WorldWideScience

Sample records for relevant virtual couplings

  1. Coupled auralization and virtual video for immersive multimedia displays

    Science.gov (United States)

    Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian

    2003-04-01

    The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.

  2. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

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

    2014-01-01

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

  3. WYSIWYG GEOPROCESSING: COUPLING SENSOR WEB AND GEOPROCESSING SERVICES IN VIRTUAL GLOBES

    Directory of Open Access Journals (Sweden)

    X. Zhai

    2012-08-01

    Full Text Available We propose to advance the scientific understanding and applications of geospatial data by coupling Sensor Web and Geoprocessing Services in Virtual Globes for higher-education teaching and research. The vision is the concept of "What You See is What You Get" geoprocessing, shortly known as WYSIWYG geoprocessing. Virtual Globes offer tremendous opportunities, such as providing a learning tool to help educational users and researchers digest global-scale geospatial information about the world, and acting as WYSIWYG platforms, where domain experts can see what their fingertips act in an interactive three-dimensional virtual environment. In the meantime, Sensor Web and Web Service technologies make a large amount of Earth observing sensors and geoprocessing functionalities easily accessible to educational users and researchers like their local resources. Coupling Sensor Web and geoprocessing Services in Virtual Globes will bring a virtual learning and research environment to the desktops of students and professors, empowering them with WYSIWYG geoprocessing capabilities. The implementation combines the visualization and communication power of Virtual Globes with the on-demand data collection and analysis functionalities of Sensor Web and geoprocessing services, to help students and researchers investigate various scientific problems in an environment with natural and intuitive user experiences. The work will contribute to the scientific and educational activities of geoinformatic communities in that they will have a platform that are easily accessible and help themselves perceive world space and perform live geoscientific processes.

  4. Molecular dynamics coupled with a virtual system for effective conformational sampling.

    Science.gov (United States)

    Hayami, Tomonori; Kasahara, Kota; Nakamura, Haruki; Higo, Junichi

    2018-07-15

    An enhanced conformational sampling method is proposed: virtual-system coupled canonical molecular dynamics (VcMD). Although VcMD enhances sampling along a reaction coordinate, this method is free from estimation of a canonical distribution function along the reaction coordinate. This method introduces a virtual system that does not necessarily obey a physical law. To enhance sampling the virtual system couples with a molecular system to be studied. Resultant snapshots produce a canonical ensemble. This method was applied to a system consisting of two short peptides in an explicit solvent. Conventional molecular dynamics simulation, which is ten times longer than VcMD, was performed along with adaptive umbrella sampling. Free-energy landscapes computed from the three simulations mutually converged well. The VcMD provided quicker association/dissociation motions of peptides than the conventional molecular dynamics did. The VcMD method is applicable to various complicated systems because of its methodological simplicity. © 2018 Wiley Periodicals, Inc. © 2018 Wiley Periodicals, Inc.

  5. Virtual sensors for active noise control in acoustic-structural coupled enclosures using structural sensing: robust virtual sensor design.

    Science.gov (United States)

    Halim, Dunant; Cheng, Li; Su, Zhongqing

    2011-03-01

    The work was aimed to develop a robust virtual sensing design methodology for sensing and active control applications of vibro-acoustic systems. The proposed virtual sensor was designed to estimate a broadband acoustic interior sound pressure using structural sensors, with robustness against certain dynamic uncertainties occurring in an acoustic-structural coupled enclosure. A convex combination of Kalman sub-filters was used during the design, accommodating different sets of perturbed dynamic model of the vibro-acoustic enclosure. A minimax optimization problem was set up to determine an optimal convex combination of Kalman sub-filters, ensuring an optimal worst-case virtual sensing performance. The virtual sensing and active noise control performance was numerically investigated on a rectangular panel-cavity system. It was demonstrated that the proposed virtual sensor could accurately estimate the interior sound pressure, particularly the one dominated by cavity-controlled modes, by using a structural sensor. With such a virtual sensing technique, effective active noise control performance was also obtained even for the worst-case dynamics. © 2011 Acoustical Society of America

  6. A virtual structure approach to formation control of unicycle mobile robots using mutual coupling

    NARCIS (Netherlands)

    Sadowska, A.D.; van den Broek, T.H.A.; Huijberts, H.J.C.; Wouw, van de N.; Kostic, D.; Nijmeijer, H.

    2011-01-01

    In this article, the formation control problem for unicycle mobile robots is studied. A distributed virtual structure control strategy with mutual coupling between the robots is proposed. The rationale behind the introduction of the coupling terms is the fact that these introduce additional

  7. Virtual sensors for active noise control in acoustic-structural coupled enclosures using structural sensing: part II--Optimization of structural sensor placement.

    Science.gov (United States)

    Halim, Dunant; Cheng, Li; Su, Zhongqing

    2011-04-01

    The work proposed an optimization approach for structural sensor placement to improve the performance of vibro-acoustic virtual sensor for active noise control applications. The vibro-acoustic virtual sensor was designed to estimate the interior sound pressure of an acoustic-structural coupled enclosure using structural sensors. A spectral-spatial performance metric was proposed, which was used to quantify the averaged structural sensor output energy of a vibro-acoustic system excited by a spatially varying point source. It was shown that (i) the overall virtual sensing error energy was contributed additively by the modal virtual sensing error and the measurement noise energy; (ii) each of the modal virtual sensing error system was contributed by both the modal observability levels for the structural sensing and the target acoustic virtual sensing; and further (iii) the strength of each modal observability level was influenced by the modal coupling and resonance frequencies of the associated uncoupled structural/cavity modes. An optimal design of structural sensor placement was proposed to achieve sufficiently high modal observability levels for certain important panel- and cavity-controlled modes. Numerical analysis on a panel-cavity system demonstrated the importance of structural sensor placement on virtual sensing and active noise control performance, particularly for cavity-controlled modes.

  8. 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

  9. The effects of virtual reality game training on trunk to pelvis coupling in a child with cerebral palsy

    Directory of Open Access Journals (Sweden)

    Barton Gabor J

    2013-02-01

    Full Text Available Abstract Background Good control of trunk and pelvic movements is necessary for well controlled leg movements required to perform activities of daily living. The nature of movement coupling between the trunk and pelvis varies and depends on the type of activity. Children with cerebral palsy often have reduced ability to modulate coupling between the trunk and pelvis but movement patterns of the pelvis can be improved by training. The aim of this study was to examine how pelvis to trunk coupling changed while playing a computer game driven by pelvic rotations. Methods One boy with cerebral palsy diplegia played the Goblin Post Office game on the CAREN virtual rehabilitation system for six weeks. He navigated a flying dragon in a virtual cave towards randomly appearing targets by rotating the pelvis around a vertical axis. Motion of the pelvis and trunk was captured in real-time by a Vicon 612 optoelectronic system tracking two clusters of three markers attached to the sacrum and thoracic spine. Results Convex hull areas calculated from angle-angle plots of pelvic and trunk rotations showed that coupling increased over game training (F1,11 = 7.482, p = 0.019. Reaching to targets far from the midline required tighter coupling than reaching near targets (F1,12 = 10.619, p = 0.007. Conclusions Increasing coupling appears to be an initial compensation mechanism using the better controlled trunk to drive rotation of the pelvis. Co-contractions causing increased coupling are expected to reduce over longer exposure to training. The control scheme of the training game can be set to facilitate de-coupling of pelvic movements from the trunk. Using large ranges of pelvic rotation required more coupling suggesting that training of selective pelvic movements is likely to be more effective close to a neutral pelvic posture.

  10. The effects of virtual reality game training on trunk to pelvis coupling in a child with cerebral palsy.

    Science.gov (United States)

    Barton, Gabor J; Hawken, Malcolm B; Foster, Richard J; Holmes, Gill; Butler, Penny B

    2013-02-07

    Good control of trunk and pelvic movements is necessary for well controlled leg movements required to perform activities of daily living. The nature of movement coupling between the trunk and pelvis varies and depends on the type of activity. Children with cerebral palsy often have reduced ability to modulate coupling between the trunk and pelvis but movement patterns of the pelvis can be improved by training. The aim of this study was to examine how pelvis to trunk coupling changed while playing a computer game driven by pelvic rotations. One boy with cerebral palsy diplegia played the Goblin Post Office game on the CAREN virtual rehabilitation system for six weeks. He navigated a flying dragon in a virtual cave towards randomly appearing targets by rotating the pelvis around a vertical axis. Motion of the pelvis and trunk was captured in real-time by a Vicon 612 optoelectronic system tracking two clusters of three markers attached to the sacrum and thoracic spine. Convex hull areas calculated from angle-angle plots of pelvic and trunk rotations showed that coupling increased over game training (F1,11 = 7.482, p = 0.019). Reaching to targets far from the midline required tighter coupling than reaching near targets (F1,12 = 10.619, p = 0.007). Increasing coupling appears to be an initial compensation mechanism using the better controlled trunk to drive rotation of the pelvis. Co-contractions causing increased coupling are expected to reduce over longer exposure to training. The control scheme of the training game can be set to facilitate de-coupling of pelvic movements from the trunk. Using large ranges of pelvic rotation required more coupling suggesting that training of selective pelvic movements is likely to be more effective close to a neutral pelvic posture.

  11. GIS Function Coupling for Virtual Globes, Phase I

    Data.gov (United States)

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

  12. Local Two-Photon Couplings and the J=0 Fixed Pole in Real and Virtual Compton Scattering

    Energy Technology Data Exchange (ETDEWEB)

    Brodsky, Stanley J.; Llanes-Estrada, Felipe J.; Szczepaniak, Adam P.

    2008-12-05

    The local coupling of two photons to the fundamental quark currents of a hadron gives an energy-independent contribution to the Compton amplitude proportional to the charge squared of the struck quark, a contribution which has no analog in hadron scattering reactions. We show that this local contribution has a real phase and is universal, giving the same contribution for real or virtual Compton scattering for any photon virtuality and skewness at fixed momentum transfer squared t. The t-dependence of this J = 0 fixed Regge pole is parameterized by a yet unmeasured even charge-conjugation form factor of the target nucleon. The t = 0 limit gives an important constraint on the dependence of the nucleon mass on the quark mass through the Weisberger relation. We discuss how this 1=x form factor can be extracted from high energy deeply virtual Compton scattering and examine predictions given by models of the H generalized parton distribution.

  13. Feasibility of incorporating functionally relevant virtual rehabilitation in sub-acute stroke care: perception of patients and clinicians.

    Science.gov (United States)

    Demers, Marika; Chan Chun Kong, Daniel; Levin, Mindy F

    2018-03-11

    To determine user satisfaction and safety of incorporating a low-cost virtual rehabilitation intervention as an adjunctive therapeutic option for cognitive-motor upper limb rehabilitation in individuals with sub-acute stroke. A low-cost upper limb virtual rehabilitation application incorporating realistic functionally-relevant unimanual and bimanual tasks, specifically designed for cognitive-motor rehabilitation was developed for patients with sub-acute stroke. Clinicians and individuals with stroke interacted with the intervention for 15-20 or 20-45 minutes, respectively. The study had a mixed-methods convergent parallel design that included a focus group interview with clinicians working in a stroke program and semi-structured interviews and standardized assessments (Borg Perceived Exertion Scale, Short Feedback Questionnaire) for participants with sub-acute stroke undergoing rehabilitation. The occurrence of adverse events was also noted. Three main themes emerged from the clinician focus group and patient interviews: Perceived usefulness in rehabilitation, satisfaction with the virtual reality intervention and aspects to improve. All clinicians and the majority of participants with stroke were highly satisfied with the intervention and perceived its usefulness to decrease arm motor impairment during functional tasks. No participants experienced major adverse events. Incorporation of this type of functional activity game-based virtual reality intervention in the sub-acute phase of rehabilitation represents a way to transfer skills learned early in the clinical setting to real world situations. This type of intervention may lead to better integration of the upper limb into everyday activities. Implications for Rehabilitation • Use of a cognitive-motor low-cost virtual reality intervention designed to remediate arm motor impairments in sub-acute stroke is feasible, safe and perceived as useful by therapists and patients for stroke rehabilitation.

  14. Are Learning Styles Relevant to Virtual Reality?

    Science.gov (United States)

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

    2005-01-01

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

  15. The Virtual Environment for Reactor Applications (VERA): Design and architecture

    International Nuclear Information System (INIS)

    Turner, John A.; Clarno, Kevin; Sieger, Matt; Bartlett, Roscoe; Collins, Benjamin; Pawlowski, Roger; Schmidt, Rodney; Summers, Randall

    2016-01-01

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL). CASL was established for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both software and numerical perspectives, along with the goals and constraints that drove major design decisions, and their implications. We explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the use of VERA tools for a variety of challenging applications within the nuclear industry.

  16. The Virtual Environment for Reactor Applications (VERA): Design and architecture

    Energy Technology Data Exchange (ETDEWEB)

    Turner, John A., E-mail: turnerja@ornl.gov [Oak Ridge National Laboratory, Oak Ridge, TN 37831 (United States); Clarno, Kevin; Sieger, Matt; Bartlett, Roscoe; Collins, Benjamin [Oak Ridge National Laboratory, Oak Ridge, TN 37831 (United States); Pawlowski, Roger; Schmidt, Rodney; Summers, Randall [Sandia National Laboratories, Albuquerque, NM 87185 (United States)

    2016-12-01

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL). CASL was established for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both software and numerical perspectives, along with the goals and constraints that drove major design decisions, and their implications. We explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the use of VERA tools for a variety of challenging applications within the nuclear industry.

  17. Are Spatial Visualization Abilities Relevant to Virtual Reality?

    Science.gov (United States)

    Chen, Chwen Jen

    2006-01-01

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

  18. Virtual reality in pediatric psychology

    OpenAIRE

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

    2017-01-01

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

  19. Circuit QED with qutrits: Coupling three or more atoms via virtual-photon exchange

    Science.gov (United States)

    Zhao, Peng; Tan, Xinsheng; Yu, Haifeng; Zhu, Shi-Liang; Yu, Yang

    2017-10-01

    We present a model to describe a generic circuit QED system which consists of multiple artificial three-level atoms, namely, qutrits, strongly coupled to a cavity mode. When the state transition of the atoms disobeys the selection rules the process that does not conserve the number of excitations can happen determinatively. Therefore, we can realize coherent exchange interaction among three or more atoms mediated by the exchange of virtual photons. In addition, we generalize the one-cavity-mode mediated interactions to the multicavity situation, providing a method to entangle atoms located in different cavities. Using experimentally feasible parameters, we investigate the dynamics of the model including three cyclic-transition three-level atoms, for which the two lowest energy levels can be treated as qubits. Hence, we have found that two qubits can jointly exchange excitation with one qubit in a coherent and reversible way. In the whole process, the population in the third level of atoms is negligible and the cavity photon number is far smaller than 1. Our model provides a feasible scheme to couple multiple distant atoms together, which may find applications in quantum information processing.

  20. The Virtual Diphoton Excess

    CERN Document Server

    Stolarski, Daniel

    2016-01-01

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

  1. MULTIMEDIA EDITOR OF VIRTUAL PHYSICAL LABORATORY IN DISTANCE LEARNING SYSTEM «KHERSON VIRTUAL UNIVERSITY»

    OpenAIRE

    Kravtsov H.; Baiev A.; Lemeshchuk O.; Orlov V.

    2017-01-01

    The questions of modeling the structure of the objects of the system, the design of software modules and technologies for creating the editor of a virtual laboratory are considered. The relevance of the study is due to the lack in existing distance learning systems of support for the creation and use of virtual laboratory work on disciplines of the natural-science profile. The subject of the study is a software module for creating and using virtual laboratory work in a distance learning syste...

  2. 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

  3. Towards Role Detection in Virtual Worlds

    NARCIS (Netherlands)

    C. Eickhoff (Carsten); V.P. Lavrenko

    2012-01-01

    htmlabstractVirtual worlds are a topic of steadily growing relevance. Some of the providers report user numbers that exceed the population of entire nations in the real world. Virtual worlds typically provide a high degree of complexity, which in some areas approaches the real world's richness of

  4. Centrally managed unified shared virtual address space

    Science.gov (United States)

    Wilkes, John

    2018-02-13

    Systems, apparatuses, and methods for managing a unified shared virtual address space. A host may execute system software and manage a plurality of nodes coupled to the host. The host may send work tasks to the nodes, and for each node, the host may externally manage the node's view of the system's virtual address space. Each node may have a central processing unit (CPU) style memory management unit (MMU) with an internal translation lookaside buffer (TLB). In one embodiment, the host may be coupled to a given node via an input/output memory management unit (IOMMU) interface, where the IOMMU frontend interface shares the TLB with the given node's MMU. In another embodiment, the host may control the given node's view of virtual address space via memory-mapped control registers.

  5. 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.

  6. 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.

  7. Temperature feedback in virtual environments

    Science.gov (United States)

    Dionisio, Jose

    1997-02-01

    Virtual reality (VR) is known as one of the most exciting computer-related technologies. Although its definition is still vague among experts, it is expected that a VR system should give the user an experience of being 'immersed' in a synthesized environment. Aims of this deeper level of user immersion range from the look-like of the scenes where realistic rendering is one of the goals (vision stimulus), to interaction paradigms through the use of, e.g., dataglove peripherals type, to acoustics (earring stimulus) trying to merge as much as possible the human senses towards the desired immersion. Attempting to increase the previously mentioned realism, an extra sensorial perception is recalled and the user is exposed to the feeling of 'virtual comfort' by means of a new parameter: the temperature. The obtained results concentrate on interaction paradigms and couple input/output feedback, emphasizing the factor 'presence.' The prototype, although conceptually simple, brings together within a couple of virtual scenarios, a software/hardware solution, so far original in this field.

  8. Centrally managed unified shared virtual address space

    Energy Technology Data Exchange (ETDEWEB)

    Wilkes, John

    2018-02-13

    Systems, apparatuses, and methods for managing a unified shared virtual address space. A host may execute system software and manage a plurality of nodes coupled to the host. The host may send work tasks to the nodes, and for each node, the host may externally manage the node's view of the system's virtual address space. Each node may have a central processing unit (CPU) style memory management unit (MMU) with an internal translation lookaside buffer (TLB). In one embodiment, the host may be coupled to a given node via an input/output memory management unit (IOMMU) interface, where the IOMMU frontend interface shares the TLB with the given node's MMU. In another embodiment, the host may control the given node's view of virtual address space via memory-mapped control registers.

  9. VMware Horizon 6 desktop virtualization solutions

    CERN Document Server

    Cartwright, Ryan; Langone, Jason; Leibovici, Andre

    2014-01-01

    If you are a desktop architect, solution provider, end-user consultant, virtualization engineer, or anyone who wants to learn how to plan and design the implementation of a virtual desktop solution based on Horizon 6, then this book is for you. An understanding of VMware vSphere fundamentals coupled with experience in the installation or administration of a VMware environment would be a plus during reading.

  10. MULTIMEDIA VIRTUAL LABORATORY FOR PHYSICS IN THE DISTANCE LEARNING

    OpenAIRE

    H. M. Kravtsov; E.O. Kozlovskiy

    2014-01-01

    It’s presented the results of the software module "Virtual Lab" for distance learning system «Kherson Virtual University" (DLS KVU) applied to the problems of physics. Relevance of research due to the absence of existing DLS to support the creation and use of virtual labs in the disciplines of science cycle. The subject of this study is a software module to create and use virtual labs in distance learning system. The purpose of the study is a description of software technology of virtual labo...

  11. Virtual Accelerator for Accelerator Optics Improvement

    CERN Document Server

    Yan Yi Ton; Decker, Franz Josef; Ecklund, Stanley; Irwin, John; Seeman, John; Sullivan, Michael K; Turner, J L; Wienands, Ulrich

    2005-01-01

    Through determination of all quadrupole strengths and sextupole feed-downs by fitting quantities derivable from precision orbit measurement, one can establish a virtual accelerator that matches the real accelerator optics. These quantities (the phase advances, the Green's functions, and the coupling eigen-plane ellipses tilt angles and axis ratios) are obtained by analyzing turn-by-turn Beam Position Monitor (BPM) data with a model-independent analysis (MIA). Instead of trying to identify magnet errors, a limited number of quadrupoles are chosen for optimized strength adjustment to improve the virtual accelerator optics and then applied to the real accelerator accordingly. These processes have been successfully applied to PEP-II rings for beta beating fixes, phase and working tune adjustments, and linear coupling reduction to improve PEP-II luminosity.

  12. Dynamic management of geographic data in a virtual environment

    NARCIS (Netherlands)

    Jense, G.J.; Donkers, K.

    1996-01-01

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

  13. Weak Deeply Virtual Compton Scattering

    International Nuclear Information System (INIS)

    Ales Psaker; Wolodymyr Melnitchouk; Anatoly Radyushkin

    2006-01-01

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

  14. Study on development of virtual reactor core laboratory (1). Development of prototype coupled neutronic, thermal-hydraulic and structural analysis system

    International Nuclear Information System (INIS)

    Uto, Nariaki; Sugaya, Toshio; Tsukimori, Kazuyuki; Negishi, Hitoshi; Enuma, Yasuhiro; Sakai, Takaaki

    1999-09-01

    A study on development of virtual reactor core laboratory, which is to conduct numerical experiments representative of complicated physical phenomena in practical reactor core systems on a computational environment, has progressed at Japan Nuclear Cycle Development Institute (JNC). The study aims at systematic evaluation of these phenomena into which nuclear reactions, thermal-hydraulic characteristics, structural responses and fuel behaviors combine, and effective utilization of the obtained comprehension for core design. This report presents a production of a prototype computational system which is required to construct the virtual reactor core laboratory. This system is to evaluate reactor core performance under the coupled neutronic, thermal-hydraulic and structural phenomena, and is composed of two analysis tools connected by a newly developed interface program; 1) an existing space-dependent coupled neutronic and thermal-hydraulic analysis system arranged at JNC and 2) a core deformation analysis code. It acts on a cluster of several DEC/Alpha workstations. A specific library called MPI1 (Message Passing Interface 1) is incorporated as a tool for communicating among the analysis modules consisting of the system. A series of calculations for simulating a sequence of Unprotected Loss Of Heat Sink (ULOHS) coupled with rapid drop of some neutron absorber devices in a prototype fast reactor is tried to investigate how the system works. The obtained results show the core deformation behavior followed by the reactivity change that can be properly evaluated. The results of this report show that the system is expected to be useful for analyzing sensitivity of reactor core performance with respect to uncertainties of various design parameters and establishing a concept of passive safety reactor system, taking into account space distortion of neutron flux distribution during abnormal events as well as reactivity feedback from core deformation. (author)

  15. MULTIMEDIA EDITOR OF VIRTUAL PHYSICAL LABORATORY IN DISTANCE LEARNING SYSTEM «KHERSON VIRTUAL UNIVERSITY»

    Directory of Open Access Journals (Sweden)

    Kravtsov H.

    2017-12-01

    Full Text Available The questions of modeling the structure of the objects of the system, the design of software modules and technologies for creating the editor of a virtual laboratory are considered. The relevance of the study is due to the lack in existing distance learning systems of support for the creation and use of virtual laboratory work on disciplines of the natural-science profile. The subject of the study is a software module for creating and using virtual laboratory work in a distance learning system. The purpose of the study is the development of a system model and a description of the software development technology of a virtual laboratory for physics for a distance learning system. The information technologies of designing the structure of the virtual laboratory and the main modes of the program module of the editor of the virtual laboratory work are described. At the heart of the structure of the software module "Virtual Laboratory" is the multimedia Web-editor of virtual laboratory works, which is created using object-oriented design technology. The program library of multimedia 3D objects created in the development environment of interactive graphic objects Unity3D. It unifies the process of creation and processing of virtual laboratory works. The basic mathematical package for supporting calculations is the mathematical processor Waterloo Maple. The application of the developed software interface will allow teachers to create laboratory works and use them in their distance courses. Students, in turn, will be able to conduct research, performing virtual laboratory work. As an example, the editor of the virtual laboratory for physics in the distance learning system "Kherson Virtual University" is considered.

  16. Virtual Networking Performance in OpenStack Platform for Network Function Virtualization

    Directory of Open Access Journals (Sweden)

    Franco Callegati

    2016-01-01

    Full Text Available The emerging Network Function Virtualization (NFV paradigm, coupled with the highly flexible and programmatic control of network devices offered by Software Defined Networking solutions, enables unprecedented levels of network virtualization that will definitely change the shape of future network architectures, where legacy telco central offices will be replaced by cloud data centers located at the edge. On the one hand, this software-centric evolution of telecommunications will allow network operators to take advantage of the increased flexibility and reduced deployment costs typical of cloud computing. On the other hand, it will pose a number of challenges in terms of virtual network performance and customer isolation. This paper intends to provide some insights on how an open-source cloud computing platform such as OpenStack implements multitenant network virtualization and how it can be used to deploy NFV, focusing in particular on packet forwarding performance issues. To this purpose, a set of experiments is presented that refer to a number of scenarios inspired by the cloud computing and NFV paradigms, considering both single tenant and multitenant scenarios. From the results of the evaluation it is possible to highlight potentials and limitations of running NFV on OpenStack.

  17. A Journey from Interpreters to Compilers and Virtual Machines

    DEFF Research Database (Denmark)

    Danvy, Olivier

    2003-01-01

    We review a simple sequence of steps to stage a programming-language interpreter into a compiler and virtual machine. We illustrate the applicability of this derivation with a number of existing virtual machines, mostly for functional languages. We then outline its relevance for todays language...

  18. Curating Virtual Data Collections

    Science.gov (United States)

    Lynnes, Chris; Leon, Amanda; Ramapriyan, Hampapuram; Tsontos, Vardis; Shie, Chung-Lin; Liu, Zhong

    2015-01-01

    NASAs Earth Observing System Data and Information System (EOSDIS) contains a rich set of datasets and related services throughout its many elements. As a result, locating all the EOSDIS data and related resources relevant to particular science theme can be daunting. This is largely because EOSDIS data's organizing principle is affected more by the way they are produced than around the expected end use. Virtual collections oriented around science themes can overcome this by presenting collections of data and related resources that are organized around the user's interest, not around the way the data were produced. Virtual collections consist of annotated web addresses (URLs) that point to data and related resource addresses, thus avoiding the need to copy all of the relevant data to a single place. These URL addresses can be consumed by a variety of clients, ranging from basic URL downloaders (wget, curl) and web browsers to sophisticated data analysis programs such as the Integrated Data Viewer.

  19. Relationships of virtual reality neuroendoscopic simulations to actual imaging.

    Science.gov (United States)

    Riegel, T; Alberti, O; Retsch, R; Shiratori, V; Hellwig, D; Bertalanffy, H

    2000-12-01

    Advances in computer technology have permitted virtual reality images of the ventricular system. To determine the relevance of these images we have compared virtual reality simulations of the ventricular system with endoscopic findings in three patients. The virtual fly-through can be simulated after definition of waypoints. Flight objects of interest can be viewed from all sides. Important drawbacks are that filigree structures may be missed and blood vessels cannot be distinguished clearly. However, virtual endoscopy can presently be used as a planning tool or for training and has future potential for neurosurgery.

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

    Science.gov (United States)

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

    2016-01-01

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

  1. : Virtual Tours in School Context

    Directory of Open Access Journals (Sweden)

    Nuno Ribeiro,

    2016-12-01

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

  2. THM-coupled modeling of selected processes in argillaceous rock relevant to rock mechanics

    International Nuclear Information System (INIS)

    Czaikowski, Oliver

    2012-01-01

    Scientific investigations in European countries other than Germany concentrate not only on granite formations (Switzerland, Sweden) but also on argillaceous rock formations (France, Switzerland, Belgium) to assess their suitability as host and barrier rock for the final storage of radioactive waste. In Germany, rock salt has been under thorough study as a host rock over the past few decades. According to a study by the German Federal Institute for Geosciences and Natural Resources, however, not only salt deposits but also argillaceous rock deposits are available at relevant depths and of extensions in space which make final storage of high-level radioactive waste basically possible in Germany. Equally qualified findings about the suitability/unsuitability of non-saline rock formations require fundamental studies to be conducted nationally because of the comparatively low level of knowledge. The article presents basic analyses of coupled mechanical and hydraulic properties of argillaceous rock formations as host rock for a repository. The interaction of various processes is explained on the basis of knowledge derived from laboratory studies, and open problems are deduced. For modeling coupled processes, a simplified analytical computation method is proposed and compared with the results of numerical simulations, and the limits to its application are outlined. (orig.)

  3. Pacific Islands Climate Change Virtual Library

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The Virtual Library provides access to web based climate variability and climate change information and tools relevant to the Pacific Islands including case studies,...

  4. Modelling Virtual Camera Behaviour Through Player Gaze

    DEFF Research Database (Denmark)

    Picardi, Andrea; Burelli, Paolo; Yannakakis, Georgios N.

    2012-01-01

    industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out......In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game...... on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can...

  5. Virtual photonic couplings of quantum nanostructures

    DEFF Research Database (Denmark)

    Matsueda, H.; Hvam, Jørn Märcher; Ducommun, Yann

    as early as 1996, and subsequently on quantum gate application with quantum dots (QDs), coherent modes in an ensemble of QDs, a parity conserving dynamic Förster type mechanism between identical tuned QDs involving a real photon (RPH) or virtual photon (VPH), and the RDDDI mechanism between nonidentical...... detuned realistic GaAs QDs assisted by VPHs showing fine structures in photoluminescence (PL) spectra [2]. Our data are taken on each QD individually, see Fig.1, whereas other published data were so far measured on ensembles of QDs, e.g. solution-grown statistical number of CdSe QDs collected in a layered...... structure [3]. Our VPH assistance model gives direct and clear image for the interaction of nonidentical QDs, differing from thus far proposed theoretical schemes of the Förster energy transfer in solids. In this paper, first, the RDDDI between a pair of QDs of different sizes under moderate excitation...

  6. Developing a Computational Environment for Coupling MOR Data, Maps, and Models: The Virtual Research Vessel (VRV) Prototype

    Science.gov (United States)

    Wright, D. J.; O'Dea, E.; Cushing, J. B.; Cuny, J. E.; Toomey, D. R.; Hackett, K.; Tikekar, R.

    2001-12-01

    The East Pacific Rise (EPR) from 9-10deg. N is currently our best-studied section of fast-spreading mid-ocean ridge. During several decades of investigation it has been explored by the full spectrum of ridge investigators, including chemists, biologists, geologists and geophysicists. These studies, and those that are ongoing, provide a wealth of observational data, results and data-driven theoretical (often numerical) studies that have not yet been fully utilized either by research scientists or by professional educators. While the situation is improving, a large amount of data, results, and related theoretical models still exist either in an inert, non-interactive form (e.g., journal publications) or as unlinked and currently incompatible computer data or algorithms. Infrastructure is needed not just for ready access to data, but linkage of disparate data sets (data to data) as well as data to models in order quantitatively evaluate hypotheses, refine numerical simulations, and explore new relations between observables. The prototype of a computational environment and toolset, called the Virtual Research Vessel (VRV), is being developed to provide scientists and educators with ready access to data, results and numerical models. While this effort is focused on the EPR 9N region, the resulting software tools and infrastructure should be helpful in establishing similar systems for other sections of the global mid-ocean ridge. Work in progress includes efforts to develop: (1) virtual database to incorporate diverse data types with domain-specific metadata into a global schema that allows web-query across different marine geology data sets, and an analogous declarative (database available) description of tools and models; (2) the ability to move data between GIS and the above DBMS, and tools to encourage data submission to archivesl (3) tools for finding and viewing archives, and translating between formats; (4) support for "computational steering" (tool composition

  7. Real and virtual pions in nuclei

    International Nuclear Information System (INIS)

    Giraud, N.

    1984-02-01

    The thesis first part is concerned with physical pion interaction with deuton, studied in a three-body problem frame. The elastic cross-section in the energy range near the resonance (3-3), has been deduced taking in account the pion virtual absorption. The second part is concerned with virtual pion in nuclei. In particular the virtual pion cloud around the nucleus has been studied and the effective constant coupling pion-nucleus has been deduced. This one is strongly reduced by polorazation effects of the nuclear medium (essentially by virtual excitation of the Δ isobar), in relation to its value for free nucleon collection. In the frame of the same polarization model, the pion field inside the nucleus has been studied also. This field is lowered for small momentum transfer. It is increased for large momentum transfer. This last phenomenon corresponds to critical opalescence related to phase transition of pion condensation [fr

  8. Enabling Virtual Sensing as a Service

    Directory of Open Access Journals (Sweden)

    Yang Li

    2016-03-01

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

  9. THE VIRTUAL UNIVERSITY MODEL AS THE MAIN PLATFORM FOR IMPLEMENTATION OF PROFESSIONAL RETRAINING PROGRAM FOR TEACHERS BY THE EXMPLE OF SYRIAN VIRTUAL UNIVERSITY

    Directory of Open Access Journals (Sweden)

    K. O. Prosyukova

    2014-09-01

    Full Text Available The interest in virtual education has recently increased in educational environment. Researchers in their scientific activity are focused on the benefits of the “virtual university” or “virtual college” models. But the range of a “virtuality” concept is too wide: some researchers recognize all information technologies in education as virtual means, while the others are looking for the ways to replace education in its general meaning with virtual educational space. The problem of virtual education is also relevant because the application area is boundless: school education, secondary professional education, higher education, training and retraining programs. Thus virtual education is able to become not only the innovative educational model, but also a possible solution to the problem of continuing education. One of the most successful examples in this field is the example of Syrian Virtual University, which has become the pioneer in virtual education in the Middle East region.

  10. Role of virtual reality simulation in endoscopy training.

    Science.gov (United States)

    Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen

    2015-12-10

    Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simulators and the long-term benefits of their use are also discussed.

  11. Virtual Quantum Subsystems

    International Nuclear Information System (INIS)

    Zanardi, Paolo

    2001-01-01

    The physical resources available to access and manipulate the degrees of freedom of a quantum system define the set A of operationally relevant observables. The algebraic structure of A selects a preferred tensor product structure, i.e., a partition into subsystems. The notion of compoundness for quantum systems is accordingly relativized. Universal control over virtual subsystems can be achieved by using quantum noncommutative holonomies

  12. Exploring Urban Environments Using Virtual and Augmented Reality

    OpenAIRE

    Stelios Papakonstantinou; Vesna Brujic-Okretic; Fotis Liarokapis

    2007-01-01

    In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location ...

  13. Introduction to Virtual Property: Lex Virtualis Ipsa Loquitur

    Directory of Open Access Journals (Sweden)

    Wian Erlank

    2015-12-01

    Full Text Available This article serves as an introduction to the concept of virtual property and also to very briefly note the relevance of virtual property in modern society. A universally accepted definition of virtual property is hard to come by, but the paper will aim to provide some clarity on the issue. Virtual property is still property, and it still exists even though it is intangible. It includes (amongst other things website addresses and email addresses as well as certain other accepted immaterial property objects such as bank accounts, stocks, options and derivatives. Indeed, one can go so far as to include digital goods, such as digital versions of books (e-books, computer or smartphone programmes or apps, television series and movies as well as digital music (albums and tracks as objects of virtual property. However, the focus in this paper is on the type of virtual property found inside virtual worlds. The discussion of virtual property will be facilitated by reference to some of the ancillary and more complicated areas of the field to serve as a point of reference leading to an understanding of the concept of virtual property in general.

  14. Virtual photonic couplings of quantum nanostructures for quantum information technology

    DEFF Research Database (Denmark)

    Matsueda, H.; Hvam, Jørn Märcher; Ducommun, Y.

    2008-01-01

    The effectiveness of virtual photons (VPHs) that need neither to conserve energy nor to follow temporal sequences because of the time-energy uncertainty principle, in the electric interactions between detuned non-identical two level atoms having different size and shape is demonstrated in terms o...

  15. The Virtual Surgical Pelvis : Anatomy Visualization for Education and Surgical Planning

    NARCIS (Netherlands)

    Smit, N.N.

    2016-01-01

    This thesis deals with visualizing anatomical data for medical education and surgical planning purposes. To this end, we have developed a detailed virtual atlas, the Virtual Surgical Pelvis (VSP),which unifies surgically relevant knowledge on pelvic anatomy. We provide methods to share the knowledge

  16. Virtual processes and superradiance in spin-boson modes

    International Nuclear Information System (INIS)

    Alcalde, M. Aparicio; Kullock, R.; Svaiter, N.F.

    2008-01-01

    We consider spin-boson models composed by a single bosonic mode and an ensemble of N identical two-level atoms. The situation where the coupling between the bosonic mode and the atoms generates real and virtual processes is studied, where the whole system is in thermal equilibrium with a reservoir at temperature β -1 . Phase transitions from ordinary fluorescence to super radiant phase in three different models is investigated. First a model where the coupling between the bosonic mode and the j - th atom is via the pseudo-spin operator σ (j) z is studied. Second, we investigate the generalized Dicke model, introducing different coupling constants between the single mode bosonic field and the environment, g 1 and g 2 for rotating and counter-rotating terms, respectively. Finally it is considered a modified version of the generalized Dicke model with intensity-dependent coupling in the rotating terms. In the first model the zero mode contributes to render the canonical entropy a negative quantity for low temperatures. The last two models presents phase transitions, even when only Hamiltonian terms which generates virtual processes are considered. (author)

  17. Physics-Based Virtual Fly-Outs of Projectiles on Supercomputers

    National Research Council Canada - National Science Library

    Sahu, Jubaraj

    2006-01-01

    ...) have been successfully fully coupled on high performance computing (HPC) platforms for Virtual Fly-Outs of guided munitions identical to actual free flight tests in the aerodynamic experimental facilities...

