Heat Removal Program, in which simulated LMFBR beds will be subjected to in-pile heating in the ACPR (Annular Core Pulsed Reactor). Flow visualization experiments were performed to gain some insight into the flow patterns and temperature distributions in a fluid-saturated heat-generating porous medium. Although much of the information presented is of a qualitative nature, it is useful in the recognition of the controlling transport process and in the formulation of analytic and numerical models

  8. Learning Science in Virtual Reality Multimedia Environments: Role of Methods and Media.

    Science.gov (United States)

    Moreno, Roxana; Mayer, Richard E.

    2002-01-01

    College students learned about botany through an agent-based multimedia game. Students received either spoken or identical on-screen text explanations. Results reveal that students scored higher on retention, transfer, and program ratings in narration conditions than in text conditions. The media--desktop displays or headmounted displays--did not…

  9. The Impact of Media on Collaborative Learning in Virtual Settings: The Perspective of Social Construction

    Science.gov (United States)

    Chou, Shih-Wei; Min, Hui-Tzu

    2009-01-01

    This study examines an alternative function of information sharing--social construction of meaning. Drawing on social construction, social interaction, and task closure theories, we explored the influence of both the media environment in which students are situated and the medium that group members choose to communicate with one another on the…

  10. 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.

  11. 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...

  12. 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

  13. “Ludic Philosophy”: Subjectivity, choice and virtual death in digital media

    Directory of Open Access Journals (Sweden)

    Fabian Schäfer

    2009-12-01

    Full Text Available Time, the irrevocability of choice and commitment as well as the finality of death are central premises in modern moral and political thinking. This irreversibility is understood to reflect something about the organism, and something about the world. As culture comes to be mediated more and more by digital architectures in which time can be skipped, reversed, and begun again, it becomes important to revisit these premises. This paper seeks to bring together thinkers across nations and across disciplines to organize the question of time in the digital age. In particular the relationship between human beings and the virtual/digital world of knowledge databases and online video games.

  14. 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

  15. 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

  16. The Role of Virtual Social Media in the Diffusion of Knowledge and Information: Case Study

    OpenAIRE

    Sanchez, Marisa Analia; Pinochet, Giselle

    2016-01-01

    El objetivo del trabajo es analizar la utilización de las redes sociales virtuales en organizaciones de servicios y cómo pueden servir de apoyo para la difusión de la información y el conocimiento. La metodología de la investigación se basa en el estudio de casos e incluye una revisión de la literatura, la realización de cuestionarios con integrantes de organizaciones que se desempeñan en el área de servicios, el análisis de redes sociales elaboradas a partir de Fan Page de Facebook y perfile...

  17. 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

  18. 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.

  19. 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.

  20. 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.

  1. Virtually impossible: limiting Australian children and adolescents daily screen based media use.

    Science.gov (United States)

    Houghton, Stephen; Hunter, Simon C; Rosenberg, Michael; Wood, Lisa; Zadow, Corinne; Martin, Karen; Shilton, Trevor

    2015-01-22

    Paediatric recommendations to limit children's and adolescents' screen based media use (SBMU) to less than two hours per day appear to have gone unheeded. Given the associated adverse physical and mental health outcomes of SBMU it is understandable that concern is growing worldwide. However, because the majority of studies measuring SBMU have focused on TV viewing, computer use, video game playing, or a combination of these the true extent of total SBMU (including non-sedentary hand held devices) and time spent on specific screen activities remains relatively unknown. This study assesses the amount of time Australian children and adolescents spend on all types of screens and specific screen activities. We administered an online instrument specifically developed to gather data on all types of SBMU and SBMU activities to 2,620 (1373 males and 1247 females) 8 to 16 year olds from 25 Australian government and non-government primary and secondary schools. We found that 45% of 8 year olds to 80% of 16 year olds exceeded the recommended Social Networking, and Web Use) exceeded the media are central in the everyday lives of children and adolescents. In any reappraisal of SBMU exposure times, researchers, educators and health professionals need to take cognizance of the extent to which SBMU differs across specific screen activity, sex, and age.

  2. 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)

  3. 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

  4. 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

  5. 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

  6. 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.

  7. 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.

  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. Instruction by virtual reality to operation and security of a nuclear power plant of IV generation

    International Nuclear Information System (INIS)

    Neri O, J. C.; Baltasar M, J.; Valle H, J.

    2009-10-01

    The purpose of LaNuVi project which is developing in the Engineering Faculty of National Autonomous University of Mexico, to have a virtual laboratory of nuclear reactors as tool of multidisciplinary education at basic and advanced levels in nuclear engineering area, involves training resources in audio visual and interactive form that allow to form a comprehension more realistic of operation of different systems and components. In this work is proposed to use educational resources, as the employees in the U.S. Army and in some centers of advanced education of medicine, where have been come proving concepts like projected reality, increased reality, tele transparency and others that present big benefits to learning-education process. The proposal here is to include the resource knew as serious game based learning. The focal point of stage that is presented is of a nuclear reactor PBMR like desalination and generator of controlled alternating energy and efficient that should put on in operation to allow the subsistence of a community in a desolated region of beginning second quarter of X XI century. For this purpose the designs are initiated and programmed several subsystems that allow the three-dimensional modeling of main components of a PBMR as well as of surrounding facilities. The obtained results and reaches of this design are presented. The product is in tests for a first version and it is hope to achieve a free and integral resource of national distribution for different cultural groups, interested in this type of advanced technology. (Author)

  10. State of the art of the virtual utility: the smart distributed generation network

    International Nuclear Information System (INIS)

    Coll-Mayor, D.; Picos, R.; Garcia-Moreno, E.

    2004-01-01

    The world of energy has lately experienced a revolution, and new rules are being defined. The climate change produced by the greenhouse gases, the inefficiency of the energy system or the lack of power supply infrastructure in most of the poor countries, the liberalization of the energy market and the development of new technologies in the field of distributed generation (DG) are the key factors of this revolution. It seems clear that the solution at the moment is the DG. The advantage of DG is the energy generation close to the demand point. It means that DG can lower costs, reduce emissions, or expand the energy options of the consumers. DG may add redundancy that increases grid security even while powering emergency lighting or other critical systems and reduces power losses in the electricity distribution. After the development of the different DG and high efficiency technologies such as co-generation and tri-generation, the next step in the DG world is the interconnection of different small distributed generation facilities which act together in a DG network as a large power plant controlled by a centralized energy management system (EMS). The main aim of the EMS is to reach the targets of low emissions and high efficiency. The EMS gives priority to renewable energy sources instead of the use of fossil fuels. This new concept of energy infrastructure is referred to as virtual utility (VU). The VU can be defined as a new model of energy infrastructure which consists of integrating different kind of distributed generation utilities in an energy (electricity and heat) generation network controlled by a central energy management system (EMS). The electricity production in the network is subordinated to the heat necessity of every user. The thermal energy is consumed on site; the electricity is generated and distributed in the entire network. The network is composed of one centralized control with the EMS and different clusters of distributed generation utilities

  11. 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 ...

  12. 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...

  13. 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

  14. 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

  15. 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.

  16. 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

  17. Generation of virtual monochromatic CBCT from dual kV/MV beam projections

    International Nuclear Information System (INIS)

    Li, Hao; Liu, Bo; Yin, Fang-Fang

    2013-01-01

    Purpose: To develop a novel on-board imaging technique which allows generation of virtual monochromatic (VM) cone-beam CT (CBCT) with a selected energy from combined kilovoltage (kV)/megavoltage (MV) beam projections. Methods: With the current orthogonal kV/MV imaging hardware equipped in modern linear accelerators, both MV projections (from gantry angle of 0°–100°) and kV projections (90°–200°) were acquired as gantry rotated a total of 110°. A selected range of overlap projections between 90° to 100° were then decomposed into two material projections using experimentally determined parameters from orthogonally stacked aluminum and acrylic step-wedges. Given attenuation coefficients of aluminum and acrylic at a predetermined energy, one set of VM projections could be synthesized from two corresponding sets of decomposed projections. Two linear functions were generated using projection information at overlap angles to convert kV and MV projections at nonoverlap angles to approximate VM projections for CBCT reconstruction. The contrast-to-noise ratios (CNRs) were calculated for different inserts in VM CBCTs of a CatPhan phantom with various selected energies and compared with those in kV and MV CBCTs. The effect of overlap projection number on CNR was evaluated. Additionally, the effect of beam orientation was studied by scanning the CatPhan sandwiched with two 5 cm solid-water phantoms on both lateral sides and an electronic density phantom with two metal bolt inserts. Results: Proper selection of VM energy [30 and 40 keV for low-density polyethylene (LDPE), polymethylpentene, 2 MeV for Delrin] provided comparable or even better CNR results as compared with kV or MV CBCT. An increased number of overlap kV and MV projection demonstrated only marginal improvements of CNR for different inserts (with the exception of LDPE) and therefore one projection overlap was found to be sufficient for the CatPhan study. It was also evident that the optimal CBCT image

  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

    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.)

  19. 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.)

  20. 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.

  1. 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.

  2. 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

  3. 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

  4. 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.

  5. A rural virtual health sciences library project: research findings with implications for next generation library services*

    Science.gov (United States)

    Richwine, Margaret (Peggy); McGowan, Julie J.

    2001-01-01

    Purpose: 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. Methods: 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. Results: 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. Conclusion: 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. PMID:11209799

  6. 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.

  7. Automatic Generation of Machine Emulators: Efficient Synthesis of Robust Virtual Machines for Legacy Software Migration

    DEFF Research Database (Denmark)

    Franz, Michael; Gal, Andreas; Probst, Christian

    2006-01-01

    As older mainframe architectures become obsolete, the corresponding le- gacy software is increasingly executed via platform emulators running on top of more modern commodity hardware. These emulators are virtual machines that often include a combination of interpreters and just-in-time compilers....... Implementing interpreters and compilers for each combination of emulated and target platform independently of each other is a redundant and error-prone task. We describe an alternative approach that automatically synthesizes specialized virtual-machine interpreters and just-in-time compilers, which...... then execute on top of an existing software portability platform such as Java. The result is a considerably reduced implementation effort....

  8. Human Activity Behavior and Gesture Generation in Virtual Worlds for Long- Duration Space Missions. Chapter 8

    Science.gov (United States)

    Sierhuis, Maarten; Clancey, William J.; Damer, Bruce; Brodsky, Boris; vanHoff, Ron

    2007-01-01

    A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.

  9. Integrating semantics and procedural generation: key enabling factors for declarative modeling of virtual worlds

    NARCIS (Netherlands)

    Bidarra, R.; Kraker, K.J. de; Smelik, R.M.; Tutenel, T.

    2010-01-01

    Manual content creation for virtual worlds can no longer satisfy the increasing demand arising from areas as entertainment and serious games, simulations, movies, etc. Furthermore, currently deployed modeling tools basically do not scale up: while they become more and more specialized and complex,

  10. An Examination of Leadership Types among Generation Y and Its Impact on Virtual Team Effectiveness

    Science.gov (United States)

    Graham, C. Matt

    2013-01-01

    The majority of database system development projects end in failure. Reasons that include, the system not being developed on time, the system was developed over budget, and the system developed did not meet the planned project's criteria. These failures are compounded by the use of virtual teams which includes problems with team formation, the…

  11. A rural virtual health sciences library project: research findings with implications for next generation library services*

    OpenAIRE

    Richwine, Margaret (Peggy); McGowan, Julie J.

    2001-01-01

    Purpose: 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.

  12. 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...

  13. 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

  14. Public Perceptions Regarding Use of Virtual Reality in Health Care: A Social Media Content Analysis Using Facebook.

    Science.gov (United States)

    Keller, Michelle Sophie; Park, Hannah J; Cunningham, Maria Elena; Fouladian, Joshua Eleazar; Chen, Michelle; Spiegel, Brennan Mason Ross

    2017-12-19

    Virtual reality (VR) technology provides an immersive environment that enables users to have modified experiences of reality. VR is increasingly used to manage patients with pain, disability, obesity, neurologic dysfunction, anxiety, and depression. However, public opinion regarding the use of VR in health care has not been explored. Understanding public opinion of VR is critical to ensuring effective implementation of this emerging technology. This study aimed to examine public opinion about health care VR using social listening, a method that allows for the exploration of unfiltered views of topics discussed on social media and online forums. In March 2016, NBC News produced a video depicting the use of VR for patient care. The video was repackaged by NowThis, a social media news website, and distributed on Facebook by Upworthy, a news aggregator, yielding 4.3 million views and 2401 comments. We used Microsoft Excel Power Query and ATLAS.ti software (version 7.5, Scientific Software Development) to analyze the comments using content analysis and categorized the comments around first-, second-, and third-order concepts. We determined self-identified gender from the user's Facebook page and performed sentiment analysis of the language to analyze whether the perception of VR differed by gender using a Pearson's chi-square test. Out of the 1614 analyzable comments, 1021 (63.26%) were attributed to female Facebook users, 572 (35.44%) to male users, and 21 (1.30%) to users of unknown gender. There were 1197 comments coded as expressing a positive perception about VR (74.16%), 251 coded as expressing a negative perception and/or concern (15.56%), and 560 coded as neutral (34.70%). Informants identified 20 use cases for VR in health care, including the use of VR for pain and stress reduction; bed-bound individuals; women during labor; and patients undergoing chemotherapy, dialysis, radiation, or imaging procedures. Negative comments expressed concerns about radiation

  15. 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...

  16. 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.

  17. Generating functional for mesonic ChPT with virtual photons in a general covariant gauge

    International Nuclear Information System (INIS)

    Agadjanov, Andria; Agadjanov, Dimitri; Khelashvili, Anzor; Rusetsky, Akaki

    2013-01-01

    The divergent part of the one-loop effective action in Chiral Perturbation Theory with virtual photons has been evaluated in an arbitrary covariant gauge. The differential operator that emerges in the functional determinant is of non-minimal type, for which the standard heat kernel methods are not directly applicable. Both the SU(2) and SU(3) cases have been worked out. A comparison with existing results in the literature is given. (orig.)

  18. 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...

  19. 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

  20. 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.

  1. 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.

  2. 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

  3. 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.

  4. 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

  5. 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...

  6. 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)...

  7. 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.

  8. Virtual Plant Tissue: Building Blocks for Next-Generation Plant Growth Simulation

    Directory of Open Access Journals (Sweden)

    Dirk De Vos

    2017-05-01

    Full Text Available Motivation: Computational modeling of plant developmental processes is becoming increasingly important. Cellular resolution plant tissue simulators have been developed, yet they are typically describing physiological processes in an isolated way, strongly delimited in space and time.Results: With plant systems biology moving toward an integrative perspective on development we have built the Virtual Plant Tissue (VPTissue package to couple functional modules or models in the same framework and across different frameworks. Multiple levels of model integration and coordination enable combining existing and new models from different sources, with diverse options in terms of input/output. Besides the core simulator the toolset also comprises a tissue editor for manipulating tissue geometry and cell, wall, and node attributes in an interactive manner. A parameter exploration tool is available to study parameter dependence of simulation results by distributing calculations over multiple systems.Availability: Virtual Plant Tissue is available as open source (EUPL license on Bitbucket (https://bitbucket.org/vptissue/vptissue. The project has a website https://vptissue.bitbucket.io.

  9. Generating classes of 3D virtual mandibles for AR-based medical simulation.

    Science.gov (United States)

    Hippalgaonkar, Neha R; Sider, Alexa D; Hamza-Lup, Felix G; Santhanam, Anand P; Jaganathan, Bala; Imielinska, Celina; Rolland, Jannick P

    2008-01-01

    Simulation and modeling represent promising tools for several application domains from engineering to forensic science and medicine. Advances in 3D imaging technology convey paradigms such as augmented reality (AR) and mixed reality inside promising simulation tools for the training industry. Motivated by the requirement for superimposing anatomically correct 3D models on a human patient simulator (HPS) and visualizing them in an AR environment, the purpose of this research effort was to develop and validate a method for scaling a source human mandible to a target human mandible within a 2 mm root mean square (RMS) error. Results show that, given a distance between 2 same landmarks on 2 different mandibles, a relative scaling factor may be computed. Using this scaling factor, results show that a 3D virtual mandible model can be made morphometrically equivalent to a real target-specific mandible within a 1.30 mm RMS error. The virtual mandible may be further used as a reference target for registering other anatomic models, such as the lungs, on the HPS. Such registration will be made possible by physical constraints among the mandible and the spinal column in the horizontal normal rest position.

  10. Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

    Directory of Open Access Journals (Sweden)

    Mantovani Fabrizia

    2004-12-01

    Full Text Available Abstract Virtual Reality (VR offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi. For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow.

  11. OpenVirtualToxLab--a platform for generating and exchanging in silico toxicity data.

    Science.gov (United States)

    Vedani, Angelo; Dobler, Max; Hu, Zhenquan; Smieško, Martin

    2015-01-22

    The VirtualToxLab is an in silico technology for estimating the toxic potential--endocrine and metabolic disruption, some aspects of carcinogenicity and cardiotoxicity--of drugs, chemicals and natural products. The technology is based on an automated protocol that simulates and quantifies the binding of small molecules towards a series of currently 16 proteins, known or suspected to trigger adverse effects: 10 nuclear receptors (androgen, estrogen α, estrogen β, glucocorticoid, liver X, mineralocorticoid, peroxisome proliferator-activated receptor γ, progesterone, thyroid α, thyroid β), four members of the cytochrome P450 enzyme family (1A2, 2C9, 2D6, 3A4), a cytosolic transcription factor (aryl hydrocarbon receptor) and a potassium ion channel (hERG). The toxic potential of a compound--its ability to trigger adverse effects--is derived from its computed binding affinities toward these very proteins: the computationally demanding simulations are executed in client-server model on a Linux cluster of the University of Basel. The graphical-user interface supports all computer platforms, allows building and uploading molecular structures, inspecting and downloading the results and, most important, rationalizing any prediction at the atomic level by interactively analyzing the binding mode of a compound with its target protein(s) in real-time 3D. Access to the VirtualToxLab is available free of charge for universities, governmental agencies, regulatory bodies and non-profit organizations. Copyright © 2014 The Authors. Published by Elsevier Ireland Ltd.. All rights reserved.

  12. Virtual tool mark generation for efficient striation analysis in forensic science

    Energy Technology Data Exchange (ETDEWEB)

    Ekstrand, Laura [Iowa State Univ., Ames, IA (United States)

    2012-01-01

    In 2009, a National Academy of Sciences report called for investigation into the scienti c basis behind tool mark comparisons (National Academy of Sciences, 2009). Answering this call, Chumbley et al. (2010) attempted to prove or disprove the hypothesis that tool marks are unique to a single tool. They developed a statistical algorithm that could, in most cases, discern matching and non-matching tool marks made at di erent angles by sequentially numbered screwdriver tips. Moreover, in the cases where the algorithm misinterpreted a pair of marks, an experienced forensics examiner could discern the correct outcome. While this research served to con rm the basic assumptions behind tool mark analysis, it also suggested that statistical analysis software could help to reduce the examiner's workload. This led to a new tool mark analysis approach, introduced in this thesis, that relies on 3D scans of screwdriver tip and marked plate surfaces at the micrometer scale from an optical microscope. These scans are carefully cleaned to remove noise from the data acquisition process and assigned a coordinate system that mathematically de nes angles and twists in a natural way. The marking process is then simulated by using a 3D graphics software package to impart rotations to the tip and take the projection of the tip's geometry in the direction of tool travel. The edge of this projection, retrieved from the 3D graphics software, becomes a virtual tool mark. Using this method, virtual marks are made at increments of 5 and compared to a scan of the evidence mark. The previously developed statistical package from Chumbley et al. (2010) performs the comparison, comparing the similarity of the geometry of both marks to the similarity that would occur due to random chance. The resulting statistical measure of the likelihood of the match informs the examiner of the angle of the best matching virtual mark, allowing the examiner to focus his/her mark analysis on a smaller range of angles

  13. From physical to virtual: interpersonal relations generating networks among students of a graduate course

    Directory of Open Access Journals (Sweden)

    Roberto Vilmar Satur

    2015-09-01

    Full Text Available Introduction: Nowadays, the social networks are more present in people’s daily lives, especially students, becoming a reality in the educational environment. More than entertainment, these networks have been a valuable interaction tools to passing information through. Objective: In this scenario, the aim of this research is to observe the interpersonal and intragroup interaction abilities in a group of undergraduate students in a public university in order to understand the formation and expansion of social networks initiated through personal contact and extended to the virtual universe. In that sense, it aims specifically at mapping the students interpersonal interactions in the creation of social networks and the expansion of their relations. It describes which are the most used forms of interaction and it gets a basic profile data of the actors. Methodology: To better understand the reality of these subjects it has been adopted as an instrument of data collection, a questionnaire consisting of closed questions directed to students of the course mentioned. A total of 95 student names were enrolled in the course in last May, who could be marked by the respondents. The survey was carried out throughout June 2014 and tallied 71 answered questionnaires. After the data collection, the data were tabulate and it was applied the Gephi software. Results: The results show a tendency to form an extensive network within the course, but it is more intense among certain students, forming small groups and the existence of actors-bridge. The article also showed that there was a clear transposition from the personal relationship contact to the virtual environment. Conclusion: Social networks can increasingly serve as a space for communication and interaction, although the use of these networks in education is related to the teaching and learning process, making advances in the ways of interaction and access to information and search among its users

  14. Cross-media News Consumption: The role of Print, Online and Mobile among Generations

    DEFF Research Database (Denmark)

    Westlund, Oscar; A Färdigh, Mathias

    2012-01-01

    Paper presented at the 10th World Media Economics and Management Conference, Thessaloniki, Greece, May 23-27, 2012......Paper presented at the 10th World Media Economics and Management Conference, Thessaloniki, Greece, May 23-27, 2012...

  15. 3D Virtual Worlds as Art Media and Exhibition Arenas: Students' Responses and Challenges in Contemporary Art Education

    Science.gov (United States)

    Lu, Lilly

    2013-01-01

    3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…

  16. Doubly Fed Induction Generator System Resonance Active Damping through Stator Virtual Impedance

    DEFF Research Database (Denmark)

    Song, Yipeng; Wang, Xiongfei; Blaabjerg, Frede

    2017-01-01

    (positive capacitor or negative inductor) into the stator branch through stator current feedforward control. The effectiveness of the DFIG system active damping control is verified by a 7.5 kW experimental down-scaled DFIG system, and simulation results of a commercial 2 MW DFIG system is provided as well....... converters/loads. This paper analyzes and explains first the HFR phenomenon between the DFIG system and a parallel compensated weak network (series RL + shunt C). Then on the basis of the DFIG system impedance modeling, an active damping control strategy is introduced by inserting a virtual impedance...... Frequency Resonance (HFR) due to the impedance interaction between the DFIG system and the weak grid network whose impedance is comparative large. Thus, it is important to implement an active damping for the HFR in order to ensure a safe and reliable operation of both the DFIG system and the grid connected...

  17. Multi-agent evolutionary systems for the generation of complex virtual worlds

    Directory of Open Access Journals (Sweden)

    J. Kruse

    2016-01-01

    Full Text Available Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer’s intent through interaction, and encourages playful discovery.

  18. Generating "fragment-based virtual library" using pocket similarity search of ligand-receptor complexes.

    Science.gov (United States)

    Khashan, Raed S

    2015-01-01

    As the number of available ligand-receptor complexes is increasing, researchers are becoming more dedicated to mine these complexes to aid in the drug design and development process. We present free software which is developed as a tool for performing similarity search across ligand-receptor complexes for identifying binding pockets which are similar to that of a target receptor. The search is based on 3D-geometric and chemical similarity of the atoms forming the binding pocket. For each match identified, the ligand's fragment(s) corresponding to that binding pocket are extracted, thus forming a virtual library of fragments (FragVLib) that is useful for structure-based drug design. The program provides a very useful tool to explore available databases.

  19. Production of strontium-82 for the Cardiogen trademark PET generator: a project of the Department of Energy Virtual Isotope Center

    International Nuclear Information System (INIS)

    Phillips, D.R.; Peterson, E.J.; Taylor, W.A.; Jamriska, D.J.; Hamilton, V.T.; Kitten, J.J.; Valdez, F.O.; Salazar, L.L.; Pitt, L.R.; Heaton, R.C.; Kolsky, K.L.; Mausner, L.F.; Kurczak, S.; Zhuikov, B.L.; Kokhanyuk, V.M.; Konyakhin, N.A.; Nortier, F.M.; Walt, T.N. van der; Hanekom, J.; Sosnowski, K.M.; Carty, J.S.

    2000-01-01

    In December of 1989, the United States Food and Drug Administration approved 82 Rb chloride in saline solution for cardiological perfusion imaging by positron emission tomography (PET). The solution is derived from a 82 Sr generator system that is presently manufactured by Bristol Myers Squibb and distributed for clinical application in the United States by Bracco Diagnostics, Inc. Many years of research and development by people in several institutions led up to the approval for clinical use. Currently, there are about 15 sites in the U.S. that perform clinical myocardial perfusion imaging by PET using 82 Rb chloride from the generator. In order to manufacture the generators, Bristol Myers Squibb requires about 1600 mCi of 82 Sr every 30 days. The United States Department of Energy and MDS Nordion, Canada are the current suppliers with qualified Drug Master Files for the production and distribution of this nuclide for the Cardiogen trademark generator. These two entities have worked together over the years to assure the regular, reliable supply of the 82 Sr. Here we describe the facilities and methods used by the Department of Energy in its Virtual Isotope Center to make and distribute the nuclide. (orig.)

  20. Transurethral Resection of Bladder Tumors: Next-generation Virtual Reality Training for Surgeons.

    Science.gov (United States)

    Neumann, Eva; Mayer, Julian; Russo, Giorgio Ivan; Amend, Bastian; Rausch, Steffen; Deininger, Susanne; Harland, Niklas; da Costa, Inês Anselmo; Hennenlotter, Jörg; Stenzl, Arnulf; Kruck, Stephan; Bedke, Jens

    2018-05-22

    The number of virtual reality (VR) simulators is increasing. The aim of this prospective trial was to determine the benefit of VR cystoscopy (UC) and transurethral bladder tumor resection (TURBT) training in students. Medical students without endoscopic experience (n=51, median age=25 yr, median 4th academic year) were prospectively randomized into groups A and B. After an initial VR-UC and VR-TURBT task, group A (n=25) underwent a video-based tutorial by a skilled expert. Group B (n=26) was trained using a VR training program (Uro-Trainer). Following the training, every participant performed a final VR-UC and VR-TURBT task. Performance indicators were recorded via the simulator. Data was analyzed by Mann-Whitney U test. VR cystoscopy and TURBT. No baseline and post-training differences were found for VR-UC between groups. During baseline, VR-TURBT group A showed higher inspected bladder surface than group B (56% vs 73%, p=0.03). Subgroup analysis detected differences related to sex before training (male: 31.2% decreased procedure time; 38.1% decreased resectoscope movement; p=0.02). After training, significant differences in procedure time (3.9min vs 2.7min, p=0.007), resectoscope movement (857mm vs 529mm, p=0.005), and accidental bladder injury (n=3.0 vs n=0.88, p=0.003) were found. Male participants showed reduced blood loss (males: 3.92ml vs females: 10.12ml; p=0.03) after training. Measuring endoscopic skills within a virtual environment can be done easily. Short training improved efficacy and safety of VR-TURBT. Nevertheless, transfer of improved VR performance into real world surgery needs further clarification. We investigated how students without endoscopic experience profit from simulation-based training. The safe environment and repeated simulations can improve the surgical training. It may be possible to enhance patient's safety and the training of surgeons in long term. Copyright © 2018 European Association of Urology. Published by Elsevier B.V. All

  1. Automatic generation of virtual worlds from architectural and mechanical CAD models

    International Nuclear Information System (INIS)

    Szepielak, D.

    2003-12-01

    Accelerator projects like the XFEL or the planned linear collider TESLA involve extensive architectural and mechanical design work, resulting in a variety of CAD models. The CAD models will be showing different parts of the project, like e.g. the different accelerator components or parts of the building complexes, and they will be created and stored by different groups in different formats. A complete CAD model of the accelerator and its buildings is thus difficult to obtain and would also be extremely huge and difficult to handle. This thesis describes the design and prototype development of a tool which automatically creates virtual worlds from different CAD models. The tool will enable the user to select a required area for visualization on a map, and then create a 3D-model of the selected area which can be displayed in a web-browser. The thesis first discusses the system requirements and provides some background on data visualization. Then, it introduces the system architecture, the algorithms and the used technologies, and finally demonstrates the capabilities of the system using two case studies. (orig.)

  2. 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%

  3. 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.

  4. 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. 

  5. 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.

  6. The effect of bacterial generation on the transport of radionuclide in porous media

    International Nuclear Information System (INIS)

    Han, B.S.; Lee, K.J.

    1997-01-01

    The purpose of this paper is to provide a methodology to develop a predictive model based on a conceptual three-phase system and to investigate the influence of bacteria and their generation on the radionuclide transport in porous media. The mass balance equations for bacteria, substrate and radionuclide were formulated. To illustrate the model simply, an equilibrium condition was assumed to partition the substrate, bacteria and radionuclide concentrations, between the solid soil matrix, aqueous phase and bacterial surface. From the numerical calculation of radionuclide transport in the presence of bacteria, it was found that the growth of bacterial and supplied primary substrate as a limiting or stimulating growth factor of bacteria are the most important factors of the radionuclide transport. It was also found that, depending on the transport of bacteria, the temporal and spatial distribution of the radionuclide concentration was significantly affected. The model proposed in this study will improve the evaluation of the role of the bacteria to the transport of radionuclide in groundwater systems. Furthermore, this model can be usefully utilized in analyzing the important role of colloidal particulate on the overall performance of radioactive waste safety. (Author)

  7. The wired generation: academic and social outcomes of electronic media use among university students.

    Science.gov (United States)

    Jacobsen, Wade C; Forste, Renata

    2011-05-01

    Little is known about the influence of electronic media use on the academic and social lives of university students. Using time-diary and survey data, we explore the use of various types of electronic media among first-year students. Time-diary results suggest that the majority of students use electronic media to multitask. Robust regression results indicate a negative relationship between the use of various types of electronic media and first-semester grades. In addition, we find a positive association between social-networking-site use, cellular-phone communication, and face-to-face social interaction.

  8. Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education

    Directory of Open Access Journals (Sweden)

    Maramba Inocencio

    2006-08-01

    Full Text Available Abstract Background We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' – an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning. Discussion Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in

  9. Implementation of ECIRR model based on virtual simulation media to reduce students’ misconception on kinetic theory of gases

    Science.gov (United States)

    Prastiwi, A. C.; Kholiq, A.; Setyarsih, W.

    2018-03-01

    The purposed of this study are to analyse reduction of students’ misconceptions after getting ECIRR with virtual simulation. The design of research is the pre-experimental design with One Group Pretest-Posttest Design. Subjects of this research were 36 students of class XI MIA-5 SMAN 1 Driyorejo Gresik 2015/2016 school year. Students misconceptions was determined by Three-tier Diagnostic Test. The result shows that the average percentage of misconceptions reduced on topics of ideal gas law, equation of ideal gases and kinetic theory of gases respectively are 38%, 34% and 38%.

  10. 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.

  11. Interethnic Contact Online : Contextualising the Implications of Social Media Use by Second-Generation Migrant Youth

    NARCIS (Netherlands)

    Dekker, Rianne; Belabas, Warda; Scholten, Peter

    2015-01-01

    Some studies suggest that social media encourage interethnic contact by removing social and spatial boundaries between ethnic communities while offering new spaces for communication and redefinition of ethnic identities. Others contend that social media add an online dimension to intra-ethnic

  12. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis.

    Science.gov (United States)

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E; Tkachenko, Valery; Torcivia-Rodriguez, John; Voskanian, Alin; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure.The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu. © The Author(s) 2016. Published by Oxford University Press.

  13. 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.

  14. Virtual campaign effects in the universe of social media: the behavior of voters on Twitter during 2010 Elections

    Directory of Open Access Journals (Sweden)

    ROSSINI, Patrícia Gonçalves da Conceição

    2013-01-01

    Full Text Available The proposal of this exploratory research is to discuss the relationship between social network sites (SNSand the decision-making process, based on the assumptions of theories of voters’ behavior and Brundidge’s inadvertent exposure thesis, which provide a framework for understanding how people can be exposed topolitical information online. This study focuses on the use of Twitter during 2010 presidential race in Brazil, the country's first campaign with the use of social media. Through an empirical analysis based on a survey applied online, we seek to understand how Brazilian voters had access to political information, interacted with candidates on Twitter and felt about the use of social media during the campaign

  15. 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.

  16. Noble metal catalyzed hydrogen generation from formic acid in nitrite-containing simulated nuclear waste media

    International Nuclear Information System (INIS)

    King, R.B.; Bhattacharyya, N.K.; Wiemers, K.D.

    1994-08-01

    Simulants for the Hanford Waste Vitrification Plant (HWVP) feed containing the major non-radioactive components Al, Cd, Fe, Mn, Nd, Ni, Si, Zr, Na, CO 3 2- , NO 3 -, and NO 2 - were used as media to evaluate the stability of formic acid towards hydrogen evolution by the reaction HCO 2 H → H 2 + CO 2 catalyzed by the noble metals Ru, Rh, and/or Pd found in significant quantities in uranium fission products. Small scale experiments using 40-50 mL of feed simulant in closed glass reactors (250-550 mL total volume) at 80-100 degree C were used to study the effect of nitrite and nitrate ion on the catalytic activities of the noble metals for formic acid decomposition. Reactions were monitored using gas chromatography to analyze the CO 2 , H 2 , NO, and N 2 O in the gas phase as a function of time. Rhodium, which was introduced as soluble RhCl 3 ·3H 2 O, was found to be the most active catalyst for hydrogen generation from formic acid above ∼80 degree C in the presence of nitrite ion in accord with earlier observations. The inherent homogeneous nature of the nitrite-promoted Rh-catalyzed formic acid decomposition is suggested by the approximate pseudo first-order dependence of the hydrogen production rate on Rh concentration. Titration of the typical feed simulants containing carbonate and nitrite with formic acid in the presence of rhodium at the reaction temperature (∼90 degree C) indicates that the nitrite-promoted Rh-catalyzed decomposition of formic acid occurs only after formic acid has reacted with all of the carbonate and nitrite present to form CO 2 and NO/N 2 O, respectively. The catalytic activities of Ru and Pd towards hydrogen generation from formic acid are quite different than those of Rh in that they are inhibited rather than promoted by the presence of nitrite ion

  17. Virtual reality and planetary exploration

    Science.gov (United States)

    McGreevy, Michael W.

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

  18. Virtual reality and 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.

  19. The Virtual Reality of Imprisonment: The Impact of Social Media on Prisoner Agency and Prison Structure in Russian prisons

    Directory of Open Access Journals (Sweden)

    Laura Piacentini

    2018-06-01

    Full Text Available Prison agencies around the world are reporting a rise in the use of illicit communication devices in prison. Nevertheless, there have been no criminological studies examining prisoners’ online behavior. Using Russia as a case study, this paper reports findings from new research on prisoners’ illicit internet use and the effects on prisoner agency and prison structure. Our main finding is that Russian penality sits at the nexus of two processes. First, penality is de-institutionalised whereby the prison, discursively speaking, is no longer fixed to a built form. Second, penality is reflexively re-territorialised by placing prisoner agency onto a third space. The paper presents a new conceptual framework of prisoners as absent, which reveals Russian penality as culturally contingent and politically resilient. The interplay between de-institutionalisation and re-territorialisation has produced a new penal imaginary - a carceral motif for the twenty first century - in the form of a virtual world. Con Rusia como estudio de caso, este artículo informa acerca de los hallazgos de nuevas investigaciones sobre el uso ilícito de Internet por parte de los reclusos, y de los efectos sobre la agencia de los reclusos y sobre la estructura de la prisión. Nuestro principal hallazgo es que las prisiones de Rusia son el punto de encuentro de dos procesos: primero, la vida en prisión se desinstitucionaliza, de modo que la prisión, en sentido discursivo, ya no está vinculada a una edificación; segundo, la existencia carcelaria se reterritorializa de forma reflexiva, a través de la traslación de la agencia del prisionero a un tercer espacio. El artículo presenta un marco conceptual nuevo de prisioneros en ausencia, que revela que la vida carcelaria de Rusia es culturalmente contingente y políticamente resiliente. La interrelación entre desinstitucionalización y reterritorialización ha producido un nuevo imaginario - un motivo carcelario para el

  20. The concept of compassion within uk media generated discourse: A corpus informed analysis.

    Science.gov (United States)

    Bond, Carmel; Stacey, Gemma; Field-Richards, Sarah; Callaghan, Patrick; Keeley, Philip; Lymn, Joanne; Redsell, Sarah; Spiby, Helen

    2018-04-27

    To examine how the concept of compassion is socially constructed within UK discourse, in response to recommendations that aspiring nurses gain care experience prior to entering nurse education. Following a report of significant failings in care, the UK government proposed prior care experience for aspiring nurses as a strategy to enhance compassion amongst the profession. Media reporting of this generated substantial online discussion, which formed the data for this research. There is a need to define how compassion is constructed through language as a limited understanding exists, of what compassion means in healthcare. This is important, for any meaningful evaluation of quality, compassionate practices. A corpus-informed discourse analysis. A 62626-word corpus of data was analysed using Laurence Anthony software 'AntCon', a free corpus analysis toolkit. Frequent words were retrieved and used as a focal point for further analysis. Concordance lines were computed and analysed in the context of which frequent word-types occurred. Patterns of language were revealed and interpreted through researcher immersion. Findings identified that compassion was frequently described in various ways as a natural characteristic attribute. A pattern of language also referred to compassion as something that was not able to be taught, but could be developed through the repetition of behaviours observed in practice learning. In the context of compassion, the word-type 'nurse' was used positively. This paper adds to important debates highlighting how compassion is constructed and defined in the context of nursing. Compassion is constructed as both an individual, personal trait and a professional behaviour to be learnt. Educational design could include effective interpersonal skills training, which may help enhance and develop compassion from within the nursing profession. Likewise, ways of thinking, behaving and communicating should also be addressed by established practitioners in

  1. Virtual non-contrast in second-generation, dual-energy computed tomography: Reliability of attenuation values

    International Nuclear Information System (INIS)

    Toepker, Michael; Moritz, Thomas; Krauss, Bernhard; Weber, Michael; Euller, Gordon; Mang, Thomas; Wolf, Florian; Herold, Christian J.; Ringl, Helmut

    2012-01-01

    Purpose: To evaluate the reliability of attenuation values in virtual non-contrast images (VNC) reconstructed from contrast-enhanced, dual-energy scans performed on a second-generation dual-energy CT scanner, compared to single-energy, non-contrast images (TNC). Materials and methods: Sixteen phantoms containing a mixture of contrast agent and water at different attenuations (0–1400 HU) were investigated on a Definition Flash-CT scanner using a single-energy scan at 120 kV and a DE-CT protocol (100 kV/SN140 kV). For clinical assessment, 86 patients who received a dual-phase CT, containing an unenhanced single-energy scan at 120 kV and a contrast enhanced (110 ml Iomeron 400 mg/ml; 4 ml/s) DE-CT (100 kV/SN140 kV) in an arterial (n = 43) or a venous phase, were retrospectively analyzed. Mean attenuation was measured within regions of interest of the phantoms and in different tissue types of the patients within the corresponding VNC and TNC images. Paired t-tests and Pearson correlation were used for statistical analysis. Results: For all phantoms, mean attenuation in VNC was 5.3 ± 18.4 HU, with respect to water. In 86 patients overall, 2637 regions were measured in TNC and VNC images, with a mean difference between TNC and VNC of −3.6 ± 8.3 HU. In 91.5% (n = 2412) of all cases, absolute differences between TNC and VNC were under 15 HU, and, in 75.3% (n = 1986), differences were under 10 HU. Conclusions: Second-generation dual-energy CT based VNC images provide attenuation values close to those of TNC. To avoid possible outliers multiple measurements are recommended especially for measurements in the spleen, the mesenteric fat, and the aorta.