  18. Building Productivity in Virtual Project Teams

    Directory of Open Access Journals (Sweden)

    Bill Hamersly

    2015-04-01

    Full Text Available The steady increase in project failure rates is leaving businesses searching for better integration techniques to virtualize their project environments. Through virtualization, organizations may have positive impacts on communities across geographical boundaries and resource constraints. The focus of this phenomenological study was to explore, via the experiences of successful project management practitioners, best practice strategies for integrating virtual project teams through data analysis. The conceptual framework included von Bertalanffy’s general systems theory, decomposition model of business process and project management frameworks, and the recomposition approach. Twenty-two senior project managers with more than 5 years of experience managing virtual project environments participated in semistructured telephone interviews. The van Kaam process employing normalization and bracketing approaches in data analysis resulted in the emergence of 34 thematic categories. The 10 most common themes culminated in the identification of strategies relevant for virtual project teams. The major themes pertained to 3 broad areas: (a structure that accommodates skills and technology for virtual team success, (b governance leading to efficient virtual project team management, and (c collaboration practices across diverse environments. This study involved the exploration of the experiences of the participants. Using the van Kaam method for normalization of the data and clustering like experiences into thematic statements, the study provided a plethora of new information concentrated on 10 themes that emerged.

  19. Evolving Capabilities for Virtual Globes

    Science.gov (United States)

    Glennon, A.

    2006-12-01

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

  20. Helping Students Use Virtual Libraries Effectively.

    Science.gov (United States)

    Fitzgerald, Mary Ann; Galloway, Chad

    2001-01-01

    Describes a study in which online behavior of high school and undergraduate students using GALILEO (Georgia Library Learning Online), a virtual library, were observed. Topics include cognitive demands; technology literacy; domain knowledge; search strategies; relevance; evaluation of information; information literacy standards; and suggestions to…

  1. THE ROLE OF PROTOTYPING AND SIMULATION IN THE DEVELOPMENT PROCESS OF AN ELASTIC COUPLING WITH FLEXIBLE MEMBRANES

    Directory of Open Access Journals (Sweden)

    DOBRE Daniel

    2015-06-01

    Full Text Available In the conditions of a competitive market, the use of 3D modelling, visualisation and simulation tools enable the entire coupling to be designed and developed in the pre-manufacturing phase. Several advantages of introducing virtual prototyping are offered. The goal for the coupling prototype is to answer questions about performance and reliability in order to identify necessary engineering changes for the final coupling variant. Facilitating the virtual reality communication capability, different variations of the geometry and other characteristics can be studied and discussed in a more efficient mode. Virtual features of the coupling structure are described and analysed for the efficient realization of coupling project. At the end, the paper presents design simulations to prove the behaviour and functionality of the coupling for different operational scenarios: mechanical stress, buckling stability and modal analysis.

  2. (Virtual) Water-repellent Law? Why Legal Studies Should Be Brought Into the Virtual Water Debate

    Science.gov (United States)

    Turrini, Paolo

    2014-05-01

    Virtual water studies are a marvelous example of the much praised "interdisciplinary approach", efficaciously intertwining many threads woven by scholars of very diverse fields of research. After all, if water is an object of biological interest and the word "virtual" becomes especially significant in the framework of the international trade flows, why should agronomists and economists not work together? And, with them, hydrologists, environmental engineers, network analysis experts… either working side by side or, at least, following one another's steps. Browsing the relevant academic literature one may notice that a vast array of disciplines is dealing with the topic. As a consequence, it may come as a surprise that lawyers seem to have remained almost deaf to the charming call of virtual water. A social science thoroughly "social" even if sometimes deemed (also by its practitioners) akin to humanities - and for this reason not always timely in catching the hints by hard sciences - law has a lot to say about virtual water and its manifold aspects. And it is so, in my opinion, in at least two respects. First of all, legal provisions can be determinants of social facts no less than other types of norms, such as physical or economic laws. Law shapes the human behavior by giving incentives or establishing constraints to the conduct of virtually any kind of social actor, be they farmers needing to decide what to grow, entrepreneurs willing to invest in the water market, or governments requested to address their communities' problems. All of them will make their choices in consideration of the costs, opportunities, and limits set by a number of regulations. In the second place, and strictly connected with the first reason, law may offer some answers to the challenges that virtual water and, more in general, the water-food nexus bring with them. In fact, understanding the way legal provisions affect the taking of decisions in the water sector, one may try to devise

  3. Water Footprint and Virtual Water Trade of Brazil

    Directory of Open Access Journals (Sweden)

    Vicente de Paulo R. da Silva

    2016-11-01

    Full Text Available Freshwater scarcity has increased at an alarming rate worldwide; improved water management plays a vital role in increasing food production and security. This study aims to determine the water footprint of Brazil’s national food consumption, the virtual water flows associated with international trade in the main agricultural commodities, as well as water scarcity, water self-sufficiency and water dependency per Brazilian region. While previous country studies on water footprints and virtual water trade focused on virtual water importers or water-scarce countries, this is the first study to concentrate on a water-abundant virtual water-exporting country. Besides, it is the first study establishing international virtual water trade balances per state, which is relevant given the fact that water scarcity varies across states within the country, so the origin of virtual water exports matters. The results show that the average water footprint of Brazilian food consumption is 1619 m3/person/year. Beef contributes most (21% to this total. We find a net virtual water export of 54.8 billion m3/year, mainly to Europe, which imports 41% of the gross amount of the virtual water exported from Brazil. The northeast, the region with the highest water scarcity, has a net import of virtual water. The southeast, next in terms of water scarcity, shows large virtual water exports, mainly related to the export of sugar. The north, which has the most water, does not show a high virtual water export rate.

  4. Virtual electrodes for high-density electrode arrays

    Science.gov (United States)

    Cela, Carlos J.; Lazzi, Gianluca

    2015-10-13

    The present embodiments are directed to implantable electrode arrays having virtual electrodes. The virtual electrodes may improve the resolution of the implantable electrode array without the burden of corresponding complexity of electronic circuitry and wiring. In a particular embodiment, a virtual electrode may include one or more passive elements to help steer current to a specific location between the active electrodes. For example, a passive element may be a metalized layer on a substrate that is adjacent to, but not directly connected to an active electrode. In certain embodiments, an active electrode may be directly coupled to a power source via a conductive connection. Beneficially, the passive elements may help to increase the overall resolution of the implantable array by providing additional stimulation points without requiring additional wiring or driver circuitry for the passive elements.

  5. Haptics for Virtual Reality and Teleoperation

    CERN Document Server

    Mihelj, Matjaž

    2012-01-01

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

  6. Verbalizing, Visualizing, and Navigating: The Effect of Strategies on Encoding a Large-Scale Virtual Environment

    Science.gov (United States)

    Kraemer, David J. M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.

    2017-01-01

    Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In 2 experiments, participants watched videos of routes through 4 virtual cities and were subsequently tested on their memory for observed landmarks and their ability to…

  7. Virtual reality as a social phenomenon

    Directory of Open Access Journals (Sweden)

    Markova T. V.

    2018-05-01

    Full Text Available the article is devoted to the study of virtual reality as a social phenomenon. Through an appeal to the past, its genesis is analyzed, as well as its significance in modern realities. The latter is viewed from both a social and a personal point of view. Comparing the number of supporters of virtual communication with the number of people of conservative views, conclusions are drawn about the tendency to depart from the usual communication. It allows to assert that the problem of the termination of live communication is relevant to this day. Inferences allow us to assert that the problem of replacing real communication is different. After looking at the positive consequences, the introduction of the mind into virtual reality, it is affirmed that there are good sides to this action. Through analysis, the causes of entering the World Wide Web are generated. In conclusion, the question is raised about the need for virtual reality in everyday life, its problems, as well as the prospects for development.

  8. Study of cognitive and technological prerequisites for virtual laboratories and collaborative virtual environments for radiopharmacy

    International Nuclear Information System (INIS)

    Melo, Roberto Correia de

    2009-01-01

    This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)

  9. Molecular Rift: Virtual Reality for Drug Designers.

    Science.gov (United States)

    Norrby, Magnus; Grebner, Christoph; Eriksson, Joakim; Boström, Jonas

    2015-11-23

    Recent advances in interaction design have created new ways to use computers. One example is the ability to create enhanced 3D environments that simulate physical presence in the real world--a virtual reality. This is relevant to drug discovery since molecular models are frequently used to obtain deeper understandings of, say, ligand-protein complexes. We have developed a tool (Molecular Rift), which creates a virtual reality environment steered with hand movements. Oculus Rift, a head-mounted display, is used to create the virtual settings. The program is controlled by gesture-recognition, using the gaming sensor MS Kinect v2, eliminating the need for standard input devices. The Open Babel toolkit was integrated to provide access to powerful cheminformatics functions. Molecular Rift was developed with a focus on usability, including iterative test-group evaluations. We conclude with reflections on virtual reality's future capabilities in chemistry and education. Molecular Rift is open source and can be downloaded from GitHub.

  10. Droop Control with an Adjustable Complex Virtual Impedance Loop based on Cloud Model Theory

    DEFF Research Database (Denmark)

    Li, Yan; Shuai, Zhikang; Xu, Qinming

    2016-01-01

    Droop control framework with an adjustable virtual impedance loop is proposed in this paper, which is based on the cloud model theory. The proposed virtual impedance loop includes two terms: a negative virtual resistor and an adjustable virtual inductance. The negative virtual resistor term...... sometimes. The cloud model theory is applied to get online the changing line impedance value, which relies on the relevance of the reactive power responding the changing line impedance. The verification of the proposed control strategy is done according to the simulation in a low voltage microgrid in Matlab....

  11. 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....

  12. The virtual photon structure functions and AdS/QCD correspondence

    International Nuclear Information System (INIS)

    Yoshida, Yutaka

    2010-01-01

    We study the virtual photons structure functions from gauge/string duality. If the Bjorken variable x is not small, supergravity approximation becomes good in dual string theory. We calculate the virtual photon structure functions at large 't Hooft coupling in a moderate x-region and determine x-behavior of the structure functions. We also show that the Callan-Gross relation F L =0 is satisfied to a good approximation in gravity calculation. (author)

  13. Reconfigurable virtual electrowetting channels.

    Science.gov (United States)

    Banerjee, Ananda; Kreit, Eric; Liu, Yuguang; Heikenfeld, Jason; Papautsky, Ian

    2012-02-21

    Lab-on-a-chip systems rely on several microfluidic paradigms. The first uses a fixed layout of continuous microfluidic channels. Such lab-on-a-chip systems are almost always application specific and far from a true "laboratory." The second involves electrowetting droplet movement (digital microfluidics), and allows two-dimensional computer control of fluidic transport and mixing. The merging of the two paradigms in the form of programmable electrowetting channels takes advantage of both the "continuous" functionality of rigid channels based on which a large number of applications have been developed to date and the "programmable" functionality of digital microfluidics that permits electrical control of on-chip functions. In this work, we demonstrate for the first time programmable formation of virtual microfluidic channels and their continuous operation with pressure driven flows using an electrowetting platform. Experimental, theoretical, and numerical analyses of virtual channel formation with biologically relevant electrolyte solutions and electrically-programmable reconfiguration are presented. We demonstrate that the "wall-less" virtual channels can be formed reliably and rapidly, with propagation rates of 3.5-3.8 mm s(-1). Pressure driven transport in these virtual channels at flow rates up to 100 μL min(-1) is achievable without distortion of the channel shape. We further demonstrate that these virtual channels can be switched on-demand between multiple inputs and outputs. Ultimately, we envision a platform that would provide rapid prototyping of microfluidic concepts and would be capable of a vast library of functions and benefitting applications from clinical diagnostics in resource-limited environments to rapid system prototyping to high throughput pharmaceutical applications.

  14. Virtual building environments (VBE) - Applying information modeling to buildings

    Energy Technology Data Exchange (ETDEWEB)

    Bazjanac, Vladimir

    2004-06-21

    A Virtual Building Environment (VBE) is a ''place'' where building industry project staffs can get help in creating Building Information Models (BIM) and in the use of virtual buildings. It consists of a group of industry software that is operated by industry experts who are also experts in the use of that software. The purpose of a VBE is to facilitate expert use of appropriate software applications in conjunction with each other to efficiently support multidisciplinary work. This paper defines BIM and virtual buildings, and describes VBE objectives, set-up and characteristics of operation. It informs about the VBE Initiative and the benefits from a couple of early VBE projects.

  15. Fano-Agarwal couplings and non-rotating wave approximation in single-photon timed Dicke subradiance

    Science.gov (United States)

    Mirza, Imran M.; Begzjav, Tuguldur

    2016-04-01

    Recently a new class of single-photon timed Dicke (TD) subradiant states has been introduced with possible applications in single-photon-based quantum information storage and on demand ultrafast retrieval (Scully M. O., Phys. Rev. Lett., 115 (2015) 243602). However, the influence of any kind of virtual processes on the decay of these new kind of subradiant states has been left as an open question. In the present paper, we focus on this problem in detail. In particular, we investigate how pure Fano-Agarwal couplings and other virtual processes arising from non-rotating wave approximation impact the decay of otherwise sub- and superradiant states. In addition to the overall virtual couplings among all TD states, we also focus on the dominant role played by the couplings between specific TD states.

  16. Virtual-reality-based educational laboratories in fiber optic engineering

    Science.gov (United States)

    Hayes, Dana; Turczynski, Craig; Rice, Jonny; Kozhevnikov, Michael

    2014-07-01

    Researchers and educators have observed great potential in virtual reality (VR) technology as an educational tool due to its ability to engage and spark interest in students, thus providing them with a deeper form of knowledge about a subject. The focus of this project is to develop an interactive VR educational module, Laser Diode Characteristics and Coupling to Fibers, to integrate into a fiber optics laboratory course. The developed module features a virtual laboratory populated with realistic models of optical devices in which students can set up and perform an optical experiment dealing with laser diode characteristics and fiber coupling. The module contains three increasingly complex levels for students to navigate through, with a short built-in quiz after each level to measure the student's understanding of the subject. Seventeen undergraduate students learned fiber coupling concepts using the designed computer simulation in a non-immersive desktop virtual environment (VE) condition. The analysis of students' responses on the updated pre- and post tests show statistically significant improvement of the scores for the post-test as compared to the pre-test. In addition, the students' survey responses suggest that they found the module very useful and engaging. The conducted study clearly demonstrated the feasibility of the proposed instructional technology for engineering education, where both the model of instruction and the enabling technology are equally important, in providing a better learning environment to improve students' conceptual understanding as compared to other instructional approaches.

  17. Therapy in virtual environments--clinical and ethical issues.

    Science.gov (United States)

    Yellowlees, Peter M; Holloway, Kevin M; Parish, Michelle Burke

    2012-09-01

    As virtual reality and computer-assisted therapy strategies are increasingly implemented for the treatment of psychological disorders, ethical standards and guidelines must be considered. This study determined a set of ethical and legal guidelines for treatment of post-traumatic stress disorder (PTSD)/traumatic brain injury (TBI) in a virtual environment incorporating the rights of an individual who is represented by an avatar. A comprehensive literature review was undertaken. An example of a case study of therapy in Second Life (a popular online virtual world developed by Linden Labs) was described. Ethical and legal considerations regarding psychiatric treatment of PTSD/TBI in a virtual environment were examined. The following issues were described and discussed: authentication of providers and patients, informed consent, patient confidentiality, patient well-being, clinician competence (licensing and credentialing), training of providers, insurance for providers, the therapeutic environment, and emergencies. Ethical and legal guidelines relevant to these issues in a virtual environment were proposed. Ethical and legal issues in virtual environments are similar to those that occur in the in-person world. Individuals represented by an avatar have the rights equivalent to the individual and should be treated as such.

  18. Direct Manipulation in Virtual Reality

    Science.gov (United States)

    Bryson, Steve

    2003-01-01

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

  19. Collaborative virtual reality environments for computational science and design

    International Nuclear Information System (INIS)

    Papka, M. E.

    1998-01-01

    The authors are developing a networked, multi-user, virtual-reality-based collaborative environment coupled to one or more petaFLOPs computers, enabling the interactive simulation of 10 9 atom systems. The purpose of this work is to explore the requirements for this coupling. Through the design, development, and testing of such systems, they hope to gain knowledge that allows computational scientists to discover and analyze their results more quickly and in a more intuitive manner

  20. Selective virtual capacitive impedance loop for harmonics voltage compensation in islanded microgrids

    DEFF Research Database (Denmark)

    Micallef, Alexander; Apap, Maurice; Spiteri-Staines, Cyril

    2013-01-01

    Parallel inverters having LCL output filters cause voltage distortions at the point of common coupling (PCC) in islanded microgrids when non-linear loads are present. A capacitive virtual impedance loop could be used to provide selective harmonic compensation in islanded microgrids, instead of in...... resistance for selective harmonic compensation in islanded microgrids. Simulation results were given to show the suitability of the proposed algorithms in reducing the voltage harmonics at the PCC.......Parallel inverters having LCL output filters cause voltage distortions at the point of common coupling (PCC) in islanded microgrids when non-linear loads are present. A capacitive virtual impedance loop could be used to provide selective harmonic compensation in islanded microgrids, instead...... of introducing additional active or passive filters into the system that could compromise the stability of the microgrid. However, the performance of these compensation loops becomes degraded when a virtual resistance is introduced with the aim to improve the overall stability of the parallel inverters...

  1. MULTIMEDIA VIRTUAL LABORATORY FOR PHYSICS IN THE DISTANCE LEARNING

    Directory of Open Access Journals (Sweden)

    H. M. Kravtsov

    2014-04-01

    Full Text Available It’s presented the results of the software module "Virtual Lab" for distance learning system «Kherson Virtual University" (DLS KVU applied to the problems of physics. Relevance of research due to the absence of existing DLS to support the creation and use of virtual labs in the disciplines of science cycle. The subject of this study is a software module to create and use virtual labs in distance learning system. The purpose of the study is a description of software technology of virtual laboratory in physics for distance learning system. It’s described the information technology, which used in design and development, as well as the structure of the virtual laboratory and its place in the DLS KVU. It’s described the principal modes of operation of the program module in the system and methods for its use in the educational process. The basic structure of the software module "Virtual Lab" is a multimedia Web editor of virtual labs, which was created using Object-oriented analysis and design technology. Software library of multimedia 3D objects, which was created in the development environment of interactive graphics Unity3D, unifies the process of creating and processing virtual labs. Basic mathematical calculations support the math processor Waterloo Maple. The developed software interface allows teachers to create laboratory and use them in their distance courses. Students, in turn, will be able to conduct research, performing virtual labs.

  2. Virtual photon impulse of bunch, beampipe response, coherent RF Beamstrahlung; and BEPC bunch length, BES jam, virtual acceleration

    International Nuclear Information System (INIS)

    Jing Shen

    1993-01-01

    A brief EEE view of signal QED is presented. The research has been concentrated on the virtual photon modes of ultra relativistic shock wave in a bunch-beampipe system, and real photon modes of Coherent RF Beamstrahlung CRFB. Physically, the virtual photons emitted by a bunch were treated as a travelling pseudo wave packet in a flight coaxial cavity constructed by bunch-wakefield core and beampipe. Mathematically, it is a boundary solution of shock wave excited by ultra relativistic impulse of bunch. The new modes of solution: VTA, VTEM, VTM, VLE are virtual photon packets and RTE, RTM, RTEM are real photon modes of CRFB. By these results the author measured and corrected BEPC bunch length from signals of : (1) TOF reference of BES, (2) BPM of BEPC, (3) Colliding CRFB of BEPC - BES coupling signal, as well as (4) the ordinary method of Synchrotron Radiation. All results of the measured bunch lengths are in accordance with the design length of BEPC, and were verified by the BES data of vertex reconstruction of hadron events. The author also found that CRFB is the unknown jam source of BES electronics. VLE virtual photons can accelerate particles

  3. 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.

  4. Representation of Patients' Hand Modulates Fear Reactions of Patients with Spider Phobia in Virtual Reality.

    Science.gov (United States)

    Peperkorn, Henrik M; Diemer, Julia E; Alpers, Georg W; Mühlberger, Andreas

    2016-01-01

    Embodiment (i.e., the involvement of a bodily representation) is thought to be relevant in emotional experiences. Virtual reality (VR) is a capable means of activating phobic fear in patients. The representation of the patient's body (e.g., the right hand) in VR enhances immersion and increases presence, but its effect on phobic fear is still unknown. We analyzed the influence of the presentation of the participant's hand in VR on presence and fear responses in 32 women with spider phobia and 32 matched controls. Participants sat in front of a table with an acrylic glass container within reaching distance. During the experiment this setup was concealed by a head-mounted display (HMD). The VR scenario presented via HMD showed the same setup, i.e., a table with an acrylic glass container. Participants were randomly assigned to one of two experimental groups. In one group, fear responses were triggered by fear-relevant visual input in VR (virtual spider in the virtual acrylic glass container), while information about a real but unseen neutral control animal (living snake in the acrylic glass container) was given. The second group received fear-relevant information of the real but unseen situation (living spider in the acrylic glass container), but visual input was kept neutral VR (virtual snake in the virtual acrylic glass container). Participants were instructed to touch the acrylic glass container with their right hand in 20 consecutive trials. Visibility of the hand was varied randomly in a within-subjects design. We found for all participants that visibility of the participant's hand increased presence independently of the fear trigger. However, in patients, the influence of the virtual hand on fear depended on the fear trigger. When fear was triggered perceptually, i.e., by a virtual spider, the virtual hand increased fear. When fear was triggered by information about a real spider, the virtual hand had no effect on fear. Our results shed light on the

  5. Training in virtual environments: putting theory into practice.

    Science.gov (United States)

    Moskaliuk, Johannes; Bertram, Johanna; Cress, Ulrike

    2013-01-01

    Virtual training environments are used when training in reality is challenging because of the high costs, danger, time or effort involved. In this paper we argue for a theory-driven development of such environments, with the aim of connecting theory to practice and ensuring that the training provided fits the needs of the trained persons and their organisations. As an example, we describe the development of VirtualPolice (ViPOL), a training environment for police officers in a federal state of Germany. We provided the theoretical foundation for ViPOL concerning the feeling of being present, social context, learning motivation and perspective-taking. We developed a framework to put theory into practice. To evaluate our framework we interviewed the stakeholders of ViPOL and surveyed current challenges and limitations of virtual training. The results led to a review of a theory-into-practice framework which is presented in the conclusion. Feeling of presence, social context, learning motivation and perspective-taking are relevant for training in virtual environments. The theory-into-practice framework presented here supports developers and trainers in implementing virtual training tools. The framework was validated with an interview study of stakeholders of a virtual training project. We identified limitations, opportunities and challenges.

  6. Constructivist Learning Environment During Virtual and Real Laboratory Activities

    Directory of Open Access Journals (Sweden)

    Ari Widodo

    2017-04-01

    Full Text Available Laboratory activities and constructivism are two notions that have been playing significant roles in science education. Despite common beliefs about the importance of laboratory activities, reviews reported inconsistent results about the effectiveness of laboratory activities. Since laboratory activities can be expensive and take more time, there is an effort to introduce virtual laboratory activities. This study aims at exploring the learning environment created by a virtual laboratory and a real laboratory. A quasi experimental study was conducted at two grade ten classes at a state high school in Bandung, Indonesia. Data were collected using a questionnaire called Constructivist Learning Environment Survey (CLES before and after the laboratory activities. The results show that both types of laboratories can create constructivist learning environments. Each type of laboratory activity, however, may be stronger in improving certain aspects compared to the other. While a virtual laboratory is stronger in improving critical voice and personal relevance, real laboratory activities promote aspects of personal relevance, uncertainty and student negotiation. This study suggests that instead of setting one type of laboratory against the other, lessons and follow up studies should focus on how to combine both types of laboratories to support better learning.

  7. Changes of pelvis control with subacute stroke: A comparison of body-weight- support treadmill training coupled virtual reality system and over-ground training.

    Science.gov (United States)

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

    2015-01-01

    Gait recovery is very important to stroke survivors to regain their independence in activity of daily life. This study aimed to investigate the effects of virtual reality (VR) coupled body weight support treadmill training (BWSTT) on pelvic control at the early stage of stroke. Kinematic and kinetic changes of pelvic motion were evaluated by a 3D gait analysis system and were compared to the results from over-ground walking training. Twenty-four patients having unilateral hemiplegia with subacute stroke were recruited to a VR coupled BWSTT group (n= 12) and a conventional therapy (CT) group (n= 12). Both of the groups received training of 20-40 min/day, 5 days/week, for 3 weeks. The results showed the tilt of pelvis in sagittal plane improved significantly (P= 0.038) after treatment in the BWSTT+VR group, in terms of decreased amplitude of anterior peak (mean, from 10.99° to 6.25°), while there were no significant differences in the control group. The findings suggested that VR coupled BWSTT gait training could decrease anterior tilt of pelvis in early hemiparetic persons following a modest intervention dose, and the training may have advantages over conventional over-ground gait training and can assist the therapists in correcting abnormal gait pattern of stroke survivors.

  8. 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...

  9. The Virtual Care Climate Questionnaire: Development and Validation of a Questionnaire Measuring Perceived Support for Autonomy in a Virtual Care Setting.

    Science.gov (United States)

    Smit, Eline Suzanne; Dima, Alexandra Lelia; Immerzeel, Stephanie Annette Maria; van den Putte, Bas; Williams, Geoffrey Colin

    2017-05-08

    Web-based health behavior change interventions may be more effective if they offer autonomy-supportive communication facilitating the internalization of motivation for health behavior change. Yet, at this moment no validated tools exist to assess user-perceived autonomy-support of such interventions. The aim of this study was to develop and validate the virtual climate care questionnaire (VCCQ), a measure of perceived autonomy-support in a virtual care setting. Items were developed based on existing questionnaires and expert consultation and were pretested among experts and target populations. The virtual climate care questionnaire was administered in relation to Web-based interventions aimed at reducing consumption of alcohol (Study 1; N=230) or cannabis (Study 2; N=228). Item properties, structural validity, and reliability were examined with item-response and classical test theory methods, and convergent and divergent validity via correlations with relevant concepts. In Study 1, 20 of 23 items formed a one-dimensional scale (alpha=.97; omega=.97; H=.66; mean 4.9 [SD 1.0]; range 1-7) that met the assumptions of monotonicity and invariant item ordering. In Study 2, 16 items fitted these criteria (alpha=.92; H=.45; omega=.93; mean 4.2 [SD 1.1]; range 1-7). Only 15 items remained in the questionnaire in both studies, thus we proceeded to the analyses of the questionnaire's reliability and construct validity with a 15-item version of the virtual climate care questionnaire. Convergent validity of the resulting 15-item virtual climate care questionnaire was confirmed by positive associations with autonomous motivation (Study 1: r=.66, Pperceived competence for reducing alcohol intake (Study 1: r=.52, Pperceived competence for learning (Study 2: r=.05, P=.48). The virtual climate care questionnaire accurately assessed participants' perceived autonomy-support offered by two Web-based health behavior change interventions. Overall, the scale showed the expected properties

  10. 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

  11. Deeply Virtual Neutrino Scattering

    International Nuclear Information System (INIS)

    Ales Psaker

    2007-01-01

    We investigate the extension of the deeply virtual Compton scattering process into the weak interaction sector. Standard electromagnetic Compton scattering provides a unique tool for studying hadrons, which is one of the most fascinating frontiers of modern science. In this process the relevant Compton scattering amplitude probes the hadron structure by means of two quark electromagnetic currents. We argue that replacing one of the currents with the weak interaction current can promise a new insight. The paper is organized as follows. In Sec. II we briefly discuss the features of the handbag factorization scheme. We introduce a new set of phenomenological functions, known as generalized parton distributions (GPDs) [1-6], and discuss some of their basic properties in Sec. III. An application of the GPD formalism to the neutrino-induced deeply virtual Compton scattering in the kinematics relevant to future high-intensity neutrino experiments is given in Sec. IV. The cross section results are presented in Sec. V. Finally, in Sec. VI we draw some conclusions and discuss future prospects. Some of the formal results in this paper have appeared in preliminary reports in Refs. [7] and [8], whereas a comprehensive analysis of the weak neutral and weak charged current DVCS reactions in collaboration with W. Melnitchouk and A. Radyushkin has been presented in Ref. [9

  12. Innovative Virtual Air Data Sensors: Algorithms and Flight Test Results

    OpenAIRE

    Garbarino, Luca

    2015-01-01

    This thesis deals with the design, prototype implementation and the assessment of virtual sensors for an Air Data System (ADS). The needs for the development of a virtual Air Data Sensors resides on two relevant aspects in aviation transport development: a) the opportunity to improve the safety of manned aviation, by implementing an affordable solution for ADS redundancy; b) the possibility to improve the reliability of unmanned air vehicles (UAVs), which can support their integration in non-...

  13. 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

  14. Embodying compassion: a virtual reality paradigm for overcoming excessive self-criticism.

    Science.gov (United States)

    Falconer, Caroline J; Slater, Mel; Rovira, Aitor; King, John A; Gilbert, Paul; Antley, Angus; Brewin, Chris R

    2014-01-01

    Virtual reality has been successfully used to study and treat psychological disorders such as phobias and posttraumatic stress disorder but has rarely been applied to clinically-relevant emotions other than fear and anxiety. Self-criticism is a ubiquitous feature of psychopathology and can be treated by increasing levels of self-compassion. We exploited the known effects of identification with a virtual body to arrange for healthy female volunteers high in self-criticism to experience self-compassion from an embodied first-person perspective within immersive virtual reality. Whereas observation and practice of compassionate responses reduced self-criticism, the additional experience of embodiment also increased self-compassion and feelings of being safe. The results suggest potential new uses for immersive virtual reality in a range of clinical conditions.

  15. 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.

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

    DEFF Research Database (Denmark)

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

    2013-01-01

    In order to address the load sharing problem in islanding microgrids, this paper proposes an enhanced distributed generation (DG) unit virtual impedance control approach. The proposed method can realize accurate regulation of DG unit equivalent impedance at both fundamental and selected harmonic...... and PCC harmonic voltage compensation are achieved without using any fundamental and harmonic components extractions. Experimental results from a scaled single-phase microgrid prototype are provided to validate the feasibility of the proposed virtual impedance control approach....... frequencies. In contrast to conventional virtual impedance control methods, where only a line current feed-forward term is added to the DG voltage reference, the proposed virtual impedance at fundamental and harmonic frequencies is regulated using DG line current and point of common coupling (PCC) voltage...

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

    Directory of Open Access Journals (Sweden)

    Ros A. Yahaya

    2009-12-01

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

  18. Grids, Clouds and Virtualization

    CERN Document Server

    Cafaro, Massimo

    2011-01-01

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

  19. Embodying compassion: a virtual reality paradigm for overcoming excessive self-criticism.

    Directory of Open Access Journals (Sweden)

    Caroline J Falconer

    Full Text Available Virtual reality has been successfully used to study and treat psychological disorders such as phobias and posttraumatic stress disorder but has rarely been applied to clinically-relevant emotions other than fear and anxiety. Self-criticism is a ubiquitous feature of psychopathology and can be treated by increasing levels of self-compassion. We exploited the known effects of identification with a virtual body to arrange for healthy female volunteers high in self-criticism to experience self-compassion from an embodied first-person perspective within immersive virtual reality. Whereas observation and practice of compassionate responses reduced self-criticism, the additional experience of embodiment also increased self-compassion and feelings of being safe. The results suggest potential new uses for immersive virtual reality in a range of clinical conditions.

  20. Virtual colonoscopy - changes for screening examination?

    International Nuclear Information System (INIS)

    Rust, G.F.; Reiser, M.

    2002-01-01

    In principle, virtual colonoscopy is capable to be used as method for early detection of colorectal cancer (CRC), even if the accuracy of the method and radiation exposure are matters discussion in the radiological community. Virtual colonoscopy is able to detect any pathology which is relevant for early detection of CRC especially when using multislice CT, but also with single slice CT. The diagnosis of small lesions, less than 7 mm in diameter (polyps and flat lesions) is still problematic as it is in conventional colonoscopy. The exposure to x-rays in asymptomatic patients, without any increased risk of developing cancer is highly problematic and should be reduced to a minimum. Using special post processing filters on the volume dataset it can be shown that a tube current of 20 mAs is sufficient without any loss in accuracy. Measurements on the Alderson-phantom showed, that an effective dose exposure of 1.2 mSv is obtained using these reduced mAs values. It has to be differentiated between virtual colonoscopy for early detection of polyps and CRC in individual patients or as a screening examination of a large population. Virtual colonoscopy as a screening examination necessitates reduction of radiation dose, a high degree of automatisation in 3D reconstructions as well as the assessment of the entire mucosa. High risk patients, whom refuse fibreoptic colonoscopy should undergo virtual colonoscopy. Virtual colonoscopy has a good chance to become an accepted tool for general screening, if efficient dose reduction, complete visualization of the colon mucosa and automatisation of the post processing procedures can be achieved. (orig.) [de

  1. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

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

  2. VIRTUAL REALITY AS A TOOL FOR THE STUDY OF PSYCHOLOGICAL AND SOCIAL PHENOMENA

    Directory of Open Access Journals (Sweden)

    Laura Aymerich-Franch

    2013-04-01

    Full Text Available Virtual reality is a technology that drastically alters the environment and self-representation through the creation of virtual worlds and avatars. These transformations facilitate the analysis of social and psychological phenomena hardly observable in a real environment. The paper presents the virtual reality as a methodological tool and describes the possibilities this technology offers to researchers in the field of Social Sciences presenting the results of the most relevant studies that have used this tool following the paradigm of Transformed Social Interaction and presents a case study.

  3. Nano-displacement measurement based on virtual pinhole confocal method

    International Nuclear Information System (INIS)

    Li, Long; Kuang, Cuifang; Xue, Yi; Liu, Xu

    2013-01-01

    A virtual pinhole confocal system based on charge-coupled device (CCD) detection and image processing techniques is built to measure axial displacement with 10 nm resolution, preeminent flexibility and excellent robustness when facing spot drifting. Axial displacement of the sample surface is determined by capturing the confocal laser spot using a CCD detector and quantifying the energy collected by programmable virtual pinholes. Experiments indicate an applicable measuring range of 1000 nm (Gaussian fitting r = 0.9902) with a highly linear range of 500 nm (linear fitting r = 0.9993). A concentric subtraction algorithm is introduced to further enhance resolution. Factors affecting measuring precision, sensitivity and signal-to-noise ratio are discussed using theoretical deductions and diffraction simulations. The virtual pinhole technique has promising applications in surface profiling and confocal imaging applications which require easily-customizable pinhole configurations. (paper)

  4. Virtual Counseling for Students Enrolled in Online Educational Programs

    Science.gov (United States)

    Currie, Nikki S.

    2010-01-01

    Virtual schools are increasing in popularity as a method of providing formal education for a growing number of students in the United States. The economy, coupled with technological advances and parental demand for a more personalized, innovative, individually tailored, and high quality education alternative for their children has led to the…

  5. A virtual reality catchment for data assimilation experiments

    Science.gov (United States)

    Schalge, Bernd; Rihani, Jehan; Haese, Barbara; Baroni, Gabriele; Erdal, Daniel; Neuweiler, Insa; Hendricks-Franssen, Harrie-Jan; Geppert, Gernot; Ament, Felix; Kollet, Stefan; Cirpka, Olaf; Saavedra, Pablo; Han, Xujun; Attinger, Sabine; Kunstmann, Harald; Vereecken, Harry; Simmer, Clemens

    2016-04-01

    Current data assimilation (DA) systems often lack the possibility to assimilate measurements across compartments to accurately estimate states and fluxes in subsurface-land surface-atmosphere systems (SLAS). In order to develop a new DA framework that is able to realize this cross-compartmental assimilation a comprehensive testing environment is needed. Therefore a virtual reality (VR) catchment is constructed with the Terrestrial System Modeling Platform (TerrSysMP). This catchment mimics the Neckar catchment in Germany. TerrSysMP employs the atmospheric model COSMO, the land surface model CLM and the hydrological model ParFlow coupled with the external coupler OASIS. We will show statistical tests to prove the plausibility of the VR. The VR is running in a fully-coupled mode (subsurface - land surface - atmosphere) which includes the interactions of subsurface dynamics with the atmosphere, such as the effects of soil moisture, which can influence near-surface temperatures, convection patterns or the surface heat fluxes. A reference high resolution run serves as the "truth" from which virtual observations are extracted with observation operators like virtual rain gauges, synoptic stations and satellite observations (amongst others). This effectively solves the otherwise often encountered data scarcity issues with respect to DA. Furthermore an ensemble of model runs at a reduced resolution is performed. This ensemble serves also for open loop runs to be compared with data assimilation experiments. The model runs with this ensemble served to identify sets of parameters that are especially sensitive to changes and have the largest impact on the system. These parameters were the focus of subsequent ensemble simulations and DA experiments. We will show to what extend the VR states can be re-constructed using data assimilation methods with only a limited number of virtual observations available.