  2. Virtual non-contrast in second-generation, dual-energy computed tomography: reliability of attenuation values.

    Science.gov (United States)

    Toepker, Michael; Moritz, Thomas; Krauss, Bernhard; Weber, Michael; Euller, Gordon; Mang, Thomas; Wolf, Florian; Herold, Christian J; Ringl, Helmut

    2012-03-01

    To evaluate the reliability of attenuation values in virtual non-contrast images (VNC) reconstructed from contrast-enhanced, dual-energy scans performed on a second-generation dual-energy CT scanner, compared to single-energy, non-contrast images (TNC). Sixteen phantoms containing a mixture of contrast agent and water at different attenuations (0-1400 HU) were investigated on a Definition Flash-CT scanner using a single-energy scan at 120 kV and a DE-CT protocol (100 kV/SN140 kV). For clinical assessment, 86 patients who received a dual-phase CT, containing an unenhanced single-energy scan at 120 kV and a contrast enhanced (110 ml Iomeron 400 mg/ml; 4 ml/s) DE-CT (100 kV/SN140 kV) in an arterial (n=43) or a venous phase, were retrospectively analyzed. Mean attenuation was measured within regions of interest of the phantoms and in different tissue types of the patients within the corresponding VNC and TNC images. Paired t-tests and Pearson correlation were used for statistical analysis. For all phantoms, mean attenuation in VNC was 5.3±18.4 HU, with respect to water. In 86 patients overall, 2637 regions were measured in TNC and VNC images, with a mean difference between TNC and VNC of -3.6±8.3 HU. In 91.5% (n=2412) of all cases, absolute differences between TNC and VNC were under 15HU, and, in 75.3% (n=1986), differences were under 10 HU. Second-generation dual-energy CT based VNC images provide attenuation values close to those of TNC. To avoid possible outliers multiple measurements are recommended especially for measurements in the spleen, the mesenteric fat, and the aorta. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  3. Virtual cohorts and face-to-face recruitment: Strategies for cultivating the next generation of the IRIS Community

    Science.gov (United States)

    Hubenthal, M.; Wysession, M. E.; Aster, R. C.

    2009-12-01

    Since 1998, the IRIS Consortium REU program has facilitated research opportunities and career development for 71 undergraduate students to work with leaders in seismological research, travel to exciting locations for fieldwork, and engage in significant research for presentation and recognition at major professional conferences. A principal program goal is to encourage more students, representing a more diverse population, to choose careers in Earth science. Of the forty-six internship alumni that have completed their undergraduate degrees thus far, 85% have attained or are currently pursuing a graduate degree in a geoscience field and an additional 6% are working in a geoscience career with an undergraduate degree. The IRIS Consortium’s program differs from traditional REUs in that students are hosted at IRIS member institutions that are geographically distributed. To capture the sprit of a traditional REU cohort, IRIS has developed and refined a model that bonds students into a cohort. Key to the model are: a) research projects that have a common focus within seismology, b) a weeklong orientation where students get to know one another, share common experiences and establish a “social presence” with the other interns, c) a cyber infrastructure to maintain their connectedness in a way that enables both learning and collaboration, d) an alumni mentor that supports the interns and serves both as a role model and an unbiased and experienced third-party to the mentor/mentee relationship, and e) an alumni reception, and scientific presentation, at the annual Fall AGU Meeting to reconnect and share experiences. Through their virtual community interns offer each other assistance, share ideas, ask questions, and relate life experiences while conducting their own unique research. In addition to developing a model for encouraging virtual cohorts, IRIS has also carefully examined recruitment strategies to increase and diversify the applicant pool. Based on applicant

  4. Observing the Context of Use of a Media Player on Mobile Phones using Embedded and Virtual Sensors

    DEFF Research Database (Denmark)

    Larsen, Jakob Eg; Petersen, Michael Kai; Handler, Rasmus

    2010-01-01

    In this paper, we discuss how contextual data acquired from multiple embedded mobile phone sensors can provide insights into the mobile user experience. We report from two field studies where contextual information were obtained from N=21 mobile phone users in a 2–8 week duration, to derive...... information about participant context. In the second study our focus was on observing mobile interaction with a media player application over time and we discuss how the captured contextual data can lead to a better understanding of the context in which mobile applications and devices are used. We argue...... that this information can provide valuable insights to the design of mobile applications and user interfaces....

  5. 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.

  6. 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...

  7. The Use of Virtual Media Laboratory to Increase Students’ Motivation on Direct Current Circuits Materials at Class X of MAN I Pekanbaru

    Directory of Open Access Journals (Sweden)

    Emhadelima Emhadelima

    2015-12-01

    Full Text Available The purpose of the study is to determine whether there is a significance effect on the use of Practicum methods by using Crocodile Program combined with lectures, question and answer activities give significant effect on  students’ activities in learning electricity simple lesson and to identify whether the use of the simulation lab provides better results than the traditional lab on learning outcomes. 36 natural science students was involved in the study. The data was analyzed by using t-test. The finding showed that the use of Practicum methods by using Crocodile Program combined with lectures; question and answer activities give significant effect on students’ activities in learning electricity simple lesson. The finding also showed that the use of the simulation lab can provide better results than the traditional lab on learning outcomes. It occurred when there is an adequate software capability and students can operate the software properly. Without taking into account about the cost of procurement of computers and software programs Crocodile, lab simulations are very low cost because it does not need to purchase laboratory equipment, supplies and other consumables. It is expected that Crocodile Program not only as a practical method to implement but also as a medium to explain the concepts of electronic circuits. Key words: Virtual Media, Circuits Materials.Copyright © 2015 by Al-Ta'lim All right reserved

  8. A mediação da informação através da comunidade virtual Anobii: um estudo de caso

    Directory of Open Access Journals (Sweden)

    Giulia Crippa

    2012-12-01

    Full Text Available http://dx.doi.org/10.5007/1518-2924.2012v17n35p97   O desenvolvimento da tecnologia modificou as relações com o acesso ao conhecimento. As comunidades virtuais, possíveis de existir graças às plataformas tecnológicas, modificaram as formas de circulação e apropriação da informação, inclusive aquela relativa aos livros e à leitura. Nesse sentido, procura-se analisar as práticas de leitura e de mediação da informação através do estudo em uma comunidade virtual para leitores, o site www.anobii.com. Como método de pesquisa, utiliza-se a “netnografia” para avaliar a funcionalidade do site e a relação que os leitores estabelecem com as suas páginas, explorando o entrelaçamento que se constitui entre o suporte tecnológico, o qual permite formas específicas de “interação” na produção da informação sobre livros, e os perfis de leitura. Evidencia-se, assim, a importância do Anobii enquanto mediador da informação, tendo como base os princípios da Estética da Recepção.

  9. 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.

  10. 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.

  11. 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

  12. Harvesting Social Media for Generation of Near Real-time Flood Maps

    NARCIS (Netherlands)

    Eilander, Dirk; Trambauer, Patricia; Wagemaker, Jurjen; Van Loenen, Arnejan

    2016-01-01

    Social media are a new, big and exciting source of data. Rather than from traditional sensors and models, this data is from local people experiencing real-world phenomena, such as flood events. During floods, disaster managers often have trouble getting an accurate overview of the current situation.

  13. Using Mobile Apps and Social Media for Online Learner-Generated Content

    Science.gov (United States)

    Henry, Paul David

    2014-01-01

    As part of an evolutionary approach to extending and enhancing the online learning experience for adult students in the LMS-based online college courses that I teach, I have been introducing learning activities that use social media and mobile devices. However, realizing that student adoption of mobile devices with data plans such as smartphones…

  14. Generating Chondromimetic Mesenchymal Stem Cell Spheroids by Regulating Media Composition and Surface Coating.

    Science.gov (United States)

    Sridharan, BanuPriya; Laflin, Amy D; Detamore, Michael S

    2018-04-01

    Spheroids of mesenchymal stem cells (MSCs) in cartilage tissue engineering have been shown to enhance regenerative potential owing to their 3D structure. In this study, we explored the possibility of priming spheroids under different media to replace the use of inductive surface coatings for chondrogenic differentiation. Rat bone marrow-derived MSCs were organized into cell spheroids by the hanging drop technique and subsequently cultured on hyaluronic acid (HA) coated or non-coated well plates under different cell media conditions. Endpoint analysis included cell viability, DNA and Glycosaminoglycan (GAG) and collagen content, gene expression and immunohistochemistry. For chondrogenic applications, MSC spheroids derived on non-coated surfaces outperformed the spheroids derived from HA-coated surfaces in matrix synthesis and collagen II gene expression. Spheroids on non-coated surfaces gave rise to the highest collagen and GAG when primed with medium containing insulin-like growth factor (IGF) for 1 week during spheroid formation. Spheroids that were grown in chondroinductive raw material-inclusive media such as aggrecan or chondroitin sulfate exhibited the highest Collagen II gene expression in the non-coated surface at 1 week. Media priming by growth factors and raw materials might be a more predictive influencer of chondrogenesis compared to inductive-surfaces. Such tailored bioactivity of the stem cell spheroids in the stage of the spheroid formation may give rise to a platform technology that may eventually produce spheroids capable of chondrogenesis achieved by mere media manipulation, skipping the need for additional culture on a modified surface, that paves the way for cost-effective technologies.

  15. 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,…

  16. 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.

  17. 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...

  18. Photoluminescence and TEM evaluations of defects generated during SiGe-on-insulator virtual substrate fabrication: Temperature ramping process

    International Nuclear Information System (INIS)

    Wang, D.; Ii, S.; Ikeda, K.; Nakashima, H.; Matsumoto, K.; Nakamae, M.; Nakashima, H.

    2006-01-01

    Crystal qualities were evaluated by photoluminescence (PL) and transmission electron microscopy (TEM) for cap-Si/SiGe/Si-on-insulater (SOI) structure, which is the typical structure for SiGe-on-insulator virtual substrate fabrication using the Ge condensation by dry oxidation. The thicknesses of cap-Si, SOI and BOX layers are 10, 70, and 140 nm, respectively. We have three kinds of wafers with SiGe thicknesses of 74, 154 and 234 nm. All of the wafers were heated from 200 deg.C to a target temperature (T t ) in the range of 820-1200 deg. C with a ramping rate of 5 deg. C/min, and maintained at T t for 10 min. The air in the furnace was a mixture of O 2 and N 2 . The PL measurements were carried out using a 325 nm UV line of a continuous-wave HeCd laser. Free exciton peaks were clearly observed for the as-grown wafers and decreased with an increase in the annealing temperature. For the selected wafers, cross-sectional and plan-view TEM measurements show clear generation and variation of dislocations at the interface of SiGe/SOI according to the T t . Defect-related PL signals were observed at around 0.82, 0.88, 0.95 and 1.0 eV, which also varied according to the T t and the SiGe thickness. They were identified to dislocation-related and stacking-fault-related defects by TEM

  19. Virtual unenhanced second generation dual-source CT of the liver: Is it time to discard the conventional unenhanced phase?

    International Nuclear Information System (INIS)

    Barrett, T.; Bowden, D.J.; Shaida, N.; Godfrey, E.M.; Taylor, A.; Lomas, D.J.; Shaw, A.S.

    2012-01-01

    Introduction: Dual-energy dual source CT can almost simultaneously image patients using two different tube potentials, allowing material decomposition and creation of ‘virtual unenhanced’ (VU) images from post-contrast series. Methods: 75 patients undergoing triple-phase liver CT examinations were imaged using a second generation dual-source CT machine with tube potentials 140/100 kVp. Post-processing VU series were derived from arterial and portal phases. Regions-of-interest from liver parenchyma and within fat (‘noise’ assessment) were drawn to compare VU series to conventional unenhanced (CU) series. Subjective analysis assessed image quality and the suitability of VU to replace CU series. Results: Mean Hounsfield unit (HU) values of liver were higher in the VU series: portal 51.9 (SD = 10.29), arterial 51.1 (SD = 10.05), compared to the CU series 49.2 (SD = 9.11); P < 0.001. However, Pearson's correlation of the VU and CU series remained excellent: 0.838 (portal), 0.831 (arterial). Bland–Altman plots also showed good agreement between both VU and the CU datasets. Noise measurements were significantly lower in both VU series (P < 0.001). For subjective analysis, image quality was rated as very good/excellent in 100% of CU images, 93.3% of portal VU and 88.7% of arterial VU series. Overall, portal VU and arterial VU images were acceptable replacements for the CU series in 97.4% and 96.1%, respectively. Post-processing was noted to create a number of artefacts in VU images – knowledge of these is essential for interpretation. Conclusions: Portal and arterial-derived VU images objectively correlate to CU images and demonstrate good image quality and acceptability. VU image sets could replace the conventional unenhanced images in the vast majority of cases, significantly reducing radiation dose.

  20. Identifying Topics for E-Cigarette User-Generated Contents: A Case Study From Multiple Social Media Platforms.

    Science.gov (United States)

    Zhan, Yongcheng; Liu, Ruoran; Li, Qiudan; Leischow, Scott James; Zeng, Daniel Dajun

    2017-01-20

    Electronic cigarette (e-cigarette) is an emerging product with a rapid-growth market in recent years. Social media has become an important platform for information seeking and sharing. We aim to mine hidden topics from e-cigarette datasets collected from different social media platforms. This paper aims to gain a systematic understanding of the characteristics of various types of social media, which will provide deep insights into how consumers and policy makers effectively use social media to track e-cigarette-related content and adjust their decisions and policies. We collected data from Reddit (27,638 e-cigarette flavor-related posts from January 1, 2011, to June 30, 2015), JuiceDB (14,433 e-juice reviews from June 26, 2013 to November 12, 2015), and Twitter (13,356 "e-cig ban"-related tweets from January, 1, 2010 to June 30, 2015). Latent Dirichlet Allocation, a generative model for topic modeling, was used to analyze the topics from these data. We found four types of topics across the platforms: (1) promotions, (2) flavor discussions, (3) experience sharing, and (4) regulation debates. Promotions included sales from vendors to users, as well as trades among users. A total of 10.72% (2,962/27,638) of the posts from Reddit were related to trading. Promotion links were found between social media platforms. Most of the links (87.30%) in JuiceDB were related to Reddit posts. JuiceDB and Reddit identified consistent flavor categories. E-cigarette vaping methods and features such as steeping, throat hit, and vapor production were broadly discussed both on Reddit and on JuiceDB. Reddit provided space for policy discussions and majority of the posts (60.7%) holding a negative attitude toward regulations, whereas Twitter was used to launch campaigns using certain hashtags. Our findings are based on data across different platforms. The topic distribution between Reddit and JuiceDB was significantly different (Puser discussions focused on different perspectives across the

  1. Language of globalized media as a hate generator on the Balkans

    Directory of Open Access Journals (Sweden)

    Kostadinović Maja R.

    2016-01-01

    Full Text Available The Language of hatred in its basic war inciting sense has almost disappeared from media. However, its mutants still may come out into public though intolerance or political settlements. There is no community insensitive to some kinds of hatred. Neither developed democratic nor, even less communities in new Balkan states. Members of minority groups are specially under impact - from ethnic via religious to those specially vulnerable community groups such as handicapped, with specific diseases and juveniles and alike. This paper is about that tolerance and hatred which still exists in media on Balkan. The writer points to the relationship of journalists to those minority groups and offers some of possible ways for improving the relationship between them.

  2. New Generation Marketing On Social Media And A Research On Usage Of Social Networks In

    OpenAIRE

    Tolga Kara

    2012-01-01

    In today’s world where technological progresses are quickly changing our lives, firms have to reshape themselves according to this new understanding. Classical business models that focus on producer are replaced by consumer centric new business ideas. Firms which are far away from needs and expectations of consumer will lose their market position and disappear over time. This view shows itself in new communication channels and social media networks offer incredible possibilities for firms. In...

  3. 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...

  4. 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.

  5. 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.

  6. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  7. The happiness effect how social media is driving a generation to appear perfect at any cost

    CERN Document Server

    Freitas, Donna

    2016-01-01

    Sexting. Cyberbullying. Narcissism. Social media has become the dominant force in young people's lives, and each day seems to bring another shocking tale of private pictures getting into the wrong hands, or a lament that young people feel compelled to share their each and every thought with the entire world. Drawing on a large-scale survey and interviews with students on thirteen college campuses, Freitas finds that what young people are overwhelmingly concerned with--what they really want to talk about--is happiness. The Happiness Effect is an eye-opening window into their first-hand experien

  8. "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…

  9. 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

  10. Disposal of metal artifacts by monochrome virtual images generated by TC dual power planning in radiation therapy

    International Nuclear Information System (INIS)

    Gonzalez Perez, V.; Bartres Salido, A.; Arana Fernandez Moya, E.; Crispin Contreras, V.; Dolores Alemany, V. de los; Campo Sanmartin, V.; Moratal Perez, D.

    2015-01-01

    Using monochromatic high-energy virtual images reconstructed by a scanner TCED is viable for planning radiotherapy treatments and improves image quality. Such images using the DICOM standard, and have been successfully exported to the planning system XiO treatments. (Author)

  11. 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.

  12. A discrete element model of brittle damages generated by thermal expansion mismatch of heterogeneous media

    Directory of Open Access Journals (Sweden)

    André Damien

    2017-01-01

    Full Text Available At the macroscopic scale, such media as rocks or ceramics can be seen as homogeneous continuum. However, at the microscopic scale these materials involve sophisticated micro-structures that mix several phases. Generally, these micro-structures are composed by a large amount of inclusions embedded in a brittle matrix that ensures the cohesion of the structure. These materials generally exhibit complex non linear mechanical behaviors that result from the interactions between the different phases. This paper proposes to study the impact of the diffuse damages that result from the thermal expansion mismatch between the phases in presence. The Discrete Element Method (DEM that naturally take into account discontinuities is proposed to study these phenomena.

  13. 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 ...

  14. 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...

  15. Experimental Study of Hysteresis behavior of Foam Generation in Porous Media.

    Science.gov (United States)

    Kahrobaei, S; Vincent-Bonnieu, S; Farajzadeh, R

    2017-08-21

    Foam can be used for gas mobility control in different subsurface applications. The success of foam-injection process depends on foam-generation and propagation rate inside the porous medium. In some cases, foam properties depend on the history of the flow or concentration of the surfactant, i.e., the hysteresis effect. Foam may show hysteresis behavior by exhibiting multiple states at the same injection conditions, where coarse-textured foam is converted into strong foam with fine texture at a critical injection velocity or pressure gradient. This study aims to investigate the effects of injection velocity and surfactant concentration on foam generation and hysteresis behavior as a function of foam quality. We find that the transition from coarse-foam to strong-foam (i.e., the minimum pressure gradient for foam generation) is almost independent of flowrate, surfactant concentration, and foam quality. Moreover, the hysteresis behavior in foam generation occurs only at high-quality regimes and when the pressure gradient is below a certain value regardless of the total flow rate and surfactant concentration. We also observe that the rheological behavior of foam is strongly dependent on liquid velocity.

  16. Experimental Study of Hysteresis behavior of Foam Generation in Porous Media

    NARCIS (Netherlands)

    Kahrobaei, S.S.; Vincent-Bonnieu, S.Y.F.; Farajzadeh, R.

    2017-01-01

    Foam can be used for gas mobility control in different subsurface applications. The success of foam-injection process depends on foam-generation and propagation rate inside the porous medium. In some cases, foam properties depend on the history of the flow or concentration of the surfactant,

  17. Demethylation of methylated arsenic species during generation of arsanes with tetrahydridoborate(1−) in acidic media

    Czech Academy of Sciences Publication Activity Database

    Marschner, Karel; Musil, Stanislav; Dědina, Jiří

    2016-01-01

    Roč. 88, č. 12 (2016), s. 6366-6373 ISSN 0003-2700 R&D Projects: GA ČR GA14-23532S Institutional support: RVO:68081715 Keywords : arsenic speciation analysis * hydride generation * demethylation Subject RIV: CB - Analytical Chemistry, Separation Impact factor: 6.320, year: 2016

  18. 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.