  6. 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...

  7. Predicting subject-driven actions and sensory experience in a virtual world with relevance vector machine regression of fMRI data.

    Science.gov (United States)

    Valente, Giancarlo; De Martino, Federico; Esposito, Fabrizio; Goebel, Rainer; Formisano, Elia

    2011-05-15

    In this work we illustrate the approach of the Maastricht Brain Imaging Center to the PBAIC 2007 competition, where participants had to predict, based on fMRI measurements of brain activity, subject driven actions and sensory experience in a virtual world. After standard pre-processing (slice scan time correction, motion correction), we generated rating predictions based on linear Relevance Vector Machine (RVM) learning from all brain voxels. Spatial and temporal filtering of the time series was optimized rating by rating. For some of the ratings (e.g. Instructions, Hits, Faces, Velocity), linear RVM regression was accurate and very consistent within and between subjects. For other ratings (e.g. Arousal, Valence) results were less satisfactory. Our approach ranked overall second. To investigate the role of different brain regions in ratings prediction we generated predictive maps, i.e. maps of the weighted contribution of each voxel to the predicted rating. These maps generally included (but were not limited to) "specialized" regions which are consistent with results from conventional neuroimaging studies and known functional neuroanatomy. In conclusion, Sparse Bayesian Learning models, such as RVM, appear to be a valuable approach to the multivariate regression of fMRI time series. The implementation of the Automatic Relevance Determination criterion is particularly suitable and provides a good generalization, despite the limited number of samples which is typically available in fMRI. Predictive maps allow disclosing multi-voxel patterns of brain activity that predict perceptual and behavioral subjective experience. Copyright © 2010 Elsevier Inc. All rights reserved.

  8. Focus, locus, and sensus: the three dimensions of virtual experience.

    Science.gov (United States)

    Waterworth, E L; Waterworth, J A

    2001-04-01

    A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus. Focus is most closely related to what is generally termed presence in the VR literature. When in a virtual environment, presence is typically shared between the VR and the physical world. "Breaks in presence" are actually shifts of presence away from the VR and toward the external environment. But we can also have "breaks in presence" when attention moves toward absence--when an observer is not attending to stimuli present in the virtual environment, nor to stimuli present in the surrounding physical environment--when the observer is present in neither the virtual nor the physical world. We thus have two dimensions of presence: focus of attention (between presence and absence) and the locus of attention (the virtual vs. the physical world). A third dimension is the sensus of attention--the level of arousal determining whether the observer is highly conscious or relatively unconscious while interacting with the environment. After expanding on each of these three dimensions of experience in relation to VR, we present a couple of educational examples as illustrations, and also relate our model to a suggested spectrum of evaluation methods for virtual environments.

  9. Web-Based Virtual Laboratory for Food Analysis Course

    Science.gov (United States)

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

    2018-02-01

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

  10. Microgrid Reactive and Harmonic Power Sharing Using Enhanced Virtual Impedance

    DEFF Research Database (Denmark)

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

    2013-01-01

    To address the load sharing problem in islanding microgrids, this paper proposes an improved approach which regulates the distributed generation (DG) unit interfacing virtual impedance at fundamental and selected harmonic frequencies. In contrast to the conventional virtual impedance control where...... only a line current feed-forward term is added to the DG voltage reference, the proposed virtual impedances at fundamental and harmonic frequencies are realized using DG line current and point of common coupling (PCC) voltage feed-forward terms, respectively. With this modification, the mismatched DG...... feeder impedances can be properly compensated, resulting in accurate reactive and harmonic power sharing at the same time. In addition, this paper shows that the microgrid PCC harmonic voltages can be mitigated by reducing the magnitude of DG unit equivalent harmonic impedance. Finally, an improved...

  11. Virtual Career Fairs: Perspectives from Norwegian Recruiters and Exhibitors

    Directory of Open Access Journals (Sweden)

    Ådne Stenberg Vik

    2018-02-01

    Full Text Available The present work introduces virtual fairs, particularly the perceived benefits, challenges, and relevance of such fairs for recruitment and employer branding. These aspects were explored in a semi-structured interview with an organizer of virtual fairs across Scandinavia, and a focus group composed of Norwegian recruiters and exhibitors. The results of the data collection can be summarized in the form of themes that relate to web analytics, web services and optimization. The benefits of virtual fairs pertain to the (a visibility and branding; (b costs; and (c analytics-based customization. Challenges of virtual career fairs pertain to the (a lack of online engagement, (b preparation and staffing costs; (c lack of guidelines; (d talent access and identification; (e security and infrastructure; (f long-term planning; (g and inter-dependencies. The discussion summarizes the implications of branding and recruitment and the value they add to business, also noting how context effects may come into play. The article concludes by exploring the possibility that virtual fairs will complement or become the new standard in recruitment and outlines future avenues for research and practice.

  12. Microsoft Virtualization Master Microsoft Server, Desktop, Application, and Presentation Virtualization

    CERN Document Server

    Olzak, Thomas; Boomer, Jason; Keefer, Robert M

    2010-01-01

    Microsoft Virtualization helps you understand and implement the latest virtualization strategies available with Microsoft products. This book focuses on: Server Virtualization, Desktop Virtualization, Application Virtualization, and Presentation Virtualization. Whether you are managing Hyper-V, implementing desktop virtualization, or even migrating virtual machines, this book is packed with coverage on all aspects of these processes. Written by a talented team of Microsoft MVPs, Microsoft Virtualization is the leading resource for a full installation, migration, or integration of virtual syste

  13. Application of 3d Model of Cultural Relics in Virtual Restoration

    Science.gov (United States)

    Zhao, S.; Hou, M.; Hu, Y.; Zhao, Q.

    2018-04-01

    In the traditional cultural relics splicing process, in order to identify the correct spatial location of the cultural relics debris, experts need to manually splice the existing debris. The repeated contact between debris can easily cause secondary damage to the cultural relics. In this paper, the application process of 3D model of cultural relic in virtual restoration is put forward, and the relevant processes and ideas are verified with the example of Terracotta Warriors data. Through the combination of traditional cultural relics restoration methods and computer virtual reality technology, virtual restoration of high-precision 3D models of cultural relics can provide a scientific reference for virtual restoration, avoiding the secondary damage to the cultural relics caused by improper restoration. The efficiency and safety of the preservation and restoration of cultural relics have been improved.

  14. APPLICATION OF 3D MODEL OF CULTURAL RELICS IN VIRTUAL RESTORATION

    Directory of Open Access Journals (Sweden)

    S. Zhao

    2018-04-01

    Full Text Available In the traditional cultural relics splicing process, in order to identify the correct spatial location of the cultural relics debris, experts need to manually splice the existing debris. The repeated contact between debris can easily cause secondary damage to the cultural relics. In this paper, the application process of 3D model of cultural relic in virtual restoration is put forward, and the relevant processes and ideas are verified with the example of Terracotta Warriors data. Through the combination of traditional cultural relics restoration methods and computer virtual reality technology, virtual restoration of high-precision 3D models of cultural relics can provide a scientific reference for virtual restoration, avoiding the secondary damage to the cultural relics caused by improper restoration. The efficiency and safety of the preservation and restoration of cultural relics have been improved.

  15. Design and evaluation of virtual environments mechanisms to support remote collaboration on complex process diagrams

    NARCIS (Netherlands)

    Poppe, E.; Brown, R.; Recker, J.; Johnson, D.; Vanderfeesten, I.T.P.

    2017-01-01

    Many organizational analysis tasks are solved by collaborating teams. In technology-mediated collaborations, enabling relevant visual cues is a core issue with existing technology. We explore whether avatars can provide relevant cues in collaborative virtual environments. To do so, we develop a

  16. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

    Full Text Available Abstract Introduction: Library is one of the essential elements of universities which provide some important educational needs of students. Virtual education can not be exempted and virtual libraries are important support for virtual training programs. The purpose of this study is to evaluate the viewpoint of administrators and students in virtual education centers about the virtual library, its role and resources. Methods: This study was a descriptive survey. The research instrument was a researcher made questionnaire that its validity and reliability was confirmed. The study population consisted of 19 virtual training centers in Tehran city. Out of 19 centers, simple randomized sampling was done in five Centers. The sample size was 360 students. Data collection was conducted online and descriptive statistics using SPSS 18 and Excel software were used. Results: The results showed that viewpoints of administrators and students about the mission and services of virtual libraries in some cases were similar and in some cases were different. One of the administrators’ reasons for setting up a virtual learning system was lifelong learning, and lack of knowledge about virtual libraries was the reason for inadequate use of virtual libraries. The best format of virtual library from the administrators’ and students’ viewpoint, was portal document format (PDF. Conclusion: One of the most important function of a virtual library, is lifelong learning and empowering users to provide information and educational needs. The main reason for not setting up a virtual library is t lack of knowledge about it.

  17. Strong-coupling polaron effect in quantum dots

    International Nuclear Information System (INIS)

    Zhu Kadi; Gu Shiwei

    1993-11-01

    Strong-coupling polaron in a parabolic quantum dot is investigated by the Landau-Pekar variational treatment. The polaron binding energy and the average number of virtual phonons around the electron as a function of the effective confinement length of the quantum dot are obtained in Gaussian function approximation. It is shown that both the polaron binding energy and the average number of virtual phonons around the electron decrease by increasing the effective confinement length. The results indicate that the polaronic effects are more pronounced in quantum dots than those in two-dimensional and three-dimensional cases. (author). 15 refs, 4 figs

  18. 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…

  19. 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

  20. Survivorship and Inheritance Rights for Same-Gender Couples: Relevance to Social Workers

    Directory of Open Access Journals (Sweden)

    Jessica Cordero

    2011-11-01

    Full Text Available Californians voted in November 2008 to ban the right to same-gender marriage in California. This paper summarizes data on changes in societal attitudes relative to homosexuals, same-gender couples, and their civil rights as reflected in Gallup and Princeton Survey Research Associates International poll data over the years through 2011. These findings report deeply entrenched and enduring divisions in American attitudes toward the rights and status of same-gender couples. Although historically a majority of Americans has consistently opposed same-gender marriage, Americans increasingly recognize the need to extend equality to same-gender couples in the form of employment rights, inheritance rights, Social Security, and health insurance benefits. This article explores existing and proposed policies regarding the rights of same-gender couples. In addition, it examines the implications and opportunities for advocacy by social workers who face the challenge of navigating the legal and personal obstacles that arise when their client’s same-gender relationships are not sanctioned by law.

  1. Movement and Perceptual Strategies to Intercept Virtual Sound Sources.

    Directory of Open Access Journals (Sweden)

    Naeem eKomeilipoor

    2015-05-01

    Full Text Available To intercept a moving object, one needs to be in the right place at the right time. In order to do this, it is necessary to pick up and use perceptual information that specifies the time to arrival of an object at an interception point. In the present study, we examined the ability to intercept a laterally moving virtual sound object by controlling the displacement of a sliding handle and tested whether and how the interaural time difference (ITD could be the main source of perceptual information for successfully intercepting the virtual object. The results revealed that in order to accomplish the task, one might need to vary the duration of the movement, control the hand velocity and time to reach the peak velocity (speed coupling, while the adjustment of movement initiation did not facilitate performance. Furthermore, the overall performance was more successful when subjects employed a time-to-contact (tau coupling strategy. This result shows that prospective information is available in sound for guiding goal-directed actions.

  2. Kinematic and dynamic simulation of the functioning of torsionally flexible metal coupling

    Directory of Open Access Journals (Sweden)

    Krzysztof FILIPOWICZ

    2010-01-01

    Full Text Available The article presents the process of visualization and the accuracy of performance of the prototype of bidirectional torsionally flexible metal coupling using Autodesk® Inventor® Professional 2009. Selected figures from the simulations are presented and discussed on the basis of a virtual model of the coupling.

  3. Conception et réalisation d’ un environnement virtuel d'apprentissage collaboratif, orienté métaphore spatiale, couplé avec un système observateur d’usage

    Directory of Open Access Journals (Sweden)

    Mohammed Bousmah

    2006-04-01

    Full Text Available The objective of the research presented in this article is to describe the design of a virtual environment for collaborative learning based on a (work space metaphor coupled with a multi-agent system (MAS. This MAS monitor serves to extract the relevant data related to the interaction of the various actors with the various functionalities of the environment at different levels of abstractions. We will show that the multi-agents vision of this system allows the visualisation and the reporting for describing a collaborative distance learning sessions.

  4. Defect forces, defect couples and path integrals in fracture mechanics

    International Nuclear Information System (INIS)

    Roche, R.L.

    1979-07-01

    In this work, it is shown that the path integrals can be introduced without any reference to the material behavior. The method is based on the definition in a continuous medium of a set of vectors and couples having the dimension of a force or a moment. More precisely, definitions are given of volume defect forces, surface defect forces, volume defect couples, and surface defect couples. This is done with the help of the stress working variation of a particule moving through the solid. The most important result is: the resultant of all the defect forces included in a volume V is the J integral on the surface surrounding V and the moment resultant is the L integral. So these integrals are defined without any assumption on the material constitutive equation. Another result is the material form of the virtual work principle - defect forces are acting like conventional forces in the conventional principles of virtual work. This lead to the introduction of the energy momentum tensor and of the associated couple stress. Application of this method is made to fracture mechanics in studying the defect forces distribution around a crack [fr

  5. Virtual geotechnical laboratory experiments using a simulator

    Science.gov (United States)

    Penumadu, Dayakar; Zhao, Rongda; Frost, David

    2000-04-01

    The details of a test simulator that provides a realistic environment for performing virtual laboratory experimentals in soil mechanics is presented. A computer program Geo-Sim that can be used to perform virtual experiments, and allow for real-time observations of material response is presented. The results of experiments, for a given set of input parameters, are obtained with the test simulator using well-trained artificial neural-network-based soil models for different soil types and stress paths. Multimedia capabilities are integrated in Geo-Sim, using software that links and controls a laser disc player with a real-time parallel processing ability. During the simulation of a virtual experiment, relevant portions of the video image of a previously recorded test on an actual soil specimen are dispalyed along with the graphical presentation of response from the feedforward ANN model predictions. The pilot simulator developed to date includes all aspects related to performing a triaxial test on cohesionless soil under undrained and drained conditions. The benefits of the test simulator are also presented.

  6. Virtual Reality Stroop Task for neurocognitive assessment.

    Science.gov (United States)

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

    2011-01-01

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

  7. Virtual Reality in Pediatric Psychology.

    Science.gov (United States)

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

    2017-11-01

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

  8. Benchmark of coupling codes (ALOHA, TOPLHA and GRILL3D) with ITER-relevant Lower Hybrid antenna

    International Nuclear Information System (INIS)

    Milanesio, D.; Hillairet, J.; Panaccione, L.; Maggiora, R.; Artaud, J.F.; Bae, Y.S.; Barbera, A.M.A.; Belo, J.; Berger-By, G.; Bernard, J.M.; Cara, Ph.; Cardinali, A.; Castaldo, C.; Ceccuzzi, S.; Cesario, R.; Decker, J.; Delpech, L.; Ekedahl, A.; Garcia, J.; Garibaldi, P.

    2011-01-01

    In order to assist the design of the future ITER Lower Hybrid launcher, coupling codes ALOHA, from CEA/IRFM, TOPLHA, from Politecnico di Torino, and GRILL3D, developed by Dr. Mikhail Irzak (A.F. Ioffe Physico-Technical Institute, St. Petersburg, Russia) and operated by ENEA Frascati, have been compared with the updated (six modules with four active waveguides per module) Passive-Active Multi-junction (PAM) Lower Hybrid antennas. Both ALOHA and GRILL3D formulate the problem in terms of rectangular waveguides modes, while TOPLHA is based on boundary-value problem with the adoption of a triangular cell-mesh to represent the relevant waveguides surfaces. Several plasma profiles, with varying edge density and density increase, have been adopted to provide a complete description of the simulated launcher in terms of reflection coefficient, computed at the beginning of each LH module, and of power spectra. Good agreement can be observed among codes for all the simulated profiles.

  9. GAIA virtual observatory - development and practices

    Science.gov (United States)

    Syrjäsuo, Mikko; Marple, Steve

    2010-05-01

    The Global Auroral Imaging Access, or GAIA, is a virtual observatory providing quick access to summary data from satellite and ground-based instruments that remote sense auroral precipitation (http://gaia-vxo.org). This web-based service facilitates locating data relevant to particular events by simultaneously displaying summary images from various data sets around the world. At the moment, there are GAIA server nodes in Canada, Finland, Norway and the UK. The development is an international effort and the software and metadata are freely available. The GAIA system is based on a relational database which is queried by a dedicated software suite that also creates the graphical end-user interface if such is needed. Most commonly, the virtual observatory is used interactively by using a web browser: the user provides the date and the type of data of interest. As the summary data from multiple instruments are displayed simultaneously, the user can conveniently explore the recorded data. The virtual observatory provides essentially instant access to the images originating from all major auroral instrument networks including THEMIS, NORSTAR, GLORIA and MIRACLE. The scientific, educational and outreach use is limited by creativity rather than access. The first version of the GAIA was developed at the University of Calgary (Alberta, Canada) in 2004-2005. This proof-of-concept included mainly THEMIS and MIRACLE data, which comprised of millions of summary plots and thumbnail images. However, it was soon realised that a complete re-design was necessary to increase flexibility. In the presentation, we will discuss the early history and motivation of GAIA as well as how the development continued towards the current version. The emphasis will be on practical problems and their solutions. Relevant design choices will also be highlighted.

  10. Virtual Team Governance: Addressing the Governance Mechanisms and Virtual Team Performance

    Science.gov (United States)

    Zhan, Yihong; Bai, Yu; Liu, Ziheng

    As technology has improved and collaborative software has been developed, virtual teams with geographically dispersed members spread across diverse physical locations have become increasingly prominent. Virtual team is supported by advancing communication technologies, which makes virtual teams able to largely transcend time and space. Virtual teams have changed the corporate landscape, which are more complex and dynamic than traditional teams since the members of virtual teams are spread on diverse geographical locations and their roles in the virtual team are different. Therefore, how to realize good governance of virtual team and arrive at good virtual team performance is becoming critical and challenging. Good virtual team governance is essential for a high-performance virtual team. This paper explores the performance and the governance mechanism of virtual team. It establishes a model to explain the relationship between the performance and the governance mechanisms in virtual teams. This paper is focusing on managing virtual teams. It aims to find the strategies to help business organizations to improve the performance of their virtual teams and arrive at the objectives of good virtual team management.

  11. Clinician perceptions of virtual reality to assess and treat returning veterans.

    Science.gov (United States)

    Kramer, Teresa L; Pyne, Jeffrey M; Kimbrell, Timothy A; Savary, Patricia E; Smith, Jeffrey L; Jegley, Susan M

    2010-11-01

    Implementation of evidence-based, innovative treatments is necessary to address posttraumatic stress disorder (PTSD) and related mental health problems of Operation Enduring Freedom and Operation Iraqi Freedom (OEF-OIF) military service personnel. The purpose of this study was to characterize mental health clinicians' perceptions of virtual reality as an assessment tool or adjunct to exposure therapy. Focus groups were conducted with 18 prescribing and nonprescribing mental health clinicians within the Veterans Health Administration. Group discussion was digitally recorded, downloaded into Ethnograph software, and coded to arrive at primary, secondary, and tertiary themes. Most frequently mentioned barriers pertained to aspects of virtual reality, followed by veteran characteristics. Organizational barriers were more relevant when implementing virtual reality as a treatment adjunct. Although the study demonstrated that use of virtual reality as a therapy was feasible and acceptable to clinicians, successful implementation of the technology as an assessment and treatment tool will depend on consideration of the facilitators and barriers that were identified.

  12. Transfer of Skill from a Virtual Reality Trainer to Real Juggling

    Directory of Open Access Journals (Sweden)

    Gopher Daniel

    2011-12-01

    Full Text Available The purpose of this study was to evaluate transfer of training from a virtual reality environment that captures visual and temporal-spatial aspects of juggling, but not the motor demands of juggling. Transfer of skill to real juggling was examined by comparing juggling performance of novices that either experienced both the virtual training protocol and real juggling practice, or only practiced real juggling. After ten days of training, participants who have alternated between real and virtual training demonstrated comparable performance to those who only practiced real juggling. Moreover, they adapted better to instructed changes in temporal-spatial constraints. These results imply that juggling relevant skill subcomponents can be trained in the virtual environment, and support the notion that cognitive aspects of a skill can be separately trained to enhance the acquisition of a complex perceptual-motor task. This study was performed within the SKILLS integrated project of the EC 6th framework.

  13. HEP specific benchmarks of virtual machines on multi-core CPU architectures

    International Nuclear Information System (INIS)

    Alef, M; Gable, I

    2010-01-01

    Virtualization technologies such as Xen can be used in order to satisfy the disparate and often incompatible system requirements of different user groups in shared-use computing facilities. This capability is particularly important for HEP applications, which often have restrictive requirements. The use of virtualization adds flexibility, however, it is essential that the virtualization technology place little overhead on the HEP application. We present an evaluation of the practicality of running HEP applications in multiple Virtual Machines (VMs) on a single multi-core Linux system. We use the benchmark suite used by the HEPiX CPU Benchmarking Working Group to give a quantitative evaluation relevant to the HEP community. Benchmarks are packaged inside VMs and then the VMs are booted onto a single multi-core system. Benchmarks are then simultaneously executed on each VM to simulate highly loaded VMs running HEP applications. These techniques are applied to a variety of multi-core CPU architectures and VM configurations.

  14. A review of virtual cutting methods and technology in deformable objects.

    Science.gov (United States)

    Wang, Monan; Ma, Yuzheng

    2018-06-05

    Virtual cutting of deformable objects has been a research topic for more than a decade and has been used in many areas, especially in surgery simulation. We refer to the relevant literature and briefly describe the related research. The virtual cutting method is introduced, and we discuss the benefits and limitations of these methods and explore possible research directions. Virtual cutting is a category of object deformation. It needs to represent the deformation of models in real time as accurately, robustly and efficiently as possible. To accurately represent models, the method must be able to: (1) model objects with different material properties; (2) handle collision detection and collision response; and (3) update the geometry and topology of the deformable model that is caused by cutting. Virtual cutting is widely used in surgery simulation, and research of the cutting method is important to the development of surgery simulation. Copyright © 2018 John Wiley & Sons, Ltd.

  15. Implementation of utaut model to understand the use of virtual classroom principle in higher education

    Science.gov (United States)

    Aditya, B. R.; Permadi, A.

    2018-03-01

    This paper describes implementation of Unified Theory of Acceptance and User of Technology (UTAUT) model to assess the use of virtual classroom in support of teaching and learning in higher education. The purpose of this research is how virtual classroom that has fulfilled the basic principle can be accepted and used by students positively. This research methodology uses the quantitative and descriptive approach with a questionnaire as a tool for measuring the height of virtual classroom principle acception. This research uses a sample of 105 students in D3 Informatics Management at Telkom University. The result of this research is that the use of classroom virtual principle are positive and relevant to the students in higher education.

  16. Efficient frequency-transient co-simulation of coupled heat-electromagnetic problems

    NARCIS (Netherlands)

    Kaufmann, C.; Günther, M.; Klagges, D.; Knorrenschild, M.; Richwin, M.; Schöps, S.; Maten, ter E.J.W.

    2014-01-01

    Background With the recent advent of inductive charging systems all major automotive manufacturers develop concepts to wirelessly charge electric vehicles. Efficient designs require virtual prototyping that accounts for electromagnetic and thermal fields. The coupled simulations can be

  17. Virtual Crowds Methods, Simulation, and Control

    CERN Document Server

    Pelechano, Nuria; Allbeck, Jan

    2008-01-01

    There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline o

  18. Virtual velocity loop based on MEMS accelerometers for optical stabilization control system

    Science.gov (United States)

    Ren, Wei; Deng, Chao; Mao, Yao; Ren, Ge

    2017-08-01

    In the optical stabilization control system (OSCS) control system based on a charge-coupled device (CCD), stabilization performance of the line-of-sight is severely limited by the mechanical resonance and the low sampling rate of the CCD. An approach to improve the stabilization performance of the OSCS control system with load restriction based on three loops, including an acceleration loop, a virtual velocity loop, and a position loop, by using MEMS accelerometers and a CCD is proposed. The velocity signal is obtained by accelerators instead of gyro sensors. Its advantages are low power, low cost, small size, and wide measuring range. A detailed analysis is provided to show how to design the virtual velocity loop and correct virtual velocity loop drift. Experimental results show that the proposed multiloop feedback control method with virtual velocity loop in which the disturbance suppression performance is better than that of the dual loop control with only an acceleration loop and a position loop at low frequency.

  19. Estimating the gaze of a virtuality human.

    Science.gov (United States)

    Roberts, David J; Rae, John; Duckworth, Tobias W; Moore, Carl M; Aspin, Rob

    2013-04-01

    The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to within the accuracies that underpin social interaction; and reliably across gaze poses and camera arrangements likely in every day settings. The scene is set by explaining why Immersive Virtuality Telepresence has the potential to meet the grand challenge of faithfully communicating both the appearance and the focus of attention of a remote human participant within a shared 3D computer-supported context. Within the experiment n=22 participants rotated static 3D virtuality humans, reconstructed from surround images, until they felt most looked at. The dependent variable was absolute angular error, which was compared to that underpinning social gaze behaviour in the natural world. Independent variables were 1) relative orientations of eye, head and body of captured subject; and 2) subset of cameras used to texture the form. Analysis looked for statistical and practical significance and qualitative corroborating evidence. The analysed results tell us much about the importance and detail of the relationship between gaze pose, method of video based reconstruction, and camera arrangement. They tell us that virtuality can reproduce gaze to an accuracy useful in social interaction, but with the adopted method of Video Based Reconstruction, this is highly dependent on combination of gaze pose and camera arrangement. This suggests changes in the VBR approach in order to allow more flexible camera arrangements. The work is of interest to those wanting to support expressive meetings that are both socially and spatially situated, and particular those using or building Immersive Virtuality Telepresence to accomplish this. It is also of relevance to the use of virtuality humans in applications ranging from the study of human interactions to gaming and the crossing of the stage line in films and TV.

  20. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

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

  1. ATLAS Virtual Visits bringing the world into the ATLAS control room

    CERN Document Server

    AUTHOR|(CDS)2051192; The ATLAS collaboration; Yacoob, Sahal

    2016-01-01

    ATLAS Virtual Visits is a project initiated in 2011 for the Education & Outreach program of the ATLAS Experiment at CERN. Its goal is to promote public appreciation of the LHC physics program and particle physics, in general, through direct dialogue between ATLAS physicists and remote audiences. A Virtual Visit is an IP-based videoconference, coupled with a public webcast and video recording, between ATLAS physicists and remote locations around the world, that typically include high school or university classrooms, Masterclasses, science fairs, or other special events, usually hosted by collaboration members. Over the past two years, more than 10,000 people, from all of the world’s continents, have actively participated in ATLAS Virtual Visits, with many more enjoying the experience from the publicly available webcasts and recordings. We present an overview of our experience and discuss potential development for the future.

  2. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

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

  3. Virtual Trondheim: A Virtual Environment for Tourism and Education

    OpenAIRE

    Jose, Dawn Alphonse

    2015-01-01

    The purpose of this study is to investigate whether educational activities in tourism can be supported by virtual reality technologies, using virtual world frameworks. Settings of virtual world of SecondLife and a recent Virtual Reality technology known as Oculus Rift were used in the thesis work with the city of Trondheim as the main context. Theoretical studies on Virtual Reality systems were conducted and data for the research were obtained through empirical studies condu...

  4. Virtual Whipple: preoperative surgical planning with volume-rendered MDCT images to identify arterial variants relevant to the Whipple procedure.

    Science.gov (United States)

    Brennan, Darren D; Zamboni, Giulia; Sosna, Jacob; Callery, Mark P; Vollmer, Charles M V; Raptopoulos, Vassilios D; Kruskal, Jonathan B

    2007-05-01

    The purposes of this study were to combine a thorough understanding of the technical aspects of the Whipple procedure with advanced rendering techniques by introducing a virtual Whipple procedure and to evaluate the utility of this new rendering technique in prediction of the arterial variants that cross the anticipated surgical resection plane. The virtual Whipple is a novel technique that follows the complex surgical steps in a Whipple procedure. Three-dimensional reconstructed angiographic images are used to identify arterial variants for the surgeon as part of the preoperative radiologic assessment of pancreatic and ampullary tumors.

  5. 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....

  6. 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…

  7. Design of focused and restrained subsets from extremely large virtual libraries.

    Science.gov (United States)

    Jamois, Eric A; Lin, Chien T; Waldman, Marvin

    2003-11-01

    With the current and ever-growing offering of reagents along with the vast palette of organic reactions, virtual libraries accessible to combinatorial chemists can reach sizes of billions of compounds or more. Extracting practical size subsets for experimentation has remained an essential step in the design of combinatorial libraries. A typical approach to computational library design involves enumeration of structures and properties for the entire virtual library, which may be unpractical for such large libraries. This study describes a new approach termed as on the fly optimization (OTFO) where descriptors are computed as needed within the subset optimization cycle and without intermediate enumeration of structures. Results reported herein highlight the advantages of coupling an ultra-fast descriptor calculation engine to subset optimization capabilities. We also show that enumeration of properties for the entire virtual library may not only be unpractical but also wasteful. Successful design of focused and restrained subsets can be achieved while sampling only a small fraction of the virtual library. We also investigate the stability of the method and compare results obtained from simulated annealing (SA) and genetic algorithms (GA).

  8. A virtual control room with an embedded, interactive nuclear reactor simulator

    International Nuclear Information System (INIS)

    Markidis, S.; Rizwan, U.

    2006-01-01

    The use of virtual nuclear control room can be an effective and powerful tool for training personnel working in the nuclear power plants. Operators could experience and simulate the functioning of the plant, even in critical situations, without being in a real power plant or running any risk. 3D models can be exported to Virtual Reality formats and then displayed in the Virtual Reality environment providing an immersive 3D experience. However, two major limitations of this approach are that 3D models exhibit static textures, and they are not fully interactive and therefore cannot be used effectively in training personnel. In this paper we first describe a possible solution for embedding the output of a computer application in a 3D virtual scene, coupling real-world applications and VR systems. The VR system reported here grabs the output of an application running on an X server; creates a texture with the output and then displays it on a screen or a wall in the virtual reality environment. We then propose a simple model for providing interaction between the user in the VR system and the running simulator. This approach is based on the use of internet-based application that can be commanded by a laptop or tablet-pc added to the virtual environment. (authors)

  9. 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

  10. Simulation based virtual learning environment in medical genetics counseling

    DEFF Research Database (Denmark)

    Makransky, Guido; Bonde, Mads T.; Wulff, Julie S. G.

    2016-01-01

    BACKGROUND: Simulation based learning environments are designed to improve the quality of medical education by allowing students to interact with patients, diagnostic laboratory procedures, and patient data in a virtual environment. However, few studies have evaluated whether simulation based...... the perceived relevance of medical educational activities. The results suggest that simulations can help future generations of doctors transfer new understanding of disease mechanisms gained in virtual laboratory settings into everyday clinical practice....... learning environments increase students' knowledge, intrinsic motivation, and self-efficacy, and help them generalize from laboratory analyses to clinical practice and health decision-making. METHODS: An entire class of 300 University of Copenhagen first-year undergraduate students, most with a major...

  11. Efficient frequency-transient co-simulation of coupled heat-electromagnetic problems

    NARCIS (Netherlands)

    Kaufmann, C.; Günther, M.; Klagges, D.; Knorrenschild, M.; Richwin, M.; Schöps, S.; Maten, ter E.J.W.

    2012-01-01

    Background: With the recent advent of inductive charging systems all major automotive manufacturers develop concepts to wirelessly charge electric vehicles. E¿cient designs require virtual prototyping that accounts for electromagnetic and thermal ¿elds. The coupled simulations can be computationally

  12. 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.

  13. Real and virtual infrared behaviour in Yang-Mills theory

    International Nuclear Information System (INIS)

    Frenkel, J.; Meuldermans, R.; Mohammad, I.; Taylor, J.C.

    1977-01-01

    The leading infrared divergences, up to fourth order, from both virtual and from real soft gluon corrections to massive quark scattering have been calculated in an external colourless potential. In the combined corrections, the infrared divergences cancel, as expected. The form of the correction is very simple, and can be expressed in terms of the effective coupling constant of the pure Yang-Mills theory. (Auth.)

  14. Virtual microphone sensing through vibro-acoustic modelling and Kalman filtering

    Science.gov (United States)

    van de Walle, A.; Naets, F.; Desmet, W.

    2018-05-01

    This work proposes a virtual microphone methodology which enables full field acoustic measurements for vibro-acoustic systems. The methodology employs a Kalman filtering framework in order to combine a reduced high-fidelity vibro-acoustic model with a structural excitation measurement and small set of real microphone measurements on the system under investigation. By employing model order reduction techniques, a high order finite element model can be converted in a much smaller model which preserves the desired accuracy and maintains the main physical properties of the original model. Due to the low order of the reduced-order model, it can be effectively employed in a Kalman filter. The proposed methodology is validated experimentally on a strongly coupled vibro-acoustic system. The virtual sensor vastly improves the accuracy with respect to regular forward simulation. The virtual sensor also allows to recreate the full sound field of the system, which is very difficult/impossible to do through classical measurements.

  15. 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 ...

  16. 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...

  17. Which technology to investigate visual perception in sport: video vs. virtual reality.

    Science.gov (United States)

    Vignais, Nicolas; Kulpa, Richard; Brault, Sébastien; Presse, Damien; Bideau, Benoit

    2015-02-01

    Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further. Copyright © 2014 Elsevier B.V. All rights reserved.

  18. Virtual reality for treatment compliance for people with serious mental illness.

    Science.gov (United States)

    Välimäki, Maritta; Hätönen, Heli M; Lahti, Mari E; Kurki, Marjo; Hottinen, Anja; Metsäranta, Kiki; Riihimäki, Tanja; Adams, Clive E

    2014-10-08

    Virtual reality (VR) is computerised real-time technology, which can be used an alternative assessment and treatment tool in the mental health field. Virtual reality may take different forms to simulate real-life activities and support treatment. To investigate the effects of virtual reality to support treatment compliance in people with serious mental illness. We searched the Cochrane Schizophrenia Group Trials Register (most recent, 17th September 2013) and relevant reference lists. All relevant randomised studies comparing virtual reality with standard care for those with serious mental illnesses. We defined virtual reality as a computerised real-time technology using graphics, sound and other sensory input, which creates the interactive computer-mediated world as a therapeutic tool. All review authors independently selected studies and extracted data. For homogeneous dichotomous data the risk difference (RD) and the 95% confidence intervals (CI) were calculated on an intention-to-treat basis. For continuous data, we calculated mean differences (MD). We assessed risk of bias and created a 'Summary of findings' table using the GRADE approach. We identified three short-term trials (total of 156 participants, duration five to 12 weeks). Outcomes were prone to at least a moderate risk of overestimating positive effects. We found that virtual reality had little effects regarding compliance (3 RCTs, n = 156, RD loss to follow-up 0.02 CI -0.08 to 0.12, low quality evidence), cognitive functioning (1 RCT, n = 27, MD average score on Cognistat 4.67 CI -1.76 to 11.10, low quality evidence), social skills (1 RCT, n = 64, MD average score on social problem solving SPSI-R (Social Problem Solving Inventory - Revised) -2.30 CI -8.13 to 3.53, low quality evidence), or acceptability of intervention (2 RCTs, n = 92, RD 0.05 CI -0.09 to 0.19, low quality evidence). There were no data reported on mental state, insight, behaviour, quality of life, costs, service utilisation, or

  19. Charge dependence of the pion-nucleon coupling constant

    Directory of Open Access Journals (Sweden)

    V. A. Babenko

    2015-07-01

    Full Text Available On the basis of the Yukawa potential we study the pion-nucleon coupling constants for the neutral and charged pions assuming that nuclear forces at low energies are mainly determined by the exchange of virtual pions. We obtain the charged pseudovector pion-nucleon coupling constant f2π± = 0.0804(7 by making the use of experimental low-energy scattering parameters for the singlet pp- and np-scattering, and also by use of the neutral pseudovector pion-nucleon coupling constant f2π0 = 0.0749(7. Corresponding value of the charged pseudoscalar pion-nucleon coupling constant g2π0 / 4π = 14.55(13 is also determined. This calculated value of the charged pseudoscalar pion-nucleon coupling constant is in fully agreement with the experimental constant g2π0 / 4π = 14.52(26 obtained by the Uppsala Neutron Research Group. Our results show considerable charge splitting of the pion-nucleon coupling constant.

  20. Beyond Virtual Replicas: 3D Modeling and Maltese Prehistoric Architecture

    Directory of Open Access Journals (Sweden)

    Filippo Stanco

    2013-01-01

    Full Text Available In the past decade, computer graphics have become strategic for the development of projects aimed at the interpretation of archaeological evidence and the dissemination of scientific results to the public. Among all the solutions available, the use of 3D models is particularly relevant for the reconstruction of poorly preserved sites and monuments destroyed by natural causes or human actions. These digital replicas are, at the same time, a virtual environment that can be used as a tool for the interpretative hypotheses of archaeologists and as an effective medium for a visual description of the cultural heritage. In this paper, the innovative methodology and aims and outcomes of a virtual reconstruction of the Borg in-Nadur megalithic temple, carried out by Archeomatica Project of the University of Catania, are offered as a case study for a virtual archaeology of prehistoric Malta.

  1. Evaluating medical student engagement during virtual patient simulations: a sequential, mixed methods study.

    Science.gov (United States)

    McCoy, Lise; Pettit, Robin K; Lewis, Joy H; Allgood, J Aaron; Bay, Curt; Schwartz, Frederic N

    2016-01-16

    Student engagement is an important domain for medical education, however, it is difficult to quantify. The goal of this study was to investigate the utility of virtual patient simulations (VPS) for increasing medical student engagement. Our aims were specifically to investigate how and to what extent the VPS foster student engagement. This study took place at A.T. Still University School of Osteopathic Medicine in Arizona (ATSU-SOMA), in the USA. First year medical students (n = 108) worked in teams to complete a series of four in-class virtual patient case studies. Student engagement was measured, defined as flow, interest, and relevance. These dimensions were measured using four data collection instruments: researcher observations, classroom photographs, tutor feedback, and an electronic exit survey. Qualitative data were analyzed using a grounded theory approach. Triangulation of findings between the four data sources indicate that VPS foster engagement in three facets: 1) Flow. In general, students enjoyed the activities, and were absorbed in the task at hand. 2) Interest. Students demonstrated interest in the activities, as evidenced by enjoyment, active discussion, and humor. Students remarked upon elements that caused cognitive dissonance: excessive text and classroom noise generated by multi-media and peer conversations. 3) Relevance. VPS were relevant, in terms of situational clinical practice, exam preparation, and obtaining concrete feedback on clinical decisions. Researchers successfully introduced a new learning platform into the medical school curriculum. The data collected during this study were also used to improve new learning modules and techniques associated with implementing them in the classroom. Results of this study assert that virtual patient simulations foster engagement in terms of flow, relevance, and interest.

  2. Virtual study groups and online Observed Structured Clinical Examinations practices - enabling trainees to enable themselves.

    Science.gov (United States)

    Davidson, Dennisa; Evans, Lois

    2018-03-01

    To explore online study groups as augmentation tools in preparing for the Royal Australian and New Zealand College of Psychiatrists Observed Structured Clinical Examinations (OSCE) for fellowship. An online survey of New Zealand trainees was carried out to assess exam preparedness and openness to virtual study groups and results analysed. Relevant material around virtual study groups for fellowship examinations was reviewed and used to inform a pilot virtual study group. Four New Zealand trainees took part in the pilot project, looking at using a virtual platform to augment OSCE preparation. Of the 50 respondents 36% felt adequately prepared for the OSCE. Sixty-four per cent were interested in using a virtual platform to augment their study. Virtual study groups were noted to be especially important for rural trainees, none of whom felt able to form study groups for themselves. The pilot virtual study group was trialled successfully. All four trainees reported the experience as subjectively beneficial to their examination preparation. Virtual platforms hold promise as an augmentation strategy for exam preparation, especially for rural trainees who are more geographically isolated and less likely to have peers preparing for the same examinations.

  3. Virtual reality neurosurgery: a simulator blueprint.

    Science.gov (United States)

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

    2004-04-01

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

  4. Validity of the Virtual Reality Stroop Task (VRST) in active duty military.

    Science.gov (United States)

    Armstrong, Christina M; Reger, Greg M; Edwards, Joseph; Rizzo, Albert A; Courtney, Christopher G; Parsons, Thomas D

    2013-01-01

    Virtual environments provide the ability to systematically deliver test stimuli in simulated contexts relevant to real world behavior. The current study evaluated the validity of the Virtual Reality Stroop Task (VRST), which presents test stimuli during a virtual reality military convoy with simulated combat threats. Active duty Army personnel (N = 49) took the VRST, a customized version of the Automated Neuropsychological Assessment Metrics (ANAM)-Fourth Edition TBI Battery (2007) that included the addition of the ANAM Stroop and Tower tests, and traditional neuropsychological measures, including the Delis-Kaplan Executive Function System version of the Color-Word Interference Test. Preliminary convergent and discriminant validity was established, and performance on the VRST was significantly associated with computerized and traditional tests of attention and executive functioning. Valid virtual reality cognitive assessments open new lines of inquiry into the impact of environmental stimuli on performance and offer promise for the future of neuropsychological assessments used with military personnel.

  5. Virtual Globes: Serving Science and Society

    Directory of Open Access Journals (Sweden)

    Salman Qureshi

    2012-08-01

    Full Text Available Virtual Globes reached the mass market in 2005. They created multi-million dollar businesses in a very short time by providing novel ways to explore data geographically. We use the term “Virtual Globes” as the common denominator for technologies offering capabilities to annotate, edit and publish geographic information to a world-wide audience and to visualize information provided by the public and private sectors, as well as by citizens who volunteer new data. Unfortunately, but not surprising for a new trend or paradigm, overlapping terms such as “Virtual Globes”, “Digital Earth”, “Geospatial Web”, “Geoportal” or software specific terms are used heterogeneously. We analyze the terminologies and trends in scientific publications and ask whether these developments serve science and society. While usage can be answered quantitatively, the authors reason from the literature studied that these developments serve to educate the masses and may help to democratize geographic information by extending the producer base. We believe that we can contribute to a better distinction between software centered terms and the generic concept as such. The power of the visual, coupled with the potential of spatial analysis and modeling for public and private purposes raises new issues of reliability, standards, privacy and best practice. This is increasingly addressed in scientific literature but the required body of knowledge is still in its infancy.

  6. Sensitivity-based virtual fields for the non-linear virtual fields method

    Science.gov (United States)

    Marek, Aleksander; Davis, Frances M.; Pierron, Fabrice

    2017-09-01

    The virtual fields method is an approach to inversely identify material parameters using full-field deformation data. In this manuscript, a new set of automatically-defined virtual fields for non-linear constitutive models has been proposed. These new sensitivity-based virtual fields reduce the influence of noise on the parameter identification. The sensitivity-based virtual fields were applied to a numerical example involving small strain plasticity; however, the general formulation derived for these virtual fields is applicable to any non-linear constitutive model. To quantify the improvement offered by these new virtual fields, they were compared with stiffness-based and manually defined virtual fields. The proposed sensitivity-based virtual fields were consistently able to identify plastic model parameters and outperform the stiffness-based and manually defined virtual fields when the data was corrupted by noise.

  7. Optical instabilities and chaos due to the virtual formation of biexcitons

    International Nuclear Information System (INIS)

    Nguyen Trung Dan.

    1994-07-01

    Optical instabilities and chaos due to virtual formation of biexcitons in optically excited semiconductors are investigated. A complete linear stability analysis of steady-state bistable solutions of nonlinear coupled differential equations describing the nonlinear dynamics of semiconductors is carried out. The dynamical solutions are studied numerically using an iterative procedure. (author). 20 refs, 3 figs

  8. On virtual displacement and virtual work in Lagrangian dynamics

    International Nuclear Information System (INIS)

    Ray, Subhankar; Shamanna, J

    2006-01-01

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

  9. 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

  10. Soliton Compton Mass from Auto-Parametric Wave-Soliton Coupling

    CERN Document Server

    Binder, B

    2002-01-01

    In this paper a self-excited Rayleigh-type system models the auto-parametric wave-soliton coupling via phase fluctuations. The parameter of dissipative terms determine not only the most likely quantum coupling between solitons and linear waves but also the most likely mass of the solitons. Phase fluctuations are mediated by virtual photons coupling at light-velocity in a permanent Compton scattering process. With a reference to the SI-units and proper scaling relations in length and velocity, the final result shows a highly interesting sequence: the likely soliton Compton mass is about 1.00138 times the neutron and 1.00276 times the proton mass.

  11. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

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

  12. Designation and Implementation of Microcomputer Principle and Interface Technology Virtual Experimental Platform Website

    Science.gov (United States)

    Gao, JinYue; Tang, Yin

    This paper explicitly discusses the designation and implementation thought and method of Microcomputer Principle and Interface Technology virtual experimental platform website construction. The instructional design of this platform mainly follows with the students-oriented constructivism learning theory, and the overall structure is subject to the features of teaching aims, teaching contents and interactive methods. Virtual experiment platform production and development should fully take the characteristics of network operation into consideration and adopt relevant technologies to improve the effect and speed of network software application in internet.

  13. Cyberinfrastructure and Scientific Collaboration: Application of a Virtual Team Performance Framework with Potential Relevance to Education. WCER Working Paper No. 2010-12

    Science.gov (United States)

    Kraemer, Sara; Thorn, Christopher A.

    2010-01-01

    The purpose of this exploratory study was to identify and describe some of the dimensions of scientific collaborations using high throughput computing (HTC) through the lens of a virtual team performance framework. A secondary purpose was to assess the viability of using a virtual team performance framework to study scientific collaborations using…

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

    OpenAIRE

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

    2014-01-01

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

  15. On the marginally relevant operator in z=2 Lifshitz holography

    International Nuclear Information System (INIS)

    Holsheimer, Kristian

    2014-01-01

    We study holographic renormalization and RG flow in a strongly-coupled Lifshitz-type theory in 2+1 dimensions with dynamical exponent z=2. The bottom-up gravity dual we use is 3+1 dimensional Einstein gravity coupled to a massive vector field. This model contains a marginally relevant operator around the Lifshitz fixed point. We show how holographic renormalization works in the presence of this marginally relevant operator without the need to introduce explicitly cutoff-dependent counterterms. A simple closed-form expression is found for the renormalized on-shell action. We also discuss how asymptotically Lifshitz geometries flow to AdS in the interior due to the marginally relevant operator. We study the behavior of the renormalized entanglement entropy and confirm that it decreases monotonically along the Lifshitz-to-AdS RG flow

  16. QED approach to the nuclear spin-spin coupling tensor

    International Nuclear Information System (INIS)

    Romero, Rodolfo H.; Aucar, Gustavo A.

    2002-01-01

    A quantum electrodynamical approach for the calculation of the nuclear spin-spin coupling tensor of nuclear-magnetic-resonance spectroscopy is given. Quantization of radiation fields within the molecule is considered and expressions for the magnetic field in the neighborhood of a nucleus are calculated. Using a generalization of time-dependent response theory, an effective spin-spin interaction is obtained from the coupling of nuclear magnetic moments to a virtual quantized magnetic field. The energy-dependent operators obtained reduce to usual classical-field expressions at suitable limits

  17. Virtual microscopy and digital pathology in training and education.

    Science.gov (United States)

    Hamilton, Peter W; Wang, Yinhai; McCullough, Stephen J

    2012-04-01

    Traditionally, education and training in pathology has been delivered using textbooks, glass slides and conventional microscopy. Over the last two decades, the number of web-based pathology resources has expanded dramatically with centralized pathological resources being delivered to many students simultaneously. Recently, whole slide imaging technology allows glass slides to be scanned and viewed on a computer screen via dedicated software. This technology is referred to as virtual microscopy and has created enormous opportunities in pathological training and education. Students are able to learn key histopathological skills, e.g. to identify areas of diagnostic relevance from an entire slide, via a web-based computer environment. Students no longer need to be in the same room as the slides. New human-computer interfaces are also being developed using more natural touch technology to enhance the manipulation of digitized slides. Several major initiatives are also underway introducing online competency and diagnostic decision analysis using virtual microscopy and have important future roles in accreditation and recertification. Finally, researchers are investigating how pathological decision-making is achieved using virtual microscopy and modern eye-tracking devices. Virtual microscopy and digital pathology will continue to improve how pathology training and education is delivered. © 2012 The Authors APMIS © 2012 APMIS.

  18. Seasonal variability in virtual height of ionospheric f/sub 2/ layer at the pakistan atmospheric region

    International Nuclear Information System (INIS)

    Jilani, A.A.; Afridi, F.A.K.; Mian, K.; Zai, M.A.K.Y.

    2013-01-01

    The aim of this study was to assess the seasonal variability in virtual height of ionospheric F/sub 2/ layer for Pakistan's atmospheric region (PAR). In this communication virtual height variations have been analyzed by the descriptive statistical techniques. These methodologies comprise an autoregressive strategy, linear regression and polynomial regression. The relevance of these models has been illuminated using predicted values of different parameters under the seasonal variation of ionospheric F/sub 2/ layer in virtual height that affect the radio wave propagation through the ionosphere. These techniques are implemented to theorize the physical process of varying the virtual heights that leads this study towards formulating the variations due to interaction of radio wave propagation with this ionospheric layer. (author)

  19. A Study of the Relevance of Gender Identity and Characterization of Female Gamers in Massively Multiplayer Online Games

    OpenAIRE

    Mei-Hsueh Yang; I-Ning Chao

    2018-01-01

    The population of female gamers of Massive Multiplayer Online Games has increased significantly. Massive Multiplayer Online Games provide a virtual stage for players to freely shape their virtual roles and rebuild their self-identification based on preferences. Thus, characterization has become one of the most important parts when discussing female gamers of Massive Multiplayer Online Games. To understand the relevance of gender identity and characterization of female gamers in Massive Mul...

  20. 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...

  1. Loosely coupled class families

    DEFF Research Database (Denmark)

    Ernst, Erik

    2001-01-01

    are expressed using virtual classes seem to be very tightly coupled internally. While clients have achieved the freedom to dynamically use one or the other family, it seems that any given family contains a xed set of classes and we will need to create an entire family of its own just in order to replace one...... of the members with another class. This paper shows how to express class families in such a manner that the classes in these families can be used in many dierent combinations, still enabling family polymorphism and ensuring type safety....

  2. Virtual community centre for power wheelchair training: Experience of children and clinicians.

    Science.gov (United States)

    Torkia, Caryne; Ryan, Stephen E; Reid, Denise; Boissy, Patrick; Lemay, Martin; Routhier, François; Contardo, Resi; Woodhouse, Janet; Archambault, Phillipe S

    2017-11-02

    To: 1) characterize the overall experience in using the McGill immersive wheelchair - community centre (miWe-CC) simulator; and 2) investigate the experience of presence (i.e., sense of being in the virtual rather than in the real, physical environment) while driving a PW in the miWe-CC. A qualitative research design with structured interviews was used. Fifteen clinicians and 11 children were interviewed after driving a power wheelchair (PW) in the miWe-CC simulator. Data were analyzed using the conventional and directed content analysis approaches. Overall, participants enjoyed using the simulator and experienced a sense of presence in the virtual space. They felt a sense of being in the virtual environment, involved and focused on driving the virtual PW rather than on the surroundings of the actual room where they were. Participants reported several similarities between the virtual community centre layout and activities of the miWe-CC and the day-to-day reality of paediatric PW users. The simulator replicated participants' expectations of real-life PW use and promises to have an effect on improving the driving skills of new PW users. Implications for rehabilitation Among young users, the McGill immersive wheelchair (miWe) simulator provides an experience of presence within the virtual environment. This experience of presence is generated by a sense of being in the virtual scene, a sense of being involved, engaged, and focused on interacting within the virtual environment, and by the perception that the virtual environment is consistent with the real world. The miWe is a relevant and accessible approach, complementary to real world power wheelchair training for young users.

  3. Computed Tomographic Virtual Colonoscopy to Screen for Colorectal Neoplasia in asymptomatic adults

    International Nuclear Information System (INIS)

    Pickhardt, Perry J.; Choi, J Richard; Hwang, Inku and others

    2004-01-01

    We evaluated the performance characteristics of computed tomographic (CT) virtual colonospy for the detection of colorectal neoplasia in an average-risk screening population. A total of 1233 symptomatic adults (mean age, 57.8 years) underwent same-day virtual and optical colonoscopy. Radiologists used the three-dimensional endoluminal display for the initial detection of polyps on CT virtual colonoscopy. For the initial examination of each colonic segment, the colonoscopists were unaware of the findings on virtual colonoscopy, which were revealed to them before any subsequent reexamination. The sensitivity and specificity of virtual colonoscopy and the sensitivity of optical colonoscopy were calculated with the use of the findings of the final, unblinded optical colonoscopy as the reference standard. The sensitivity of virtual colonoscopy for adenomatous polyps was 93.8 percent for polyps at least 10 mm in diameter, 93.9 percent for polyps at least 8 mm in diameter, and 88.7 percent for polyps at least 6 mm in diameter. The sensitivity of optical colonoscopy for adenomatous polyps was 87.5 percent, 91.5 percent, and 92.3 percent for the three sizes of polyps, respectively. The specificity of virtual colonoscopy for adenomatous polyps was 96.0 percent for polyps at least 10 mm in diameter, 92.2 percent for polyps at least 8 mm in diameter, and 79.6 percent for polyps at least 6 mm in diameter.Two polyps were malignant; both were detected on virtual colonoscopy, and one of them was missed on optical colonoscopy before the results on virtual colonoscopy were revealed. CT virtual colonoscopy with the use of a three-dimensional approach is an accurate screening method for the detection of colorectal neoplasia in symptomatic average-risk adults and compares favorably with optical colonoscopy in terms of the detection of clinically relevant lesions

  4. 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...

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

    Directory of Open Access Journals (Sweden)

    Smith? Robert J

    2009-11-01

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

  6. A virtual network computer's optical storage virtualization scheme

    Science.gov (United States)

    Wang, Jianzong; Hu, Huaixiang; Wan, Jiguang; Wang, Peng

    2008-12-01

    In this paper, we present the architecture and implementation of a virtual network computers' (VNC) optical storage virtualization scheme called VOSV. Its task is to manage the mapping of virtual optical storage to physical optical storage, a technique known as optical storage virtualization. The design of VOSV aims at the optical storage resources of different clients and servers that have high read-sharing patterns. VOSV uses several schemes such as a two-level Cache mechanism, a VNC server embedded module and the iSCSI protocols to improve the performance. The results measured on the prototype are encouraging, and indicating that VOSV provides the high I/O performance.

  7. 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

  8. Sliding perspectives: dissociating ownership from self-location during full body illusions in virtual reality.

    Science.gov (United States)

    Maselli, Antonella; Slater, Mel

    2014-01-01

    Bodily illusions have been used to study bodily self-consciousness and disentangle its various components, among other the sense of ownership and self-location. Congruent multimodal correlations between the real body and a fake humanoid body can in fact trigger the illusion that the fake body is one's own and/or disrupt the unity between the perceived self-location and the position of the physical body. However, the extent to which changes in self-location entail changes in ownership is still matter of debate. Here we address this problem with the support of immersive virtual reality. Congruent visuotactile stimulation was delivered on healthy participants to trigger full body illusions from different visual perspectives, each resulting in a different degree of overlap between real and virtual body. Changes in ownership and self-location were measured with novel self-posture assessment tasks and with an adapted version of the cross-modal congruency task. We found that, despite their strong coupling, self-location and ownership can be selectively altered: self-location was affected when having a third person perspective over the virtual body, while ownership toward the virtual body was experienced only in the conditions with total or partial overlap. Thus, when the virtual body is seen in the far extra-personal space, changes in self-location were not coupled with changes in ownership. If a partial spatial overlap is present, ownership was instead typically experienced with a boosted change in the perceived self-location. We discussed results in the context of the current knowledge of the multisensory integration mechanisms contributing to self-body perception. We argue that changes in the perceived self-location are associated to the dynamical representation of peripersonal space encoded by visuotactile neurons. On the other hand, our results speak in favor of visuo-proprioceptive neuronal populations being a driving trigger in full body ownership illusions.

  9. Sliding perspectives: dissociating ownership from self-location during full body illusions in virtual reality

    Science.gov (United States)

    Maselli, Antonella; Slater, Mel

    2014-01-01

    Bodily illusions have been used to study bodily self-consciousness and disentangle its various components, among other the sense of ownership and self-location. Congruent multimodal correlations between the real body and a fake humanoid body can in fact trigger the illusion that the fake body is one's own and/or disrupt the unity between the perceived self-location and the position of the physical body. However, the extent to which changes in self-location entail changes in ownership is still matter of debate. Here we address this problem with the support of immersive virtual reality. Congruent visuotactile stimulation was delivered on healthy participants to trigger full body illusions from different visual perspectives, each resulting in a different degree of overlap between real and virtual body. Changes in ownership and self-location were measured with novel self-posture assessment tasks and with an adapted version of the cross-modal congruency task. We found that, despite their strong coupling, self-location and ownership can be selectively altered: self-location was affected when having a third person perspective over the virtual body, while ownership toward the virtual body was experienced only in the conditions with total or partial overlap. Thus, when the virtual body is seen in the far extra-personal space, changes in self-location were not coupled with changes in ownership. If a partial spatial overlap is present, ownership was instead typically experienced with a boosted change in the perceived self-location. We discussed results in the context of the current knowledge of the multisensory integration mechanisms contributing to self-body perception. We argue that changes in the perceived self-location are associated to the dynamical representation of peripersonal space encoded by visuotactile neurons. On the other hand, our results speak in favor of visuo-proprioceptive neuronal populations being a driving trigger in full body ownership illusions. PMID

  10. 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.

  11. Real-Time Emulation of Nonstationary Channels in Safety-Relevant Vehicular Scenarios

    Directory of Open Access Journals (Sweden)

    Golsa Ghiaasi

    2018-01-01

    Full Text Available This paper proposes and discusses the architecture for a real-time vehicular channel emulator capable of reproducing the input/output behavior of nonstationary time-variant radio propagation channels in safety-relevant vehicular scenarios. The vehicular channel emulator architecture aims at a hardware implementation which requires minimal hardware complexity for emulating channels with the varying delay-Doppler characteristics of safety-relevant vehicular scenarios. The varying delay-Doppler characteristics require real-time updates to the multipath propagation model for each local stationarity region. The vehicular channel emulator is used for benchmarking the packet error performance of commercial off-the-shelf (COTS vehicular IEEE 802.11p modems and a fully software-defined radio-based IEEE 802.11p modem stack. The packet error ratio (PER estimated from temporal averaging over a single virtual drive and the packet error probability (PEP estimated from ensemble averaging over repeated virtual drives are evaluated and compared for the same vehicular scenario. The proposed architecture is realized as a virtual instrument on National Instruments™ LabVIEW. The National Instrument universal software radio peripheral with reconfigurable input-output (USRP-Rio 2953R is used as the software-defined radio platform for implementation; however, the results and considerations reported are of general purpose and can be applied to other platforms. Finally, we discuss the PER performance of the modem for two categories of vehicular channel models: a vehicular nonstationary channel model derived for urban single lane street crossing scenario of the DRIVEWAY’09 measurement campaign and the stationary ETSI models.

  12. Asymptotic safety of higher derivative quantum gravity non-minimally coupled with a matter system

    Science.gov (United States)

    Hamada, Yuta; Yamada, Masatoshi

    2017-08-01

    We study asymptotic safety of models of the higher derivative quantum gravity with and without matter. The beta functions are derived by utilizing the functional renormalization group, and non-trivial fixed points are found. It turns out that all couplings in gravity sector, namely the cosmological constant, the Newton constant, and the R 2 and R μν 2 coupling constants, are relevant in case of higher derivative pure gravity. For the Higgs-Yukawa model non-minimal coupled with higher derivative gravity, we find a stable fixed point at which the scalar-quartic and the Yukawa coupling constants become relevant. The relevant Yukawa coupling is crucial to realize the finite value of the Yukawa coupling constants in the standard model.

  13. 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...

  14. Virtual accelerator concept, implementation and preliminary test

    International Nuclear Information System (INIS)

    Uriot, D.; Duperrier, R.

    2006-05-01

    A virtual accelerator is the coupling of a simulation code with the control system of a real machine. 3 operating modes are considered. First, the monitoring mode in which any action on the control system has an impact on both real and virtual machines. This mode allows a direct comparison between simulation results and the real behaviour of the accelerator. Secondly, the flight simulation mode, this mode allows the accelerator operators to simulate the effect of any change in the parameters of the control system before transferring them to the real machine. The main advantage of this mode is to allow the assessment of operating procedures before implementing them on the real machine. The third mode is the automatic steering mode in which the simulation code assumes the reins of the control system of the real machine. This mode allows the making of complex and time-consuming adjustment procedures in an automatic way. TraceWin is a simulation code dedicated to the behaviour of charged-particle beams in a linear accelerator. TraceWin is consistent with the EPICS technology on which the control system of most accelerators is based. A virtual accelerator composed of the SILHI injector combined to the TraceWin code via the EPICS environment has showed its efficiency in the automatic steering mode. (A.C.)

  15. Developing a Virtual Network of Research Observatories

    Science.gov (United States)

    Hooper, R. P.; Kirschtl, D.

    2008-12-01

    The hydrologic community has been discussing the concept of a network of observatories for the advancement of hydrologic science in areas of scaling processes, in testing generality of hypotheses, and in examining non-linear couplings between hydrologic, biotic, and human systems. The Consortium of Universities for the Advancement of Hydrologic Science, Inc. (CUAHSI) is exploring the formation of a virtual network of observatories, formed from existing field studies without regard to funding source. Such a network would encourage sharing of data, metadata, field methods, and data analysis techniques to enable multidisciplinary synthesis, meta-analysis, and scientific collaboration in hydrologic and environmental science and engineering. The virtual network would strive to provide both the data and the environmental context of the data through advanced cyberinfrastructure support. The foundation for this virtual network is Water Data Services that enable the publication of time-series data collected at fixed points using a services-oriented architecture. These publication services, developed in the CUAHSI Hydrologic Information Systems project, permit the discovery of data from both academic and government sources through a single portal. Additional services under consideration are publication of geospatial data sets, immersive environments based upon site digital elevation models, and a common web portal to member sites populated with structured data about the site (such as land use history and geologic setting) to permit understanding the environmental context of the data being shared.

  16. Structure functions of longitudinal virtual photons at low virtualities

    International Nuclear Information System (INIS)

    Ioffe, B.L.; Shushpanov, I.A.

    1996-01-01

    The structure functions F L 1 and F L 2 of longitudinal virtual photons at low virtualities are calculated in the framework of chiral perturbation theory (ChPT) in the zero and first order of ChPT. It is assumed that the virtuality of a target longitudinal photon p 2 is much less than the virtuality of the hard projectile photon Q 2 and both are less than the characteristic ChPT scale. In this approximation the structure functions are determined by the production of two pions in γγ collisions. The numerical results for F L 2 and F L 1 are presented (the upper index refers to the longitudinal polarization of the virtual target photon). The possibilities of measurements of these structure functions are briefly discussed. copyright 1996 The American Physical Society

  17. Virtual hand: a 3D tactile interface to virtual environments

    Science.gov (United States)

    Rogowitz, Bernice E.; Borrel, Paul

    2008-02-01

    We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.

  18. Advanced server virtualization VMware and Microsoft platforms in the virtual data center

    CERN Document Server

    Marshall, David; McCrory, Dave

    2006-01-01

    Executives of IT organizations are compelled to quickly implement server virtualization solutions because of significant cost savings. However, most IT professionals tasked with deploying virtualization solutions have little or no experience with the technology. This creates a high demand for information on virtualization and how to properly implement it in a datacenter. Advanced Server Virtualization: VMware® and Microsoft® Platforms in the Virtual Data Center focuses on the core knowledge needed to evaluate, implement, and maintain an environment that is using server virtualization. This boo

  19. Virtual water trade of agri-food products: Evidence from italian-chinese relations.

    Science.gov (United States)

    Lamastra, Lucrezia; Miglietta, Pier Paolo; Toma, Pierluigi; De Leo, Federica; Massari, Stefania

    2017-12-01

    At global scale, the majority of world water withdrawal is for the agricultural sector, with differences among countries depending on the relevance of agri-food sector in the economy. Virtual water and water footprint could be useful to express the impact on the water resources of each production process and good with the objective to lead to a sustainable use of water at a global level. International trade could be connected to the virtual water flows, in fact through commodities importation, water poor countries can save their own water resources. The present paper focuses on the bilateral virtual water flows connected to the top ten agri-food products traded between Italy and China. Comparing the virtual water flow related to the top 10 agri-food products, the virtual water flow from Italy to China is bigger than the water flow in the opposite direction. Moreover, the composition of virtual water flows is different; Italy imports significant amounts of grey water from China, depending on the different environmental strategies adopted by the two selected countries. This difference could be also related to the fact that traded commodities are very different; the 91% of virtual water imported by Italy is connected to crops products, while the 95% of virtual water imported by China is related to the animal products. Considering national water saving and global water saving, appears that Italy imports virtual water from China while China exerts pressure on its water resources to supply the exports to Italy. This result at global scale implies a global water loss of 129.29millionm3 because, in general, the agri-food products are traded from the area with lower water productivity to the area with the higher water productivity. Copyright © 2017 Elsevier B.V. All rights reserved.

  20. 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...

  1. Conventional versus virtual radiographs of the injured pelvis and acetabulum

    Energy Technology Data Exchange (ETDEWEB)

    Bishop, Julius A.; Rao, Allison J.; Pouliot, Michael A.; Bellino, Michael [Stanford University School of Medicine, Department of Orthopaedic Surgery, Stanford, CA (United States); Beaulieu, Christopher [Stanford University School of Medicine, Department of Radiology, Stanford, CA (United States)

    2015-09-15

    Evaluation of the fractured pelvis or acetabulum requires both standard radiographic evaluation as well as computed tomography (CT) imaging. The standard anterior-posterior (AP), Judet, and inlet and outlet views can now be simulated using data acquired during CT, decreasing patient discomfort, radiation exposure, and cost to the healthcare system. The purpose of this study is to compare the image quality of conventional radiographic views of the traumatized pelvis to virtual radiographs created from pelvic CT scans. Five patients with acetabular fractures and ten patients with pelvic ring injuries were identified using the orthopedic trauma database at our institution. These fractures were evaluated with both conventional radiographs as well as virtual radiographs generated from a CT scan. A web-based survey was created to query overall image quality and visibility of relevant anatomic structures. This survey was then administered to members of the Orthopaedic Trauma Association (OTA). Ninety-seven surgeons completed the acetabular fracture survey and 87 completed the pelvic fracture survey. Overall image quality was judged to be statistically superior for the virtual as compared to conventional images for acetabular fractures (3.15 vs. 2.98, p = 0.02), as well as pelvic ring injuries (2.21 vs. 1.45, p = 0.0001). Visibility ratings for each anatomic landmark were statistically superior with virtual images as well. Virtual radiographs of pelvic and acetabular fractures offer superior image quality, improved comfort, decreased radiation exposure, and a more cost-effective alternative to conventional radiographs. (orig.)

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

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

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

  3. Virtual environment display for a 3D audio room simulation

    Science.gov (United States)

    Chapin, William L.; Foster, Scott

    1992-06-01

    Recent developments in virtual 3D audio and synthetic aural environments have produced a complex acoustical room simulation. The acoustical simulation models a room with walls, ceiling, and floor of selected sound reflecting/absorbing characteristics and unlimited independent localizable sound sources. This non-visual acoustic simulation, implemented with 4 audio ConvolvotronsTM by Crystal River Engineering and coupled to the listener with a Poihemus IsotrakTM, tracking the listener's head position and orientation, and stereo headphones returning binaural sound, is quite compelling to most listeners with eyes closed. This immersive effect should be reinforced when properly integrated into a full, multi-sensory virtual environment presentation. This paper discusses the design of an interactive, visual virtual environment, complementing the acoustic model and specified to: 1) allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; 2) reinforce the listener's feeling of telepresence into the acoustical environment with visual and proprioceptive sensations; 3) enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and 4) serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations. The installed system implements a head-coupled, wide-angle, stereo-optic tracker/viewer and multi-computer simulation control. The portable demonstration system implements a head-mounted wide-angle, stereo-optic display, separate head and pointer electro-magnetic position trackers, a heterogeneous parallel graphics processing system, and object oriented C++ program code.

  4. The role of virtual photons in nanoscale photonics

    Energy Technology Data Exchange (ETDEWEB)

    Andrews, David L.; Bradshaw, David S. [School of Chemistry, University of East Anglia, Norwich (United Kingdom)

    2014-04-15

    The fundamental theory of processes and properties associated with nanoscale photonics should properly account for the quantum nature of both the matter and the radiation field. A familiar example is the Casimir force, whose significant role in nanoelectromechanical systems is widely recognised; the correct representation invokes the creation of short-lived virtual photons from the vacuum. In fact, there is an extensive range of nanophotonic interactions in which virtual photon exchange plays a vital role, mediating the coupling between particles. This review surveys recent theory and applications, also exhibiting novel insights into key electrodynamic mechanisms. Examples are numerous and include: laser-induced inter-particle forces known as optical binding; non-parametric frequency-conversion processes especially in rare-earth doped materials; light-harvesting polymer materials that involve electronic energy transfer between their constituent chromophores. An assessment of these and the latest prospective applications concludes with a view on future directions of research. (copyright 2014 by WILEY-VCH Verlag GmbH and Co. KGaA, Weinheim)

  5. Asymmetric training using virtual reality reflection equipment and the enhancement of upper limb function in stroke patients: a randomized controlled trial.

    Science.gov (United States)

    Lee, DongJin; Lee, MyungMo; Lee, KyoungJin; Song, ChangHo

    2014-07-01

    Asymmetric movements with both hands contributed to the improvement of spatially coupled motion. Thus, the aim of this study was to investigate the effects of an asymmetric training program using virtual reality reflection equipment on upper limb function in stroke patients. Twenty-four stroke patients were randomly allocated to an experimental group (n=12) or a control group (n=12). Both groups participated in conventional physical therapy for 2×30 min/d, 5 d/wk, for 4 weeks. The experimental group also participated in an asymmetric training program using virtual reality reflection equipment, and the control group participated in a symmetric training program. Both asymmetric and symmetric programs were conducted for 30 min/d, 5 d/wk, for 4 weeks. To compare upper limb function before and after intervention, the Fugl-Meyer Assessment (FMA), the Box and Block Test (BBT), grip strength, range of motion (ROM), and spasticity were assessed. Both groups showed significant increases in upper limb function, excepting spasticity, after intervention (Pinteraction was demonstrated only for shoulder/elbow/wrist items of FMA, BBT, grip strength, and ROM of wrist flexion, extension, and ulnar deviation (Pvirtual reality reflection equipment is an effective intervention method for improving upper limb function in stroke patients. We consider that an additional study based on a program using virtual reflection, which is more functional than performing simple tasks, and consisting of tasks relevant to the activities of daily living be conducted. Copyright © 2014 National Stroke Association. Published by Elsevier Inc. All rights reserved.

  6. 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...

  7. Intermarried Couples, gender positions and mental well being

    DEFF Research Database (Denmark)

    Singla, Rashmi

    ‘North’ (Denmark). Despite increase in numbers, intermarried couples are still almost invisible as a statistical category and in psychosocial services in the Danish context. The theoretical framework combines intersectionality approach, with life course perspective and the everyday life practices....... Implications for relevant mental health promotion and counselling for distressed couples are also included. Keywords: intermarried couples, visible ethnically different couples. intersectionality approach, gender positions, structural barriers, health promotion...

  8. Constraint, Intelligence, and Control Hierarchy in Virtual Environments. Chapter 1

    Science.gov (United States)

    Sheridan, Thomas B.

    2007-01-01

    This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the

  9. Formulation analysis and computation of an optimization-based local-to-nonlocal coupling method.

    Energy Technology Data Exchange (ETDEWEB)

    D' Elia, Marta [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States). Center for Computing Research; Bochev, Pavel Blagoveston [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States). Center for Computing Research

    2017-01-01

    In this paper, we present an optimization-based coupling method for local and nonlocal continuum models. Our approach couches the coupling of the models into a control problem where the states are the solutions of the nonlocal and local equations, the objective is to minimize their mismatch on the overlap of the local and nonlocal problem domains, and the virtual controls are the nonlocal volume constraint and the local boundary condition. We present the method in the context of Local-to-Nonlocal di usion coupling. Numerical examples illustrate the theoretical properties of the approach.

  10. Transforming Virtual Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    2005-01-01

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

  11. Virtual Reality Applications for Stress Management Training in the Military.

    Science.gov (United States)

    Pallavicini, Federica; Argenton, Luca; Toniazzi, Nicola; Aceti, Luciana; Mantovani, Fabrizia

    2016-12-01

    Stress Management Training programs are increasingly being adopted in the military field for resilience empowerment and primary stress prevention. In the last several years, advanced technologies (virtual reality in particular) have been integrated in order to develop more innovative and effective stress training programs for military personnel, including soldiers, pilots, and other aircrew professionals. This systematic review describes experimental studies that have been conducted in recent years to test the effectiveness of virtual reality-based Stress Management Training programs developed for military personnel. This promising state-of-the-art technology has the potential to be a successful new approach in empowering soldiers and increasing their resilience to stress. To provide an overview from 2001 to 2016 of the application of virtual reality for Stress Management Training programs developed for the military, a computer-based search for relevant publications was performed in several databases. Databases used in the search were PsycINFO, Web of Science (Web of Knowledge), PubMed, and Medline. The search string was: ("Virtual Reality") AND ("Military") AND ["Stress Training" OR ("Stress Management")]. There were 14 studies that met the inclusion criteria and were included in the review. The main observation to be drawn from this review is that virtual reality can provide interactive Stress Management Training to decrease levels of perceived stress and negative affect in military personnel. This technology appears to be a promising tool for assessing individuals' resilience to stress and for identifying the impact that stress can have on physiological reactivity and performance.Pallavicini F, Argenton L, Toniazzi N, Aceti L, Mantovani F. Virtual realtiy applications for stress management training in the military. Aerosp Med Hum Perform. 2016; 87(12):1021-1030.