  19. FieldChopper, a new tool for automatic model generation and virtual screening based on molecular fields.

    Science.gov (United States)

    Kalliokoski, Tuomo; Ronkko, Toni; Poso, Antti

    2008-06-01

    Algorithms were developed for ligand-based virtual screening of molecular databases. FieldChopper (FC) is based on the discretization of the electrostatic and van der Waals field into three classes. A model is built from a set of superimposed active molecules. The similarity of the compounds in the database to the model is then calculated using matrices that define scores for comparing field values of different categories. The method was validated using 12 publicly available data sets by comparing the method to the electrostatic similarity comparison program EON. The results suggest that FC is competitive with more complex descriptors and could be used as a molecular sieve in virtual screening experiments when multiple active ligands are known.

  20. Computing and Comparing Effective Properties for Flow and Transport in Computer-Generated Porous Media

    KAUST Repository

    Allen, Rebecca; Sun, Shuyu

    2017-01-01

    We compute effective properties (i.e., permeability, hydraulic tortuosity, and diffusive tortuosity) of three different digital porous media samples, including in-line array of uniform shapes, staggered-array of squares, and randomly distributed squares. The permeability and hydraulic tortuosity are computed by solving a set of rescaled Stokes equations obtained by homogenization, and the diffusive tortuosity is computed by solving a homogenization problem given for the effective diffusion coefficient that is inversely related to diffusive tortuosity. We find that hydraulic and diffusive tortuosity can be quantitatively different by up to a factor of ten in the same pore geometry, which indicates that these tortuosity terms cannot be used interchangeably. We also find that when a pore geometry is characterized by an anisotropic permeability, the diffusive tortuosity (and correspondingly the effective diffusion coefficient) can also be anisotropic. This finding has important implications for reservoir-scale modeling of flow and transport, as it is more realistic to account for the anisotropy of both the permeability and the effective diffusion coefficient.

  1. Computing and Comparing Effective Properties for Flow and Transport in Computer-Generated Porous Media

    KAUST Repository

    Allen, Rebecca

    2017-02-13

    We compute effective properties (i.e., permeability, hydraulic tortuosity, and diffusive tortuosity) of three different digital porous media samples, including in-line array of uniform shapes, staggered-array of squares, and randomly distributed squares. The permeability and hydraulic tortuosity are computed by solving a set of rescaled Stokes equations obtained by homogenization, and the diffusive tortuosity is computed by solving a homogenization problem given for the effective diffusion coefficient that is inversely related to diffusive tortuosity. We find that hydraulic and diffusive tortuosity can be quantitatively different by up to a factor of ten in the same pore geometry, which indicates that these tortuosity terms cannot be used interchangeably. We also find that when a pore geometry is characterized by an anisotropic permeability, the diffusive tortuosity (and correspondingly the effective diffusion coefficient) can also be anisotropic. This finding has important implications for reservoir-scale modeling of flow and transport, as it is more realistic to account for the anisotropy of both the permeability and the effective diffusion coefficient.

  2. Air-coupled acoustic radiation force for non-contact generation of broadband mechanical waves in soft media

    Energy Technology Data Exchange (ETDEWEB)

    Ambroziński, Łukasz [Department of Bioengineering, University of Washington, Seattle, Washington 98195 (United States); AGH University of Science and Technology, Krakow 30059 (Poland); Pelivanov, Ivan, E-mail: ivanp3@uw.edu [Department of Bioengineering, University of Washington, Seattle, Washington 98195 (United States); Faculty of Physics, Moscow State University, Moscow 119991 (Russian Federation); Song, Shaozhen; Yoon, Soon Joon; Gao, Liang; O' Donnell, Matthew [Department of Bioengineering, University of Washington, Seattle, Washington 98195 (United States); Li, David [Department of Bioengineering, University of Washington, Seattle, Washington 98195 (United States); Department of Chemical Engineering, University of Washington Seattle, Washington 98195 (United States); Shen, Tueng T.; Wang, Ruikang K. [Department of Bioengineering, University of Washington, Seattle, Washington 98195 (United States); Department of Ophthalmology, University of Washington, Seattle, Washington 98104 (United States)

    2016-07-25

    A non-contact method for efficient, non-invasive excitation of mechanical waves in soft media is proposed, in which we focus an ultrasound (US) signal through air onto the surface of a medium under study. The US wave reflected from the air/medium interface provides radiation force to the medium surface that launches a transient mechanical wave in the transverse (lateral) direction. The type of mechanical wave is determined by boundary conditions. To prove this concept, a home-made 1 MHz piezo-ceramic transducer with a matching layer to air sends a chirped US signal centered at 1 MHz to a 1.6 mm thick gelatin phantom mimicking soft biological tissue. A phase-sensitive (PhS)-optical coherence tomography system is used to track/image the mechanical wave. The reconstructed transient displacement of the mechanical wave in space and time demonstrates highly efficient generation, thus offering great promise for non-contact, non-invasive characterization of soft media, in general, and for elasticity measurements in delicate soft tissues and organs in bio-medicine, in particular.

  3. Value of Flexible Resources, Virtual Bidding, and Self-Scheduling in Two-Settlement Electricity Markets With Wind Generation – Part I: Principles and Competitive Model

    DEFF Research Database (Denmark)

    Kazempour, Jalal; Hobbs, Benjamin F.

    2017-01-01

    Part one of this two-part paper presents new models for evaluating flexible resources in two-settlement electricity markets (day-ahead and real-time) with uncertain net loads (demand minus wind). Physical resources include wind together with fast- and slow-start demand response and thermal...... of certain equivalencies of the four models. We show how virtual bidding enhances market performance, since, together with self-scheduling by slow-start generators, it can help deterministic day-ahead market to choose the most efficient unit commitment....

  4. Experimental Study of Hysteresis behavior of Foam Generation in Porous Media

    OpenAIRE

    Kahrobaei, S.; Vincent-Bonnieu, S.; Farajzadeh, R.

    2017-01-01

    Foam can be used for gas mobility control in different subsurface applications. The success of foam-injection process depends on foam-generation and propagation rate inside the porous medium. In some cases, foam properties depend on the history of the flow or concentration of the surfactant, i.e., the hysteresis effect. Foam may show hysteresis behavior by exhibiting multiple states at the same injection conditions, where coarse-textured foam is converted into strong foam with fine texture at...

  5. Status and trends of short pulse generation using mode-locked lasers based on advanced quantum-dot active media

    International Nuclear Information System (INIS)

    Shi, L W; Chen, Y H; Xu, B; Wang, Z C; Jiao, Y H; Wang, Z G

    2007-01-01

    In this review, the potential of mode-locked lasers based on advanced quantum-dot (QD) active media to generate short optical pulses is analysed. A comprehensive review of experimental and theoretical work on related aspects is provided, including monolithic-cavity mode-locked QD lasers and external-cavity mode-locked QD lasers, as well as mode-locked solid-state and fibre lasers based on QD semiconductor saturable absorber mirrors. Performance comparisons are made for state-of-the-art experiments. Various methods for improving important characteristics of mode-locked pulses such as pulse duration, repetition rate, pulse power, and timing jitter through optimization of device design parameters or mode-locking methods are addressed. In addition, gain switching and self-pulsation of QD lasers are also briefly reviewed, concluding with the summary and prospects. (topical review)

  6. The political gesture of intimacy: voice, experience and media in Generation Y, by Yoani Sánchez

    Directory of Open Access Journals (Sweden)

    Márcio Serelle

    2012-07-01

    Full Text Available This article aims at discussing, mainly through the analysis of the blog Generation Y, how the exposing and sharing on the internet of Yoani Sánchez´s intimacy generate narratives of counter-power, in which the claim by the uniqueness of the voice becomes, in the cyberactivism act, gesture of a whole generation. Moving in the blogosphere,an identity based, in principle, on the ordinariness of the self turns into a strong collective identity. This evasion of privacy, understood as a form of resistance and protection, denounces the precariousness of modern distinctions between the spheres of private and public as a theoretical approach to these reports on digital social networks. From the studies about the biographical space nowadays, provided by authors such as Arfuch (2010 and Sarlo (2007, this work seeks to understand both the effect of transparency and truth of this speech in first person, and the process of construction of the self, through the recollection of diverse voices in the constitution of an apparatus similar to the logos bioethikos defined by Foucault (2009, linking voice, discourse equipment and media.

  7. 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…

  8. Virtual colonoscopy

    Science.gov (United States)

    Colonoscopy - virtual; CT colonography; Computed tomographic colonography; Colography - virtual ... Differences between virtual and conventional colonoscopy include: VC can view the colon from many different angles. This is not as easy ...

  9. A method for generating an illusion of backwards time travel using immersive virtual reality-an exploratory study.

    Science.gov (United States)

    Friedman, Doron; Pizarro, Rodrigo; Or-Berkers, Keren; Neyret, Solène; Pan, Xueni; Slater, Mel

    2014-01-01

    We introduce a new method, based on immersive virtual reality (IVR), to give people the illusion of having traveled backwards through time to relive a sequence of events in which they can intervene and change history. The participant had played an important part in events with a tragic outcome-deaths of strangers-by having to choose between saving 5 people or 1. We consider whether the ability to go back through time, and intervene, to possibly avoid all deaths, has an impact on how the participant views such moral dilemmas, and also whether this experience leads to a re-evaluation of past unfortunate events in their own lives. We carried out an exploratory study where in the "Time Travel" condition 16 participants relived these events three times, seeing incarnations of their past selves carrying out the actions that they had previously carried out. In a "Repetition" condition another 16 participants replayed the same situation three times, without any notion of time travel. Our results suggest that those in the Time Travel condition did achieve an illusion of "time travel" provided that they also experienced an illusion of presence in the virtual environment, body ownership, and agency over the virtual body that substituted their own. Time travel produced an increase in guilt feelings about the events that had occurred, and an increase in support of utilitarian behavior as the solution to the moral dilemma. Time travel also produced an increase in implicit morality as judged by an implicit association test. The time travel illusion was associated with a reduction of regret associated with bad decisions in their own lives. The results show that when participants have a third action that they can take to solve the moral dilemma (that does not immediately involve choosing between the 1 and the 5) then they tend to take this option, even though it is useless in solving the dilemma, and actually results in the deaths of a greater number.

  10. Generation of dense plume fingers in saturated-unsaturated homogeneous porous media

    Science.gov (United States)

    Cremer, Clemens J. M.; Graf, Thomas

    2015-02-01

    Flow under variable-density conditions is widespread, occurring in geothermal reservoirs, at waste disposal sites or due to saltwater intrusion. The migration of dense plumes typically results in the formation of vertical plume fingers which are known to be triggered by material heterogeneity or by variations in source concentration that causes the density variation. Using a numerical groundwater model, six perturbation methods are tested under saturated and unsaturated flow conditions to mimic heterogeneity and concentration variations on the pore scale in order to realistically generate dense fingers. A laboratory-scale sand tank experiment is numerically simulated, and the perturbation methods are evaluated by comparing plume fingers obtained from the laboratory experiment with numerically simulated fingers. Dense plume fingering for saturated flow can best be reproduced with a spatially random, time-constant perturbation of the solute source. For unsaturated flow, a spatially and temporally random noise of solute concentration or a random conductivity field adequately simulate plume fingering.

  11. 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...

  12. 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.

  13. Using Social Media to Generate and Collect Primary Data: The #ShowsWorkplaceCompassion Twitter Research Campaign.

    Science.gov (United States)

    Clyne, Wendy; Pezaro, Sally; Deeny, Karen; Kneafsey, Rosie

    2018-04-23

    Compassion is a core value embedded in the concept of quality in healthcare. The need for compassion toward healthcare staff in the workplace, for their own health and well-being and also to enable staff to deliver compassionate care for patients, is increasingly understood. However, we do not currently know how healthcare staff understand and characterize compassion toward themselves as opposed to patients. The aim of this study was to use social media for the generation and collection of primary data to gain understanding of the concept of workplace compassion. Tweets that contained the hashtag #ShowsWorkplaceCompassion were collected from Twitter and analyzed. The study took place between April 21 and May 21, 2016. Participants were self-selecting users of the social media service Twitter. The study was promoted by a number of routes: the National Health Service (NHS) England website, the personal Twitter accounts of the research team, internal NHS England communications, and via social media sharing. Participants were asked to contribute their views about what activities, actions, policies, philosophies or approaches demonstrate workplace compassion in healthcare using the hashtag #ShowsWorkplaceCompassion. All tweets including the research hashtag #ShowsWorkplaceCompassion were extracted from Twitter and studied using content analysis. Data concerning the frequency, nature, origin, and location of Web-based engagement with the research campaign were collected using Bitly (Bitly, Inc, USA) and Symplur (Symplur LLC, USA) software. A total of 260 tweets were analyzed. Of the 251 statements within the tweets that were coded, 37.8% (95/251) of the statements concerned Leadership and Management aspects of workplace compassion, 29.5% (74/251) were grouped under the theme related to Values and Culture, 17.5% (44/251) of the statements related to Personalized Policies and Procedures that support workplace compassion, and 15.2% (38/251) of the statements concerned

  14. Biocompatible ZnS:Mn quantum dots for reactive oxygen generation and detection in aqueous media

    Science.gov (United States)

    Diaz-Diestra, Daysi; Beltran-Huarac, Juan; Bracho-Rincon, Dina P.; González-Feliciano, José A.; González, Carlos I.; Weiner, Brad R.; Morell, Gerardo

    2015-12-01

    We report here the versatility of Mn-doped ZnS quantum dots (ZnS:Mn QDs) synthesized in aqueous medium for generating reactive oxygen species and for detecting cells. Our experiments provide evidence leading to the elimination of Cd-based cores in CdSe/ZnS systems by substitution of Mn-doped ZnS. Advanced electron microscopy, X-ray diffraction, and optical spectroscopy were applied to elucidate the formation, morphology, and dispersion of the products. We study for the first time the ability of ZnS:Mn QDs to act as immobilizing agents for Tyrosinase (Tyr) enzyme. It was found that ZnS:Mn QDs show no deactivation of Tyr enzyme, which efficiently catalyzed the hydrogen peroxide (H2O2) oxidation and its eventual reduction (-0.063 V vs. Ag/AgCl) on the biosensor surface. The biosensor showed a linear response in the range of 12 μmol/L-0.1 mmol/L at low operation potential. Our observations are explained in terms of a catalase-cycled kinetic mechanism based on the binding of H2O2 to the axial position of one of the active copper sites of the oxy-Tyr during the catalase cycle to produce deoxy-Tyr. A singlet oxygen quantum yield of 0.62 in buffer and 0.54 in water was found when ZnS:Mn QDs were employed as a photosensitizer in the presence of a chemical scavenger and a standard dye. These results are consistent with a chemical trapping energy transfer mechanism. Our results also indicate that ZnS:Mn QDs are well tolerated by HeLa Cells reaching cell viabilities as high as 88 % at 300 µg/mL of QDs for 24 h of incubation. The ability of ZnS:Mn QDs as luminescent nanoprobes for bioimaging is also discussed.

  15. 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...

  16. 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

  17. 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.

  18. A method for generating an illusion of backwards time travel using immersive virtual reality - an exploratory study

    Directory of Open Access Journals (Sweden)

    Doron eFriedman

    2014-09-01

    Full Text Available We introduce a new method, based on immersive virtual reality, to give people the illusion of having travelled backwards through time to relive a sequence of events in which they can intervene and change history. The participant had played an important part in events with a tragic outcome - deaths of strangers – by having to choose between saving 5 people or 1. We consider whether the ability to go back through time, and intervene, to possibly avoid all deaths, has an impact on how the participant views such moral dilemmas, and also whether this experience leads to a re-evaluation of past unfortunate events in their own lives. We carried out an exploratory study where in the ‘Time Travel’ condition 16 participants relived these events three times, seeing incarnations of their past selves carrying out the actions that they had previously carried out. In a ‘Repetition’ condition another 16 participants replayed the same situation three times, without any notion of time travel. Our results suggest that those in the Time Travel condition did achieve an illusion of ‘time travel’ provided that they also experienced an illusion of presence in the virtual environment, body ownership and agency over the virtual body that substituted their own. Time travel produced an increase in guilt feelings about the events that had occurred, and an increase in support of utilitarian behavior as the solution to the moral dilemma. Time travel also produced an increase in implicit morality as judged by an implicit association test. The time travel illusion was associated with a reduction of regret associated with bad decisions in their own lives. The results show that when participants have a third action that they can take to solve the moral dilemma (that does not immediately involve choosing between the 1 and the 5 then they tend to take this option, even though it is useless in solving the dilemma, and actually results in the deaths of a greater number.

  19. A method for generating an illusion of backwards time travel using immersive virtual reality—an exploratory study

    Science.gov (United States)

    Friedman, Doron; Pizarro, Rodrigo; Or-Berkers, Keren; Neyret, Solène; Pan, Xueni; Slater, Mel

    2014-01-01

    We introduce a new method, based on immersive virtual reality (IVR), to give people the illusion of having traveled backwards through time to relive a sequence of events in which they can intervene and change history. The participant had played an important part in events with a tragic outcome—deaths of strangers—by having to choose between saving 5 people or 1. We consider whether the ability to go back through time, and intervene, to possibly avoid all deaths, has an impact on how the participant views such moral dilemmas, and also whether this experience leads to a re-evaluation of past unfortunate events in their own lives. We carried out an exploratory study where in the “Time Travel” condition 16 participants relived these events three times, seeing incarnations of their past selves carrying out the actions that they had previously carried out. In a “Repetition” condition another 16 participants replayed the same situation three times, without any notion of time travel. Our results suggest that those in the Time Travel condition did achieve an illusion of “time travel” provided that they also experienced an illusion of presence in the virtual environment, body ownership, and agency over the virtual body that substituted their own. Time travel produced an increase in guilt feelings about the events that had occurred, and an increase in support of utilitarian behavior as the solution to the moral dilemma. Time travel also produced an increase in implicit morality as judged by an implicit association test. The time travel illusion was associated with a reduction of regret associated with bad decisions in their own lives. The results show that when participants have a third action that they can take to solve the moral dilemma (that does not immediately involve choosing between the 1 and the 5) then they tend to take this option, even though it is useless in solving the dilemma, and actually results in the deaths of a greater number. PMID:25228889

  20. Biocompatible ZnS:Mn quantum dots for reactive oxygen generation and detection in aqueous media

    International Nuclear Information System (INIS)

    Diaz-Diestra, Daysi; Beltran-Huarac, Juan; Bracho-Rincon, Dina P.; González-Feliciano, José A.; González, Carlos I.; Weiner, Brad R.; Morell, Gerardo

    2015-01-01

    We report here the versatility of Mn-doped ZnS quantum dots (ZnS:Mn QDs) synthesized in aqueous medium for generating reactive oxygen species and for detecting cells. Our experiments provide evidence leading to the elimination of Cd-based cores in CdSe/ZnS systems by substitution of Mn-doped ZnS. Advanced electron microscopy, X-ray diffraction, and optical spectroscopy were applied to elucidate the formation, morphology, and dispersion of the products. We study for the first time the ability of ZnS:Mn QDs to act as immobilizing agents for Tyrosinase (Tyr) enzyme. It was found that ZnS:Mn QDs show no deactivation of Tyr enzyme, which efficiently catalyzed the hydrogen peroxide (H 2 O 2 ) oxidation and its eventual reduction (−0.063 V vs. Ag/AgCl) on the biosensor surface. The biosensor showed a linear response in the range of 12 μmol/L–0.1 mmol/L at low operation potential. Our observations are explained in terms of a catalase-cycled kinetic mechanism based on the binding of H 2 O 2 to the axial position of one of the active copper sites of the oxy-Tyr during the catalase cycle to produce deoxy-Tyr. A singlet oxygen quantum yield of 0.62 in buffer and 0.54 in water was found when ZnS:Mn QDs were employed as a photosensitizer in the presence of a chemical scavenger and a standard dye. These results are consistent with a chemical trapping energy transfer mechanism. Our results also indicate that ZnS:Mn QDs are well tolerated by HeLa Cells reaching cell viabilities as high as 88 % at 300 µg/mL of QDs for 24 h of incubation. The ability of ZnS:Mn QDs as luminescent nanoprobes for bioimaging is also discussed.Graphical Abstract

  1. Biocompatible ZnS:Mn quantum dots for reactive oxygen generation and detection in aqueous media

    Energy Technology Data Exchange (ETDEWEB)

    Diaz-Diestra, Daysi; Beltran-Huarac, Juan, E-mail: juan.beltran1@upr.edu; Bracho-Rincon, Dina P.; González-Feliciano, José A.; González, Carlos I.; Weiner, Brad R.; Morell, Gerardo [University of Puerto Rico, Molecular Sciences Research Center (United States)

    2015-12-15

    We report here the versatility of Mn-doped ZnS quantum dots (ZnS:Mn QDs) synthesized in aqueous medium for generating reactive oxygen species and for detecting cells. Our experiments provide evidence leading to the elimination of Cd-based cores in CdSe/ZnS systems by substitution of Mn-doped ZnS. Advanced electron microscopy, X-ray diffraction, and optical spectroscopy were applied to elucidate the formation, morphology, and dispersion of the products. We study for the first time the ability of ZnS:Mn QDs to act as immobilizing agents for Tyrosinase (Tyr) enzyme. It was found that ZnS:Mn QDs show no deactivation of Tyr enzyme, which efficiently catalyzed the hydrogen peroxide (H{sub 2}O{sub 2}) oxidation and its eventual reduction (−0.063 V vs. Ag/AgCl) on the biosensor surface. The biosensor showed a linear response in the range of 12 μmol/L–0.1 mmol/L at low operation potential. Our observations are explained in terms of a catalase-cycled kinetic mechanism based on the binding of H{sub 2}O{sub 2} to the axial position of one of the active copper sites of the oxy-Tyr during the catalase cycle to produce deoxy-Tyr. A singlet oxygen quantum yield of 0.62 in buffer and 0.54 in water was found when ZnS:Mn QDs were employed as a photosensitizer in the presence of a chemical scavenger and a standard dye. These results are consistent with a chemical trapping energy transfer mechanism. Our results also indicate that ZnS:Mn QDs are well tolerated by HeLa Cells reaching cell viabilities as high as 88 % at 300 µg/mL of QDs for 24 h of incubation. The ability of ZnS:Mn QDs as luminescent nanoprobes for bioimaging is also discussed.Graphical Abstract.