  12. Coherent virtual absorption for discretized light

    Science.gov (United States)

    Longhi, S.

    2018-05-01

    Coherent virtual absorption (CVA) is a recently-introduced phenomenon for which exponentially growing waves incident onto a conservative optical medium are neither reflected nor transmitted, at least transiently. CVA has been associated to complex zeros of the scattering matrix and can be regarded as the time reversal of the decay process of a quasi-mode sustained by the optical medium. Here we consider CVA for discretized light transport in coupled resonator optical waveguides or waveguide arrays and show that a distinct kind of CVA, which is not related to complex zero excitation of quasi-modes, can be observed. This result suggests that scattering matrix analysis can not fully capture CVA phenomena.

  13. 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....

  14. Virtual water: Virtuous impact? : the unsteady state of virtual water

    NARCIS (Netherlands)

    Roth, D.; Warner, J.F.

    2008-01-01

    Virtual water,” water needed for crop production, is now being mainstreamed in the water policy world. Relying on virtual water in the form of food imports is increasingly recommended as good policy for water-scarce areas. Virtual water globalizes discussions on water scarcity, ecological

  15. VBOT: Motivating computational and complex systems fluencies with constructionist virtual/physical robotics

    Science.gov (United States)

    Berland, Matthew W.

    As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions

  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. Ambient Intelligence in Multimeda and Virtual Reality Environments for the rehabilitation

    Science.gov (United States)

    Benko, Attila; Cecilia, Sik Lanyi

    This chapter presents a general overview about the use of multimedia and virtual reality in rehabilitation and assistive and preventive healthcare. This chapter deals with multimedia, virtual reality applications based AI intended for use by medical doctors, nurses, special teachers and further interested persons. It describes methods how multimedia and virtual reality is able to assist their work. These include the areas how multimedia and virtual reality can help the patients everyday life and their rehabilitation. In the second part of the chapter we present the Virtual Therapy Room (VTR) a realized application for aphasic patients that was created for practicing communication and expressing emotions in a group therapy setting. The VTR shows a room that contains a virtual therapist and four virtual patients (avatars). The avatars are utilizing their knowledge base in order to answer the questions of the user providing an AI environment for the rehabilitation. The user of the VTR is the aphasic patient who has to solve the exercises. The picture that is relevant for the actual task appears on the virtual blackboard. Patient answers questions of the virtual therapist. Questions are about pictures describing an activity or an object in different levels. Patient can ask an avatar for answer. If the avatar knows the answer the avatars emotion changes to happy instead of sad. The avatar expresses its emotions in different dimensions. Its behavior, face-mimic, voice-tone and response also changes. The emotion system can be described as a deterministic finite automaton where places are emotion-states and the transition function of the automaton is derived from the input-response reaction of an avatar. Natural language processing techniques were also implemented in order to establish highquality human-computer interface windows for each of the avatars. Aphasic patients are able to interact with avatars via these interfaces. At the end of the chapter we visualize the

  18. Theft of Virtual Property — Towards Security Requirements for Virtual Worlds

    Science.gov (United States)

    Beyer, Anja

    The article is focused to introduce the topic of information technology security for Virtual Worlds to a security experts’ audience. Virtual Worlds are Web 2.0 applications where the users cruise through the world with their individually shaped avatars to find either amusement, challenges or the next best business deal. People do invest a lot of time but beyond they invest in buying virtual assets like fantasy witcheries, wepaons, armour, houses, clothes,...etc with the power of real world money. Although it is called “virtual” (which is often put on the same level as “not existent”) there is a real value behind it. In November 2007 dutch police arrested a seventeen years old teenager who was suspicted to have stolen virtual items in a Virtual World called Habbo Hotel [Reuters07]. In order to successfully provide security mechanisms into Virtual Worlds it is necessarry to fully understand the domain for which the security mechansims are defined. As Virtual Worlds must be clasified into the domain of Social Software the article starts with an overview of how to understand Web 2.0 and gives a short introduction to Virtual Worlds. The article then provides a consideration of assets of Virtual Worlds participants, describes how these assets can be threatened and gives an overview of appopriate security requirements and completes with an outlook of possible countermeasures.

  19. Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

    OpenAIRE

    Kyriakou, Marios; Pan, Xueni; Chrysanthou, Yiorgos

    2016-01-01

    This study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose-developed experiments in both Immersive and semi-Immersive Virtual Reality systems queried the impact of collision and basic interaction between real-users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements i...

  20. Coupled quantum-classical method for long range charge transfer: relevance of the nuclear motion to the quantum electron dynamics

    International Nuclear Information System (INIS)

    Da Silva, Robson; Hoff, Diego A; Rego, Luis G C

    2015-01-01

    Charge and excitonic-energy transfer phenomena are fundamental for energy conversion in solar cells as well as artificial photosynthesis. Currently, much interest is being paid to light-harvesting and energy transduction processes in supramolecular structures, where nuclear dynamics has a major influence on electronic quantum dynamics. For this reason, the simulation of long range electron transfer in supramolecular structures, under environmental conditions described within an atomistic framework, has been a difficult problem to study. This work describes a coupled quantum mechanics/molecular mechanics method that aims at describing long range charge transfer processes in supramolecular systems, taking into account the atomistic details of large molecular structures, the underlying nuclear motion, and environmental effects. The method is applied to investigate the relevance of electron–nuclei interaction on the mechanisms for photo-induced electron–hole pair separation in dye-sensitized interfaces as well as electronic dynamics in molecular structures. (paper)

  1. Deeply virtual Compton scattering: How to test handbag dominance?

    International Nuclear Information System (INIS)

    Gousset, T.; Gousset, T.; Diehl, M.; Pire, B.; Diehl, M.; Ralston, J.P.

    1998-01-01

    We propose detailed tests of the handbag approximation in exclusive deeply virtual Compton scattering. Those tests make no use of any prejudice about parton correlations in the proton which are basically unknown objects and beyond the scope of perturbative QCD. Since important information on the proton substructure can be gained in the regime of light cone dominance we consider that such a class of tests is of special relevance. copyright 1998 American Institute of Physics

  2. Alleviating the water scarcity in the North China Plain: the role of virtual water and real water transfer

    Science.gov (United States)

    Zhang, Zhuoying; Yang, Hong; Shi, Minjun

    2016-04-01

    The North China Plain is the most water scarce region in China. Its water security is closely relevant to interregional water movement, which can be realized by real water transfers and/or virtual water transfers. This study investigates the roles of virtual water trade and real water transfer using Interregional Input-Output model. The results show that the region is receiving 19.4 billion m3/year of virtual water from the interregional trade, while exporting 16.4 billion m3/year of virtual water in the international trade. In balance, the region has a net virtual water gain of 3 billion m3/year from outside. Its virtual water inflow is dominated by agricultural products from other provinces, totalling 16.6 billion m3/year, whilst its virtual water export is dominated by manufacturing sectors to other countries, totalling 11.7 billion m3/year. Both virtual water import and real water transfer from South to North Water Diversion Project are important water supplements for the region. The results of this study provide useful scientific references for the establishment of combating strategies to deal with the water scarcity in the future.

  3. 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...

  4. Real-time recording and classification of eye movements in an immersive virtual environment.

    Science.gov (United States)

    Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary

    2013-10-10

    Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.

  5. Server virtualization solutions

    OpenAIRE

    Jonasts, Gusts

    2012-01-01

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

  6. 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...

  7. Interactive Virtual Cinematography

    OpenAIRE

    Burelli, Paolo

    2012-01-01

    A virtual camera represents the point-of-view of the player through which sheperceives the game world and gets feedback on her actions. Thus, the virtualcamera plays a vital role in 3D computer games and aects player experienceand enjoyability in games. Interactive virtual cinematography is the process ofvisualising the content of a virtual environment by positioning and animatingthe virtual camera in the context of interactive applications such as a computergame.Camera placement and animatio...

  8. 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...

  9. A G Protein-biased Designer G Protein-coupled Receptor Useful for Studying the Physiological Relevance of Gq/11-dependent Signaling Pathways.

    Science.gov (United States)

    Hu, Jianxin; Stern, Matthew; Gimenez, Luis E; Wanka, Lizzy; Zhu, Lu; Rossi, Mario; Meister, Jaroslawna; Inoue, Asuka; Beck-Sickinger, Annette G; Gurevich, Vsevolod V; Wess, Jürgen

    2016-04-08

    Designerreceptorsexclusivelyactivated by adesignerdrug (DREADDs) are clozapine-N-oxide-sensitive designer G protein-coupled receptors (GPCRs) that have emerged as powerful novel chemogenetic tools to study the physiological relevance of GPCR signaling pathways in specific cell types or tissues. Like endogenous GPCRs, clozapine-N-oxide-activated DREADDs do not only activate heterotrimeric G proteins but can also trigger β-arrestin-dependent (G protein-independent) signaling. To dissect the relative physiological relevance of G protein-mediatedversusβ-arrestin-mediated signaling in different cell types or physiological processes, the availability of G protein- and β-arrestin-biased DREADDs would be highly desirable. In this study, we report the development of a mutationally modified version of a non-biased DREADD derived from the M3muscarinic receptor that can activate Gq/11with high efficacy but lacks the ability to interact with β-arrestins. We also demonstrate that this novel DREADD is activein vivoand that cell type-selective expression of this new designer receptor can provide novel insights into the physiological roles of G protein (Gq/11)-dependentversusβ-arrestin-dependent signaling in hepatocytes. Thus, this novel Gq/11-biased DREADD represents a powerful new tool to study the physiological relevance of Gq/11-dependent signaling in distinct tissues and cell types, in the absence of β-arrestin-mediated cellular effects. Such studies should guide the development of novel classes of functionally biased ligands that show high efficacy in various pathophysiological conditions but display a reduced incidence of side effects. © 2016 by The American Society for Biochemistry and Molecular Biology, Inc.

  10. The trade of virtual water: do property rights matter?

    Science.gov (United States)

    Xu, Ankai

    2016-04-01

    My paper examines the determinants of the virtual water trade - embodied in the trade of agriculture products - by estimating a structural gravity model. In particular, it tests the relationship between property rights and the export of water-intensive agricultural products based on water footprint data in Mekonnen and Hoekstra (2011, 2012). Using two different measures of property rights protection, I show that countries with weaker property rights have an apparent comparative advantage in the trade of water-intensive products. After controlling for the economic size, natural resource endowments, and possible effects of reverse causality, the trade flow of virtual water is negatively and significantly correlated with the property rights index of the exporting country. Holding other factors constant, one point increase in the property rights index of a country is associated with a 24% - 36% decrease in its virtual water export, whereas a 1% increase in the natural resource protection index of a country is associated with a 16% decrease in its virtual water export. This paper is the first empirical work that tests the relationship between property rights and trade of water-intensive products, offering a new perceptive in the debate of virtual water trade. The findings provide a possible explanation on the paradoxical evidence that some countries with scarce water resources export water-intensive products. The result is important not only in terms of its theoretical relevance, but also its policy implications. As prescribed by the model of trade and property rights, when countries with weaker property rights open to international trade, they are more likely to over-exploit and thus expedite the depletion of natural resources.

  11. [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.

  12. 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.

  13. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    Energy Technology Data Exchange (ETDEWEB)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Machado, Daniel Mol [Coordenacao dos Programas de Pos-Graduacao em Engenharia (COPPE/UFRJ), Rio de Janeiro, RJ (Brazil). Instituto Alberto Luiz Coimbra

    2015-07-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  14. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    International Nuclear Information System (INIS)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria; Machado, Daniel Mol

    2015-01-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  15. Interactive virtual mock-ups for Remote Handling compatibility assessment of heavy components

    Energy Technology Data Exchange (ETDEWEB)

    Oosterhout, J. van, E-mail: j.vanoosterhout@differ.nl [FOM Institute DIFFER (Dutch Institute for Fundamental Energy Research), Association EURATOM-FOM, Partner in the Trilateral Euregio Cluster, PO Box 1207, 3430 BE Nieuwegein (Netherlands); Heemskerk, C.J.M.; Koning, J.F. [Heemskerk Innovative Technology B.V., Jonckerweg 12, 2201 DZ Noordwijk 6 (Netherlands); Ronden, D.M.S.; Baar, M. de [FOM Institute DIFFER (Dutch Institute for Fundamental Energy Research), Association EURATOM-FOM, Partner in the Trilateral Euregio Cluster, PO Box 1207, 3430 BE Nieuwegein (Netherlands)

    2014-10-15

    Highlights: •Specific ITER components require RHCA on hardware mock-ups. •Hardware mock-ups are expensive and have a long lead time. •Interactive Virtual Reality mock-ups are readily available and easily adapted. •This paper analysis and proposes improvements to simulator capabilities. -- Abstract: ITER standards Tesini (2009) require hardware mock-ups to validate the Remote Handling (RH) compatibility of RH class 1- and critical class 2-components. Full-scale mock-ups of large ITER components are expensive, have a long lead time and lose their relevance in case of design changes. Interactive Virtual Reality simulations with real time rigid body dynamics and contact interaction allow for RH Compatibility Assessment during the design iterations. This paper explores the use of interactive virtual mock-ups to analyze the RH compatibility of heavy component handling and maintenance. It infers generic maintenance operations from the analysis and proposes improvements to the simulator capabilities.

  16. Interactive virtual mock-ups for Remote Handling compatibility assessment of heavy components

    International Nuclear Information System (INIS)

    Oosterhout, J. van; Heemskerk, C.J.M.; Koning, J.F.; Ronden, D.M.S.; Baar, M. de

    2014-01-01

    Highlights: •Specific ITER components require RHCA on hardware mock-ups. •Hardware mock-ups are expensive and have a long lead time. •Interactive Virtual Reality mock-ups are readily available and easily adapted. •This paper analysis and proposes improvements to simulator capabilities. -- Abstract: ITER standards Tesini (2009) require hardware mock-ups to validate the Remote Handling (RH) compatibility of RH class 1- and critical class 2-components. Full-scale mock-ups of large ITER components are expensive, have a long lead time and lose their relevance in case of design changes. Interactive Virtual Reality simulations with real time rigid body dynamics and contact interaction allow for RH Compatibility Assessment during the design iterations. This paper explores the use of interactive virtual mock-ups to analyze the RH compatibility of heavy component handling and maintenance. It infers generic maintenance operations from the analysis and proposes improvements to the simulator capabilities

  17. Cognitive evaluation by tasks in a virtual reality environment in multiple sclerosis.

    Science.gov (United States)

    Lamargue-Hamel, Delphine; Deloire, Mathilde; Saubusse, Aurore; Ruet, Aurélie; Taillard, Jacques; Philip, Pierre; Brochet, Bruno

    2015-12-15

    The assessment of cognitive impairment in multiple sclerosis (MS) requires large neuropsychological batteries that assess numerous domains. The relevance of these assessments to daily cognitive functioning is not well established. Cognitive ecological evaluation has not been frequently studied in MS. The aim of this study was to determine the interest of cognitive evaluation in a virtual reality environment in a sample of persons with MS with cognitive deficits. Thirty persons with MS with at least moderate cognitive impairment were assessed with two ecological evaluations, an in-house developed task in a virtual reality environment (Urban DailyCog®) and a divided attention task in a driving simulator. Classical neuropsychological testing was also used. Fifty-two percent of the persons with MS failed the driving simulator task and 80% failed the Urban DailyCog®. Virtual reality assessments are promising in identifying cognitive impairment in MS. Copyright © 2015 Elsevier B.V. All rights reserved.

  18. Exploiting the ALICE HLT for PROOF by scheduling of Virtual Machines

    International Nuclear Information System (INIS)

    Meoni, Marco; Boettger, Stefan; Zelnicek, Pierre; Kebschull, Udo; Lindenstruth, Volker

    2011-01-01

    The HLT (High-Level Trigger) group of the ALICE experiment at the LHC has prepared a virtual Parallel ROOT Facility (PROOF) enabled cluster (HAF - HLT Analysis Facility) for fast physics analysis, detector calibration and reconstruction of data samples. The HLT-Cluster currently consists of 2860 CPU cores and 175TB of storage. Its purpose is the online filtering of the relevant part of data produced by the particle detector. However, data taking is not running continuously and exploiting unused cluster resources for other applications is highly desirable and improves the usage-cost ratio of the HLT cluster. As such, unused computing resources are dedicated to a PROOF-enabled virtual cluster available to the entire collaboration. This setup is especially aimed at the prototyping phase of analyses that need a high number of development iterations and a short response time, e.g. tuning of analysis cuts, calibration and alignment. HAF machines are enabled and disabled upon user request to start or complete analysis tasks. This is achieved by a virtual machine scheduling framework which dynamically assigns and migrates virtual machines running PROOF workers to unused physical resources. Using this approach we extend the HLT usage scheme to running both online and offline computing, thereby optimizing the resource usage.

  19. Application of a Virtual Ovation System to the ShinKori-3 Simulator

    International Nuclear Information System (INIS)

    Hong, Jin Hyuk; Lee, Myeong Soo; Chung, Kyung Hun

    2011-01-01

    The Ovation system for the Shin-Kori Unit 3 Simulator is essentially a non-redundant, repackaged subset of the actual plant I and C equipment, with additional interface computers (SimStations). This system also present in the simulator to provide communication between the plant model computer and the stimulated Ovation equipment. The stimulated Ovation equipment in the simulator system includes Operator HMI (Human- Machine Interface) equipment and Ovation virtual controllers hosted by Virtual Controller Host workstations, which are not present in the actual plant DCS system. The simulator for the Shin-Kori Unit 3 and 4 is being developed by Korea Hydro and Nuclear Power's Central Research Institute (KHNP CRI). One of the features of the simulator is its application of a virtual Ovation system capable of simulated functionalities such as run, freeze, snapshot, backtrack and others required by ANSI/ANS-3.5 in addition to the original functionality for the actual Ovation system applied at the plant. This is the first application of a virtual Ovation system to a full-scope simulator for a nuclear power plant in Korea. The purpose of this paper is to provide the overall architecture of the communication system between the virtual system and the simulator model and to describe the current situation of the development of the system and recent relevant studies

  20. RELAP5/MOD3 code coupling model

    International Nuclear Information System (INIS)

    Martin, R.P.; Johnsen, G.W.

    1994-01-01

    A new capability has been incorporated into RELAP5/MOD3 that enables the coupling of RELAP5/MOD3 to other computer codes. The new capability has been designed to support analysis of the new advanced reactor concepts. Its user features rely solely on new RELAP5 open-quotes styledclose quotes input and the Parallel Virtual Machine (PVM) software, which facilitates process management and distributed communication of multiprocess problems. RELAP5/MOD3 manages the input processing, communication instruction, process synchronization, and its own send and receive data processing. The flexible capability requires that an explicit coupling be established, which updates boundary conditions at discrete time intervals. Two test cases are presented that demonstrate the functionality, applicability, and issues involving use of this capability

  1. Coupling of Algal Biofuel Production with Wastewater

    Directory of Open Access Journals (Sweden)

    Neha Chamoli Bhatt

    2014-01-01

    Full Text Available Microalgae have gained enormous consideration from scientific community worldwide emerging as a viable feedstock for a renewable energy source virtually being carbon neutral, high lipid content, and comparatively more advantageous to other sources of biofuels. Although microalgae are seen as a valuable source in majority part of the world for production of biofuels and bioproducts, still they are unable to accomplish sustainable large-scale algal biofuel production. Wastewater has organic and inorganic supplements required for algal growth. The coupling of microalgae with wastewater is an effective way of waste remediation and a cost-effective microalgal biofuel production. In this review article, we will primarily discuss the possibilities and current scenario regarding coupling of microalgal cultivation with biofuel production emphasizing recent progress in this area.

  2. 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.

  3. Virtual laboratories : comparability of real and virtual environments for environmental psychology

    NARCIS (Netherlands)

    Kort, de Y.A.W.; IJsselsteijn, W.A.; Kooijman, J.M.A.; Schuurmans, Y.

    2003-01-01

    Virtual environments have the potential to become important new research tools in environment behavior research. They could even become the future (virtual) laboratories, if reactions of people to virtual environments are similar to those in real environments. The present study is an exploration of

  4. WashingtonOnline Virtual Campus: Infusing Culture in Dispersed Web-Based Higher Education

    Directory of Open Access Journals (Sweden)

    Shalin Hai-Jew

    2004-08-01

    Full Text Available Started in 1997, WashingtonOnline Virtual Campus (WAOL consists of a consortium of 34 community colleges around Washington State to provide asynchronous online learning. WAOL bears many of the features of a loosely coupled organization with its geographically dispersed frontline instructors, fragmented external environment, modularity of courses and supervision, and its use of enhanced leadership and technology to communicate a culture. Recent surveys of its administration, instructors, and staff found disparities in various constituencies’ perspectives on the organization’s culture, decision-making, values, brand or reputation, communications, and WAOL’s authorizing environment. Research suggests that WAOL benefits from some aspects of loose coupling: greater adaptive abilities and responsiveness to the State’s college system; “fast” course development and launching; and isolated breakdowns. There is, however, a persistent difficulty in conveying a cohesive culture. There is a perception of WAOL’s invisibility among its varied constituencies. This organization is at a crossroads, with the threat of colleges disconnecting from this consortium. WAOL should redefine its direction and purpose, such as coupling with local universities to provide not only associates degrees but full Baccalaureate and/ or Masters degrees. It may strengthen its position by improving learner supports, publicizing its decisions, creating a stronger sense of virtual community among the instructors (as in its recent creation of an online community for instructors, increased participative decision-making and use of line faculty and staff insights, and greater course varieties.

  5. Ordinary muon capture as a probe of virtual transitions of ββ decay

    International Nuclear Information System (INIS)

    Kortelainen, M.; Suhonen, J.

    2002-01-01

    A reliable theoretical description of double-beta-decay processes needs a possibility to test the involved virtual transitions against experimental data. Unfortunately, only the lowest virtual transition can be probed by the traditional electron capture of β - decay experiments. In this article we propose that calculated amplitudes for many virtual transitions can be probed by experiments measuring rates of ordinary muon capture (OMC) to the relevant intermediate states. The first results form such experiments are expected to appear soon. As an example, we discuss the ββ decays of 76 Ge and 106 Cd and the corresponding OMC for the 76 Se and 106 Cd nuclei in the framework of the proton-neutron QRPA with realistic interactions. It is found that the OMC observables, just like the 2νββ-decay amplitudes, strongly depend on the strength of the particle-particle part of the proton-neutron interaction. (author)

  6. The Elderly Perceived Meanings and Values of Virtual Reality Leisure Activities: A Means-End Chain Approach

    Directory of Open Access Journals (Sweden)

    Cheng-Shih Lin

    2018-04-01

    Full Text Available This study uses means-end chain (MEC techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating “good memories” as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers.

  7. The Elderly Perceived Meanings and Values of Virtual Reality Leisure Activities: A Means-End Chain Approach

    Science.gov (United States)

    Lin, Cheng-Shih; Jeng, Mei-Yuan

    2018-01-01

    This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating “good memories” as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers. PMID:29614012

  8. The Elderly Perceived Meanings and Values of Virtual Reality Leisure Activities: A Means-End Chain Approach.

    Science.gov (United States)

    Lin, Cheng-Shih; Jeng, Mei-Yuan; Yeh, Tsu-Ming

    2018-04-03

    This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating "good memories" as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers.

  9. Role of contact couples and couple stress in the behaviour of granular media

    International Nuclear Information System (INIS)

    Dedecker, F.; Dubujet, P.; Cambou, B.

    1998-01-01

    This paper analyses the interest of taking into account contact couples in the granular material description as well as considering the inadequacy of the micropolar description. The study is made on two types of samples: one which takes into account contact couples, and the other which does not. The response of these two media, which are submitted to a biaxial test, is analysed from both the micromechanic and macroscopic viewpoints. A numerical study which is performed on these two samples shows the influence of the presence of couples on the local static variables as well as on the macroscopic behaviour. A statistical homogenization approach is analysed to simulate the effects of couples. Due to the presence of an internal variable, a numerical study proves that this approach is relevant. This internal variable allows the taking into consideration of the influence of contact couples. A first step in the description of couples versus contact orientation is made by the introduction of the standard deviation. Finally, the inadequacy of the micropolar description which takes into account micropolar stresses is pointed out. (orig.)

  10. High availability using virtualization

    International Nuclear Information System (INIS)

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

    2010-01-01

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

  11. Virtual 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...

  12. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

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

  13. Virtual Organizations: Beyond Network Organization

    Directory of Open Access Journals (Sweden)

    Liviu Gabriel CRETU

    2006-01-01

    Full Text Available One of the most used buzz-words in (e-business literature of the last decade is virtual organization. The term "virtual" can be identified in all sorts of combinations regarding the business world. From virtual products to virtual processes or virtual teams, everything that is “touched” by the computer’s processing power instantly becomes virtual. Moreover, most of the literature treats virtual and network organizations as being synonyms. This paper aims to draw a much more distinctive line between the two concepts. Providing a more coherent description of what virtual organization might be is also one of our intentions.

  14. Virtual Reference Services.

    Science.gov (United States)

    Brewer, Sally

    2003-01-01

    As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…

  15. 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).

  16. The role of inmformation systems in virtual power plants; Die Rolle der Informationssysteme in virtuellen Kraftwerken

    Energy Technology Data Exchange (ETDEWEB)

    Schloegl, F.; Rohrig, K. [Inst. fuer Solare Energieversorgungstechnik e.V. (ISET), Kassel (Germany); Biermann, K. [Deutscher Wetterdienst, Hamburg (Germany); Frank, T. [Envidatec GmbH, Hamburg (Germany); Rudion, K. [Otto-von-Guericke-Univ. Magdeburg (Germany)

    2006-07-01

    Increasing penetration of electricity supply systems with information and communication technologies in combination with a growing share of distributed generation creates an abundance of information. The new challenge to information systems is to provide the user with relevant information. A virtual power plant is a cluster of distributed generation installations which are collectively run by a central control entity. A most essential part of a virtual power plant is the information system. For an efficient development of information systems it is necessary to replace the existing diversity of data formats with some few standards. Forecasts are an important component of the information system. In order to be able to control future virtual power plants it is necessary to improve the accuracy of forecasts constantly. (orig.)

  17. Multi-dimensional virtual system introduced to enhance canonical sampling

    Science.gov (United States)

    Higo, Junichi; Kasahara, Kota; Nakamura, Haruki

    2017-10-01

    When an important process of a molecular system occurs via a combination of two or more rare events, which occur almost independently to one another, computational sampling for the important process is difficult. Here, to sample such a process effectively, we developed a new method, named the "multi-dimensional Virtual-system coupled Monte Carlo (multi-dimensional-VcMC)" method, where the system interacts with a virtual system expressed by two or more virtual coordinates. Each virtual coordinate controls sampling along a reaction coordinate. By setting multiple reaction coordinates to be related to the corresponding rare events, sampling of the important process can be enhanced. An advantage of multi-dimensional-VcMC is its simplicity: Namely, the conformation moves widely in the multi-dimensional reaction coordinate space without knowledge of canonical distribution functions of the system. To examine the effectiveness of the algorithm, we introduced a toy model where two molecules (receptor and its ligand) bind and unbind to each other. The receptor has a deep binding pocket, to which the ligand enters for binding. Furthermore, a gate is set at the entrance of the pocket, and the gate is usually closed. Thus, the molecular binding takes place via the two events: ligand approach to the pocket and gate opening. In two-dimensional (2D)-VcMC, the two molecules exhibited repeated binding and unbinding, and an equilibrated distribution was obtained as expected. A conventional canonical simulation, which was 200 times longer than 2D-VcMC, failed in sampling the binding/unbinding effectively. The current method is applicable to various biological systems.

  18. The Use of Virtual Reality in Patients with Eating Disorders: Systematic Review.

    Science.gov (United States)

    Clus, Damien; Larsen, Mark Erik; Lemey, Christophe; Berrouiguet, Sofian

    2018-04-27

    Patients with eating disorders are characterized by pathological eating habits and a tendency to overestimate their weight and body shape. Virtual reality shows promise for the evaluation and management of patients with eating disorders. This technology, when accepted by this population, allows immersion in virtual environments, assessment, and therapeutic approaches, by exposing users to high-calorie foods or changes in body shape. To better understand the value of virtual reality, we conducted a review of the literature, including clinical studies proposing the use of virtual reality for the evaluation and management of patients with eating disorders. We searched PubMed, PsycINFO, ScienceDirect, the Cochrane Library, Scopus, and Web of Science up to April 2017. We created the list of keywords based on two domains: virtual reality and eating disorders. We used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses to identify, select, and critically appraise relevant research while minimizing bias. The initial database searches identified 311 articles, 149 of which we removed as duplicates. We analyzed the resulting set of 26 unique studies that met the inclusion criteria. Of these, 8 studies were randomized controlled trials, 13 were nonrandomized studies, and 5 were clinical trials with only 1 participant. Most articles focused on clinical populations (19/26, 73%), with the remainder reporting case-control studies (7/26, 27%). Most of the studies used visual immersive equipment (16/26, 62%) with a head-mounted display (15/16, 94%). Two main areas of interest emerged from these studies: virtual work on patients’ body image (7/26, 27%) and exposure to virtual food stimuli (10/26, 38%). We conducted a broad analysis of studies on the use of virtual reality in patients with eating disorders. This review of the literature showed that virtual reality is an acceptable and promising therapeutic tool for patients with eating disorders. ©Damien Clus

  19. Virtualization A Manager's Guide

    CERN Document Server

    Kusnetzky, Dan

    2011-01-01

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

  20. 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...

  1. The effect of virtual mass on the prediction of critical flow

    International Nuclear Information System (INIS)

    Cheng, L.; Lahey, R.T.; Drew, D.A.

    1983-01-01

    By observing the results in Fig. 4 and Fig. 5 we can see that virtual mass effects are important in predicting critical flow. However, as seen in Fig. 7a, in which all three flows are predicted to be critical (Δ=0), it is difficult to distinguish one set of conditions from the other by just considering the pressure profile. Clearly more detailed data, such as the throat void fraction, is needed for discrimination between these calculations. Moreover, since the calculated critical flows have been found to be sensitive to initial mass flux, and void fraction, careful measurements of those parameters are needed before accurate virtual mass parameters can be determined from these data. It can be concluded that the existing Moby Dick data is inadequate to allow one to deduce accurate values of the virtual mass parameters C/sub VM/ and λ. Nevertheless, more careful experiments of this type are uniquely suited for the determination of these important parameters. It appears that the use of a nine equation model, such as that discussed herein, coupled with more detailed accurate critical flow data is an effective means of determining the parameters in interfacial momentum transfer models, such as virtual mass effects, which are only important during strong spatial accelerations. Indeed, there are few other methods available which can be used for such determinations

  2. Zc(3900)/Zc(3885) as a virtual state from πJ/ψ - anti D*D interaction

    International Nuclear Information System (INIS)

    He, Jun; Chen, Dian-Yong

    2018-01-01

    In this work, we study the πJ/ψ and anti D*D invariant mass spectra of the Y(4260) decay to find out the origin of the Z c (3900) and Z c (3885) structures. The πJ/ψ - anti D*D interaction is studied in a coupled-channel quasipotential Bethe-Saltpeter equation approach, and embedded to the Y(4260) decay process to reproduce both π - J/ψ and D *- D 0 invariant mass spectra observed at BESIII simultaneously. It is found out that a virtual state at energy about 3870 MeV is produced from the interaction when both invariant mass spectra are comparable with the experiment. The results support that both Z c (3900) and Z c (3885) have the same origin, that is, a virtual state from πJ/ψ - anti D*D interaction, in which the anti D*D interaction is more important and the coupling between anti D*D and πJ/ψ channels plays a minor role. (orig.)

  3. Alternative space-time view of vector-meson dominance for virtual-photon--nucleus scattering

    International Nuclear Information System (INIS)

    Argyres, E.N.; Lam, C.S.

    1977-01-01

    We clarify the meaning of vector-meson dominance for virtual photons via a coupled-channel formalism, in which the photon can interact only by converting itself into a vector meson, the conversion occurring anywhere in space. We calculate the relative contributions of the different conversion regions, discuss their physical interpretation, and establish the equivalence of this approach to the usual treatment

  4. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

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

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

    Science.gov (United States)

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

    2010-02-19

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

  6. A Cross-Case Analysis of Gender Issues in Desktop Virtual Reality Learning Environments

    Science.gov (United States)

    Ausburn, Lynna J.; Martens, Jon; Washington, Andre; Steele, Debra; Washburn, Earlene

    2009-01-01

    This study examined gender-related issues in using new desktop virtual reality (VR) technology as a learning tool in career and technical education (CTE). Using relevant literature, theory, and cross-case analysis of data and findings, the study compared and analyzed the outcomes of two recent studies conducted by a research team at Oklahoma State…

  7. Exact Stiffness for Beams on Kerr-Type Foundation: The Virtual Force Approach

    Directory of Open Access Journals (Sweden)

    Suchart Limkatanyu

    2013-01-01

    Full Text Available This paper alternatively derives the exact element stiffness equation for a beam on Kerr-type foundation. The shear coupling between the individual Winkler-spring components and the peripheral discontinuity at the boundaries between the loaded and the unloaded soil surfaces are taken into account in this proposed model. The element flexibility matrix is derived based on the virtual force principle and forms the core of the exact element stiffness matrix. The sixth-order governing differential compatibility of the problem is revealed using the virtual force principle and solved analytically to obtain the exact force interpolation functions. The matrix virtual force equation is employed to obtain the exact element flexibility matrix based on the exact force interpolation functions. The so-called “natural” element stiffness matrix is obtained by inverting the exact element flexibility matrix. One numerical example is utilized to confirm the accuracy and the efficiency of the proposed beam element on Kerr-type foundation and to show a more realistic distribution of interactive foundation force.

  8. 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.

  9. ESSE: Engineering Super Simulation Emulation for Virtual Reality Systems Environment

    International Nuclear Information System (INIS)

    Suh, Kune Y.; Yeon, Choul W.

    2008-01-01

    The trademark 4 + D Technology TM based Engineering Super Simulation Emulation (ESSE) is introduced. ESSE resorting to three-dimensional (3D) Virtual Reality (VR) technology pledges to provide with an interactive real-time motion, sound and tactile and other forms of feedback in the man machine systems environment. In particular, the 3D Virtual Engineering Neo cybernetic Unit Soft Power (VENUS) adds a physics engine to the VR platform so as to materialize a physical atmosphere. A close cooperation system and prompt information share are crucial, thereby increasing the necessity of centralized information system and electronic cooperation system. VENUS is further deemed to contribute towards public acceptance of nuclear power in general, and safety in particular. For instance, visualization of nuclear systems can familiarize the public in answering their questions and alleviating misunderstandings on nuclear power plants answering their questions and alleviating misunderstandings on nuclear power plants (NPPs) in general, and performance, security and safety in particular. An in-house flagship project Systemic Three-dimensional Engine Platform Prototype Engineering (STEPPE) endeavors to develop the Systemic Three-dimensional Engine Platform (STEP) for a variety of VR applications. STEP is home to a level system providing the whole visible scene of virtual engineering of man machine system environment. The system is linked with video monitoring that provides a 3D Computer Graphics (CG) visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators easy access to visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators to access the virtual systems by using their virtual characters. Virtually Engineered NPP Informative systems by using their virtual characters. Virtually Engineered NPP Informative

  10. Virtual IED sensor” at an rf-biased electrode in low-pressure plasma

    Energy Technology Data Exchange (ETDEWEB)

    Bogdanova, M. A.; Zyryanov, S. M. [Skobeltsyn Institute of Nuclear Physics, Moscow State University, SINP MSU, Moscow (Russian Federation); Faculty of Physics, Moscow State University, MSU, Moscow (Russian Federation); Lopaev, D. V.; Rakhimov, A. T. [Skobeltsyn Institute of Nuclear Physics, Moscow State University, SINP MSU, Moscow (Russian Federation)

    2016-07-15

    Energy distribution and the flux of the ions coming on a surface are considered as the key-parameters in anisotropic plasma etching. Since direct ion energy distribution (IED) measurements at the treated surface during plasma processing are often hardly possible, there is an opportunity for virtual ones. This work is devoted to the possibility of such indirect IED and ion flux measurements at an rf-biased electrode in low-pressure rf plasma by using a “virtual IED sensor” which represents “in-situ” IED calculations on the absolute scale in accordance with a plasma sheath model containing a set of measurable external parameters. The “virtual IED sensor” should also involve some external calibration procedure. Applicability and accuracy of the “virtual IED sensor” are validated for a dual-frequency reactive ion etching (RIE) inductively coupled plasma (ICP) reactor with a capacitively coupled rf-biased electrode. The validation is carried out for heavy (Ar) and light (H{sub 2}) gases under different discharge conditions (different ICP powers, rf-bias frequencies, and voltages). An EQP mass-spectrometer and an rf-compensated Langmuir probe (LP) are used to characterize plasma, while an rf-compensated retarded field energy analyzer (RFEA) is applied to measure IED and ion flux at the rf-biased electrode. Besides, the pulsed selfbias method is used as an external calibration procedure for ion flux estimating at the rf-biased electrode. It is shown that pulsed selfbias method allows calibrating the IED absolute scale quite accurately. It is also shown that the “virtual IED sensor” based on the simplest collisionless sheath model allows reproducing well enough the experimental IEDs at the pressures when the sheath thickness s is less than the ion mean free path λ{sub i} (s < λ{sub i}). At higher pressure (when s > λ{sub i}), the difference between calculated and experimental IEDs due to ion collisions in the sheath is observed in the low

  11. Virtual Reality System with Integrated Sound Field Simulation and Reproduction

    Directory of Open Access Journals (Sweden)

    Ingo Assenmacher

    2007-01-01

    Full Text Available A real-time audio rendering system is introduced which combines a full room-specific simulation, dynamic crosstalk cancellation, and multitrack binaural synthesis for virtual acoustical imaging. The system is applicable for any room shape (normal, long, flat, coupled, independent of the a priori assumption of a diffuse sound field. This provides the possibility of simulating indoor or outdoor spatially distributed, freely movable sources and a moving listener in virtual environments. In addition to that, near-to-head sources can be simulated by using measured near-field HRTFs. The reproduction component consists of a headphone-free reproduction by dynamic crosstalk cancellation. The focus of the project is mainly on the integration and interaction of all involved subsystems. It is demonstrated that the system is capable of real-time room simulation and reproduction and, thus, can be used as a reliable platform for further research on VR applications.