  2. Augmenting effectiveness of control loops of a PMSG (permanent magnet synchronous generator) based wind energy conversion system by a virtually adaptive PI (proportional integral) controller

    International Nuclear Information System (INIS)

    Alizadeh, Mojtaba; Kojori, Shokrollah Shokri

    2015-01-01

    Offering substantial features, PMSG (permanent magnet synchronous generator) based WECS (wind energy conversion system) is definitely one of the most reliable and efficient ways of extracting electrical power from the wind. Like other WECSs, PMSG-based WECS (PMSG WECS) encompasses two main control loops, each equipped with PI (proportional integral) controller, to control speed and currents of the system. This work develops a virtually adaptive PI controller to enhance the performance of both main control loops of a PMSG WECS. A WNN (wavelet neural network) is proposed to be added to each closed control loop in series with PI controller. Due to having a cascade connection, the transfer function of the WNN, which is a pure gain in each time step, is multiplied by PI gains. Therefore, the value of transfer function of the WNN, and consequently, both parameters of PI controller can be changed in each time step by online training of the WNN, resulting in a virtually adaptive PI controller. The performance of the proposed controller in improving efficacy of both current and speed control loops is evaluated by simulation studies and is also compared to that of PI controller, WNNC (wavelet neural network controller), and QNNC (quantum neural network controller). - Highlights: • To propose a virtually adaptive PI controller to be used in a PMSG WECS. • Both parameters of PI controller can be changed in each time step. • The proposed controller can be used as both current or speed controller. • The plant data is not required for offline training of proposed current controller.

  3. Smart microgrid hierarchical frequency control ancillary service provision based on virtual inertia concept: An integrated demand response and droop controlled distributed generation framework

    International Nuclear Information System (INIS)

    Rezaei, Navid; Kalantar, Mohsen

    2015-01-01

    Highlights: • Detailed formulation of the microgrid static and dynamic securities based on droop control and virtual inertia concepts. • Constructing a novel objective function using frequency excursion and rate of change of frequency profiles. • Ensuring the microgrid security subject to the microgrid economic and environmental policies. • Coordinated management of demand response and droop controlled distributed generation resources. • Precise scheduling of day-ahead hierarchical frequency control ancillary services using a scenario based stochastic programming. - Abstract: Low inertia stack, high penetration levels of renewable energy source and great ratio of power deviations in a small power delivery system put microgrid frequency at risk of instability. On the basis of the close coupling between the microgrid frequency and system security requirements, procurement of adequate ancillary services from cost-effective and environmental friendly resources is a great challenge requests an efficient energy management system. Motivated by this need, this paper presents a novel energy management system that is aimed to coordinately manage the demand response and distributed generation resources. The proposed approach is carried out by constructing a hierarchical frequency control structure in which the frequency dependent control functions of the microgrid components are modeled comprehensively. On the basis of the derived modeling, both the static and dynamic frequency securities of an islanded microgrid are provided in primary and secondary control levels. Besides, to cope with the low inertia stack of islanded microgrids, novel virtual inertia concept is devised based on the precise modeling of droop controlled distributed generation resources. The proposed approach is applied to typical test microgrid. Energy and hierarchical reserve resource are scheduled precisely using a scenario-based stochastic programming methodology. Moreover, analyzing the

  4. 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)

  5. 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.

  6. Route Generation for a Synthetic Character (BOT) Using a Partial or Incomplete Knowledge Route Generation Algorithm in UT2004 Virtual Environment

    Science.gov (United States)

    Hanold, Gregg T.; Hanold, David T.

    2010-01-01

    This paper presents a new Route Generation Algorithm that accurately and realistically represents human route planning and navigation for Military Operations in Urban Terrain (MOUT). The accuracy of this algorithm in representing human behavior is measured using the Unreal Tournament(Trademark) 2004 (UT2004) Game Engine to provide the simulation environment in which the differences between the routes taken by the human player and those of a Synthetic Agent (BOT) executing the A-star algorithm and the new Route Generation Algorithm can be compared. The new Route Generation Algorithm computes the BOT route based on partial or incomplete knowledge received from the UT2004 game engine during game play. To allow BOT navigation to occur continuously throughout the game play with incomplete knowledge of the terrain, a spatial network model of the UT2004 MOUT terrain is captured and stored in an Oracle 11 9 Spatial Data Object (SOO). The SOO allows a partial data query to be executed to generate continuous route updates based on the terrain knowledge, and stored dynamic BOT, Player and environmental parameters returned by the query. The partial data query permits the dynamic adjustment of the planned routes by the Route Generation Algorithm based on the current state of the environment during a simulation. The dynamic nature of this algorithm more accurately allows the BOT to mimic the routes taken by the human executing under the same conditions thereby improving the realism of the BOT in a MOUT simulation environment.

  7. Next generation fuel media

    Energy Technology Data Exchange (ETDEWEB)

    Siegle, Sven; Nagy, Mate [Hollingsworth and Vose Company, Hatzfeld (Germany); Yu, Howard [Hollingsworth and Vose Company, West Groton, MA (United States)

    2013-06-01

    The modem high efficiency CRDFI systems have 1-5 {mu}m operating clearances and an injector frequency up to 10.000 per minutes. To protect the system parts and ensure an optimal operating performance for a long time, high efficiency particulate filtration is a must to avoid mechanical abrasion and/or injector plugging which can negatively affect system performance. The latest developments address the multitude of issues with its unique fine fiber capability and construction. (orig.)

  8. "Digitize Me": Generating E-Learning Profiles for Media and Communication Students in a Jamaican Tertiary-Level Institution

    Science.gov (United States)

    Stewart-McKoy, Michelle A.

    2014-01-01

    The purpose of this project was to develop an e-learning profile for a group of media and communication students enrolled in a Jamaican tertiary-level institution in order to make informed decisions most the appropriate [online] learning complement for these students. The objectives sought to determine the e-learning profile of media and…

  9. 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.

  10. 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...

  11. Instruction by virtual reality to operation and security of a nuclear power plant of IV generation; Instruccion por realidad virtual a la operacion y seguridad de una central nuclear de generacion IV

    Energy Technology Data Exchange (ETDEWEB)

    Neri O, J. C.; Baltasar M, J.; Valle H, J. [Facultad de Ingenieria, Division de Estudios de Posgrado, Campus Morelos, UNAM, Paseo Cuauhnahuac 8532, Col. Progreso, 62550 Jiutepec, Morelos (Mexico)], e-mail: neriunam@ieee.org

    2009-10-15

    The purpose of LaNuVi project which is developing in the Engineering Faculty of National Autonomous University of Mexico, to have a virtual laboratory of nuclear reactors as tool of multidisciplinary education at basic and advanced levels in nuclear engineering area, involves training resources in audio visual and interactive form that allow to form a comprehension more realistic of operation of different systems and components. In this work is proposed to use educational resources, as the employees in the U.S. Army and in some centers of advanced education of medicine, where have been come proving concepts like projected reality, increased reality, tele transparency and others that present big benefits to learning-education process. The proposal here is to include the resource knew as serious game based learning. The focal point of stage that is presented is of a nuclear reactor PBMR like desalination and generator of controlled alternating energy and efficient that should put on in operation to allow the subsistence of a community in a desolated region of beginning second quarter of X XI century. For this purpose the designs are initiated and programmed several subsystems that allow the three-dimensional modeling of main components of a PBMR as well as of surrounding facilities. The obtained results and reaches of this design are presented. The product is in tests for a first version and it is hope to achieve a free and integral resource of national distribution for different cultural groups, interested in this type of advanced technology. (Author)

  12. Permeability and compression of fibrous porous media generated from dilute suspensions of fiberglass debris during a loss of coolant accident

    International Nuclear Information System (INIS)

    Lee, Saya; Abdulsattar, Suhaeb S.; Vaghetto, Rodolfo; Hassan, Yassin A.

    2015-01-01

    Highlights: • Experimental investigation on fibrous debris buildup was conducted. • Head loss through fibrous media was recorded at different approach velocities. • A head loss model through fibrous media was proposed for high porosity (>0.99). • A compression model of fibrous media was developed. - Abstract: Permeability of fibrous porous media has been studied for decades in various engineering applications, including liquid purifications, air filters, and textiles. In nuclear engineering, fiberglass has been found to be a hazard during a Loss-of-Coolant Accident. The high energy steam jet from a break impinges on surrounding fiberglass insulation materials, producing a large amount of fibrous debris. The fibrous debris is then transported through the reactor containment and reaches the sump strainers. Accumulation of such debris on the surface of the strainers produces a fibrous bed, which is a fibrous porous medium that can undermine reactor core cooling. The present study investigated the buildup of fibrous porous media on two types of perforated plate and the pressure drop through the fibrous porous media without chemical effect. The development of the fibrous bed was visually recorded in order to correlate the pressure drop, the approach velocity, and the thickness of the fibrous porous media. The experimental results were compared to semi-theoretical models and theoretical models proposed by other researchers. Additionally, a compression model was developed to predict the thickness and the local porosity of a fibrous bed as a function of pressure

  13. Light-sheet generation in inhomogeneous media using self-reconstructing beams and the STED-principle.

    Science.gov (United States)

    Gohn-Kreuz, Cristian; Rohrbach, Alexander

    2016-03-21

    Self-reconstruction of Bessel beams in inhomogeneous media is beneficial in light-sheet based microscopy. Although the beam's ring system enables propagation stability, the resulting image contrast is reduced. Here, we show that by a combination of two self-reconstructing beams with different orbital angular momenta it is possible to inhibit fluorescence from the ring system by using stimulated emission depletion (STED) even in strongly scattering media. Our theoretical study shows that the remaining fluorescence γ depends non-linearly on the beams' relative radial and orbital angular momenta. For various scattering media we demonstrate that γ remains remarkably stable over long beam propagation distances.

  14. Virtual Reality

    Science.gov (United States)

    1993-04-01

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

  15. 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.

  16. Virtual Box

    DEFF Research Database (Denmark)

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

    2007-01-01

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

  17. Volatility and leachability of heavy metals and radionuclides in thermally treated HEPA filter media generated from nuclear facilities.

    Science.gov (United States)

    Yoon, In-Ho; Choi, Wang-Kyu; Lee, Suk-Chol; Min, Byung-Youn; Yang, Hee-Chul; Lee, Kune-Woo

    2012-06-15

    The purpose of the present study was to apply thermal treatments to reduce the volume of HEPA filter media and to investigate the volatility and leachability of heavy metals and radionuclides during thermal treatment. HEPA filter media were transformed to glassy bulk material by thermal treatment at 900°C for 2h. The most abundant heavy metal in the HEPA filter media was Zn, followed by Sr, Pb and Cr, and the main radionuclide was Cs-137. The volatility tests showed that the heavy metals and radionuclides in radioactive HEPA filter media were not volatilized during the thermal treatment. PCT tests indicated that the leachability of heavy metals and radionuclides was relatively low compared to those of other glasses. XRD results showed that Zn and Cs reacted with HEPA filter media and were transformed into crystalline willemite (ZnO·SiO(2)) and pollucite (Cs(2)OAl(2)O(3)4SiO(2)), which are not volatile or leachable. The proposed technique for the volume reduction and transformation of radioactive HEPA filter media into glassy bulk material is a simple and energy efficient procedure without additives that can be performed at relatively low temperature compared with conventional vitrification process. Copyright © 2012 Elsevier B.V. All rights reserved.

  18. 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

    CSIR Research Space (South Africa)

    Herselman, M

    2017-03-01

    Full Text Available that apply)? ß WhatsApp ß MixIT ß Facebook ß LinkedIn ß Twitter ß Instagram ß Pinterest ß Other (please specify) • If yes, how do you utilise social media for business purposes (advertising, networking)? • If no, why not? Sub-problem 5: What...

  19. 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...

  20. Virtual Reality Hospice

    OpenAIRE

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

    2017-01-01

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

  1. Applying tattoo dye as a third-harmonic generation contrast agent for in vivo optical virtual biopsy of human skin

    Science.gov (United States)

    Tsai, Ming-Rung; Lin, Chen-Yu; Liao, Yi-Hua; Sun, Chi-Kuang

    2013-02-01

    Third-harmonic generation (THG) microscopy has been reported to provide intrinsic contrast in elastic fibers, cytoplasmic membrane, nucleus, actin filaments, lipid bodies, hemoglobin, and melanin in human skin. For advanced molecular imaging, exogenous contrast agents are developed for a higher structural or molecular specificity. We demonstrate the potential of the commonly adopted tattoo dye as a THG contrast agent for in vivo optical biopsy of human skin. Spectroscopy and microscopy experiments were performed on cultured cells with tattoo dyes, in tattooed mouse skin, and in tattooed human skin to demonstrate the THG enhancement effect. Compared with other absorbing dyes or nanoparticles used as exogenous THG contrast agents, tattoo dyes are widely adopted in human skin so that future clinical biocompatibility evaluation is relatively achievable. Combined with the demonstrated THG enhancement effect, tattoo dyes show their promise for future clinical imaging applications.

  2. Volatility and leachability of heavy metals and radionuclides in thermally treated HEPA filter media generated from nuclear facilities

    International Nuclear Information System (INIS)

    Yoon, In-Ho; Choi, Wang-Kyu; Lee, Suk-Chol; Min, Byung-Youn; Yang, Hee-Chul; Lee, Kune-Woo

    2012-01-01

    Highlights: ► Thermally treated HEPA filter media was transformed into glassy bulk materials. ► Main radionuclide and heavy metal were Cs-137 and Zn. ► Cs and Zn were transformed into stable form without volatilization and leaching. ► The proposed technique is simple and energy efficient procedure. - Abstract: The purpose of the present study was to apply thermal treatments to reduce the volume of HEPA filter media and to investigate the volatility and leachability of heavy metals and radionuclides during thermal treatment. HEPA filter media were transformed to glassy bulk material by thermal treatment at 900 °C for 2 h. The most abundant heavy metal in the HEPA filter media was Zn, followed by Sr, Pb and Cr, and the main radionuclide was Cs-137. The volatility tests showed that the heavy metals and radionuclides in radioactive HEPA filter media were not volatilized during the thermal treatment. PCT tests indicated that the leachability of heavy metals and radionuclides was relatively low compared to those of other glasses. XRD results showed that Zn and Cs reacted with HEPA filter media and were transformed into crystalline willemite (ZnO·SiO 2 ) and pollucite (Cs 2 OAl 2 O 3 4SiO 2 ), which are not volatile or leachable. The proposed technique for the volume reduction and transformation of radioactive HEPA filter media into glassy bulk material is a simple and energy efficient procedure without additives that can be performed at relatively low temperature compared with conventional vitrification process.

  3. 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...

  4. 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.

  5. 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.

  6. Virtuous wars and virtual enemies. The construction of self, other, and conflict in Black Hawk Down and other mass media representations

    OpenAIRE

    Pötzsch, Holger

    2005-01-01

    The present thesis looks at the relationship between cultures, mass media representations, war, and peace. The main research question is how self, other, and conflict are presented in artefacts of contemporary US popular culture - war and action movies in particular - and what impact such representations have on the attitudes, conceptualisations, and, ultimately, the behaviour of individuals and collectives during conflicts. Preliminarily, the necessary terminology and theoretical concept...

  7. 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...

  8. [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.

  9. 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

  10. 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…

  11. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    -systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued....... [1] The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported...

  12. ViSAPy: a Python tool for biophysics-based generation of virtual spiking activity for evaluation of spike-sorting algorithms.

    Science.gov (United States)

    Hagen, Espen; Ness, Torbjørn V; Khosrowshahi, Amir; Sørensen, Christina; Fyhn, Marianne; Hafting, Torkel; Franke, Felix; Einevoll, Gaute T

    2015-04-30

    New, silicon-based multielectrodes comprising hundreds or more electrode contacts offer the possibility to record spike trains from thousands of neurons simultaneously. This potential cannot be realized unless accurate, reliable automated methods for spike sorting are developed, in turn requiring benchmarking data sets with known ground-truth spike times. We here present a general simulation tool for computing benchmarking data for evaluation of spike-sorting algorithms entitled ViSAPy (Virtual Spiking Activity in Python). The tool is based on a well-established biophysical forward-modeling scheme and is implemented as a Python package built on top of the neuronal simulator NEURON and the Python tool LFPy. ViSAPy allows for arbitrary combinations of multicompartmental neuron models and geometries of recording multielectrodes. Three example benchmarking data sets are generated, i.e., tetrode and polytrode data mimicking in vivo cortical recordings and microelectrode array (MEA) recordings of in vitro activity in salamander retinas. The synthesized example benchmarking data mimics salient features of typical experimental recordings, for example, spike waveforms depending on interspike interval. ViSAPy goes beyond existing methods as it includes biologically realistic model noise, synaptic activation by recurrent spiking networks, finite-sized electrode contacts, and allows for inhomogeneous electrical conductivities. ViSAPy is optimized to allow for generation of long time series of benchmarking data, spanning minutes of biological time, by parallel execution on multi-core computers. ViSAPy is an open-ended tool as it can be generalized to produce benchmarking data or arbitrary recording-electrode geometries and with various levels of complexity. Copyright © 2015 The Authors. Published by Elsevier B.V. All rights reserved.

  13. Role of volume and surface spontaneous parametric down-conversion in the generation of photon pairs in layered media

    Czech Academy of Sciences Publication Activity Database

    Javůrek, D.; Peřina ml., Jan

    2017-01-01

    Roč. 95, č. 4 (2017), s. 1-13, č. článku 043828. ISSN 2469-9926 Institutional support: RVO:68378271 Keywords : surface spontaneous * parametric down-conversion * photon pairs * layered media Subject RIV: BH - Optics, Masers, Lasers OBOR OECD: Optics (including laser optics and quantum optics) Impact factor: 2.925, year: 2016

  14. NetGENgagement: How the Net Generation College Student Uses Social Media in Academic and Social College Experiences

    Science.gov (United States)

    Sesterhenn, Shannon Marie

    2012-01-01

    The landscape of higher education is constantly evolving. Similar to a wave that washes ashore and transforms the shoreline, the same is occurring with higher education and its "shoreline". With the influx of technology and social media on college and university campuses, higher education institutions have had to grapple with whether or…

  15. Virtual Reflexes

    OpenAIRE

    Jonker, Catholijn; Broekens, Joost; Plaat, Aske

    2014-01-01

    Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including emotions, gaze, and keeping distance. The behavior must be realistic and real-time. Current approaches consist of four steps: 1) trainee social signal detection, 2) cognitive-affective interpretation, 3) determination of the appropriate bodily responses, and...