  12. The architecture of a virtual grid GIS server

    Science.gov (United States)

    Wu, Pengfei; Fang, Yu; Chen, Bin; Wu, Xi; Tian, Xiaoting

    2008-10-01

    The grid computing technology provides the service oriented architecture for distributed applications. The virtual Grid GIS server is the distributed and interoperable enterprise application GIS architecture running in the grid environment, which integrates heterogeneous GIS platforms. All sorts of legacy GIS platforms join the grid as members of GIS virtual organization. Based on Microkernel we design the ESB and portal GIS service layer, which compose Microkernel GIS. Through web portals, portal GIS services and mediation of service bus, following the principle of SoC, we separate business logic from implementing logic. Microkernel GIS greatly reduces the coupling degree between applications and GIS platforms. The enterprise applications are independent of certain GIS platforms, and making the application developers to pay attention to the business logic. Via configuration and orchestration of a set of fine-grained services, the system creates GIS Business, which acts as a whole WebGIS request when activated. In this way, the system satisfies a business workflow directly and simply, with little or no new code.

  13. Solutions of several coupled discrete models in terms of Lamé ...

    Indian Academy of Sciences (India)

    The models discussed are: coupled Salerno model,; coupled Ablowitz–Ladik model,; coupled 4 model and; coupled 6 model. In all these cases we show that the coefficients of the Lamé polynomials are such that the Lamé polynomials can be re-expressed in terms of Chebyshev polynomials of the relevant Jacobi elliptic ...

  14. Virtual Viewing Time: The Relationship between Presence and Sexual Interest in Androphilic and Gynephilic Men

    Science.gov (United States)

    Fromberger, Peter; Meyer, Sabrina; Kempf, Christina; Jordan, Kirsten; Müller, Jürgen L.

    2015-01-01

    Virtual Reality (VR) has successfully been used in the research of human behavior for more than twenty years. The main advantage of VR is its capability to induce a high sense of presence. This results in emotions and behavior which are very close to those shown in real situations. In the context of sex research, only a few studies have used high-immersive VR so far. The ones that did can be found mostly in the field of forensic psychology. Nevertheless, the relationship between presence and sexual interest still remains unclear. The present study is the first to examine the advantages of high-immersive VR in comparison to a conventional standard desktop system regarding their capability to measure sexual interest. 25 gynephilic and 20 androphilic healthy men underwent three experimental conditions, which differed in their ability to induce a sense of presence. In each condition, participants were asked to rate ten male and ten female virtual human characters regarding their sexual attractiveness. Without their knowledge, the subjects’ viewing time was assessed throughout the rating. Subjects were then asked to rate the sense of presence they had experienced as well as their perceived realism of the characters. Results suggested that stereoscopic viewing can significantly enhance the subjective sexual attractiveness of sexually relevant characters. Furthermore, in all three conditions participants looked significantly longer at sexually relevant virtual characters than at sexually non-relevant ones. The high immersion condition provided the best discriminant validity. From a statistical point of view, however, the sense of presence had no significant influence on the discriminant validity of the viewing time task. The study showed that high-immersive virtual environments enhance realism ratings as well as ratings of sexual attractiveness of three-dimensional human stimuli in comparison to standard desktop systems. Results also show that viewing time seems to be

  15. Virtual Viewing Time: The Relationship between Presence and Sexual Interest in Androphilic and Gynephilic Men.

    Directory of Open Access Journals (Sweden)

    Peter Fromberger

    Full Text Available Virtual Reality (VR has successfully been used in the research of human behavior for more than twenty years. The main advantage of VR is its capability to induce a high sense of presence. This results in emotions and behavior which are very close to those shown in real situations. In the context of sex research, only a few studies have used high-immersive VR so far. The ones that did can be found mostly in the field of forensic psychology. Nevertheless, the relationship between presence and sexual interest still remains unclear. The present study is the first to examine the advantages of high-immersive VR in comparison to a conventional standard desktop system regarding their capability to measure sexual interest. 25 gynephilic and 20 androphilic healthy men underwent three experimental conditions, which differed in their ability to induce a sense of presence. In each condition, participants were asked to rate ten male and ten female virtual human characters regarding their sexual attractiveness. Without their knowledge, the subjects' viewing time was assessed throughout the rating. Subjects were then asked to rate the sense of presence they had experienced as well as their perceived realism of the characters. Results suggested that stereoscopic viewing can significantly enhance the subjective sexual attractiveness of sexually relevant characters. Furthermore, in all three conditions participants looked significantly longer at sexually relevant virtual characters than at sexually non-relevant ones. The high immersion condition provided the best discriminant validity. From a statistical point of view, however, the sense of presence had no significant influence on the discriminant validity of the viewing time task. The study showed that high-immersive virtual environments enhance realism ratings as well as ratings of sexual attractiveness of three-dimensional human stimuli in comparison to standard desktop systems. Results also show that viewing

  16. Telemedicine and primary health: The virtual doctor project Zambia

    OpenAIRE

    Mupela, Evans; Mustarde, Paul; Jones, Huw

    2011-01-01

    This paper is a commentary on a project application of telemedicine to alleviate primary health care problems in Lundazi district in the Eastern province of Zambia. The project dubbed 'The Virtual Doctor Project' will use hard body vehicles fitted with satellite communication devices and modern medical equipment to deliver primary health care services to some of the neediest areas of the country. The relevance and importance of the project lies in the fact that these areas are hard-to-reach d...

  17. Pneumoperitoneum after virtual colonoscopy: causes, risk factors, and management.

    Science.gov (United States)

    Baccaro, Leopoldo M; Markelov, Alexey; Wilhelm, Jakub; Bloch, Robert

    2014-06-01

    Computed tomographic virtual colonoscopy (CTVC) is a safe and minimally invasive modality when compared with fiberoptic colonoscopy for evaluating the colon and rectum. We have reviewed the risks for colonic perforation by investigating the relevant literature. The objectives of this study were to assess the risk of colonic perforation during CTVC, describe risk factors, evaluate ways to reduce the incidence complications, and to review management and treatment options. A formal search of indexed publications was performed through PubMed. Search queries using keywords "CT colonography," "CT virtual colonoscopy," "virtual colonoscopy," and "perforation" yielded a total of 133 articles. A total of eight case reports and four review articles were selected. Combining case reports and review articles, a total of 25 cases of colonic perforation after CTVC have been reported. Causes include, but are not limited to, diverticular disease, irritable bowel diseases, obstructive processes, malignancies, and iatrogenic injury. Both operative and nonoperative management has been described. Nonoperative management has been proven safe and successful in minimally symptomatic and stable patients. Colonic perforation after CTVC is a rare complication and very few cases have been reported. Several risk factors are recurrent in the literature and must be acknowledged at the time of the study. Management options vary and should be tailored to each individual patient.

  18. Higgs couplings and phenomenology in a warped extra dimension

    International Nuclear Information System (INIS)

    Malm, Raoul; Neubert, Matthias; Schmell, Christoph

    2015-01-01

    We present a comprehensive description of the Higgs-boson couplings to Standard Model fermions and bosons in Randall-Sundrum (RS) models with a Higgs sector localized on or near the infra-red brane. The analytic results for all relevant Higgs couplings including the loop-induced couplings to gluons and photons are summarized for both the minimal and the custodial RS model. The RS predictions for all relevant Higgs decays are compared with current LHC data, which already exclude significant portions of the parameter space. We show that the latest measurements are sensitive to KK gluon masses up to 22.7 TeV×(y ⋆ /3) at 95% confidence level for anarchic 5D Yukawa couplings bounded from above by |(Y f ) ij |≤y ⋆ . We also derive the sensitivity levels attainable in the high-luminosity run of the LHC and at a future linear collider.

  19. The expert surgical assistant. An intelligent virtual environment with multimodal input.

    Science.gov (United States)

    Billinghurst, M; Savage, J; Oppenheimer, P; Edmond, C

    1996-01-01

    Virtual Reality has made computer interfaces more intuitive but not more intelligent. This paper shows how an expert system can be coupled with multimodal input in a virtual environment to provide an intelligent simulation tool or surgical assistant. This is accomplished in three steps. First, voice and gestural input is interpreted and represented in a common semantic form. Second, a rule-based expert system is used to infer context and user actions from this semantic representation. Finally, the inferred user actions are matched against steps in a surgical procedure to monitor the user's progress and provide automatic feedback. In addition, the system can respond immediately to multimodal commands for navigational assistance and/or identification of critical anatomical structures. To show how these methods are used we present a prototype sinus surgery interface. The approach described here may easily be extended to a wide variety of medical and non-medical training applications by making simple changes to the expert system database and virtual environment models. Successful implementation of an expert system in both simulated and real surgery has enormous potential for the surgeon both in training and clinical practice.

  20. THM-coupled modeling of selected processes in argillaceous rock relevant to rock mechanics; THM-Gekoppelte Modellierung ausgewaehlter gesteinsmechanisch relevanter Prozesse im Tongestein

    Energy Technology Data Exchange (ETDEWEB)

    Czaikowski, Oliver [Gesellschaft fuer Anlagen- und Reaktorsicherheit (GRS) mbH, Braunschweig (Germany). Repository Safety Research Div.

    2012-08-15

    Scientific investigations in European countries other than Germany concentrate not only on granite formations (Switzerland, Sweden) but also on argillaceous rock formations (France, Switzerland, Belgium) to assess their suitability as host and barrier rock for the final storage of radioactive waste. In Germany, rock salt has been under thorough study as a host rock over the past few decades. According to a study by the German Federal Institute for Geosciences and Natural Resources, however, not only salt deposits but also argillaceous rock deposits are available at relevant depths and of extensions in space which make final storage of high-level radioactive waste basically possible in Germany. Equally qualified findings about the suitability/unsuitability of non-saline rock formations require fundamental studies to be conducted nationally because of the comparatively low level of knowledge. The article presents basic analyses of coupled mechanical and hydraulic properties of argillaceous rock formations as host rock for a repository. The interaction of various processes is explained on the basis of knowledge derived from laboratory studies, and open problems are deduced. For modeling coupled processes, a simplified analytical computation method is proposed and compared with the results of numerical simulations, and the limits to its application are outlined. (orig.)

  1. 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...

  2. Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation.

    Science.gov (United States)

    Ma, Ke; Lippelt, Dominique P; Hommel, Bernhard

    2017-03-01

    Studies investigating how people represent themselves and their own body often use variants of "ownership illusions", such as the traditional rubber-hand illusion or the more recently discovered enfacement illusion. However, these examples require rather artificial experimental setups, in which the artificial effector needs to be stroked in synchrony with the participants' real hand or face-a situation in which participants have no control over the stroking or the movements of their real or artificial effector. Here, we describe a technique to establish ownership illusions in a setup that is more realistic, more intuitive, and of presumably higher ecological validity. It allows creating the virtual-hand illusion by having participants control the movements of a virtual hand presented on a screen or in virtual space in front of them. If the virtual hand moves in synchrony with the participants' own real hand, they tend to perceive the virtual hand as part of their own body. The technique also creates the virtual-face illusion by having participants control the movements of a virtual face in front of them, again with the effect that they tend to perceive the face as their own if it moves in synchrony with their real face. Studying the circumstances that illusions of this sort can be created, increased, or reduced provides important information about how people create and maintain representations of themselves.

  3. Affective Interaction with a Virtual Character through an fNIRS Brain-Computer Interface

    Directory of Open Access Journals (Sweden)

    Gabor Aranyi

    2016-07-01

    Full Text Available Affective Brain-Computer Interfaces (BCI harness Neuroscience knowledge to develop affective interaction from first principles. In this paper, we explore affective engagement with a virtual agent through Neurofeedback (NF. We report an experiment where subjects engage with a virtual agent by expressing positive attitudes towards her under a NF paradigm. We use for affective input the asymmetric activity in the dorsolateral prefrontal cortex (DL-PFC, which has been previously found to be related to the high-level affective-motivational dimension of approach/avoidance. The magnitude of left-asymmetric DL-PFC activity, measured using fNIRS and treated as a proxy for approach, is mapped onto a control mechanism for the virtual agent’s facial expressions, in which Action Units are activated through a neural network. We carried out an experiment with 18 subjects, which demonstrated that subjects are able to successfully engage with the virtual agent by controlling their mental disposition through NF, and that they perceived the agent’s responses as realistic and consistent with their projected mental disposition. This interaction paradigm is particularly relevant in the case of affective BCI as it facilitates the volitional activation of specific areas normally not under conscious control. Overall, our contribution reconciles a model of affect derived from brain metabolic data with an ecologically valid, yet computationally controllable, virtual affective communication environment.

  4. Ergonomic Optimization of a Manufacturing System Work Cell in a Virtual Environment

    Directory of Open Access Journals (Sweden)

    F. Caputo

    2006-01-01

    Full Text Available The paper deals with the development of a methodology for studying, in a virtual environment, the ergonomics of a work cell in an automotive manufacturing system. The methodology is based on the use of digital human models and virtual reality techniques in order to simulate, in a virtual environment, human performances during the execution of assembly operations. The objective is to define the optimum combination of those geometry features that influence human postures during assembly operation in a work cell. In the demanding global marketplace, ensuring that human factors are comprehensively addressed is becoming an increasingly important aspect of design. Manufacturers have to design work cells that conform to all relevant Health and Safety standards. The proposed methodology can assist the designer to evaluate the performance of workers in a workplace before it has been realized. The paper presents an analysis of a case study proposed by COMAU, a global supplier of industrial automation systems for the automotive manufacturing sector and a global provider of full maintenance services. The study and all the virtual simulations have been carried out in the Virtual Reality Laboratory of the Competence Regional Center for the qualification of transportation systems (CRdC “Trasporti” - www.centrodicompetenzatrasporti.unina. it, which was founded by the Campania region with the aim of delivering advanced services and introducing new technologies into local companies operating in the field of transport. 

  5. 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

  6. 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.

  7. QUANTUM INFORMATION. Coherent coupling between a ferromagnetic magnon and a superconducting qubit.

    Science.gov (United States)

    Tabuchi, Yutaka; Ishino, Seiichiro; Noguchi, Atsushi; Ishikawa, Toyofumi; Yamazaki, Rekishu; Usami, Koji; Nakamura, Yasunobu

    2015-07-24

    Rigidity of an ordered phase in condensed matter results in collective excitation modes spatially extending to macroscopic dimensions. A magnon is a quantum of such collective excitation modes in ordered spin systems. Here, we demonstrate the coherent coupling between a single-magnon excitation in a millimeter-sized ferromagnetic sphere and a superconducting qubit, with the interaction mediated by the virtual photon excitation in a microwave cavity. We obtain the coupling strength far exceeding the damping rates, thus bringing the hybrid system into the strong coupling regime. Furthermore, we use a parametric drive to realize a tunable magnon-qubit coupling scheme. Our approach provides a versatile tool for quantum control and measurement of the magnon excitations and may lead to advances in quantum information processing. Copyright © 2015, American Association for the Advancement of Science.

  8. Virtual Enterprise Reference Architecture and Methodology (VERAM), Joint D41/D43 deliverable of GLOBEMEN

    DEFF Research Database (Denmark)

    Tølle, Martin; Zwegers, Arian; Vesterager, Johan

    2003-01-01

    . IMS Globemen is an inter-regional project aiming to develop methods, tools and architectures to support inter-enterprise operations in one-of-kind industries, in different lifecycle phases. This deliverable describes an architectural framework VERAM including a description/elaboration of its elements......-of-a-kind-production”, the concept of the Virtual Enterprise (VE) and the Virtual Enterprise Reference Architecture (VERA) developed in GLOBEMEN. - In Chapter 4 a so-called life history example is presented to give a possible scenario about how an enterprise network could evolve over time, and to point out the need for preparing...... and setting up networks and VEs. The life history example in Chapter 4 highlights the potential for preparing and reusing existing knowledge related to enterprise networks and VEs. - As a means to structure relevant knowledge GLOBEMEN developed the VERAM (Virtual Enterprise Reference Architecture...

  9. 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...

  10. 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

  11. Creating Value through Virtual Teams: A Current Literature Review

    Directory of Open Access Journals (Sweden)

    Akemi Takeoka Chatfield

    2014-11-01

    Full Text Available Globally, virtual teams (VT as ICT-enabled emergent network organisation forms have gained international validity by innovative organisations, with a corresponding surge of interest in understanding how organisations can leverage VT to create business value. Despite growing deliberations in VT literature on managing VT, tasks and outcomes, however, creating business value through VT remains an unresolved theoretical and pragmatic conundrum. A review of prior relevant literature is essential to advancing knowledge. The paucity of published review articles seems to have impeded the field’s accumulation of VT knowledge. This research, therefore, reviews the current literature on case studies of VT to address the question: What are organisational challenges in creating business value through VT in the organisation? The key challenges found in the literature are effective communication, knowledge sharing, trust, and interpersonal skills in the new virtual boundary-less environment. Drawing on the IT business value model, we also discuss their resource-based implications.

  12. Universidades virtuales: ¿aprendizaje real?

    OpenAIRE

    Valenzuela González, Jaime R.

    2015-01-01

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

  13. A fast and automatically paired 2-D direction-of-arrival estimation with and without estimating the mutual coupling coefficients

    Science.gov (United States)

    Filik, Tansu; Tuncer, T. Engin

    2010-06-01

    A new technique is proposed for the solution of pairing problem which is observed when fast algorithms are used for two-dimensional (2-D) direction-of-arrival (DOA) estimation. Proposed method is integrated with array interpolation for efficient use of antenna elements. Two virtual arrays are generated which are positioned accordingly with respect to the real array. ESPRIT algorithm is used by employing both the real and virtual arrays. The eigenvalues of the rotational transformation matrix have the angle information at both magnitude and phase which allows the estimation of azimuth and elevation angles by using closed-form expressions. This idea is used to obtain the paired interpolated ESPRIT algorithm which can be applied for arbitrary arrays when there is no mutual coupling. When there is mutual coupling, two approaches are proposed in order to obtain 2-D paired DOA estimates. These blind methods can be applied for the array geometries which have mutual coupling matrices with a Toeplitz structure. The first approach finds the 2-D paired DOA angles without estimating the mutual coupling coefficients. The second approach estimates the coupling coefficients and iteratively improves both the coupling coefficients and the DOA estimates. It is shown that the proposed techniques solve the pairing problem for uniform circular arrays and effectively estimate the DOA angles in case of unknown mutual coupling.

  14. Virtualized Networks and Virtualized Optical Line Terminal (vOLT)

    Science.gov (United States)

    Ma, Jonathan; Israel, Stephen

    2017-03-01

    The success of the Internet and the proliferation of the Internet of Things (IoT) devices is forcing telecommunications carriers to re-architecture a central office as a datacenter (CORD) so as to bring the datacenter economics and cloud agility to a central office (CO). The Open Network Operating System (ONOS) is the first open-source software-defined network (SDN) operating system which is capable of managing and controlling network, computing, and storage resources to support CORD infrastructure and network virtualization. The virtualized Optical Line Termination (vOLT) is one of the key components in such virtualized networks.

  15. A study on development of virtual panel and virtual collaboration system

    International Nuclear Information System (INIS)

    Yoo, H. J.; Park, S. Y.; Lee, M. S.; Hong, J. H.

    2001-01-01

    The Nuclear I and C group of KEPRI has been peforming research and development on the VRCATS, Virtual Reality based Computer Assisted Training System. For the past two years, we have developed the first VRCATS for Youngkwang 1 nuclear power plant. Currently, we are developing an advanced VRCATS for Uljin 3 nuclear power plant. In this paepr, we will describe virtual panel system and VR based collaborate training system (VRCATS) of the Uljin VRCATS. Since Virtual Panel provides the same environment as the real MCR, trainees can expect the same training effect with Virtual Panel as they do with full scope simulator. i.e., trainees can check key variables and operate the plants and get responses with Virtual Panel. VRCTS provides another realistic training environment for trainees. In VRCATS, for example, operators in a group can work together t handle LOCA (Loss of Coolant Accident) according to emergency operation procedures

  16. Using virtual machine monitors to overcome the challenges of monitoring and managing virtualized cloud infrastructures

    Science.gov (United States)

    Bamiah, Mervat Adib; Brohi, Sarfraz Nawaz; Chuprat, Suriayati

    2012-01-01

    Virtualization is one of the hottest research topics nowadays. Several academic researchers and developers from IT industry are designing approaches for solving security and manageability issues of Virtual Machines (VMs) residing on virtualized cloud infrastructures. Moving the application from a physical to a virtual platform increases the efficiency, flexibility and reduces management cost as well as effort. Cloud computing is adopting the paradigm of virtualization, using this technique, memory, CPU and computational power is provided to clients' VMs by utilizing the underlying physical hardware. Beside these advantages there are few challenges faced by adopting virtualization such as management of VMs and network traffic, unexpected additional cost and resource allocation. Virtual Machine Monitor (VMM) or hypervisor is the tool used by cloud providers to manage the VMs on cloud. There are several heterogeneous hypervisors provided by various vendors that include VMware, Hyper-V, Xen and Kernel Virtual Machine (KVM). Considering the challenge of VM management, this paper describes several techniques to monitor and manage virtualized cloud infrastructures.

  17. Organization Virtual or Networked?

    Directory of Open Access Journals (Sweden)

    Rūta Tamošiūnaitė

    2013-08-01

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

  18. Perception of Virtual Audiences.

    Science.gov (United States)

    Chollet, Mathieu; Scherer, Stefan

    2017-01-01

    A growing body of evidence shows that virtual audiences are a valuable tool in the treatment of social anxiety, and recent works show that it also a useful in public-speaking training programs. However, little research has focused on how such audiences are perceived and on how the behavior of virtual audiences can be manipulated to create various types of stimuli. The authors used a crowdsourcing methodology to create a virtual audience nonverbal behavior model and, with it, created a dataset of videos with virtual audiences containing varying behaviors. Using this dataset, they investigated how virtual audiences are perceived and which factors affect this perception.

  19. Novel Data Mining Methods for Virtual Screening of Biological Active Chemical Compounds

    KAUST Repository

    Soufan, Othman M.

    2016-11-23

    Drug discovery is a process that takes many years and hundreds of millions of dollars to reveal a confident conclusion about a specific treatment. Part of this sophisticated process is based on preliminary investigations to suggest a set of chemical compounds as candidate drugs for the treatment. Computational resources have been playing a significant role in this part through a step known as virtual screening. From a data mining perspective, availability of rich data resources is key in training prediction models. Yet, the difficulties imposed by big expansion in data and its dimensionality are inevitable. In this thesis, I address the main challenges that come when data mining techniques are used for virtual screening. In order to achieve an efficient virtual screening using data mining, I start by addressing the problem of feature selection and provide analysis of best ways to describe a chemical compound for an enhanced screening performance. High-throughput screening (HTS) assays data used for virtual screening are characterized by a great class imbalance. To handle this problem of class imbalance, I suggest using a novel algorithm called DRAMOTE to narrow down promising candidate chemicals aimed at interaction with specific molecular targets before they are experimentally evaluated. Existing works are mostly proposed for small-scale virtual screening based on making use of few thousands of interactions. Thus, I propose enabling large-scale (or big) virtual screening through learning millions of interaction while exploiting any relevant dependency for a better accuracy. A novel solution called DRABAL that incorporates structure learning of a Bayesian Network as a step to model dependency between the HTS assays, is showed to achieve significant improvements over existing state-of-the-art approaches.

  20. Virtual School Startups: Founder Processes in American K-12 Public Virtual Schools

    Science.gov (United States)

    Taylor, Brett D.; McNair, Delores E.

    2018-01-01

    Traditional school districts do not have a lot of experience with virtual schools and have lost students to state and charter virtual schools. To retain students and offer alternative learning opportunities, more public districts are starting their own virtual schools. This study was an examination of foundational processes at three California…

  1. Curie temperature and magnetic phase transition of nanostructured ultrathin Fe/GaAs (001). Size dependence and relevance of dipolar coupling

    Energy Technology Data Exchange (ETDEWEB)

    Meier, Roland

    2009-07-01

    In the present work the impact of lateral patterning of ultrathin ferromagnetic films down to the nanometer range on the magnetic phase transition has been investigated. In this respect on the one hand a size effect on the Curie temperature and, referring to that, the relevance of dipolar coupling were a matter of particular interest. On the other hand the characteristics of the critical behavior itself, becoming apparent by the accurate evaluation of the curvature shape of the magnetization as a function of temperature at T{sub c}, were analyzed with regard to potential and expected size effects. The investigation of similar nanostructures with respect to an effect on Curie temperature respectively phase transition may draw up a correlation. Therefore more than hundred samples were fabricated for this work extensively by means of MBE (Molecular Beam Epitaxy) and ESL (Electron Beam Epitaxy) methods, measured by MOKE (Magneto-Optical Kerr Effect) technique and systematically evaluated. (orig.)

  2. Strategies to prevent HIV transmission to serodiscordant couples.

    Science.gov (United States)

    Hallal, Ronaldo Campos; Raxach, Juan Carlos; Barcellos, Nêmora Tregnago; Maksud, Ivia

    2015-09-01

    The use antiretroviral reduces the sexual transmission of HIV, expanding interventions for serodiscordant couples. This article aims to review the use of antiretroviral and other prevention interventions among serodiscordant couples and to analyze its use in Brazil. A retrospective review was performed through the MEDLINE database and bases included in the Biblioteca Virtual em Saúde. The articles recovered exhibit four main strategies: (1) condom; (2) reduction of risks in sexual practices; (3) use of antiretrovirals, particularly early initiation of antiretroviral therapy (TASP) and pre-exposure prophylaxis (PrEP); (4) risk reduction in reproduction. TASP is highly effective in reducing sexual transmission, PrEP was tested in serodiscordant couples and both reduce the sexual transmission risk in different sexual practices, enabling individualized prevention strategies. When used in combination, antiretrovirals and sexual practices with condoms offer greater efficacy than any single strategy. The combined use of new and old strategies allows us to build a prevention policy for all.

  3. Strategies to prevent HIV transmission to serodiscordant couples

    Directory of Open Access Journals (Sweden)

    Ronaldo Campos Hallal

    2015-09-01

    Full Text Available ABSTRACTIntroduction:The use antiretroviral reduces the sexual transmission of HIV, expanding interventions for serodiscordant couples.Objective:This article aims to review the use of antiretroviral and other prevention interventions among serodiscordant couples and to analyze its use in Brazil.Methods:A retrospective review was performed through the MEDLINE database and bases included in the Biblioteca Virtual em Saúde.Results:The articles recovered exhibit four main strategies: (1 condom; (2 reduction of risks in sexual practices; (3 use of antiretrovirals, particularly early initiation of antiretroviral therapy (TASP and pre-exposure prophylaxis (PrEP; (4 risk reduction in reproduction.Discussion:TASP is highly effective in reducing sexual transmission, PrEP was tested in serodiscordant couples and both reduce the sexual transmission risk in different sexual practices, enabling individualized prevention strategies.Conclusions:When used in combination, antiretrovirals and sexual practices with condoms offer greater efficacy than any single strategy. The combined use of new and old strategies allows us to build a prevention policy for all.

  4. Study of cognitive and technological prerequisites for virtual laboratories and collaborative virtual environments for radiopharmacy; Estudo de pressupostos tecnologicos e cognitivos para aperfeicoamento de laboratorios virtuais e ambientes colaborativos virtuais para radiofarmacia

    Energy Technology Data Exchange (ETDEWEB)

    Melo, Roberto Correia de

    2009-07-01

    This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)

  5. Leader competencies in virtual organization

    OpenAIRE

    Bulinska-Stangrecka, Helena

    2018-01-01

    This paper discusses the competence required in the leadership of virtual organization. The specics of virtual organization presents a challenge to traditional managerial styles. In order to achieve success in virtual environment, a leader must develop specic abilities. This analysis examines the uniqueness of the virtual organization, including team work and management. The last part presents ndings and summaries regarding e€ective e-leadership requirement. A virtual leader ma...

  6. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

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

  7. Emulation-Based Virtual Laboratories: A Low-Cost Alternative to Physical Experiments in Control Engineering Education

    Science.gov (United States)

    Goodwin, G. C.; Medioli, A. M.; Sher, W.; Vlacic, L. B.; Welsh, J. S.

    2011-01-01

    This paper argues the case for emulation-based virtual laboratories in control engineering education. It demonstrates that such emulation experiments can give students an industrially relevant educational experience at relatively low cost. The paper also describes a particular emulation-based system that has been developed with the aim of giving…

  8. InSPAL: A Novel Immersive Virtual Learning Programme.

    Science.gov (United States)

    Byrne, Julia; Ip, Horace H S; Shuk-Ying Lau, Kate; Chen Li, Richard; Tso, Amy; Choi, Catherine

    2015-01-01

    In this paper we introduce The Interactive Sensory Program for Affective Learning (InSPAL) a pioneering virtual learning programme designed for the severely intellectually disabled (SID) students, who are having cognitive deficiencies and other sensory-motor handicaps, and thus need more help and attention in overcoming their learning difficulties. Through combining and integrating interactive media and virtual reality technology with the principles of art therapy and relevant pedagogical techniques, InSPAL aims to strengthen SID students' pre-learning abilities, promote their self-awareness, decrease behavioral interferences with learning as well as social interaction, enhance their communication and thus promote their quality of life. Results of our study show that students who went through our programme were more focused, and the ability to do things more independently increased by 15%. Moreover, 50% of the students showed a marked improvement in the ability to raise their hands in response, thus increasing their communication skills. The use of therapeutic interventions enabled a better control to the body, mind and emotions, resulting a greater performance and better participation.

  9. Virtual currencies- Real opportunities?

    OpenAIRE

    Selldahl, Sara

    2013-01-01

    The European Central Bank defines virtual currencies as ”unregulated, digital money, which is issued and usually controlled by its developers, and used and accepted among the members of a specific virtual community.” (European Central Bank, 2012, p. 5) The interest in virtual currencies has increased immensely over the last few years as they become increasingly prevalent in our society across many different industries. Up until now, the field of virtual currencies has been mainly uncharted ...

  10. Agreements in Virtual Organizations

    Science.gov (United States)

    Pankowska, Malgorzata

    This chapter is an attempt to explain the important impact that contract theory delivers with respect to the concept of virtual organization. The author believes that not enough research has been conducted in order to transfer theoretical foundations for networking to the phenomena of virtual organizations and open autonomic computing environment to ensure the controllability and management of them. The main research problem of this chapter is to explain the significance of agreements for virtual organizations governance. The first part of this chapter comprises explanations of differences among virtual machines and virtual organizations for further descriptions of the significance of the first ones to the development of the second. Next, the virtual organization development tendencies are presented and problems of IT governance in highly distributed organizational environment are discussed. The last part of this chapter covers analysis of contracts and agreements management for governance in open computing environments.

  11. Strong Coupling Corrections in Quantum Thermodynamics

    Science.gov (United States)

    Perarnau-Llobet, M.; Wilming, H.; Riera, A.; Gallego, R.; Eisert, J.

    2018-03-01

    Quantum systems strongly coupled to many-body systems equilibrate to the reduced state of a global thermal state, deviating from the local thermal state of the system as it occurs in the weak-coupling limit. Taking this insight as a starting point, we study the thermodynamics of systems strongly coupled to thermal baths. First, we provide strong-coupling corrections to the second law applicable to general systems in three of its different readings: As a statement of maximal extractable work, on heat dissipation, and bound to the Carnot efficiency. These corrections become relevant for small quantum systems and vanish in first order in the interaction strength. We then move to the question of power of heat engines, obtaining a bound on the power enhancement due to strong coupling. Our results are exemplified on the paradigmatic non-Markovian quantum Brownian motion.

  12. Effects of the virtual particle number on the S matrix of the (phi4)/sub 1+1/ model

    International Nuclear Information System (INIS)

    Kroeger, H.; Girard, R.; Dufour, G.

    1987-01-01

    We present results of the S matrix in the (phi 4 )/sub 1 + 1/ model obtained by a nonperturbative calculation using a momentum-space discretization technique. First, we calculate the two-body S matrix in the strong-coupling regime (up to λ/sub eff/ = 3), with the restriction of taking into account only two-body virtual particle states. We find agreement with standard perturbation theory obtained by summing up the corresponding graphs to infinite order. We also estimate the effect of mass renormalization. Second, we investigate the effect of including higher virtual particle numbers in two-particle scattering in the cases λ/sub eff/ = (1/6) and λ/sub eff/ = 1. In both cases we find convergence of the S matrix with respect to increasing the virtual-particle-number cutoff

  13. Virtual Machine in Automation Projects

    OpenAIRE

    Xing, Xiaoyuan

    2010-01-01

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

  14. Social Q&A’s Enlightenment to the Library Virtual Reference Service

    Directory of Open Access Journals (Sweden)

    Yang Yukun

    2017-10-01

    Full Text Available [Purpose/significance] Under the circumstance of Web2.0, the social Q&As, possessing the similar functions of the library virtual reference services, emerge consequently and enjoy tremendous prosperity. Thus, conducting the research of its success could shed light on the sustainable development of the library’s virtual reference services. [Method/process] According to the present-day situation that Social Q&A’s prosperity challenged the library virtual reference service, a literature review of domestic and foreign relevant research was completed. On the base of this review, typical Internet Q&A websites such as Baidu Knows and Yahoo Answers, social network-oriented Q&A websites such as Zhihu and Quora, were selected as the research objects. Then, the paper analyzed the traits of four representative SQA platforms from the perspectives of the Internet interlocution mode, the information organization mode and the user interaction and management mode. In addition, an experiment between SQAs and VRS was conducted as empirical research. [Result/conclusion] Finally, on the base of the research status, the platform investigation and experimental outcomes, the improvement suggestions for library VRS are proposed.

  15. Using the Virtual Vee Map for Inquiry with Geoscience Research Data

    Science.gov (United States)

    Rutherford, S.

    2009-04-01

    The Vee Map is a method by which any teacher can implement guided inquiry in their classroom. It was originally designed to work with classic laboratories. However, Coffman and Riggs (2006) used the idea so that students could gather online scientific data to answer a research question. This is known as the "Virtual Vee Map" because the scientific data collected is online or virtual. Students have great difficulty with designing and conducting a research project. They also are not able to work with scientific data. Many organizations are now making their scientific data available for use by the educational community. However, many educators and students have found geoscience data difficult to find and use. Ledley et al. (2008) suggests that organizations use educationally relevant review criteria for their data sites. As part of a National Oceanic and Atmosphere Administration (NOAA) research project, a website was developed using the Great Lakes Environmental Research Laboratory's (GLERL) scientific data about the Great Lakes. This data was made available such that pre-service Earth Science elementary teachers could design a research question for use with the Virtual Vee Map's guided inquiry approach.

  16. Design of a virtual reality based adaptive response technology for children with autism.

    Science.gov (United States)

    Lahiri, Uttama; Bekele, Esubalew; Dohrmann, Elizabeth; Warren, Zachary; Sarkar, Nilanjan

    2013-01-01

    Children with autism spectrum disorder (ASD) demonstrate potent impairments in social communication skills including atypical viewing patterns during social interactions. Recently, several assistive technologies, particularly virtual reality (VR), have been investigated to address specific social deficits in this population. Some studies have coupled eye-gaze monitoring mechanisms to design intervention strategies. However, presently available systems are designed to primarily chain learning via aspects of one's performance only which affords restricted range of individualization. The presented work seeks to bridge this gap by developing a novel VR-based interactive system with Gaze-sensitive adaptive response technology that can seamlessly integrate VR-based tasks with eye-tracking techniques to intelligently facilitate engagement in tasks relevant to advancing social communication skills. Specifically, such a system is capable of objectively identifying and quantifying one's engagement level by measuring real-time viewing patterns, subtle changes in eye physiological responses, as well as performance metrics in order to adaptively respond in an individualized manner to foster improved social communication skills among the participants. The developed system was tested through a usability study with eight adolescents with ASD. The results indicate the potential of the system to promote improved social task performance along with socially-appropriate mechanisms during VR-based social conversation tasks.

  17. Manufactured solutions for the three-dimensional Euler equations with relevance to Inertial Confinement Fusion

    International Nuclear Information System (INIS)

    Waltz, J.; Canfield, T.R.; Morgan, N.R.; Risinger, L.D.; Wohlbier, J.G.

    2014-01-01

    We present a set of manufactured solutions for the three-dimensional (3D) Euler equations. The purpose of these solutions is to allow for code verification against true 3D flows with physical relevance, as opposed to 3D simulations of lower-dimensional problems or manufactured solutions that lack physical relevance. Of particular interest are solutions with relevance to Inertial Confinement Fusion (ICF) capsules. While ICF capsules are designed for spherical symmetry, they are hypothesized to become highly 3D at late time due to phenomena such as Rayleigh–Taylor instability, drive asymmetry, and vortex decay. ICF capsules also involve highly nonlinear coupling between the fluid dynamics and other physics, such as radiation transport and thermonuclear fusion. The manufactured solutions we present are specifically designed to test the terms and couplings in the Euler equations that are relevant to these phenomena. Example numerical results generated with a 3D Finite Element hydrodynamics code are presented, including mesh convergence studies

  18. Couples' notions about preconception health: implications for framing social marketing plans.

    Science.gov (United States)

    Lewis, Megan A; Mitchell, Elizabeth W; Levis, Denise M; Isenberg, Karen; Kish-Doto, Julia

    2013-01-01

    To understand couples' notions of preconception health (PCH) and to inform the development of social marketing plans focused on PCH. APPROACH/DESIGN: We used a social marketing perspective to understand how couples considered PCH as a product, its potential price, how it should be promoted, and in what type of places it should be promoted. These variables are typically referred to as the four social marketing P's. Telephone interviews with couples recruited from a national database. A total of 58 couples (116 individuals) were segmented by five couple segments based on pregnancy planning intention and current parental status in which the wife or partner was 18 to 44 years of age. The five segments were combined into three categories: couples who were planning pregnancies, couples who were not planning pregnancies, or couples who were recent parents (interconception). Couple-based structured interviews lasting approximately 45 to 60 minutes were conducted via telephone. Questions inquired about couples' experience with PCH and the four social marketing P's. Commonalities existed across the four social marketing P's for the different couple segments. Notable couple-related themes that emerged included the importance of couple communication, support, and relationship quality. PCH was more relevant for couples planning a pregnancy, but nonplanning couples understood the benefits of PCH and related behaviors. Couples may be an important target audience when considering social marketing approaches for PCH. Many couples perceived the relevance of the issue to important aspects of their lives, such as health, family, and their relationships.

  19. The Virtuality Continuum Revisited

    NARCIS (Netherlands)

    Nijholt, Antinus; Traum, D.; Zhai, Sh.; Kellogg, W.

    2005-01-01

    We survey the themes and the aims of a workshop devoted to the state-of-the-art virtuality continuum. In this continuum, ranging from fully virtual to real physical environments, allowing for mixed, augmented and desktop virtual reality, several perspectives can be taken. Originally, the emphasis

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

    Science.gov (United States)

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

    2004-01-01

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

  1. Virtual Museums as Educational Tool

    DEFF Research Database (Denmark)

    2007-01-01

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

  2. [Virtual reality in neurosurgery].

    Science.gov (United States)

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

    2000-03-01

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

  3. Study on virtual instrument developing system based on intelligent virtual control

    International Nuclear Information System (INIS)

    Tang Baoping; Cheng Fabin; Qin Shuren

    2005-01-01

    The paper introduces a non-programming developing system of a virtual instrument (VI), i.e., a virtual measurement instrument developing system (VMIDS) based on intelligent virtual control (IVC). The background of the IVC-based VMIDS is described briefly, and the hierarchical message bus (HMB)-based software architecture of VMIDS is discussed in detail. The three parts and functions of VMIDS are introduced, and the process of non-programming developing VI is further described

  4. Study on virtual instrument developing system based on intelligent virtual control

    Energy Technology Data Exchange (ETDEWEB)

    Tang Baoping; Cheng Fabin; Qin Shuren [Test Center, College of Mechanical Engineering, Chongqing University , Chongqing 400030 (China)

    2005-01-01

    The paper introduces a non-programming developing system of a virtual instrument (VI), i.e., a virtual measurement instrument developing system (VMIDS) based on intelligent virtual control (IVC). The background of the IVC-based VMIDS is described briefly, and the hierarchical message bus (HMB)-based software architecture of VMIDS is discussed in detail. The three parts and functions of VMIDS are introduced, and the process of non-programming developing VI is further described.

  5. 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.

  6. When do objects become landmarks? A VR study of the effect of task relevance on spatial memory.

    Directory of Open Access Journals (Sweden)

    Xue Han

    Full Text Available We investigated how objects come to serve as landmarks in spatial memory, and more specifically how they form part of an allocentric cognitive map. Participants performing a virtual driving task incidentally learned the layout of a virtual town and locations of objects in that town. They were subsequently tested on their spatial and recognition memory for the objects. To assess whether the objects were encoded allocentrically we examined pointing consistency across tested viewpoints. In three experiments, we found that spatial memory for objects at navigationally relevant locations was more consistent across tested viewpoints, particularly when participants had more limited experience of the environment. When participants' attention was focused on the appearance of objects, the navigational relevance effect was eliminated, whereas when their attention was focused on objects' locations, this effect was enhanced, supporting the hypothesis that when objects are processed in the service of navigation, rather than merely being viewed as objects, they engage qualitatively distinct attentional systems and are incorporated into an allocentric spatial representation. The results are consistent with evidence from the neuroimaging literature that when objects are relevant to navigation, they not only engage the ventral "object processing stream", but also the dorsal stream and medial temporal lobe memory system classically associated with allocentric spatial memory.

  7. Virtualization Technologies for the Business

    OpenAIRE

    Sabina POPESCU

    2011-01-01

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

  8. Sobre objetos y experiencias virtuales

    OpenAIRE

    Pacho, Julián

    2009-01-01

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

  9. Etnografía virtual Virtual ethnography: exploring a methodological option for the research on virtual learning environments.

    Directory of Open Access Journals (Sweden)

    Álvarez Cadavid Gloria María

    2009-01-01

    Full Text Available Este artículo pretende esbozar algunas de las consideraciones metodológicas que hoy confluyen en el estudio de los ambientes virtuales, desde la opción etnográfica. De manera específica se quiere observar la forma en que, algunos investigadores han abordado el aspecto metodológico para estudiar los ambientes virtuales, líneas de evolución y posible contribución al conocimiento y mejoramiento de los procesos de e-learning. This article aims to outline some methodological considerations that merge together on the study of virtual learning environments, especially from the ethnographic perspective. Specifically, what we want to observe, is the way some researchers have approached the methodological aspect in order to study virtual learning environments, the evolution lines and the possible contribution they’ve made to knowledge and improvement of e-learning processes.

  10. Effect of gas injection during LH wave coupling at ITER-relevant plasma-wall distances in JET

    International Nuclear Information System (INIS)

    Ekedahl, A; Goniche, M; Basiuk, V; Delpech, L; Imbeaux, F; Joffrin, E; Loarer, T; Rantamaeki, K; Mailloux, J; Alper, B; Baranov, Y; Beaumont, P; Corrigan, G; Erents, K; Hawkes, N; McDonald, D; Petrzilka, V; Granucci, G; Hobirk, J; Kirov, K

    2009-01-01

    Good coupling of lower hybrid (LH) waves has been demonstrated in different H-mode scenarios in JET, at high triangularity (δ ∼ 0.4) and at large distance between the last closed flux surface and the LH launcher (up to 15 cm). Local gas injection of D 2 in the region magnetically connected to the LH launcher is used for increasing the local density in the scrape-off layer (SOL). Reciprocating Langmuir probe measurements magnetically connected to the LH launcher indicate that the electron density profile flattens in the far SOL during gas injection and LH power application. Some degradation in normalized H-mode confinement, as given by the H98(y,2)-factor, could be observed at high gas injection rates in these scenarios, but this was rather due to total gas injection and not specifically to the local gas puffing used for LH coupling. Furthermore, experiments carried out in L-mode plasmas in order to evaluate the effect on the LH current drive efficiency, when using local gas injection to improve the coupling, indicate only a small degradation (ΔI LH /I LH ∼ 15%). This effect is largely compensated by the improvement in coupling and thus increase in coupled power when using gas puffing.

  11. Towards Intelligible Query Processing in Relevance Feedback-Based Image Retrieval Systems

    OpenAIRE

    Mohammed, Belkhatir

    2008-01-01

    We have specified within the scope of this paper a framework combining semantics and relational (spatial) characterizations within a coupled architecture in order to address the semantic gap. This framework is instantiated by an operational model based on a sound logic-based formalism, allowing to define a representation for image documents and a matching function to compare index and query structures. We have specified a query framework coupling keyword-based querying with a relevance feedba...

  12. Photon virtual bound state

    International Nuclear Information System (INIS)

    Inoue, J.; Ohtaka, K.

    2004-01-01

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

  13. [Research on the virtual water composition and virtual water trade for agriculture in Beijing].

    Science.gov (United States)

    Wang, Hong-rui; Wang, Yan; Wang, Jun-hong; Dong, Yan-yan; Han, Zhao-xing

    2007-12-01

    Based on the irrigation norm of typical district and county, and revised by the isoline map of Chinese crops water demand, the change of crops program was analyzed as well as the agricultural water use and its GDP benefits. Then the virtual water was calculated for years. At last, the input-output method was used to calculate the trade of virtual water in Beijing. As the results, the virtual water for cereal crops has been decreasing in Beijing, from 1.832 x 10(9) m3 in 1990 to 4.283 x 10(8) m3 in 2004. Otherwise the virtual water for technical crops has been increasing, which is from 9.06 x 10(8) m3 in 1990 to 1.492 x 10(9) m3 in 2004. On the whole, the virtual water for crops has been decreasing in Beijing. From the angle of primary products Beijing is a virtual water importing area. Virtual water importing of annual average is 2.37 x 10(8) m3, which is about 5.93% of the total water of Beijing. Virtual water has been an important supplement of local real water of Beijing.

  14. Coupling between scattering channels with SUSY transformations for equal thresholds

    International Nuclear Information System (INIS)

    Pupasov, Andrey M; Samsonov, Boris F; Sparenberg, Jean-Marc; Baye, Daniel

    2009-01-01

    Supersymmetric (SUSY) transformations of the multichannel Schroedinger equation with equal thresholds and arbitrary partial waves in all channels are studied. The structures of the transformation function and the superpotential are analysed. Relations between Jost and scattering matrices of superpartner potentials are obtained. In particular, we show that a special type of SUSY transformation allows us to introduce a coupling between scattering channels starting from a potential with an uncoupled scattering matrix. The possibility for this coupling to be trivial is discussed. We show that the transformation introduces bound and virtual states with a definite degeneracy at the factorization energy. A detailed study of the potential and scattering matrices is given for the 2 x 2 case. The possibility of inverting coupled-channel scattering data by such a SUSY transformation is demonstrated by several examples (s-s, s-p and s-d partial waves)

  15. 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.

  16. Setting up virtual private network

    International Nuclear Information System (INIS)

    Huang Hongmei; Zhang Chengjun

    2003-01-01

    Setting up virtual private network for business enterprise provides a low cost network foundation, increases enterprise's network function and enlarges its private scope. The text introduces virtual private network's principal, privileges and protocols that use in virtual private network. At last, this paper introduces several setting up virtual private network's technologies which based on LAN

  17. Setting up virtual private network

    International Nuclear Information System (INIS)

    Huang Hongmei; Zhang Chengjun

    2003-01-01

    Setting up virtual private network for business enterprise provides a low cost network foundation, increases enterprise network function and enlarges its private scope. This text introduces virtual private network principal, privileges and protocols applied in virtual private network. At last, this paper introduces several setting up virtual private network technologies which is based on LAN

  18. Microscopic theory of the Coulomb based exchange coupling in magnetic tunnel junctions.

    Science.gov (United States)

    Udalov, O G; Beloborodov, I S

    2017-05-04

    We study interlayer exchange coupling based on the many-body Coulomb interaction between conduction electrons in magnetic tunnel junction. This mechanism complements the known interaction between magnetic layers based on virtual electron hopping (or spin currents). We find that these two mechanisms have different behavior on system parameters. The Coulomb based coupling may exceed the hopping based exchange. We show that the Coulomb based exchange interaction, in contrast to the hopping based coupling, depends strongly on the dielectric constant of the insulating layer. The dependence of the interlayer exchange interaction on the dielectric properties of the insulating layer in magnetic tunnel junction is similar to magneto-electric effect where electric and magnetic degrees of freedom are coupled. We calculate the interlayer coupling as a function of temperature and electric field for magnetic tunnel junction with ferroelectric layer and show that the exchange interaction between magnetic leads has a sharp decrease in the vicinity of the ferroelectric phase transition and varies strongly with external electric field.

  19. Elementary Science Instruction: Examining a Virtual Environment for Evidence of Learning, Engagement, and 21st Century Competencies

    Directory of Open Access Journals (Sweden)

    Terry K. Smith

    2014-03-01

    Full Text Available This mixed methods study examined the effectiveness of a virtual world curriculum for teaching elementary students complex science concepts and skills. Data were collected using pre- and post-content tests and a student survey of engaged learning, An additional survey collected teacher observations of 21st century competencies conducive to learning. The study involved a five-day intervention of fifteen 4th grade students in a small Midwestern school using a virtual science computer game from Arizona State University. Thirty elementary teachers from Australia, England, and the United States were surveyed on classroom observations of their elementary students working in the virtual world environment. Research questions guiding the virtual learning study were: (1 do pre- and post-content tests show significant learning in the virtual environment; (2 are students academically engaged during the learning process; and (3 are students actively demonstrating relevant 21st century competencies. The study supports prior research in game-based learning showing measureable learning results, highly engaged, motivated students, and observations of student behaviors conducive to learning science in school, namely collaboration, problem solving, critical thinking/inquiry, global awareness, and technology use.

  20. Virtuality and Reality in Science

    International Nuclear Information System (INIS)

    Cohen-Tannoudji, G.

    1995-01-01

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

  1. Optimizing Virtual Network Functions Placement in Virtual Data Center Infrastructure Using Machine Learning

    Science.gov (United States)

    Bolodurina, I. P.; Parfenov, D. I.

    2018-01-01

    We have elaborated a neural network model of virtual network flow identification based on the statistical properties of flows circulating in the network of the data center and characteristics that describe the content of packets transmitted through network objects. This enabled us to establish the optimal set of attributes to identify virtual network functions. We have established an algorithm for optimizing the placement of virtual data functions using the data obtained in our research. Our approach uses a hybrid method of visualization using virtual machines and containers, which enables to reduce the infrastructure load and the response time in the network of the virtual data center. The algorithmic solution is based on neural networks, which enables to scale it at any number of the network function copies.

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

    Directory of Open Access Journals (Sweden)

    Charles J. Lesko, Jr.

    2012-08-01

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

  3. Virtual reality in mental health : a review of the literature.

    Science.gov (United States)

    Gregg, Lynsey; Tarrier, Nicholas

    2007-05-01

    Several virtual reality (VR) applications for the understanding, assessment and treatment of mental health problems have been developed in the last 10 years. The purpose of this review is to outline the current state of virtual reality research in the treatment of mental health problems. PubMed and PsycINFO were searched for all articles containing the words "virtual reality". In addition a manual search of the references contained in the papers resulting from this search was conducted and relevant periodicals were searched. Studies reporting the results of treatment utilizing VR in the mental health field and involving at least one patient were identified. More than 50 studies using VR were identified, the majority of which were case studies. Seventeen employed a between groups design: 4 involved patients with fear of flying; 3 involved patients with fear of heights; 3 involved patients with social phobia/public speaking anxiety; 2 involved people with spider phobia; 2 involved patients with agoraphobia; 2 involved patients with body image disturbance and 1 involved obese patients. There are both advantages in terms of delivery and disadvantages in terms of side effects to using VR. Although virtual reality based therapy appears to be superior to no treatment the effectiveness of VR therapy over traditional therapeutic approaches is not supported by the research currently available. There is a lack of good quality research on the effectiveness of VR therapy. Before clinicians will be able to make effective use of this emerging technology greater emphasis must be placed on controlled trials with clinically identified populations.

  4. Virtual Teaming and Collaboration Technology: A Study of Influences on Virtual Project Outcomes

    Science.gov (United States)

    Broils, Gary C.

    2014-01-01

    The purpose of this quantitative correlational study was to explore the relationships between the independent variables, contextual factors for virtual teams and collaboration technology, and the dependent variable, virtual project outcomes. The problem leading to the need for the study is a lower success rate for virtual projects compared to…

  5. Embedded design based virtual instrument program for positron beam automation

    International Nuclear Information System (INIS)

    Jayapandian, J.; Gururaj, K.; Abhaya, S.; Parimala, J.; Amarendra, G.

    2008-01-01

    Automation of positron beam experiment with a single chip embedded design using a programmable system on chip (PSoC) which provides easy interfacing of the high-voltage DC power supply is reported. Virtual Instrument (VI) control program written in Visual Basic 6.0 ensures the following functions (i) adjusting of sample high voltage by interacting with the programmed PSoC hardware, (ii) control of personal computer (PC) based multi channel analyzer (MCA) card for energy spectroscopy, (iii) analysis of the obtained spectrum to extract the relevant line shape parameters, (iv) plotting of relevant parameters and (v) saving the file in the appropriate format. The present study highlights the hardware features of the PSoC hardware module as well as the control of MCA and other units through programming in Visual Basic

  6. Establishment of virtual three-dimensional model for intravascular interventional devices and its clinical value

    International Nuclear Information System (INIS)

    Wei Xin; Zhong Liming; Xie Xiaodong; Wang Chaohua; You Jian; Hu Hong; Hu Kongqiong; Zhao Xiaowei

    2012-01-01

    Objective: To explore virtual three-dimensional (3D) model for intravascular interventional devices,the method of preoperative simulation and its value in clinical work. Methods: The virtual models including catheter, guide wire, stent and coil were established by using the 3D moulding software of 3D Studio MAX R3. The interventional preoperative simulation was performed on personal computer including 21 patients of cerebral aneurysm embolization (anterior communicating artery 5, posterior communicating artery 10,middle cerebral artery 3, internal carotid artery 2, and vertebral artery 1), during interventional procedures, the surgeon relied on the simulation results for plastic micro-guide wire, catheter and the release of micro-coils and stents. Results: (1) All the virtual instruments and real instruments had similar shape,the overall tine for constructing virtual model was about 20 hours. The preoperative simulation took 50 to 80 minutes. (2) The simulation result of catheter insertion in the 18 cases had relevant value to guide micro-catheter, molding micro-guide wire tip, and shortened the operating time. For embolization, the simulation results of filling coil and releasing stent were similar to surgical results in 76% of the patients (16/21). (3)For teaching and training, 93% (38/41) of doctors in training believed that preoperative simulation facilitated the understanding of surgery. Conclusions: The method of virtual model of intravascular interventional devices was reliable. The preoperative simulation results could be used to guide practical clinical operation with relatively high degree of similarity, and could play a role in promoting researches on interventional virtual operations. (authors)

  7. Improvement of PEP-II Linear Optics with a MIA-Derived Virtual Accelerator

    International Nuclear Information System (INIS)

    Cerio, B.; Colgate U.

    2006-01-01

    In several past studies, model independent analysis, in conjunction with a virtual accelerator model, has been successful in improving PEP-II linear geometric optics. In many cases, optics improvement yielded an increase in machine luminosity. In this study, an updated characterization of linear optics is presented. With the PEP-II beam position monitor (BPM) system, four independent beam centroid orbits were extracted and used to determine phase advances and linear Green's functions among BPM locations. A magnetic lattice model was then constructed with a singular value decomposition-enhanced least-square fitting of phase advances and Green's functions, which are functions of quadrupole strengths, sextupole feed-downs, as well as BPM errors, to the corresponding measured quantities. The fitting process yielded a machine model that matched the measured linear optics of the real machine and was therefore deemed the virtual accelerator. High beta beat, as well as linear coupling, was observed in both LER and HER of the virtual accelerator. Since there was higher beta beating in LER, focus was shifted to the improvement of this ring. By adjusting select quadrupoles of the virtual LER and fitting the resulting beta functions and phase advances to those of the desired lattice, the average beta beat of the virtual machine was effectively reduced. The new magnet configuration was dialed into LER on August 10, 2006, and beta beat was reduced by a factor of three. After fine tuning HER to match the improved LER for optimal collision, a record peak luminosity of 12.069 x 10 33 cm -2 s -1 was attained on August 16, 2006

  8. Interpretations of virtual reality.

    Science.gov (United States)

    Voiskounsky, Alexander

    2011-01-01

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

  9. Using Solver Interfaced Virtual Reality in PEACER Design Process

    International Nuclear Information System (INIS)

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

    2006-01-01

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

  10. How Do Students Learn to See Concepts in Visualizations? Social Learning Mechanisms with Physical and Virtual Representations

    Science.gov (United States)

    Rau, Martina A.

    2017-01-01

    STEM instruction often uses visual representations. To benefit from these, students need to understand how representations show domain-relevant concepts. Yet, this is difficult for students. Prior research shows that physical representations (objects that students manipulate by hand) and virtual representations (objects on a computer screen that…

  11. Virtual Dance and Motion-Capture

    Directory of Open Access Journals (Sweden)

    Marc Boucher

    2011-01-01

    Full Text Available A general view of various ways in which virtual dance can be understood is presented in the first part of this article. It then appraises the uses of the term “virtual” in previous studies of digital dance. A more in-depth view of virtual dance as it relates to motion-capture is offered, and key issues are discussed regarding computer animation, digital imaging, motion signature, virtual reality and interactivity. The paper proposes that some forms of virtual dance be defined in relation to both digital technologies and contemporary theories of virtuality.

  12. Sense of presence and anxiety during virtual social interactions between a human and virtual humans.

    Science.gov (United States)

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M G

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD) with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001). However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively). The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels of anxiety in

  13. Sense of presence and anxiety during virtual social interactions between a human and virtual humans

    Directory of Open Access Journals (Sweden)

    Nexhmedin Morina

    2014-04-01

    Full Text Available Virtual reality exposure therapy (VRET has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001. However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively. The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels

  14. Innovation and Virtual Environments: Towards Virtual Knowledge Brokers

    OpenAIRE

    VERONA G; PRANDELLI E.; SAWHNEY M.

    2006-01-01

    The authors examine the implications of virtual customer environments for supporting the innovation process. By building on the literature of knowledge brokers, they introduce the concept of virtual knowledge brokers — actors who leverage the internet to support third parties’ innovation activities. These actors enable firms to extend their reach in engaging with customers and they also allow firms to have a richer dialogue with customers because of their perceived neutrality. Consequently...

  15. Virtual Sensors in a Web 2.0 Digital Watershed

    Science.gov (United States)

    Liu, Y.; Hill, D. J.; Marini, L.; Kooper, R.; Rodriguez, A.; Myers, J. D.

    2008-12-01

    The lack of rainfall data in many watersheds is one of the major barriers for modeling and studying many environmental and hydrological processes and supporting decision making. There are just not enough rain gages on the ground. To overcome this data scarcity issue, a Web 2.0 digital watershed is developed at NCSA(National Center for Supercomputing Applications), where users can point-and-click on a web-based google map interface and create new precipitation virtual sensors at any location within the same coverage region as a NEXRAD station. A set of scientific workflows are implemented to perform spatial, temporal and thematic transformations to the near-real-time NEXRAD Level II data. Such workflows can be triggered by the users' actions and generate either rainfall rate or rainfall accumulation streaming data at a user-specified time interval. We will discuss some underlying components of this digital watershed, which consists of a semantic content management middleware, a semantically enhanced streaming data toolkit, virtual sensor management functionality, and RESTful (REpresentational State Transfer) web service that can trigger the workflow execution. Such loosely coupled architecture presents a generic framework for constructing a Web 2.0 style digital watershed. An implementation of this architecture at the Upper Illinois Rive Basin will be presented. We will also discuss the implications of the virtual sensor concept for the broad environmental observatory community and how such concept will help us move towards a participatory digital watershed.

  16. Virtual Pediatric Hospital

    Science.gov (United States)

    ... Thoracopaedia - An Imaging Encyclopedia of Pediatric Thoracic Disease Virtual Pediatric Hospital is the Apprentice's Assistant™ Last revised ... pediatric resources: GeneralPediatrics.com | PediatricEducation.org | SearchingPediatrics.com Virtual Pediatric Hospital is curated by Donna M. D' ...

  17. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    technology in six real-life virtual teams, two in industry and four in education, applying interpretative research and action research methods. Two main lines of investigation are pursued: the first involves an examination of the organisational issues related to groupware adaptation in virtual project teams......, professional disciplines, time differences and technology. This thesis comprises a general introduction, referred to as the summary report, and seven research papers, which deal in detail with the results and findings of the empirical cases. The summary report provides a general introduction to the research......, while the second looks at the social context and practices of virtual project teams. Two of the key findings are 1) that the process of groupware adaptation by virtual project teams can be viewed as a process of expanding and aligning the technological frames of the participants, which includes mutual...

  18. Virtual firm as a role-playing tool for biomedical education.

    Science.gov (United States)

    Blagosklonov, Oleg; Soto-Romero, Georges; Guyon, Florent; Courjal, Nadège; Euphrasie, Sebatien; Yahiaoui, Reda; Butterlin, Nadia

    2006-01-01

    The paper describes design of a role-playing tool based on the experience of the practice firm which allows participants to obtain relevant and practical on-the-job experience. The students played the roles of the employees and the applicants for vacant positions at the virtual firm - a small business specialized in biomedical sector - founded to design the demonstration vehicle for a biomedical device. We found that this innovative concept may be used to improve the young engineers performance and to facilitate their post-graduate integration.

  19. Resilient Multi-Domain Command and Control: Enabling Solutions for 2025 with Virtual Reality

    Science.gov (United States)

    2017-04-16

    could be played from the direction of the physical location of an internet protocol router that is under cyber- attack. The attack doesn’t actually...These systems give one a window into a virtual world that is independent of other users in the physical space. Where individuals at a local site...picture for a particular site or in an austere environment using a tablet or smartphone platform. Coupled with appropriate communications equipment

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

    Science.gov (United States)

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

    1994-01-01

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

  1. Virtual Machine Logbook - Enabling virtualization for ATLAS

    International Nuclear Information System (INIS)

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

    2010-01-01

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

  2. The Virtual Learning Commons: Supporting Science Education with Emerging Technologies

    Science.gov (United States)

    Pennington, D. D.; Gandara, A.; Gris, I.

    2012-12-01

    The Virtual Learning Commons (VLC), funded by the National Science Foundation Office of Cyberinfrastructure CI-Team Program, is a combination of Semantic Web, mash up, and social networking tools that supports knowledge sharing and innovation across scientific disciplines in research and education communities and networks. The explosion of scientific resources (data, models, algorithms, tools, and cyberinfrastructure) challenges the ability of educators to be aware of resources that might be relevant to their classes. Even when aware, it can be difficult to understand enough about those resources to develop classroom materials. Often emerging data and technologies have little documentation, especially about their application. The VLC tackles this challenge by providing mechanisms for individuals and groups of educators to organize Web resources into virtual collections, and engage each other around those collections in order to a) learn about potentially relevant resources that are available; b) design classes that leverage those resources; and c) develop course syllabi. The VLC integrates Semantic Web functionality for structuring distributed information, mash up functionality for retrieving and displaying information, and social media for discussing/rating information. We are working to provide three views of information that support educators in different ways: 1. Innovation Marketplace: supports users as they find others teaching similar courses, where they are located, and who they collaborate with; 2. Conceptual Mapper: supports educators as they organize their thinking about the content of their class and related classes taught by others; 3. Curriculum Designer: supports educators as they generate a syllabus and find Web resources that are relevant. This presentation will discuss the innovation and learning theories that have informed design of the VLC, hypotheses about the use of emerging technologies to support innovation in classrooms, and will include a

  3. Virtual Seminar Room

    DEFF Research Database (Denmark)

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

    1999-01-01

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

  4. Assessing Trust and Effectiveness in Virtual Teams: Latent Growth Curve and Latent Change Score Models

    Directory of Open Access Journals (Sweden)

    Michael D. Coovert

    2017-08-01

    Full Text Available Trust plays a central role in the effectiveness of work groups and teams. This is the case for both face-to-face and virtual teams. Yet little is known about the development of trust in virtual teams. We examined cognitive and affective trust and their relationship to team effectiveness as reflected through satisfaction with one’s team and task performance. Latent growth curve analysis reveals both trust types start at a significant level with individual differences in that initial level. Cognitive trust follows a linear growth pattern while affective trust is overall non-linear, but becomes linear once established. Latent change score models are utilized to examine change in trust and also its relationship with satisfaction with the team and team performance. In examining only change in trust and its relationship to satisfaction there appears to be a straightforward influence of trust on satisfaction and satisfaction on trust. However, when incorporated into a bivariate coupling latent change model the dynamics of the relationship are revealed. A similar pattern holds for trust and task performance; however, in the bivariate coupling change model a more parsimonious representation is preferred.

  5. A Virtual Commissioning Learning Platform

    DEFF Research Database (Denmark)

    Mortensen, Steffen; Madsen, Ole

    2018-01-01

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

  6. 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.

  7. Nonlinear charge reduction effect in strongly coupled plasmas

    International Nuclear Information System (INIS)

    Sarmah, D; Tessarotto, M; Salimullah, M

    2006-01-01

    The charge reduction effect, produced by the nonlinear Debye screening of high-Z charges occurring in strongly coupled plasmas, is investigated. An analytic asymptotic expression is obtained for the charge reduction factor (f c ) which determines the Debye-Hueckel potential generated by a charged test particle. Its relevant parametric dependencies are analysed and shown to predict a strong charge reduction effect in strongly coupled plasmas

  8. A Virtual History of Mauritius

    African Journals Online (AJOL)

    admpather

    University of Mauritius, Réduit, Mauritius. 116. A Virtual History ... out will be presented. Keywords: Virtual Heritage, Virtual Reality, Archaeology, Mauritius ... money would better be spent on other major education and IT development projects ...

  9. Effects of VIrtualIty on Employee Performance and CommItment: A Research

    OpenAIRE

    Baysal, Zeynep; Baraz, Barış

    2017-01-01

    In the modern business world, due to the impact of technological advancements and globalisation,organisations are obliged to keep up with the change in order to seize new opportunities they encounterand overcome the obstacles in their way. Concepts of virtuality and virtual organisations are amongthese concepts which surfaced as a result of these changes. All white-collar employees have a certaindegree of virtuality and the fact that organisations are taking rapid steps towards virtualisation...

  10. A method for scientific code coupling in a distributed environment

    International Nuclear Information System (INIS)

    Caremoli, C.; Beaucourt, D.; Chen, O.; Nicolas, G.; Peniguel, C.; Rascle, P.; Richard, N.; Thai Van, D.; Yessayan, A.

    1994-12-01

    This guide book deals with coupling of big scientific codes. First, the context is introduced: big scientific codes devoted to a specific discipline coming to maturity, and more and more needs in terms of multi discipline studies. Then we describe different kinds of code coupling and an example of code coupling: 3D thermal-hydraulic code THYC and 3D neutronics code COCCINELLE. With this example we identify problems to be solved to realize a coupling. We present the different numerical methods usable for the resolution of coupling terms. This leads to define two kinds of coupling: with the leak coupling, we can use explicit methods, and with the strong coupling we need to use implicit methods. On both cases, we analyze the link with the way of parallelizing code. For translation of data from one code to another, we define the notion of Standard Coupling Interface based on a general structure for data. This general structure constitutes an intermediary between the codes, thus allowing a relative independence of the codes from a specific coupling. The proposed method for the implementation of a coupling leads to a simultaneous run of the different codes, while they exchange data. Two kinds of data communication with message exchange are proposed: direct communication between codes with the use of PVM product (Parallel Virtual Machine) and indirect communication with a coupling tool. This second way, with a general code coupling tool, is based on a coupling method, and we strongly recommended to use it. This method is based on the two following principles: re-usability, that means few modifications on existing codes, and definition of a code usable for coupling, that leads to separate the design of a code usable for coupling from the realization of a specific coupling. This coupling tool available from beginning of 1994 is described in general terms. (authors). figs., tabs

  11. Suzuki-Miyaura cross-coupling coupling reactions with low catalyst loading: a green and sustainable protocol in pure water.

    Science.gov (United States)

    Fihri, Aziz; Luart, Denis; Len, Christophe; Solhy, Abderrahim; Chevrin, Carole; Polshettiwar, Vivek

    2011-04-07

    The Suzuki-Miyaura coupling reaction represents one of the most important synthetic transformations developed in the 20th century. However, the use of toxic organic solvents remains a scientific challenge and an aspect of economical and ecological relevance, and benign water as a reaction medium was found to be highly effective to overcome some of these issues. In the present manuscript, we described Suzuki-Miyaura coupling reactions in neat water, without using any phase transfer reagent. Notably, this protocol also works with ultra-low loading of catalyst with high turnover numbers and also able to couple challenging substrates like aryl chlorides. © The Royal Society of Chemistry 2011

  12. Suzuki-Miyaura cross-coupling coupling reactions with low catalyst loading: A green and sustainable protocol in pure water

    KAUST Repository

    Fihri, Aziz; Luart, Denis; Len, Christophe; Solhy, Abderrahim; Chevrin, Carole; Polshettiwar, Vivek

    2011-01-01

    The Suzuki-Miyaura coupling reaction represents one of the most important synthetic transformations developed in the 20th century. However, the use of toxic organic solvents remains a scientific challenge and an aspect of economical and ecological relevance, and benign water as a reaction medium was found to be highly effective to overcome some of these issues. In the present manuscript, we described Suzuki-Miyaura coupling reactions in neat water, without using any phase transfer reagent. Notably, this protocol also works with ultra-low loading of catalyst with high turnover numbers and also able to couple challenging substrates like aryl chlorides. © 2011 The Royal Society of Chemistry.

  13. Collaborative Work in Virtual Learning Environments: Some Reflections and Prospects of Students

    Directory of Open Access Journals (Sweden)

    Francisco Mora-Vicariol

    2016-05-01

    Full Text Available The collaborative work in virtual learning environments becomes more relevant at a time when technology is used intensively. This paper shows the results of research conducted at the Universidad Estatal a Distancia (UNED in Costa Rica, about students’ perceptions around the concept and implications of collaborative work in two online courses provided by Dirección de Extensión Universitaria (Dirextu. The aim of this study is to establish the difference between collaborative work and group work as well as knowing the tools that can be used to promote this type of activity in virtual learning environments. The methodology used for this article applied a survey to two groups of students, each belonging to two different virtual courses of the Dirección de Extensión Universitaria (Dirextu. This study was based on quantitative research and applied an instrument with open and closed questions. The analysis process of the results was performed with the help of tables and figures (graphs. Finally, the study exposes a series of conclusions and recommendations among which we highlight the following: students do like collaborative activities because they diversify the teaching modes and improve the learning styles.

  14. Natural product-like virtual libraries: recursive atom-based enumeration.

    Science.gov (United States)

    Yu, Melvin J

    2011-03-28

    A new molecular enumerator is described that allows chemically and architecturally diverse sets of natural product-like and drug-like structures to be generated from a core structure as simple as a single carbon atom or as complex as a polycyclic ring system. Integrated with a rudimentary machine-learning algorithm, the enumerator has the ability to assemble biased virtual libraries enriched in compounds predicted to meet target criteria. The ability to dynamically generate relatively small focused libraries in a recursive manner could reduce the computational time and infrastructure necessary to construct and manage extremely large static libraries. Depending on enumeration conditions, natural product-like structures can be produced with a wide range of heterocyclic and alicyclic ring assemblies. Because natural products represent a proven source of validated structures for identifying and designing new drug candidates, mimicking the structural and topological diversity found in nature with a dynamic set of virtual natural product-like compounds may facilitate the creation of new ideas for novel, biologically relevant lead structures in areas of uncharted chemical space.

  15. Auditory-visual integration of emotional signals in a virtual environment for cynophobia.

    Science.gov (United States)

    Taffou, Marine; Chapoulie, Emmanuelle; David, Adrien; Guerchouche, Rachid; Drettakis, George; Viaud-Delmon, Isabelle

    2012-01-01

    Cynophobia (dog phobia) has both visual and auditory relevant components. In order to investigate the efficacy of virtual reality (VR) exposure-based treatment for cynophobia, we studied the efficiency of auditory-visual environments in generating presence and emotion. We conducted an evaluation test with healthy participants sensitive to cynophobia in order to assess the capacity of auditory-visual virtual environments (VE) to generate fear reactions. Our application involves both high fidelity visual stimulation displayed in an immersive space and 3D sound. This specificity enables us to present and spatially manipulate fearful stimuli in the auditory modality, the visual modality and both. Our specific presentation of animated dog stimuli creates an environment that is highly arousing, suggesting that VR is a promising tool for cynophobia treatment and that manipulating auditory-visual integration might provide a way to modulate affect.