  16. Virtual volatility

    Science.gov (United States)

    Silva, A. Christian; Prange, Richard E.

    2007-03-01

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

  17. 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.

  18. Virtual bronchoscopy

    International Nuclear Information System (INIS)

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

    2001-01-01

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

  19. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

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

  20. 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…

  1. 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…

  2. 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)

  3. 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.

  4. Media Art Wiki. Uso de Wikis para la enseñanza interdisciplinar y multimedia del arte de los nuevos medios de comunicación en entornos virtuales de aprendizaje

    Directory of Open Access Journals (Sweden)

    Pau Alsina

    2010-01-01

    Full Text Available Este capítulo expone y analiza una experiencia piloto de uso de Wikis para la enseñanza de las prácticas artísticas vinculadas a los nuevos medios de comunicación digital. El denominado "Media Art Wiki" constituye un recurso para la enseñanza del Arte y la Estética de los nuevos medios en un contexto de enseñanza-aprendizaje virtual como es la Universitat Oberta de Catalunya (UOC. Los objetivos iniciales del proyecto consistieron en generar un entorno dinámico de documentación multimedia de las prácticas de Arte de los nuevos medios, y a su vez, que ese espacio de contenidos abiertos pudiera alimentarse de la acción participativa y colaborativa de los estudiantes de las diferentes asignaturas implicadas, contribuyendo de este modo a un enfoque interdisciplinar de la materia común. El Media Art Wiki pretende innovar dentro del aula virtual en cuatro aspectos diferentes: proceso, formato, estructura y contenidos tratando de responder asimismo a un planteamiento pedagógico, que vincule cada una de las actividades implicadas en el Wiki con varios programas y asignaturas. En este capítulo intentaremos dar cuenta de las implicaciones del uso de este tipo de herramientas en la enseñanza universitaria, estructurando el texto en diferentes apartados que, por un lado, trazan el contexto a partir del cual surgió el proyecto, sus necesidades, objetivos y motivaciones dentro del marco teórico del aprendizaje significativo- y el contexto -modelo de enseñanza-aprendizaje- de la UOC. Por otro lado procedemos a la descripción técnica y de contenido del proyecto, así como el diseño de la estrategia didáctica y de las actividades a desarrollar por los estudiantes a corto y medio plazo. Finalmente exponemos la evaluación de dicha experiencia desde la perspectiva de los docentes y los estudiantes para llegar a plantear nuestras conclusiones y posibilidades de desarrollos de futuro.

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

    OpenAIRE

    Giovanni Sogari; Tommaso Pucci; Barbara Aquilani; Lorenzo Zanni

    2017-01-01

    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 prese...

  6. User-generated alcohol-related content on social media. Determinants and relation to offline alcohol use

    OpenAIRE

    Erevik, Eilin Kristine

    2018-01-01

    Alcohol is the most commonly used psychoactive substance worldwide. It is considered to increase social cohesion, and to play a part both in the development and expression of identity. Alcohol is, however, also associated with a range of adverse effects for the individual, and involves a great financial and social burden for society. Social media has currently become very popular commodity for social bonding, identity formation and expression, and social influence. This thesis consists of thr...

  7. Comparison of alignment tensors generated for native tRNAVal using magnetic fields and liquid crystalline media

    International Nuclear Information System (INIS)

    Latham, Michael P.; Hanson, Paul; Brown, Darin J.; Pardi, Arthur

    2008-01-01

    Residual dipolar couplings (RDCs) complement standard NOE distance and J-coupling torsion angle data to improve the local and global structure of biomolecules in solution. One powerful application of RDCs is for domain orientation studies, which are especially valuable for structural studies of nucleic acids, where the local structure of a double helix is readily modeled and the orientations of the helical domains can then be determined from RDC data. However, RDCs obtained from only one alignment media generally result in degenerate solutions for the orientation of multiple domains. In protein systems, different alignment media are typically used to eliminate this orientational degeneracy, where the combination of RDCs from two (or more) independent alignment tensors can be used to overcome this degeneracy. It is demonstrated here for native E. coli tRNA Val that many of the commonly used liquid crystalline alignment media result in very similar alignment tensors, which do not eliminate the 4-fold degeneracy for orienting the two helical domains in tRNA. The intrinsic magnetic susceptibility anisotropy (MSA) of the nucleobases in tRNA Val was also used to obtain RDCs for magnetic alignment at 800 and 900 MHz. While these RDCs yield a different alignment tensor, the specific orientation of this tensor combined with the high rhombicity for the tensors in the liquid crystalline media only eliminates two of the four degenerate orientations for tRNA Val . Simulations are used to show that, in optimal cases, the combination of RDCs obtained from liquid crystalline medium and MSA-induced alignment can be used to obtain a unique orientation for the two helical domains in tRNA Val

  8. 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.

  9. 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...

  10. Disposal of metal artifacts by monochrome virtual images generated by TC dual power planning in radiation therapy; Eliminacion de artefactos metalicos mediante imagenes virtuales nonocromaticas generadas mediante TC de energia dual para planificacion en radioterapia

    Energy Technology Data Exchange (ETDEWEB)

    Gonzalez Perez, V.; Bartres Salido, A.; Arana Fernandez Moya, E.; Crispin Contreras, V.; Dolores Alemany, V. de los; Campo Sanmartin, V.; Moratal Perez, D.

    2015-07-01

    Using monochromatic high-energy virtual images reconstructed by a scanner TCED is viable for planning radiotherapy treatments and improves image quality. Such images using the DICOM standard, and have been successfully exported to the planning system XiO treatments. (Author)

  11. 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.

  12. "Digitize Me": Generating E-Learning Profiles for Media and Communication Students in a Jamaican Tertiary-Level Institution

    Directory of Open Access Journals (Sweden)

    Michelle A. Stewart-McKoy

    2014-01-01

    Full Text Available The purpose of this project was to develop an e-learning profile for a group of media and communication students enrolled in a Jamaican tertiary-level institution in order to make informed decisions most the appropriate [online] learning complement for these students. The objectives sought to determine the e-learning profile of media and communication students but more specifically, the profile examined students’ demographic data, their technology access, usage, proficiency and comfort levels as well as their learning styles, preferences, behaviours, strategies and their preferences for specific teaching styles. The research utilised a survey research design and the participants involved in the research were ninety-eight students from all year groups in the programme. Findings reveal that the “typical” media and communication student is a young Jamaican adult with limited technology access, usage and proficiency, who stays connected with others largely by phone texts, phone calls, emails, instant messages and posts via the Facebook social network, who has a visual-learning orientation, is a sequential learner who is extrinsically motivated and who readily employs surface learning strategies.

  13. Virtual cystoscopy.

    Science.gov (United States)

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

    2008-07-01

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

  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. 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.

  16. 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…

  17. IMPLICACIONES DE UN AMBIENTE DE APRENDIZAJE VIRTUAL, VISTO DESDE LA FÍSICA DE EDUCACIÓN MEDIA. El reto de la congruencia.

    Directory of Open Access Journals (Sweden)

    Maite Alarcón Diaz

    2015-12-01

    Full Text Available El presente escrito describe la implementación de un ambiente de aprendizaje tipo blended, que combina procesos presenciales y virtuales, desde recursos como la plataforma Moodle, simuladores dentro del aula y redes sociales, que buscan promover prácticas abiertas de adaptación, reutilización y colaboración mediante procesos de enseñanza a través de las TIC. Los principios de prácticas abiertas, por la inmersión de las TIC en la educación, resultan relevantes para potenciar en los estudiantes las competencias científicas y tecnológicas necesarias en la actualidad. Se describe e interpretan los resultados producto de una investigación cualitativa, con el estudio de caso desde la práctica innovadora. Para establecer condiciones favorables de este tipo de prácticas y los ajustes que son necesarios para aumentar los indicadores de competencia de identificación, explicación e indagación, haciendo más eficiente el tiempo, recursos y precisión de conceptos. Participaron 47 estudiantes de la IED rural El Destino del grado décimo.  Dentro de los hallazgos más representativos se encontró la definición del rol del docente como orientador en los conocimientos y potenciador competencias, en el que los estudiantes puedan adaptar, reutilizar y generar contenido. El curioso sentido que los estudiantes le dan al concepto de “derechos de autor” asociándolos sólo al reconocimiento personal del sujeto. Las evidencias sobre ajustes que son necesarios en un ambiente de aprendizaje con inclusión de las TIC en un contexto rural, para aumentar la efectividad de los procesos de enseñanza-aprendizaje con el uso de estas tecnologías.

  18. A physically-based analytical model to describe effective excess charge for streaming potential generation in saturated porous media

    Science.gov (United States)

    Jougnot, D.; Guarracino, L.

    2016-12-01

    The self-potential (SP) method is considered by most researchers the only geophysical method that is directly sensitive to groundwater flow. One source of SP signals, the so-called streaming potential, results from the presence of an electrical double layer at the mineral-pore water interface. When water flows through the pore space, it gives rise to a streaming current and a resulting measurable electrical voltage. Different approaches have been proposed to predict streaming potentials in porous media. One approach is based on the excess charge which is effectively dragged in the medium by the water flow. Following a recent theoretical framework, we developed a physically-based analytical model to predict the effective excess charge in saturated porous media. In this study, the porous media is described by a bundle of capillary tubes with a fractal pore-size distribution. First, an analytical relationship is derived to determine the effective excess charge for a single capillary tube as a function of the pore water salinity. Then, this relationship is used to obtain both exact and approximated expressions for the effective excess charge at the Representative Elementary Volume (REV) scale. The resulting analytical relationship allows the determination of the effective excess charge as a function of pore water salinity, fractal dimension and hydraulic parameters like porosity and permeability, which are also obtained at the REV scale. This new model has been successfully tested against data from the literature of different sources. One of the main finding of this study is that it provides a mechanistic explanation to the empirical dependence between the effective excess charge and the permeability that has been found by various researchers. The proposed petrophysical relationship also contributes to understand the role of porosity and water salinity on effective excess charge and will help to push further the use of streaming potential to monitor groundwater flow.

  19. Prevention of vascular dysfunction and arterial hypertension in mice generated by assisted reproductive technologies by addition of melatonin to culture media.

    Science.gov (United States)

    Rexhaj, Emrush; Pireva, Agim; Paoloni-Giacobino, Ariane; Allemann, Yves; Cerny, David; Dessen, Pierre; Sartori, Claudio; Scherrer, Urs; Rimoldi, Stefano F

    2015-10-01

    Assisted reproductive technologies (ART) induce vascular dysfunction in humans and mice. In mice, ART-induced vascular dysfunction is related to epigenetic alteration of the endothelial nitric oxide synthase (eNOS) gene, resulting in decreased vascular eNOS expression and nitrite/nitrate synthesis. Melatonin is involved in epigenetic regulation, and its administration to sterile women improves the success rate of ART. We hypothesized that addition of melatonin to culture media may prevent ART-induced epigenetic and cardiovascular alterations in mice. We, therefore, assessed mesenteric-artery responses to acetylcholine and arterial blood pressure, together with DNA methylation of the eNOS gene promoter in vascular tissue and nitric oxide plasma concentration in 12-wk-old ART mice generated with and without addition of melatonin to culture media and in control mice. As expected, acetylcholine-induced mesenteric-artery dilation was impaired (P = 0.008 vs. control) and mean arterial blood pressure increased (109.5 ± 3.8 vs. 104.0 ± 4.7 mmHg, P = 0.002, ART vs. control) in ART compared with control mice. These alterations were associated with altered DNA methylation of the eNOS gene promoter (P culture media prevented eNOS dysmethylation (P = 0.005, vs. ART + vehicle), normalized nitric oxide plasma concentration (23.1 ± 14.6 μM, P = 0.002 vs. ART + vehicle) and mesentery-artery responsiveness to acetylcholine (P culture media prevents ART-induced vascular dysfunction. We speculate that this approach will also allow preventing ART-induced premature atherosclerosis in humans. Copyright © 2015 the American Physiological Society.

  20. Redox reactions of U(IV) and Pu(IV) with H2O2 generated in nitric acid media by power ultrasound

    International Nuclear Information System (INIS)

    Moisy, P.; Venault, L.; Madic, C.; Nikitenko, S.

    1998-01-01

    Power ultrasound causes water molecule dissociation on H o and OH o radicals due to high local temperatures and pressures generated in the cavitation threshold. In nitric acid media scavenging of OH o radicals with NO 3 - followed by NO 3 o radicals hydrolysis leads to H 2 O 2 formation. It was shown that H 2 O 2 generated under the effect of ultrasound with the frequency 20 kHz and intensity 1-3 Wcm -2 (Ar atmosphere) oxidizes U(IV) to U(VI) or reduces Pu(IV) to Pu(III) in 1-4 M HNO 3 in the presence of antinitrous reagents ( N 2 H 5 NO 3 or NH 2 SO 3 H). The effect of HNO 3 concentration and ultrasonic intensity on the kinetics of U(IV) oxidation and Pu(IV) reduction was studied. (author)

  1. Separation and sampling of ice nucleation chamber generated ice particles by means of the counterflow virtual impactor technique for the characterization of ambient ice nuclei.

    Science.gov (United States)

    Schenk, Ludwig; Mertes, Stephan; Kästner, Udo; Schmidt, Susan; Schneider, Johannes; Frank, Fabian; Nillius, Björn; Worringen, Annette; Kandler, Konrad; Ebert, Martin; Stratmann, Frank

    2014-05-01

    In 2011, the German research foundation (DFG) research group called Ice Nuclei Research Unit (INUIT (FOR 1525, project STR 453/7-1) was established with the objective to achieve a better understanding concerning heterogeneous ice formation. The presented work is part of INUIT and aims for a better microphysical and chemical characterization of atmospheric aerosol particles that have the potential to act as ice nuclei (IN). For this purpose a counterflow virtual impactor (Kulkarni et al., 2011) system (IN-PCVI) was developed and characterized in order to separate and collect ice particles generated in the Fast Ice Nucleus Chamber (FINCH; Bundke et al., 2008) and to release their IN for further analysis. Here the IN-PCVI was used for the inertial separation of the IN counter produced ice particles from smaller drops and interstitial particles. This is realized by a counterflow that matches the FINCH output flow inside the IN-PCVI. The choice of these flows determines the aerodynamic cut-off diameter. The collected ice particles are transferred into the IN-PCVI sample flow where they are completely evaporated in a particle-free and dry carrier air. In this way, the aerosol particles detected as IN by the IN counter can be extracted and distributed to several particle sensors. This coupled setup FINCH, IN-PCVI and aerosol instrumentation was deployed during the INUIT-JFJ joint measurement field campaign at the research station Jungfraujoch (3580m asl). Downstream of the IN-PCVI, the Aircraft-based Laser Ablation Aerosol Mass Spectrometer (ALABAMA; Brands et al., 2011) was attached for the chemical analysis of the atmospheric IN. Also, number concentration and size distribution of IN were measured online (TROPOS) and IN impactor samples for electron microscopy (TU Darmstadt) were taken. Therefore the IN-PCVI was operated with different flow settings than known from literature (Kulkarni et al., 2011), which required a further characterisation of its cut

  2. The electricity grid as a marketplace. Mannheim tests virtual energy market for generators, consumers and grid operators; Das Stromnetz wird zum Marktplatz. Mannheim erprobt virtuellen Energiemarkt fuer Erzeuger, Verbraucher und Netzbetreiber

    Energy Technology Data Exchange (ETDEWEB)

    Friedrich, Uwe

    2011-07-01

    In future, electricity grids will have to transport large quantities of electricity from renewable energy sources fed centrally and decentrally. Plus, we need greater reserves, storage facilities and flexibility in the electricity market due to the fluctuating supply. In the ''Modellstadt Mannheim'' project, a virtual energy marketplace is being developed for energy generators, consumers and grid operators. Customers can see the source and price of their electricity and influence them directly via the timing and extent of their consumption and the delivery from their own generation systems. This approach also includes gas, water and district heating. (orig.)

  3. Virtual Teams.

    Science.gov (United States)

    Geber, Beverly

    1995-01-01

    Virtual work teams scattered around the globe are becoming a feature of corporate workplaces. Although most people prefer face-to-face meetings and interactions, reality often requires telecommuting. (JOW)

  4. Virtual data

    International Nuclear Information System (INIS)

    Bjorklund, E.

    1993-01-01

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

  5. 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.

  6. 3D virtual planning in orthognathic surgery and CAD/CAM surgical splints generation in one patient with craniofacial microsomia: a case report

    Science.gov (United States)

    Vale, Francisco; Scherzberg, Jessica; Cavaleiro, João; Sanz, David; Caramelo, Francisco; Maló, Luísa; Marcelino, João Pedro

    2016-01-01

    Objective: In this case report, the feasibility and precision of tridimensional (3D) virtual planning in one patient with craniofacial microsomia is tested using Nemoceph 3D-OS software (Software Nemotec SL, Madrid, Spain) to predict postoperative outcomes on hard tissue and produce CAD/CAM (Computer Aided Design/Computer Aided Manufacturing) surgical splints. Methods: The clinical protocol consists of 3D data acquisition of the craniofacial complex by cone-beam computed tomography (CBCT) and surface scanning of the plaster dental casts. The ''virtual patient'' created underwent virtual surgery and a simulation of postoperative results on hard tissues. Surgical splints were manufactured using CAD/CAM technology in order to transfer the virtual surgical plan to the operating room. Intraoperatively, both CAD/CAM and conventional surgical splints are comparable. A second set of 3D images was obtained after surgery to acquire linear measurements and compare them with measurements obtained when predicting postoperative results virtually. Results: It was found a high similarity between both types of surgical splints with equal fitting on the dental arches. The linear measurements presented some discrepancies between the actual surgical outcomes and the predicted results from the 3D virtual simulation, but caution must be taken in the analysis of these results due to several variables. Conclusions: The reported case confirms the clinical feasibility of the described computer-assisted orthognathic surgical protocol. Further progress in the development of technologies for 3D image acquisition and improvements on software programs to simulate postoperative changes on soft tissue are required. PMID:27007767

  7. Coherent Water Window X Ray by Phase-Matched High-Order Harmonic Generation in Neutral Media

    International Nuclear Information System (INIS)

    Takahashi, Eiji J.; Kanai, Tsuneto; Ishikawa, Kenichi L.; Nabekawa, Yasuo; Midorikawa, Katsumi

    2008-01-01

    We demonstrate the generation of a coherent water window x ray by extending the plateau region of high-order harmonics under a neutral-medium condition. The maximum harmonic photon energies attained are 300 and 450 eV in Ne and He, respectively. Our proposed generation scheme, combining a 1.6 μm laser driver and a neutral Ne gas medium, is efficient and scalable in output yields of the water window x ray. Thus, the precept of the design parameter for a single-shot live-cell imaging by contact microscopy is presented

  8. Computing Accurate Grammatical Feedback in a Virtual Writing Conference for German-Speaking Elementary-School Children: An Approach Based on Natural Language Generation

    Science.gov (United States)

    Harbusch, Karin; Itsova, Gergana; Koch, Ulrich; Kuhner, Christine

    2009-01-01

    We built a natural language processing (NLP) system implementing a "virtual writing conference" for elementary-school children, with German as the target language. Currently, state-of-the-art computer support for writing tasks is restricted to multiple-choice questions or quizzes because automatic parsing of the often ambiguous and fragmentary…

  9. Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: design considerations and future directions.

    Science.gov (United States)

    Lindner, Philip; Miloff, Alexander; Hamilton, William; Reuterskiöld, Lena; Andersson, Gerhard; Powers, Mark B; Carlbring, Per

    2017-09-01

    Decades of research and more than 20 randomized controlled trials show that Virtual Reality exposure therapy (VRET) is effective in reducing fear and anxiety. Unfortunately, few providers or patients have had access to the costly and technical equipment previously required. Recent technological advances in the form of consumer Virtual Reality (VR) systems (e.g. Oculus Rift and Samsung Gear), however, now make widespread use of VRET in clinical settings and as self-help applications possible. In this literature review, we detail the current state of VR technology and discuss important therapeutic considerations in designing self-help and clinician-led VRETs, such as platform choice, exposure progression design, inhibitory learning strategies, stimuli tailoring, gamification, virtual social learning and more. We illustrate how these therapeutic components can be incorporated and utilized in VRET applications, taking full advantage of the unique capabilities of virtual environments, and showcase some of these features by describing the development of a consumer-ready, gamified self-help VRET application for low-cost commercially available VR hardware. We also raise and discuss challenges in the planning, development, evaluation, and dissemination of VRET applications, including the need for more high-quality research. We conclude by discussing how new technology (e.g. eye-tracking) can be incorporated into future VRETs and how widespread use of VRET self-help applications will enable collection of naturalistic "Big Data" that promises to inform learning theory and behavioral therapy in general.

  10. Control of triplet state generation in heavy atom-free BODIPY-anthracene dyads by media polarity and structural factors

    KAUST Repository

    Filatov, Mikhail A.; Karuthedath, Safakath; Polestshuk, Pavel M; Callaghan, Susan; Flanagan, Keith; Telitchko, Maxime; Wiesner, Thomas; Laquai, Fré dé ric; Senge, Mathias O

    2018-01-01

    A family of heavy atom-free BODIPY-anthracene dyads (BADs) exhibiting triplet excited state formation from charge-transfer states is reported. Four types of BODIPY scaffolds, different in the alkyl substitution pattern, and four anthracene derivatives have been used to access BADs. The fluorescence and intersystem crossing (ISC) in these dyads depend on donor-acceptor couplings and can be accurately controlled by the substitution or media polarity. Under conditions that do not allow charge transfer (CT), the dyads exhibit fluorescence with high quantum yields. Formation of charge-transfer states triggers ISC and the formation of long-lived triplet excited states in the dyads. The excited state properties were studied by steady-state techniques and ultrafast pump-probe spectroscopy to determine the parameters of the observed processes. Structural information for various BADs was derived from single crystal X-ray structure determinations alongside DFT molecular geometry optimization, revealing the effects of mutual orientation of subunits on the photophysical properties. The calculations showed that alkyl substituents on the BODIPY destabilize CT states in the dyads, thus controlling the charge transfer between the subunits. The effect of the dyad structure on the ISC efficiency was considered at M06-2X level of theory and a correlation between mutual orientation of the subunits and the energy gap between singlet and triplet CT states was studied using multireference CASSCF method.

  11. Control of triplet state generation in heavy atom-free BODIPY-anthracene dyads by media polarity and structural factors

    KAUST Repository

    Filatov, Mikhail A.

    2018-02-12

    A family of heavy atom-free BODIPY-anthracene dyads (BADs) exhibiting triplet excited state formation from charge-transfer states is reported. Four types of BODIPY scaffolds, different in the alkyl substitution pattern, and four anthracene derivatives have been used to access BADs. The fluorescence and intersystem crossing (ISC) in these dyads depend on donor-acceptor couplings and can be accurately controlled by the substitution or media polarity. Under conditions that do not allow charge transfer (CT), the dyads exhibit fluorescence with high quantum yields. Formation of charge-transfer states triggers ISC and the formation of long-lived triplet excited states in the dyads. The excited state properties were studied by steady-state techniques and ultrafast pump-probe spectroscopy to determine the parameters of the observed processes. Structural information for various BADs was derived from single crystal X-ray structure determinations alongside DFT molecular geometry optimization, revealing the effects of mutual orientation of subunits on the photophysical properties. The calculations showed that alkyl substituents on the BODIPY destabilize CT states in the dyads, thus controlling the charge transfer between the subunits. The effect of the dyad structure on the ISC efficiency was considered at M06-2X level of theory and a correlation between mutual orientation of the subunits and the energy gap between singlet and triplet CT states was studied using multireference CASSCF method.

  12. 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

  13. 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.

  14. 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).

  15. Virtual Sustainability

    Directory of Open Access Journals (Sweden)

    William Sims Bainbridge

    2010-09-01

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

  16. Virtual Tower

    International Nuclear Information System (INIS)

    Wayne, R.A.

    1997-01-01

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

  17. Virtual care

    DEFF Research Database (Denmark)

    Kamp, Annette; Aaløkke Ballegaard, Stinne

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

  18. Virtual toolbox

    Science.gov (United States)

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

    1993-04-01

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

  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. 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.

  1. Virtual polytopes

    International Nuclear Information System (INIS)

    Panina, G Yu; Streinu, I

    2015-01-01

    Originating in diverse branches of mathematics, from polytope algebra and toric varieties to the theory of stressed graphs, virtual polytopes represent a natural algebraic generalization of convex polytopes. Introduced as elements of the Grothendieck group associated to the semigroup of convex polytopes, they admit a variety of geometrizations. The present survey connects the theory of virtual polytopes with other geometrical subjects, describes a series of geometrizations together with relations between them, and gives a selection of applications. Bibliography: 50 titles

  2. 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

  3. 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…

  4. 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.

  5. 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...

  6. 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.

  7. 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

  8. 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...

  9. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

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

  10. Virtualize Me!

    Science.gov (United States)

    Waters, John K.

    2009-01-01

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

  11. Virtual Classroom

    DEFF Research Database (Denmark)

    Christensen, Ove

    2013-01-01

    In the Scandinavian countries: Sweden, Norway and Denmark, the project GNU (Grænseoverskridende Nordisk Undervisning, i.e. Transnational Nordic Teaching) is experimenting with ways of conducting teaching across the borders in the elementary schools. The cloud classes are organised with one class...... and benefits in regard to learning and pedagogy with virtual classroom....

  12. Virtual landmarks

    Science.gov (United States)

    Tong, Yubing; Udupa, Jayaram K.; Odhner, Dewey; Bai, Peirui; Torigian, Drew A.

    2017-03-01

    Much has been published on finding landmarks on object surfaces in the context of shape modeling. While this is still an open problem, many of the challenges of past approaches can be overcome by removing the restriction that landmarks must be on the object surface. The virtual landmarks we propose may reside inside, on the boundary of, or outside the object and are tethered to the object. Our solution is straightforward, simple, and recursive in nature, proceeding from global features initially to local features in later levels to detect landmarks. Principal component analysis (PCA) is used as an engine to recursively subdivide the object region. The object itself may be represented in binary or fuzzy form or with gray values. The method is illustrated in 3D space (although it generalizes readily to spaces of any dimensionality) on four objects (liver, trachea and bronchi, and outer boundaries of left and right lungs along pleura) derived from 5 patient computed tomography (CT) image data sets of the thorax and abdomen. The virtual landmark identification approach seems to work well on different structures in different subjects and seems to detect landmarks that are homologously located in different samples of the same object. The approach guarantees that virtual landmarks are invariant to translation, scaling, and rotation of the object/image. Landmarking techniques are fundamental for many computer vision and image processing applications, and we are currently exploring the use virtual landmarks in automatic anatomy recognition and object analytics.

  13. SOCIAL MEDIA

    Science.gov (United States)

    RESPONSIBILITY CENTCOM COALITION MEDIA SOCIAL MEDIA NEWS ARTICLES PRESS RELEASES IMAGERY VIDEOS TRANSCRIPTS VISITORS AND PERSONNEL FAMILY CENTER FAMILY READINESS CENTCOM WEBMAIL SOCIAL MEDIA SECURITY ACCOUNTABILITY HomeMEDIASOCIAL MEDIA Social Media CENTCOM'S ENGLISH SOCIAL MEDIA ACCOUNTS There are many U.S. military commands

  14. Finite-Difference Modeling of Seismic Wave Scattering in 3D Heterogeneous Media: Generation of Tangential Motion from an Explosion Source

    Science.gov (United States)

    Hirakawa, E. T.; Pitarka, A.; Mellors, R. J.

    2015-12-01

    Evan Hirakawa, Arben Pitarka, and Robert Mellors One challenging task in explosion seismology is development of physical models for explaining the generation of S-waves during underground explosions. Pitarka et al. (2015) used finite difference simulations of SPE-3 (part of Source Physics Experiment, SPE, an ongoing series of underground chemical explosions at the Nevada National Security Site) and found that while a large component of shear motion was generated directly at the source, additional scattering from heterogeneous velocity structure and topography are necessary to better match the data. Large-scale features in the velocity model used in the SPE simulations are well constrained, however, small-scale heterogeneity is poorly constrained. In our study we used a stochastic representation of small-scale variability in order to produce additional high-frequency scattering. Two methods for generating the distributions of random scatterers are tested. The first is done in the spatial domain by essentially smoothing a set of random numbers over an ellipsoidal volume using a Gaussian weighting function. The second method consists of filtering a set of random numbers in the wavenumber domain to obtain a set of heterogeneities with a desired statistical distribution (Frankel and Clayton, 1986). This method is capable of generating distributions with either Gaussian or von Karman autocorrelation functions. The key parameters that affect scattering are the correlation length, the standard deviation of velocity for the heterogeneities, and the Hurst exponent, which is only present in the von Karman media. Overall, we find that shorter correlation lengths as well as higher standard deviations result in increased tangential motion in the frequency band of interest (0 - 10 Hz). This occurs partially through S-wave refraction, but mostly by P-S and Rg-S waves conversions. This work was performed under the auspices of the U.S. Department of Energy by Lawrence Livermore

  15. A Systematic Review of Tablet Computers and Portable Media Players as Speech Generating Devices for Individuals with Autism Spectrum Disorder.

    Science.gov (United States)

    Lorah, Elizabeth R; Parnell, Ashley; Whitby, Peggy Schaefer; Hantula, Donald

    2015-12-01

    Powerful, portable, off-the-shelf handheld devices, such as tablet based computers (i.e., iPad(®); Galaxy(®)) or portable multimedia players (i.e., iPod(®)), can be adapted to function as speech generating devices for individuals with autism spectrum disorders or related developmental disabilities. This paper reviews the research in this new and rapidly growing area and delineates an agenda for future investigations. In general, participants using these devices acquired verbal repertoires quickly. Studies comparing these devices to picture exchange or manual sign language found that acquisition was often quicker when using a tablet computer and that the vast majority of participants preferred using the device to picture exchange or manual sign language. Future research in interface design, user experience, and extended verbal repertoires is recommended.

  16. 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...

  17. Risk factors for otitis media in children with special emphasis on the role of colonization with bacterial airway pathogens: the Generation R study

    NARCIS (Netherlands)

    Labout, J.A.; Duijts, L.; Lebon, A.; Groot, R. de; Hofman, A.; Jaddoe, V.V.; Verbrugh, H.A.; Hermans, P.W.M.; Moll, H.A.

    2011-01-01

    Acute otitis media is the most frequent diagnosis in children visiting physicians' offices. Risk factors for otitis media have been widely studied. Yet, the correlation between bacterial carriage and the development of otitis media is not entirely clear. Our aim was to study in a population-based

  18. 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...

  19. 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.

  20. 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...

  1. 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...

  2. 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…

  3. Development of a new generation of high-resolution anatomical models for medical device evaluation: the Virtual Population 3.0

    International Nuclear Information System (INIS)

    Gosselin, Marie-Christine; Neufeld, Esra; Moser, Heidi; Huber, Eveline; Farcito, Silvia; Gerber, Livia; Jedensjö, Maria; Hilber, Isabel; Gennaro, Fabienne Di; Lloyd, Bryn; Szczerba, Dominik; Kuster, Niels; Cherubini, Emilio; Kainz, Wolfgang

    2014-01-01

    The Virtual Family computational whole-body anatomical human models were originally developed for electromagnetic (EM) exposure evaluations, in particular to study how absorption of radiofrequency radiation from external sources depends on anatomy. However, the models immediately garnered much broader interest and are now applied by over 300 research groups, many from medical applications research fields. In a first step, the Virtual Family was expanded to the Virtual Population to provide considerably broader population coverage with the inclusion of models of both sexes ranging in age from 5 to 84 years old. Although these models have proven to be invaluable for EM dosimetry, it became evident that significantly enhanced models are needed for reliable effectiveness and safety evaluations of diagnostic and therapeutic applications, including medical implants safety. This paper describes the research and development performed to obtain anatomical models that meet the requirements necessary for medical implant safety assessment applications. These include implementation of quality control procedures, re-segmentation at higher resolution, more-consistent tissue assignments, enhanced surface processing and numerous anatomical refinements. Several tools were developed to enhance the functionality of the models, including discretization tools, posing tools to expand the posture space covered, and multiple morphing tools, e.g., to develop pathological models or variations of existing ones. A comprehensive tissue properties database was compiled to complement the library of models. The results are a set of anatomically independent, accurate, and detailed models with smooth, yet feature-rich and topologically conforming surfaces. The models are therefore suited for the creation of unstructured meshes, and the possible applications of the models are extended to a wider range of solvers and physics. The impact of these improvements is shown for the MRI exposure of an adult

  4. Development of a new generation of high-resolution anatomical models for medical device evaluation: the Virtual Population 3.0

    Science.gov (United States)

    Gosselin, Marie-Christine; Neufeld, Esra; Moser, Heidi; Huber, Eveline; Farcito, Silvia; Gerber, Livia; Jedensjö, Maria; Hilber, Isabel; Di Gennaro, Fabienne; Lloyd, Bryn; Cherubini, Emilio; Szczerba, Dominik; Kainz, Wolfgang; Kuster, Niels

    2014-09-01

    The Virtual Family computational whole-body anatomical human models were originally developed for electromagnetic (EM) exposure evaluations, in particular to study how absorption of radiofrequency radiation from external sources depends on anatomy. However, the models immediately garnered much broader interest and are now applied by over 300 research groups, many from medical applications research fields. In a first step, the Virtual Family was expanded to the Virtual Population to provide considerably broader population coverage with the inclusion of models of both sexes ranging in age from 5 to 84 years old. Although these models have proven to be invaluable for EM dosimetry, it became evident that significantly enhanced models are needed for reliable effectiveness and safety evaluations of diagnostic and therapeutic applications, including medical implants safety. This paper describes the research and development performed to obtain anatomical models that meet the requirements necessary for medical implant safety assessment applications. These include implementation of quality control procedures, re-segmentation at higher resolution, more-consistent tissue assignments, enhanced surface processing and numerous anatomical refinements. Several tools were developed to enhance the functionality of the models, including discretization tools, posing tools to expand the posture space covered, and multiple morphing tools, e.g., to develop pathological models or variations of existing ones. A comprehensive tissue properties database was compiled to complement the library of models. The results are a set of anatomically independent, accurate, and detailed models with smooth, yet feature-rich and topologically conforming surfaces. The models are therefore suited for the creation of unstructured meshes, and the possible applications of the models are extended to a wider range of solvers and physics. The impact of these improvements is shown for the MRI exposure of an adult

  5. Social media as a social virtual laboratory

    OpenAIRE

    Granchak, Tetiana

    2015-01-01

    Deals with the potential of social networks for civil society, including its economic foundation, grounded social networking opportunities for a political pressure, realization and protection of individual and group interests.

  6. Virtual Transformations: The Evolution of Publication Media.

    Science.gov (United States)

    Arnold, Kenneth

    1995-01-01

    Examines the developing publication forms in the electronic environment in light of critical perspectives on textuality, historical dimensions of technological change, and economic and political considerations. Suggests that books will be significantly altered in the networked future and concludes that impediments to change are cultural, not…

  7. 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

  8. Virtual Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

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

    2005-01-01

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

  9. Virtual anthropology.

    Science.gov (United States)

    Weber, Gerhard W

    2015-02-01

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

  10. Virtual automation.

    Science.gov (United States)

    Casis, E; Garrido, A; Uranga, B; Vives, A; Zufiaurre, C

    2001-01-01

    Total laboratory automation (TLA) can be substituted in mid-size laboratories by a computer sample workflow control (virtual automation). Such a solution has been implemented in our laboratory using PSM, software developed in cooperation with Roche Diagnostics (Barcelona, Spain), to this purpose. This software is connected to the online analyzers and to the laboratory information system and is able to control and direct the samples working as an intermediate station. The only difference with TLA is the replacement of transport belts by personnel of the laboratory. The implementation of this virtual automation system has allowed us the achievement of the main advantages of TLA: workload increase (64%) with reduction in the cost per test (43%), significant reduction in the number of biochemistry primary tubes (from 8 to 2), less aliquoting (from 600 to 100 samples/day), automation of functional testing, drastic reduction of preanalytical errors (from 11.7 to 0.4% of the tubes) and better total response time for both inpatients (from up to 48 hours to up to 4 hours) and outpatients (from up to 10 days to up to 48 hours). As an additional advantage, virtual automation could be implemented without hardware investment and significant headcount reduction (15% in our lab).

  11. Virtual Cystoscopy

    International Nuclear Information System (INIS)

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

    2011-01-01

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

  12. Effects of simulated microgravity on gene expression and biological phenotypes of a single generation Caenorhabditis elegans cultured on 2 different media.

    Science.gov (United States)

    Tee, Ling Fei; Neoh, Hui-Min; Then, Sue Mian; Murad, Nor Azian; Asillam, Mohd Fairos; Hashim, Mohd Helmy; Nathan, Sheila; Jamal, Rahman

    2017-11-01

    Studies of multigenerational Caenorhabditis elegans exposed to long-term spaceflight have revealed expression changes of genes involved in longevity, DNA repair, and locomotion. However, results from spaceflight experiments are difficult to reproduce as space missions are costly and opportunities are rather limited for researchers. In addition, multigenerational cultures of C. elegans used in previous studies contribute to mixture of gene expression profiles from both larvae and adult worms, which were recently reported to be different. Usage of different culture media during microgravity simulation experiments might also give rise to differences in the gene expression and biological phenotypes of the worms. In this study, we investigated the effects of simulated microgravity on the gene expression and biological phenotype profiles of a single generation of C. elegans worms cultured on 2 different culture media. A desktop Random Positioning Machine (RPM) was used to simulate microgravity on the worms for approximately 52 to 54 h. Gene expression profile was analysed using the Affymetrix GeneChip® C. elegans 1.0 ST Array. Only one gene (R01H2.2) was found to be downregulated in nematode growth medium (NGM)-cultured worms exposed to simulated microgravity. On the other hand, eight genes were differentially expressed for C. elegans Maintenance Medium (CeMM)-cultured worms in microgravity; six were upregulated, while two were downregulated. Five of the upregulated genes (C07E3.15, C34H3.21, C32D5.16, F35H8.9 and C34F11.17) encode non-coding RNAs. In terms of biological phenotype, we observed that microgravity-simulated worms experienced minimal changes in terms of lifespan, locomotion and reproductive capabilities in comparison with the ground controls. Taking it all together, simulated microgravity on a single generation of C. elegans did not confer major changes to their gene expression and biological phenotype. Nevertheless, exposure of the worms to microgravity

  13. 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.

  14. 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.

  15. [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.

  16. 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.

  17. 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.

  18. 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)

  19. Reality in Virtual Learning

    DEFF Research Database (Denmark)

    Lindberg, Frank; Pettersson, Michael

    professors most often decide what and when one could learn by providing the context and substance. In this perspective, the student has a role which is close to the one of a passive receiver, and s/he is mainly preoccupied with the problem of generating substance in memory most efficiently. Today, technology......-time educational logic. There are fewer attempts to use ICT according to a different pedagogical perspective than the old professor authoritarian model. The purpose of this paper is to illuminate some challenges virtual students experience when facing a new ICT-based learning situation. We will try to explore...... and develop understandings of what it might mean to be a student when learning occurs within a virtual problem based learning landscape. When students are used to the traditional classroom, challenges appear in the twilight zone between two pedagogical practices. How do the students cope with challenges...

  20. 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.

  1. 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...

  2. 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.

  3. 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...

  4. 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...

  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. Periodismo virtual

    Directory of Open Access Journals (Sweden)

    Carlos Morales

    2015-01-01

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

  7. 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 ...

  8. 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…

  9. 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)

  10. 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

  11. 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...

  12. 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…

  13. 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

  14. 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.

  15. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

    We collect diverse philosophical analyses of the issues and problems clustering around trust online with specific attention to establishing trust in virtual environments. The book moves forward important discussions of how virtual worlds and virtuality are to be defined and understood; the role o...... by virtuality, such as virtual child pornography. The introduction further develops a philosophical anthropology, rooted in Kantian ethics, phenomenology, virtue ethics, and feminist perspectives, that grounds a specific approach to ethical issues in virtual environments....

  16. 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…

  17. 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…

  18. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

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

  19. 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)

  20. 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.

  1. Virtual nuclear weapons

    Energy Technology Data Exchange (ETDEWEB)

    Pilat, J.F.

    1997-08-01

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

  2. 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.

  3. Realidad virtual

    OpenAIRE

    García García, Alberto Luis

    2000-01-01

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

  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. 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. 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

  9. Media education.

    Science.gov (United States)

    Strasburger, Victor C

    2010-11-01

    The American Academy of Pediatrics recognizes that exposure to mass media (eg, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising) presents health risks for children and adolescents but can provide benefits as well. Media education has the potential to reduce the harmful effects of media and accentuate the positive effects. By understanding and supporting media education, pediatricians can play an important role in reducing harmful effects of media on children and adolescents.

  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. 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

  12. Exploring different social media users from the millennials’ generation: a cross-cultural behavioral analysis of brazilian users of Facebook and chinese users of RenRen

    OpenAIRE

    Park, Bruno

    2015-01-01

    With the increasing importance of digital communication and its distinct characteristics, marketing tools and strategies adopted by companies have changed dramatically. Among the many digital marketing tools and new media channels available for marketers, the phenomenon known as social media is one of the most complex and enigmatic. It has a range that still is quite unexplored and deeply transforms the present view on the promotion mix (Mangold & Faulds, 2009). Conversations among users ...

  13. User-Generated Geographic Information for Visitor Monitoring in a National Park: A Comparison of Social Media Data and Visitor Survey

    Directory of Open Access Journals (Sweden)

    Vuokko Heikinheimo

    2017-03-01

    Full Text Available Protected area management and marketing require real-time information on visitors’ behavior and preferences. Thus far, visitor information has been collected mostly with repeated visitor surveys. A wealth of content-rich geographic data is produced by users of different social media platforms. These data could potentially provide continuous information about people’s activities and interactions with the environment at different spatial and temporal scales. In this paper, we compare social media data with traditional survey data in order to map people’s activities and preferences using the most popular national park in Finland, Pallas-Yllästunturi National Park, as a case study. We compare systematically collected survey data and the content of geotagged social media data and analyze: (i where do people go within the park; (ii what are their activities; (iii when do people visit the park and if there are temporal patterns in their activities; (iv who the visitors are; (v why people visit the national park; and (vi what complementary information from social media can provide in addition to the results from traditional surveys. The comparison of survey and social media data demonstrated that geotagged social media content provides relevant information about visitors’ use of the national park. As social media platforms are a dynamic source of data, they could complement and enrich traditional forms of visitor monitoring by providing more insight on emerging activities, temporal patterns of shared content, and mobility patterns of visitors. Potentially, geotagged social media data could also provide an overview of the spatio-temporal activity patterns in other areas where systematic visitor monitoring is not taking place.

  14. 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.

  15. 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

  16. A Virtual Class Calculus

    DEFF Research Database (Denmark)

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

    2006-01-01

    Virtual classes are class-valued attributes of objects. Like virtual methods, virtual classes are defined in an object's class and may be redefined within subclasses. They resemble inner classes, which are also defined within a class, but virtual classes are accessed through object instances...... model for virtual classes has been a long-standing open question. This paper presents a virtual class calculus, vc, that captures the essence of virtual classes in these full-fledged programming languages. The key contributions of the paper are a formalization of the dynamic and static semantics of vc...

  17. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENCE]. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual...... trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation [CHECK END OF SENTENCE], which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake......'s virtual trackball is inhomogeneous and discontinuous with consequences for usability. Finally, we review Bell's virtual trackball [CHECK END OF SENTENCE] and discuss studies of the usability of virtual trackballs....

  18. 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.

  19. 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.

  20. Virtual Web Services

    OpenAIRE

    Rykowski, Jarogniew

    2007-01-01

    In this paper we propose an application of software agents to provide Virtual Web Services. A Virtual Web Service is a linked collection of several real and/or virtual Web Services, and public and private agents, accessed by the user in the same way as a single real Web Service. A Virtual Web Service allows unrestricted comparison, information merging, pipelining, etc., of data coming from different sources and in different forms. Detailed architecture and functionality of a single Virtual We...

  1. Virtual button interface

    Science.gov (United States)

    Jones, J.S.

    1999-01-12

    An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.

  2. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

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

  3. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

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

  4. Media Komunitas dan Media Literacy

    Directory of Open Access Journals (Sweden)

    Pawito .

    2013-12-01

    Full Text Available Abstract:This essay deals with community media in relation to media literacy. After a short discussion on a number of community media characters is made the essay goes further with somewhat detail theoretical presumptions of the roles of media community with respect primarily to the development as Amartya Sen mentioned about. The author suggests that community media may play some significant roles in the development including (a disseminating information (from varieties of perspective, (b facilitating public discussion, (c helping to reach solutions of problems, (d encouraging participations, and (e encouraging the development of media literacy. Regarding the last point the author remarks that media community may have a dual-roles i.e facilitating community’s member in media participation and facilitating community’s member in media education.

  5. World Wind: NASA's Virtual Globe

    Science.gov (United States)

    Hogan, P.

    2007-12-01

    infrastructure. The open-source community plays a crucial role in advancing virtual globe technology. This world community identifies, tracks and resolves technical problems, suggests new features and source code modifications, and often provides high-resolution data sets and other types of user-generated content, all while extending the functionality of virtual globe technology. NASA World Wind is one example of open source virtual globe technology that provides the world with the ability to build any desired functionality and make any desired data accessible.

  6. Noise-optimized virtual monoenergetic images and iodine maps for the detection of venous thrombosis in second-generation dual-energy CT (DECT): an ex vivo phantom study

    Energy Technology Data Exchange (ETDEWEB)

    Bongers, Malte N.; Schabel, Christoph; Tsiflikas, Ilias; Ketelsen, Dominik; Mangold, Stefanie; Claussen, Claus D.; Nikolaou, Konstantin; Thomas, Christoph [University Hospital of Tuebingen, Department of Diagnostic and Interventional Radiology, Tuebingen (Germany); Krauss, Bernhard [Siemens AG, Healthcare Sector, Forchheim (Germany)

    2015-06-01

    Deep venous thrombosis (DVT) can be difficult to detect using CT due to poor and heterogeneous contrast. Dual-energy CT (DECT) allows iodine contrast optimization using noise-optimized monoenergetic extrapolations (MEIs) and iodine maps (IMs). Our aim was to assess whether MEI and IM could improve the delineation of thrombotic material within iodine-enhanced blood compared to single-energy CT (SECT). Six vessel phantoms, including human thrombus and contrast media-enhanced blood and one phantom without contrast, were placed in an attenuation phantom and scanned with DECT 100/140 kV and SECT 120 kV. IM, virtual non-contrast images (VNC), mixed images, and MEI were calculated. Attenuation of thrombi and blood were measured. Contrast and contrast-to-noise-ratios (CNRs) were calculated and compared among IM, VNC, mixed images, MEI, and SECT using paired t tests. MEI40keV and IM showed significantly higher contrast and CNR than SE120kV from high to intermediate iodine concentrations (contrast:pMEI40keV < 0.002,pIM < 0.005;CNR:pMEI40keV < 0.002,pIM < 0.004). At low iodine concentrations, MEI190keV and VNC images showed significantly higher contrast and CNR than SE120kV with inverted contrasts (contrast:pMEI190keV < 0.008,pVNC < 0.002;CNR:pMEI190keV < 0.003,pVNC < 0.002). Noise-optimized MEI and IM provide significantly higher contrast and CNR in the delineation of thrombosis compared to SECT, which may facilitate the detection of DVT in difficult cases. circle Poor contrast makes it difficult to detect thrombosis in CT. (orig.)

  7. Noise-optimized virtual monoenergetic images and iodine maps for the detection of venous thrombosis in second-generation dual-energy CT (DECT): an ex vivo phantom study.

    Science.gov (United States)

    Bongers, Malte N; Schabel, Christoph; Krauss, Bernhard; Tsiflikas, Ilias; Ketelsen, Dominik; Mangold, Stefanie; Claussen, Claus D; Nikolaou, Konstantin; Thomas, Christoph

    2015-06-01

    Deep venous thrombosis (DVT) can be difficult to detect using CT due to poor and heterogeneous contrast. Dual-energy CT (DECT) allows iodine contrast optimization using noise-optimized monoenergetic extrapolations (MEIs) and iodine maps (IMs). Our aim was to assess whether MEI and IM could improve the delineation of thrombotic material within iodine-enhanced blood compared to single-energy CT (SECT). Six vessel phantoms, including human thrombus and contrast media-enhanced blood and one phantom without contrast, were placed in an attenuation phantom and scanned with DECT 100/140 kV and SECT 120 kV. IM, virtual non-contrast images (VNC), mixed images, and MEI were calculated. Attenuation of thrombi and blood were measured. Contrast and contrast-to-noise-ratios (CNRs) were calculated and compared among IM, VNC, mixed images, MEI, and SECT using paired t tests. MEI40keV and IM showed significantly higher contrast and CNR than SE120kV from high to intermediate iodine concentrations (contrast:pMEI40keV VNC images showed significantly higher contrast and CNR than SE120kV with inverted contrasts (contrast:pMEI190keV < 0.008,pVNC < 0.002;CNR:pMEI190keV < 0.003,pVNC < 0.002). Noise-optimized MEI and IM provide significantly higher contrast and CNR in the delineation of thrombosis compared to SECT, which may facilitate the detection of DVT in difficult cases. • Poor contrast makes it difficult to detect thrombosis in CT. • Dual-energy-CT allows contrast optimization using monoenergetic extrapolations (MEI) and iodine maps (IM). • Noise-optimized-MEI and IM are significantly superior to single-energy-CT in delineation of thrombosis. • Noise-optimized-MEI and IM may facilitate the detection of deep vein thrombosis.

  8. Noise-optimized virtual monoenergetic images and iodine maps for the detection of venous thrombosis in second-generation dual-energy CT (DECT): an ex vivo phantom study

    International Nuclear Information System (INIS)

    Bongers, Malte N.; Schabel, Christoph; Tsiflikas, Ilias; Ketelsen, Dominik; Mangold, Stefanie; Claussen, Claus D.; Nikolaou, Konstantin; Thomas, Christoph; Krauss, Bernhard

    2015-01-01

    Deep venous thrombosis (DVT) can be difficult to detect using CT due to poor and heterogeneous contrast. Dual-energy CT (DECT) allows iodine contrast optimization using noise-optimized monoenergetic extrapolations (MEIs) and iodine maps (IMs). Our aim was to assess whether MEI and IM could improve the delineation of thrombotic material within iodine-enhanced blood compared to single-energy CT (SECT). Six vessel phantoms, including human thrombus and contrast media-enhanced blood and one phantom without contrast, were placed in an attenuation phantom and scanned with DECT 100/140 kV and SECT 120 kV. IM, virtual non-contrast images (VNC), mixed images, and MEI were calculated. Attenuation of thrombi and blood were measured. Contrast and contrast-to-noise-ratios (CNRs) were calculated and compared among IM, VNC, mixed images, MEI, and SECT using paired t tests. MEI40keV and IM showed significantly higher contrast and CNR than SE120kV from high to intermediate iodine concentrations (contrast:pMEI40keV < 0.002,pIM < 0.005;CNR:pMEI40keV < 0.002,pIM < 0.004). At low iodine concentrations, MEI190keV and VNC images showed significantly higher contrast and CNR than SE120kV with inverted contrasts (contrast:pMEI190keV < 0.008,pVNC < 0.002;CNR:pMEI190keV < 0.003,pVNC < 0.002). Noise-optimized MEI and IM provide significantly higher contrast and CNR in the delineation of thrombosis compared to SECT, which may facilitate the detection of DVT in difficult cases. circle Poor contrast makes it difficult to detect thrombosis in CT. (orig.)

  9. 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.

  10. 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.

  11. 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.

  12. 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...

  13. 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....

  14. 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...

  15. 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.

  16. 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.

  17. 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

  18. 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

  19. 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.

  20. 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…

  1. 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.

  2. 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....

  3. 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...

  4. Locative media

    CERN Document Server

    Wilken, Rowan

    2014-01-01

    Not only is locative media one of the fastest growing areas in digital technology, but questions of location and location-awareness are increasingly central to our contemporary engagements with online and mobile media, and indeed media and culture generally. This volume is a comprehensive account of the various location-based technologies, services, applications, and cultures, as media, with an aim to identify, inventory, explore, and critique their cultural, economic, political, social, and policy dimensions internationally. In particular, the collection is organized around the perception that the growth of locative media gives rise to a number of crucial questions concerning the areas of culture, economy, and policy.

  5. Media Entrepreneurship

    DEFF Research Database (Denmark)

    Khajeheian, Datis

    2017-01-01

    Media Entrepreneurship has been an ambiguous, unclear and controversial concept and despite of growing academic efforts in the last decade, it is still a poorly defined subject. This paper is an effort to fill this gap by providing a comprehensive definition of media entrepreneurship. Firstly......, a literature review conducted and entrepreneurship, media, opportunity and innovation as building blocks of media entrepreneurship explained. Then by using of a mixed of bibliographic method and a Delphi method with multi-stage analysis process, a consensual definition of media entrepreneurship proposed...... entrepreneurship....

  6. Media Framing

    DEFF Research Database (Denmark)

    Pedersen, Rasmus T.

    2017-01-01

    The concept of media framing refers to the way in which the news media organize and provide meaning to a news story by emphasizing some parts of reality and disregarding other parts. These patterns of emphasis and exclusion in news coverage create frames that can have considerable effects on news...... consumers’ perceptions and attitudes regarding the given issue or event. This entry briefly elaborates on the concept of media framing, presents key types of media frames, and introduces the research on media framing effects....

  7. 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.

  8. Sensitive Media

    Directory of Open Access Journals (Sweden)

    Malinowska Anna

    2017-12-01

    Full Text Available The paper engages with what we refer to as “sensitive media,” a concept associated with developments in the overall media environment, our relationships with media devices, and the quality of the media themselves. Those developments point to the increasing emotionality of the media world and its infrastructures. Mapping the trajectories of technological development and impact that the newer media exert on human condition, our analysis touches upon various forms of emergent affect, emotion, and feeling in order to trace the histories and motivations of the sensitization of “the media things” as well as the redefinition of our affective and emotional experiences through technologies that themselves “feel.”

  9. Media Ecology

    Directory of Open Access Journals (Sweden)

    Marina Ašković

    2015-05-01

    Full Text Available Does the trend in which electronic media are gradually becoming extension of human body have to move towards full enslavement of a human and his personality, or the same human will unpredictably, with the aid of his personal media literacy, exit the whirls of media and technological censorships? Personality crisis is closely related to the crisis of language no matter how contradicted to global ideology of transnational transhumanism it may seem. Considering the fact that recent media presentations of the world are based on commercialization of environmentalism, philosophical and aesthetic thought appears as an important subject of ecology. As media mediates, the scenery of civilized living increasingly becomes more appealing even though it derives from commercial and political background. Consequently, the future of humanity depends by large on the philosophy of media. Media have to truly ecologise returning the humanum to its essence making it into the extension of the natural world.

  10. 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.

  11. Virtual art revisited

    Science.gov (United States)

    Ruzanka, S.

    2014-02-01

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

  12. 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.

  13. 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

  14. 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....

  15. 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

  16. Social Media and Bullshit

    Directory of Open Access Journals (Sweden)

    Rasmus Kleis Nielsen

    2015-04-01

    Full Text Available To understand the role of social media in society, we have to understand how social media are understood. We need to analyze how different actors and organizations see and think about technology, the forms of knowledge that people draw on as they make sense of, develop, and use social media. Central among these is bullshit. This short essay discusses bullshit as defined by the philosopher Harry Frankfurt as statements made with little or no concern for their truth-value or justification and argues that social media are accompanied by unusually large amounts of bullshit for two reasons. First, they confront us with epistemological problems and are hard to understand. Second, there is a large demand for knowledge about what they mean, a powerful political economy that generates a lot of statements about social media, including substantial amounts of bullshit. Given the rapid development of social media and their growing importance, this is unlikely to change in the near future. Bullshit is here to stay, and we need to take it seriously intellectually and analytically to understand social media.

  17. 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.

  18. Autoria e deontologia: mediação de princípios éticos e práticas de letramento na escrita acadêmica em um fórum virtual Authorship and deontology: mediation of ethical principles and literacy practices in academic writing using a virtual forum

    Directory of Open Access Journals (Sweden)

    Júlio César Araújo

    2013-03-01

    Full Text Available Este artigo analisa a utilização de um fórum virtual como alternativa de interação entre professores, estudantes e bolsistas nas disciplinas Leitura e Produção de Textos Acadêmicos (LPTA e Metodologia Científica, dos cursos de Letras e Pedagogia, respectivamente, da Universidade Federal do Ceará - UFC. A questão investigada é: Como a interação no fórum virtual pode alavancar a aprendizagem da escrita de textos acadêmicos e promover a construção de uma consciência deontológica inerente a essa atividade? Os resultados mostraram que, no ambiente virtual, os alunos discutiram suas dificuldades relativas à escrita acadêmica e se descobriram autores de artigos científicos e projetos de pesquisa, evitando a apropriação indevida de ideias alheias e estabelecendo relações cooperativas e respeitosas para com as dificuldades de escrita do outro. Assim, o fórum se mostrou bastante útil à exploração dos conteúdos de ambas as disciplinas, enriquecendo a interação respeitosa, os letramentos e a autoconfiança dos alunos.This article analyzes the use of a virtual forum as an option for the interaction between professors, students and fellows in two undergraduate programs at the Federal University of Ceará - Brazil: a Literature and Languages and b Pedagogy, respectively. The question investigated is: How can the interaction on the virtual forum improve the learning of academic text production and promote the construction of a deontological conscience inherent to this activity? The results showed that, in the virtual environment, the students discussed their difficulties related to academic writing and discovered themselves as authors of scientific articles and research projects, avoiding the undue appropriation of ideas of other people, and establishing cooperative and respectful relationships concerning the difficulties of writing of the other students. Thus, the forum has represented an additional possibility in the

  19. Autoria e deontologia: mediação de princípios éticos e práticas de letramento na escrita acadêmica em um fórum virtual Authorship and deontology: mediation of ethical principles and literacy practices in academic writing using a virtual forum

    Directory of Open Access Journals (Sweden)

    Júlio César Araújo

    2012-01-01

    Full Text Available Este artigo analisa a utilização de um fórum virtual como alternativa de interação entre professores, estudantes e bolsistas nas disciplinas Leitura e Produção de Textos Acadêmicos (LPTA e Metodologia Científica, dos cursos de Letras e Pedagogia, respectivamente, da Universidade Federal do Ceará - UFC. A questão investigada é: Como a interação no fórum virtual pode alavancar a aprendizagem da escrita de textos acadêmicos e promover a construção de uma consciência deontológica inerente a essa atividade? Os resultados mostraram que, no ambiente virtual, os alunos discutiram suas dificuldades relativas à escrita acadêmica e se descobriram autores de artigos científicos e projetos de pesquisa, evitando a apropriação indevida de ideias alheias e estabelecendo relações cooperativas e respeitosas para com as dificuldades de escrita do outro. Assim, o fórum se mostrou bastante útil à exploração dos conteúdos de ambas as disciplinas, enriquecendo a interação respeitosa, os letramentos e a autoconfiança dos alunos.This article analyzes the use of a virtual forum as an option for the interaction between professors, students and fellows in two undergraduate programs at the Federal University of Ceará - Brazil: a Literature and Languages and b Pedagogy, respectively. The question investigated is: How can the interaction on the virtual forum improve the learning of academic text production and promote the construction of a deontological conscience inherent to this activity? The results showed that, in the virtual environment, the students discussed their difficulties related to academic writing and discovered themselves as authors of scientific articles and research projects, avoiding the undue appropriation of ideas of other people, and establishing cooperative and respectful relationships concerning the difficulties of writing of the other students. Thus, the forum has represented an additional possibility in the

  20. Virtual Trackballs Revisited

    OpenAIRE

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

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