  16. Strong ground motion prediction using virtual earthquakes.

    Science.gov (United States)

    Denolle, M A; Dunham, E M; Prieto, G A; Beroza, G C

    2014-01-24

    Sedimentary basins increase the damaging effects of earthquakes by trapping and amplifying seismic waves. Simulations of seismic wave propagation in sedimentary basins capture this effect; however, there exists no method to validate these results for earthquakes that have not yet occurred. We present a new approach for ground motion prediction that uses the ambient seismic field. We apply our method to a suite of magnitude 7 scenario earthquakes on the southern San Andreas fault and compare our ground motion predictions with simulations. Both methods find strong amplification and coupling of source and structure effects, but they predict substantially different shaking patterns across the Los Angeles Basin. The virtual earthquake approach provides a new approach for predicting long-period strong ground motion.

  17. Virtual reality for employability skills

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

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

  18. Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback

    KAUST Repository

    Margolis, Todd

    2011-01-23

    Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user\\'s hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally \\'touching\\' the object\\'s angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.

  19. Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback

    Science.gov (United States)

    Margolis, Todd; DeFanti, Thomas A.; Dawe, Greg; Prudhomme, Andrew; Schulze, Jurgen P.; Cutchin, Steve

    2011-03-01

    Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.

  20. Smartphone applications for immersive virtual reality therapy for internet addiction and internet gaming disorder.

    Science.gov (United States)

    Zhang, Melvyn W B; Ho, Roger C M

    2017-01-01

    There have been rapid advances in technologies over the past decade and virtual reality technology is an area which is increasingly utilized as a healthcare intervention in many disciplines including that of Medicine, Surgery and Psychiatry. In Psychiatry, most of the current interventions involving the usage of virtual reality technology is limited to its application for anxiety disorders. With the advances in technology, Internet addiction and Internet gaming disorders are increasingly prevalent. To date, these disorders are still being treated using conventional psychotherapy methods such as cognitive behavioural therapy. However, there is an increasing number of research combining various other therapies alongside with cognitive behavioural therapy, as an attempt possibly to reduce the drop-out rates and to make such interventions more relevant to the targeted group of addicts, who are mostly adolescents. To date, there has been a prior study done in Korea that has demonstrated the comparable efficacy of virtual reality therapy with that of cognitive behavioural therapy. However, the intervention requires the usage of specialized screens and devices. It is thus the objective of the current article to highlight how smartphone applications could be designed and be utilized for immersive virtual reality treatment, alongside low cost wearables.

  1. Virtual Campus Hub technology

    DEFF Research Database (Denmark)

    Vercoulen, Frank; Badger, Merete; Monaco, Lucio

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

  2. Real and virtual radiation

    International Nuclear Information System (INIS)

    Wolynec, E.

    1988-01-01

    Electrodisintegration cross sections related to the corresponding photonuclear process through virtual-photon spectra. A brief review of virtual-photon theory is presented. Calculations of DWBA virtual-photon spectra for finite nuclei are compared with experimental results. The multipole decomposition of electrodisintegration cross sections using these spectra is discussed and several experimental results are presented. A brief review for the bremsstrahlung cross section is also presented. (author) [pt

  3. The virtual library: Coming of age

    Science.gov (United States)

    Hunter, Judy F.; Cotter, Gladys A.

    1994-01-01

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

  4. Varieties of virtualization

    Science.gov (United States)

    Ellis, Stephen R.

    1991-01-01

    Natural environments have a content, i.e., the objects in them; a geometry, i.e., a pattern of rules for positioning and displacing the objects; and a dynamics, i.e., a system of rules describing the effects of forces acting on the objects. Human interaction with most common natural environments has been optimized by centuries of evolution. Virtual environments created through the human-computer interface similarly have a content, geometry, and dynamics, but the arbitrary character of the computer simulation creating them does not insure that human interaction with these virtual environments will be natural. The interaction, indeed, could be supernatural but it also could be impossible. An important determinant of the comprehensibility of a virtual environment is the correspondence between the environmental frames of reference and those associated with the control of environmental objects. The effects of rotation and displacement of control frames of reference with respect to corresponding environmental references differ depending upon whether perceptual judgement or manual tracking performance is measured. The perceptual effects of frame of reference displacement may be analyzed in terms of distortions in the process of virtualizing the synthetic environment space. The effects of frame of reference displacement and rotation have been studied by asking subjects to estimate exocentric direction in a virtual space.

  5. How to benchmark methods for structure-based virtual screening of large compound libraries.

    Science.gov (United States)

    Christofferson, Andrew J; Huang, Niu

    2012-01-01

    Structure-based virtual screening is a useful computational technique for ligand discovery. To systematically evaluate different docking approaches, it is important to have a consistent benchmarking protocol that is both relevant and unbiased. Here, we describe the designing of a benchmarking data set for docking screen assessment, a standard docking screening process, and the analysis and presentation of the enrichment of annotated ligands among a background decoy database.

  6. Virtual reality simulator: demonstrated use in neurosurgical oncology.

    Science.gov (United States)

    Clarke, David B; D'Arcy, Ryan C N; Delorme, Sebastien; Laroche, Denis; Godin, Guy; Hajra, Sujoy Ghosh; Brooks, Rupert; DiRaddo, Robert

    2013-04-01

    The overriding importance of patient safety, the complexity of surgical techniques, and the challenges associated with teaching surgical trainees in the operating room are all factors driving the need for innovative surgical simulation technologies. Despite these issues, widespread use of virtual reality simulation technology in surgery has not been fully implemented, largely because of the technical complexities in developing clinically relevant and useful models. This article describes the successful use of the NeuroTouch neurosurgical simulator in the resection of a left frontal meningioma. The widespread application of surgical simulation technology has the potential to decrease surgical risk, improve operating room efficiency, and fundamentally change surgical training.

  7. An adaptable navigation strategy for Virtual Microscopy from mobile platforms.

    Science.gov (United States)

    Corredor, Germán; Romero, Eduardo; Iregui, Marcela

    2015-04-01

    Real integration of Virtual Microscopy with the pathologist service workflow requires the design of adaptable strategies for any hospital service to interact with a set of Whole Slide Images. Nowadays, mobile devices have the actual potential of supporting an online pervasive network of specialists working together. However, such devices are still very limited. This article introduces a novel highly adaptable strategy for streaming and visualizing WSI from mobile devices. The presented approach effectively exploits and extends the granularity of the JPEG2000 standard and integrates it with different strategies to achieve a lossless, loosely-coupled, decoder and platform independent implementation, adaptable to any interaction model. The performance was evaluated by two expert pathologists interacting with a set of 20 virtual slides. The method efficiently uses the available device resources: the memory usage did not exceed a 7% of the device capacity while the decoding times were smaller than the 200 ms per Region of Interest, i.e., a window of 256×256 pixels. This model is easily adaptable to other medical imaging scenarios. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. ROLE OF VIRTUALIZATION IN CLOUD COMPUTING

    OpenAIRE

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

    2017-01-01

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

  9. Deeply virtual Compton scattering from gauge/gravity duality

    Energy Technology Data Exchange (ETDEWEB)

    Costa, Miguel S.; Djuric, Marko [University of Porto (Portugal)

    2013-04-15

    We use gauge/gravity duality to study deeply virtual Compton scattering (DVCS) in the limit of high center of mass energy at fixed momentum transfer, corresponding to the limit of low Bjorken x, where the process is dominated by the exchange of the pomeron. At strong coupling, the pomeron is described as the graviton Regge trajectory in AdS space, with a hard wall to mimic confinement effects. This model agrees with HERA data in a large kinematical range. The behavior of the DVCS cross section for very high energies, inside saturation, can be explained by a simple AdS black disk model. In a restricted kinematical window, this model agrees with HERA data as well.

  10. Deeply virtual Compton scattering from gauge/gravity duality

    International Nuclear Information System (INIS)

    Costa, Miguel S.; Djurić, Marko

    2013-01-01

    We use gauge/gravity duality to study deeply virtual Compton scattering (DVCS) in the limit of high center of mass energy at fixed momentum transfer, corresponding to the limit of low Bjorken x, where the process is dominated by the exchange of the pomeron. At strong coupling, the pomeron is described as the graviton Regge trajectory in AdS space, with a hard wall to mimic confinement effects. This model agrees with HERA data in a large kinematical range. The behavior of the DVCS cross section for very high energies, inside saturation, can be explained by a simple AdS black disk model. In a restricted kinematical window, this model agrees with HERA data as well.

  11. The squeezing properties in the Jaynes-Cummings model with arbitrary intensity-dependent coupling

    International Nuclear Information System (INIS)

    Rhui-Hua, X.; Dun-Huan, L.; Gong-Ou, X.

    1996-01-01

    It is studied the squeezing properties of the atom and the radiation field in arbitrary intensity-dependent-coupling Jaynes-Cummings model when it is restricted to the following initial condition: the atom in its coherent state and the field in the vacuum state. The influence of virtual-photon processes on the atomic squeezing predicted by the Jaynes-Cummings model (JCM) has been examined. The relationship between the field and atomic squeezing in the resonant multi-photon JCM has been discussed. The symmetry between the field and atomic squeezing (SFAS) has been exposed in the resonant vacuum one-photon JCM, and the influence of non-resonant interaction and virtual-photon processes on the SFAS has also been discussed

  12. 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....

  13. Does virtual reality simulation have a role in training trauma and orthopaedic surgeons?

    Science.gov (United States)

    Bartlett, J D; Lawrence, J E; Stewart, M E; Nakano, N; Khanduja, V

    2018-05-01

    Aims The aim of this study was to assess the current evidence relating to the benefits of virtual reality (VR) simulation in orthopaedic surgical training, and to identify areas of future research. Materials and Methods A literature search using the MEDLINE, Embase, and Google Scholar databases was performed. The results' titles, abstracts, and references were examined for relevance. Results A total of 31 articles published between 2004 and 2016 and relating to the objective validity and efficacy of specific virtual reality orthopaedic surgical simulators were identified. We found 18 studies demonstrating the construct validity of 16 different orthopaedic virtual reality simulators by comparing expert and novice performance. Eight studies have demonstrated skill acquisition on a simulator by showing improvements in performance with repeated use. A further five studies have demonstrated measurable improvements in operating theatre performance following a period of virtual reality simulator training. Conclusion The demonstration of 'real-world' benefits from the use of VR simulation in knee and shoulder arthroscopy is promising. However, evidence supporting its utility in other forms of orthopaedic surgery is lacking. Further studies of validity and utility should be combined with robust analyses of the cost efficiency of validated simulators to justify the financial investment required for their use in orthopaedic training. Cite this article: Bone Joint J 2018;100-B:559-65.

  14. vSphere virtual machine management

    CERN Document Server

    Fitzhugh, Rebecca

    2014-01-01

    This book follows a step-by-step tutorial approach with some real-world scenarios that vSphere businesses will be required to overcome every day. This book also discusses creating and configuring virtual machines and also covers monitoring virtual machine performance and resource allocation options. This book is for VMware administrators who want to build their knowledge of virtual machine administration and configuration. It's assumed that you have some experience with virtualization administration and vSphere.

  15. APLIKASI SERVER VIRTUAL IP UNTUK MIKROKONTROLER

    OpenAIRE

    Ashari, Ahmad

    2008-01-01

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

  16. Cyber-Physical System Security With Deceptive Virtual Hosts for Industrial Control Networks

    International Nuclear Information System (INIS)

    Vollmer, Todd; Manic, Milos

    2014-01-01

    A challenge facing industrial control network administrators is protecting the typically large number of connected assets for which they are responsible. These cyber devices may be tightly coupled with the physical processes they control and human induced failures risk dire real-world consequences. Dynamic virtual honeypots are effective tools for observing and attracting network intruder activity. This paper presents a design and implementation for self-configuring honeypots that passively examine control system network traffic and actively adapt to the observed environment. In contrast to prior work in the field, six tools were analyzed for suitability of network entity information gathering. Ettercap, an established network security tool not commonly used in this capacity, outperformed the other tools and was chosen for implementation. Utilizing Ettercap XML output, a novel four-step algorithm was developed for autonomous creation and update of a Honeyd configuration. This algorithm was tested on an existing small campus grid and sensor network by execution of a collaborative usage scenario. Automatically created virtual hosts were deployed in concert with an anomaly behavior (AB) system in an attack scenario. Virtual hosts were automatically configured with unique emulated network stack behaviors for 92% of the targeted devices. The AB system alerted on 100% of the monitored emulated devices

  17. Security challenges for virtualization in cloud

    International Nuclear Information System (INIS)

    Tayab, A.

    2015-01-01

    Virtualization is a model that is vastly growing in IT industry. Virtualization provides more than one logical resource in one single physical machine. Infrastructure use cloud services and on behalf of virtualization, cloud computing is also a rapidly growing model of IT industry. Cloud provider and cloud user, both remain ignorant of each other's security. Since virtualization and cloud computing are rapidly expanding and becoming more and more complex in infrastructure, more security is required to protect them from potential attacks and security threats. Virtualization provides various benefits in terms of hardware utilization, resources protection, remote access and other resources. This paper intends to discuss the common exploits of security uses in the virtualized environment and focuses on the security threats from the attacker's perspective. This paper discuss the major areas of virtualized model environment and also address the security concerns. And finally presents a solution for secure valorization in IT infrastructure and to protect inter communication of virtual machines. (author)

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

    NARCIS (Netherlands)

    Qu, C.

    2014-01-01

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

  19. Diagnostic accuracy in virtual dermatopathology

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  20. Three Mile Island Unit 1 Main Steam Line Break Three-Dimensional Neutronics/Thermal-Hydraulics Analysis: Application of Different Coupled Codes

    International Nuclear Information System (INIS)

    D'Auria, Francesco; Moreno, Jose Luis Gago; Galassi, Giorgio Maria; Grgic, Davor; Spadoni, Antonino

    2003-01-01

    A comprehensive analysis of the double ended main steam line break (MSLB) accident assumed to occur in the Babcock and Wilcox Three Mile Island Unit 1 (TMI-1) has been carried out at the Dipartimento di Ingegneria Meccanica, Nucleare e della Produzione of the University of Pisa, Italy, in cooperation with the University of Zagreb, Croatia. The overall activity has been completed within the framework of the participation in the Organization for Economic Cooperation and Development-Committee on the Safety of Nuclear Installations-Nuclear Science Committee pressurized water reactor MSLB benchmark.Thermal-hydraulic system codes (various versions of Relap5), three-dimensional (3-D) neutronics codes (Parcs, Quabbox, and Nestle), and one subchannel code (Cobra) have been adopted for the analysis. Results from the following codes (or code versions) are assumed as reference:1. Relap5/mod3.2.2, beta version, coupled with the 3-D neutron kinetics Parcs code parallel virtual machine (PVM) coupling2. Relap5/mod3.2.2, gamma version, coupled with the 3-D neutron kinetics Quabbox code (direct coupling)3. Relap5/3D code coupled with the 3-D neutron kinetics Nestle code.The influence of PVM and of direct coupling is also discussed.Boundary and initial conditions of the system, including those relevant to the fuel status, have been supplied by Pennsylvania State University in cooperation with GPU Nuclear Corporation (the utility, owner of TMI) and the U.S. Nuclear Regulatory Commission. The comparison among the results obtained by adopting the same thermal-hydraulic nodalization and the coupled code version is discussed in this paper.The capability of the control rods to recover the accident has been demonstrated in all the cases as well as the capability of all the codes to predict the time evolution of the assigned transient. However, one stuck control rod caused some 'recriticality' or 'return to power' whose magnitude is largely affected by boundary and initial conditions

  1. International virtual teams engineering global success

    CERN Document Server

    Brewer, P

    2015-01-01

    As a complete guide to international virtual team communication with practical problem-solving strategies, this book is a must read for managers and engineers in all stages of their professional development This book provides essential information for creating and maintaining successful international virtual teams for those who manage, participate in, or train others in international virtual teaming. Based on new studies in engineering communication, this book presents processes and principles that can help managers and engineers establish global virtual teams that work, assess the virtual team climate, and maintain the effectiveness of virtual teams across cultural boundaries. It provides knowledge and tools necessary to understand the variable contexts of global virtual teams, so that organizations are able to respond to inevitable changes in technology and the global marketplace.

  2. Virtual interconnection platform initiative scoping study

    Energy Technology Data Exchange (ETDEWEB)

    Liu, Yong [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Kou, Gefei [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Pan, Zuohong [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Liu, Yilu [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); King Jr., Thomas J. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States)

    2016-01-01

    Due to security and liability concerns, the research community has limited access to realistic large-scale power grid models to test and validate new operation and control methodologies. It is also difficult for industry to evaluate the relative value of competing new tools without a common platform for comparison. This report proposes to develop a large-scale virtual power grid model that retains basic features and represents future trends of major U.S. electric interconnections. This model will include realistic power flow and dynamics information as well as a relevant geospatial distribution of assets. This model will be made widely available to the research community for various power system stability and control studies and can be used as a common platform for comparing the efficacies of various new technologies.

  3. Applications of molecular replacement to G protein-coupled receptors

    International Nuclear Information System (INIS)

    Kruse, Andrew C.; Manglik, Aashish; Kobilka, Brian K.; Weis, William I.

    2013-01-01

    The use of molecular replacement in solving the structures of G protein-coupled receptors is discussed, with specific examples being described in detail. G protein-coupled receptors (GPCRs) are a large class of integral membrane proteins involved in regulating virtually every aspect of human physiology. Despite their profound importance in human health and disease, structural information regarding GPCRs has been extremely limited until recently. With the advent of a variety of new biochemical and crystallographic techniques, the structural biology of GPCRs has advanced rapidly, offering key molecular insights into GPCR activation and signal transduction. To date, almost all GPCR structures have been solved using molecular-replacement techniques. Here, the unique aspects of molecular replacement as applied to individual GPCRs and to signaling complexes of these important proteins are discussed

  4. 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

    =4). Evaluation using related theories of "planned behavior" and the "technology acceptance model" (n=3) suggests that social media use is mediated by an individual's positive attitude toward and accessibility of the media, which is reinforced by credible peers. The most common reason to establish a virtual community was to create a forum where relevant specialty knowledge could be shared and professional issues discussed (n=17). Most members demonstrated low posting behaviors but more frequent reading or accessing behaviors. The most common Web-based activity was request for and supply of specialty-specific clinical information. This knowledge sharing is facilitated by a Web-based culture of collectivism, reciprocity, and a respectful noncompetitive environment. Findings suggest that health care professionals view virtual communities as valuable knowledge portals for sourcing clinically relevant and quality information that enables them to make more informed practice decisions. There is emerging evidence that health care professionals use social media to develop virtual communities to share domain knowledge. These virtual communities, however, currently reflect tribal behaviors of clinicians that may continue to limit knowledge sharing. Further research is required to evaluate the effects of social media on knowledge distribution in clinical practice and importantly whether patient outcomes are significantly improved.

  5. Distributed Virtual Reality: System Concepts for Cooperative Training and Commanding in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Eckhard Freund

    2003-02-01

    Full Text Available The general aim of the development of virtual reality technology for automation applications at the IRF is to provide the framework for Projective Virtual Reality which allows users to "project" their actions in the virtual world into the real world primarily by means of robots but also by other means of automation. The framework is based on a new task-oriented approach which builds on the "task deduction" capabilities of a newly developed virtual reality system and a task planning component. The advantage of this new approach is that robots which work at great distances from the control station can be controlled as easily and intuitively as robots that work right next to the control station. Robot control technology now provides the user in the virtual world with a "prolonged arm" into the physical environment, thus paving the way for a new quality of userfriendly man machine interfaces for automation applications. Lately, this work has been enhanced by a new structure that allows to distribute the virtual reality application over multiple computers. With this new step, it is now possible for multiple users to work together in the same virtual room, although they may physically be thousands of miles apart. They only need an Internet or ISDN connection to share this new experience. Last but not least, the distribution technology has been further developed to not just allow users to cooperate but to be able to run the virtual world on many synchronized PCs so that a panorama projection or even a cave can be run with 10 synchronized PCs instead of high-end workstations, thus cutting down the costs for such a visualization environment drastically and allowing for a new range of applications.

  6. Software for virtual accelerator designing

    International Nuclear Information System (INIS)

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

    2012-01-01

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

  7. Virtual currencies : Real opportunities?

    OpenAIRE

    Selldahl, Sara

    2013-01-01

    AbstractThe European Central Bank defines virtual currencies as ”unregulated, digital money, which is issued and usuallycontrolled by its developers, and used and accepted among the members of a specific virtual community.”(European Central Bank, 2012, p. 5) The interest in virtual currencies has increased immensely over the last fewyears as they become increasingly prevalent in our society across many different industries. Up until now, the field ofvirtual currencies has been mainly uncharte...

  8. Corporate Training in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Charles Nebolsky

    2004-12-01

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

  9. Sense of presence and anxiety during virtual social interactions between a human and virtual humans

    OpenAIRE

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M.G.

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using d...

  10. Incorporation of international virtual teams as a complementary component to the traditional educational model Incorporación de virtual teams internacionales como componente complementario al modelo educativo tradicional

    Directory of Open Access Journals (Sweden)

    Carlos Fernando Arbeláez

    2012-08-01

    Full Text Available The model of virtual teams in higher education is being increasingly recognized as a phenomenon of great value to students about learning environments in the real world (Hsieh, Jang, Hwang, & Chen, 2011. Meanwhile, today’s environment requires from educational institutions dedicated to instruction undergraduate and graduate students, a rapid evolution of their models of teaching in order to conform to the same speed with which all fields transform in knowledge. This paper discusses the inclusion of virtual teams in the top-level educational models, meaning that incorporation as an option applies to all educational institutions, and above all, to their learning traditional structures. In this sense, the document includes analysis of relevant academic literature and data collected through interviews, conducted at six higher education faculty, who work in virtual teams schemes globally.El modelo de virtual teams en la educación superior está siendo reconocido cada vez máscomo un fenómeno de gran valor que acerca a los estudiantes a ambientes de aprendizajeen el mundo real (Hsieh, Jang, Hwang, & Chen, 2011. Por su parte, el entorno de hoyexige a las instituciones educativas dedicadas a la formación profesional en pregrado y posgrado, una rápida evolución de sus modelos de enseñanza a fin de ajustarlos a la mismavelocidad con la que se transforman todos los campos relacionados con el conocimiento.Este documento analiza la inclusión de virtual teams en los modelos educativos denivel superior, entendiendo dicha incorporación como una opción aplicable a todas lasinstituciones educativas, y sobre todo, a sus estructuras tradicionales de aprendizaje.En ese sentido, el documento incluye análisis de publicaciones académicas relevantes ydatos recopilados a través de entrevistas en profundidad, realizadas a seis profesores deeducación superior, quienes trabajan en esquemas de virtual teams a nivel global.

  11. State Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2003-01-01

    Virtual library? Electronic library? Digital library? Online information network? These all apply to the growing number of Web-based resource collections managed by consortiums of state library entities. Some, like "INFOhio" and "KYVL" ("Kentucky Virtual Library"), have been available for a few years, but others are just starting. Searching for…

  12. CEDS Addresses: Virtual and Blended Learning

    Science.gov (United States)

    US Department of Education, 2015

    2015-01-01

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

  13. Virtual Reality for Anxiety Disorders

    Directory of Open Access Journals (Sweden)

    Elif Uzumcu

    2018-03-01

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

  14. The ethnography of virtual reality

    Directory of Open Access Journals (Sweden)

    Gavrilović Ljiljana 1

    2004-01-01

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

  15. Virtual reality technology and applications

    CERN Document Server

    Mihelj, Matjaž; Beguš, Samo

    2014-01-01

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

  16. Virtual patient care: an interprofessional education approach for physician assistant, physical therapy and occupational therapy students.

    Science.gov (United States)

    Shoemaker, Michael J; Platko, Christina M; Cleghorn, Susan M; Booth, Andrew

    2014-07-01

    The purpose of this retrospective qualitative case report is to describe how a case-based, virtual patient interprofessional education (IPE) simulation activity was utilized to achieve physician assistant (PA), physical therapy (PT) and occupational therapy (OT) student IPE learning outcomes. Following completion of a virtual patient case, 30 PA, 46 PT and 24 OT students were required to develop a comprehensive, written treatment plan and respond to reflective questions. A qualitative analysis of the submitted written assignment was used to determine whether IPE learning objectives were met. Student responses revealed three themes that supported the learning objectives of the IPE experience: benefits of collaborative care, role clarification and relevance of the IPE experience for future practice. A case-based, IPE simulation activity for physician assistant and rehabilitation students using a computerized virtual patient software program effectively facilitated achievement of the IPE learning objectives, including development of greater student awareness of other professions and ways in which collaborative patient care can be provided.

  17. Drift-insensitive distributed calibration of probe microscope scanner in nanometer range: Virtual mode

    Science.gov (United States)

    Lapshin, Rostislav V.

    2016-08-01

    A method of distributed calibration of a probe microscope scanner is suggested. The main idea consists in a search for a net of local calibration coefficients (LCCs) in the process of automatic measurement of a standard surface, whereby each point of the movement space of the scanner can be characterized by a unique set of scale factors. Feature-oriented scanning (FOS) methodology is used as a basis for implementation of the distributed calibration permitting to exclude in situ the negative influence of thermal drift, creep and hysteresis on the obtained results. Possessing the calibration database enables correcting in one procedure all the spatial systematic distortions caused by nonlinearity, nonorthogonality and spurious crosstalk couplings of the microscope scanner piezomanipulators. To provide high precision of spatial measurements in nanometer range, the calibration is carried out using natural standards - constants of crystal lattice. One of the useful modes of the developed calibration method is a virtual mode. In the virtual mode, instead of measurement of a real surface of the standard, the calibration program makes a surface image ;measurement; of the standard, which was obtained earlier using conventional raster scanning. The application of the virtual mode permits simulation of the calibration process and detail analysis of raster distortions occurring in both conventional and counter surface scanning. Moreover, the mode allows to estimate the thermal drift and the creep velocities acting while surface scanning. Virtual calibration makes possible automatic characterization of a surface by the method of scanning probe microscopy (SPM).

  18. 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.

  19. 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

  20. Development of a Virtual Museum Including a 4d Presentation of Building History in Virtual Reality

    Science.gov (United States)

    Kersten, T. P.; Tschirschwitz, F.; Deggim, S.

    2017-02-01

    In the last two decades the definition of the term "virtual museum" changed due to rapid technological developments. Using today's available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum "Alt-Segeberger Bürgerhaus", a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.

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

    Science.gov (United States)

    Christophel, Eva; Schnotz, Wolfgang

    2017-01-01

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

  2. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

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

  3. Saving Money and Time with Virtual Server

    CERN Document Server

    Sanders, Chris

    2006-01-01

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

  4. Management and Engineering of Virtual Enterprises

    DEFF Research Database (Denmark)

    Tølle, Martin

    ) Component layer: consists of reusable components and modules. - Each layer builds on the previous one, i.e. the VE concept is captured in VERA, and the VERA can be used to structure each of the VERAM components. * C) A methodology for virtual enterprise named VEM (Virtual Enterprise Methodology) - One...... to the set up of virtual enterprises. Types of work preparation include definitions (e.g. shared terminology), ICT support (e.g. infrastructure and applications), procedures (e.g. how to set up virtual enterprises, partner selection), reference models (e.g. contract models and product structure) and the like....... * B) A framework and a reference architecture for virtual enterprises named VERAM (Virtual Enterprise Reference Architecture and Methodology) and VERA (Virtual Enterprise Reference Architecture) respectively. - VERAM is a framework that structures the body of knowledge related to preparation, set up...

  5. Virtual Reality in the Classroom.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1993-01-01

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

  6. Interacting with a Virtual Conductor

    NARCIS (Netherlands)

    Bos, Pieter; Reidsma, Dennis; Ruttkay, Zsófia; Nijholt, Anton; Harper, Richard; Rauterberg, Matthias; Combetto, Marco

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

  7. Virtual reality in surgical training.

    Science.gov (United States)

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

    2000-01-01

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

  8. Virtual School Counseling

    Science.gov (United States)

    Osborn, Debra S.; Peterson, Gary W.; Hale, Rebecca R.

    2015-01-01

    The advent of virtual schools opens doors to opportunity for delivery of student services via the Internet. Through the use of structured interviews with four practicing Florida virtual school counselors, and a follow-up survey, the authors examined the experiences and reflections of school counselors who are employed full time in a statewide…

  9. Virtual process of product development for electric motors; Virtueller Produktentwicklungsprozess fuer Elektromotoren

    Energy Technology Data Exchange (ETDEWEB)

    Schoening, Marc Christian

    2008-07-01

    In order to consider all relevant design aspects and their mutual interdependences, current design practice uses a selection of different software packages. The design tools as a rule specialize in a single design criterion, so that tools must be combined in order to consider the mutual interaction of electromagnetic, thermal, and acoustic effects. So far, this has been done individually and manually, with a new model of the motor under investigation generated in every single program. This means that the parameters of a motor must be managed several times. The publication presents a novel simulation tool which provides a comprehensive methodology in which all design aspects of electric motors are considered by a standardised and uniform virtual development process. Further, the virtual reality method is used for representing 3D motor models in their natural dimensions, thus providing better understanding of the numeric simulation results. (orig.)

  10. Analisis Gameplay Game Genre Virtual Pet

    Directory of Open Access Journals (Sweden)

    Abi Senoprabowo

    2015-02-01

    Full Text Available Game adalah struktur interaktif yang membuat pemain berjuang menuju sebuah tujuan. Game dapat memberikan emosi dan mood, menghubungkan dengan orang latihan, sarana latihan, serta dapat memberikan edukasi. Salah satu game yang berkembang saat ini adalah game bergenre Virtual pet. Game virtual pet merupakan game simulasi memelihara sesuatu. Virtual pet memiliki gameplay yang menarik dan menyenangkan yang membuat pemain seolah-olah benar-benar memiliki binatang peliharaan mereka sendiri. Virtual pet dianggap oleh sebagian besar penggunanya dapat memberikan kegembiraan serta rasa kasih sayang karena tingkat interaksinya yang baik. Banyak pengembang game pemula yang mengembangkan genre ini sebagai game yang mereka buat karena kemudahaan dan tingkat penggunanya yang banyak. Akan tetapi banyak dari pengembang game pemula tidak memperhatikan tingkat keberlanjutan game virtual pet yang mereka buat sehingga membuat pemain cepat bosan. Pada penelitian ini, analisis game bergenre virtual pet yang sudah sukses dibuat seperti Zombigotchi, Tamagotchi Unicorn, dan Bird Land, diharapkan dapat membantu para pengembang game pemula agar mengetahui cara merancang dan mengembangkan game virtual pet dengan baik. Kata Kunci: game, gameplay, virtual pet

  11. Ethnography in a Virtual World

    Science.gov (United States)

    Shumar, Wesley; Madison, Nora

    2013-01-01

    This article situates the discussion of virtual ethnography within the larger political/economic changes of twenty-first century consumer capitalism and suggests that increasingly our entire social world is a virtual world and that there were very particular utopian and dystopian framings of virtual community growing out of that history. The…

  12. Virtual microscopy and digital cytology: state of the art.

    Science.gov (United States)

    Giansanti, Daniele; Grigioni, Mauro; D'Avenio, Giuseppe; Morelli, Sandra; Maccioni, Giovanni; Bondi, Arrigo; Giovagnoli, Maria Rosaria

    2010-01-01

    The paper approaches a new technological scenario relevant for the introduction of the digital cytology (D-CYT) in the health service. A detailed analysis of the state of the art on the status of the introduction of D-CYT in the hospital and more in general in the dispersed territory has been conducted. The analysis was conducted in a form of review and was arranged into two parts: the first part focused on the technological tools needed to carry out a successful service (client server architectures, e-learning, quality assurance issues); the second part focused on issues oriented to help the introduction and evaluation of the technology (specific training in D-CYT, health technology assessment in-routine application, data format standards and picture archiving computerized systems (PACS) implementation, image quality assessment, strategies of navigation, 3D-virtual-reality potentialities). The work enlightens future scenarios of actions relevant for the introduction of the technology.

  13. Virtual microscopy and digital cytology: state of the art

    Directory of Open Access Journals (Sweden)

    Daniele Giansanti

    2010-06-01

    Full Text Available The paper approaches a new technological scenario relevant for the introduction of the digital cytology (D-CYT in the health service. A detailed analysis of the state of the art on the status of the introduction of D-CYT in the hospital and more in general in the dispersed territory has been conducted. The analysis was conducted in a form of review and was arranged into two parts: the first part focused on the technological tools needed to carry out a successful service (client server architectures, e-learning, quality assurance issues; the second part focused on issues oriented to help the introduction and evaluation of the technology (specific training in D-CYT, health technology assessment in-routine application, data format standards and picture archiving computerized systems (PACS implementation, image quality assessment, strategies of navigation, 3D-virtual-reality potentialities. The work enlightens future scenarios of actions relevant for the introduction of the technology.

  14. Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Robin S Rosenberg

    Full Text Available BACKGROUND: Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior. PRINCIPAL FINDINGS: Using a two-by-two design, participants were either given the power of flight (their arm movements were tracked to control their flight akin to Superman's flying ability or rode as a passenger in a helicopter, and were assigned one of two tasks, either to help find a missing diabetic child in need of insulin or to tour a virtual city. Participants in the "super-flight" conditions helped the experimenter pick up spilled pens after their virtual experience significantly more than those who were virtual passengers in a helicopter. CONCLUSION: The results indicate that having the "superpower" of flight leads to greater helping behavior in the real world, regardless of how participants used that power. A possible mechanism for this result is that having the power of flight primed concepts and prototypes associated with superheroes (e.g., Superman. This research illustrates the potential of using experiences in virtual reality technology to increase prosocial behavior in the physical world.

  15. Virtual Peace Education

    Science.gov (United States)

    Firer, Ruth

    2008-01-01

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

  16. The power of Virtual Globes for valorising cultural heritage and enabling sustainable tourism: NASA World Wind applications

    Science.gov (United States)

    Brovelli, M.; Hogan, P.; Minghini, M.; Zamboni, G.

    2013-10-01

    Inspired by the visionary idea of Digital Earth, as well as from the tremendous improvements in geo-technologies, use of virtual globes has been changing the way people approach to geographic information on the Web. Unlike the traditional 2D-visualization typical of Geographic Information Systems (GIS), virtual globes offer multi-dimensional, fully-realistic content visualization which allows for a much richer user experience. This research investigates the potential for using virtual globes to foster tourism and enhance cultural heritage. The paper first outlines the state of the art for existing virtual globes, pointing out some possible categorizations according to license type, platform-dependence, application type, default layers, functionalities and freedom of customization. Based on this analysis, the NASA World Wind virtual globe is the preferred tool for promoting tourism and cultural heritage. This is because its open source nature allows unlimited customization (in terms of both data and functionalities), and its Java core supports platform-independence. Relevant tourism-oriented World Wind-based applications, dealing with both the Web promotion of historical cartography and the setup of a participatory Web platform exploiting crowd-sourced data, are described. Finally, the paper presents a project focusing on the promotion of the Via Regina area (crossing the border between Italy and Switzerland) through an ad hoc World Wind customization. World Wind can thus be considered an ideal virtual globe for tourism applications, as it can be shaped to increase awareness of cultural history and, in turn, enhance touristic experience.

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

    Directory of Open Access Journals (Sweden)

    Anne Karin Larsen

    2007-12-01

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

  18. Holomorphic Yukawa couplings for complete intersection Calabi-Yau manifolds

    Energy Technology Data Exchange (ETDEWEB)

    Blesneag, Stefan [Rudolf Peierls Centre for Theoretical Physics, Oxford University,1 Keble Road, Oxford, OX1 3NP (United Kingdom); Buchbinder, Evgeny I. [The University of Western Australia,35 Stirling Highway, Crawley WA 6009 (Australia); Lukas, Andre [Rudolf Peierls Centre for Theoretical Physics, Oxford University,1 Keble Road, Oxford, OX1 3NP (United Kingdom)

    2017-01-27

    We develop methods to compute holomorphic Yukawa couplings for heterotic compactifications on complete intersection Calabi-Yau manifolds, generalising results of an earlier paper for Calabi-Yau hypersurfaces. Our methods are based on constructing the required bundle-valued forms explicitly and evaluating the relevant integrals over the projective ambient space. We also show how our approach relates to an earlier, algebraic one to calculate the holomorphic Yukawa couplings. A vanishing theorem, which we prove, implies that certain Yukawa couplings allowed by low-energy symmetries are zero due to topological reasons. To illustrate our methods, we calculate Yukawa couplings for SU(5)-based standard models on a co-dimension two complete intersection manifold.

  19. Introduction of Virtual Patient Software to Enhance Physician Assistant Student Knowledge in Palliative Medicine.

    Science.gov (United States)

    Prazak, Kristine A

    2017-01-01

    The purpose of this project was to infuse palliative medicine and end-of-life care creatively into physician assistant (PA) education. Nine second-year PA students volunteered to participate in this quasi-experimental, pretest-posttest pilot study. Students initially completed an anonymous survey evaluating seven domains of knowledge in palliative medicine coupled with a self-assessment in competence. Virtual patient software was then used to simulate clinical encounters that addressed major palliative care domains. Upon completion of these cases, the same survey, with the addition of three questions about their own personal feelings, was administered. Overall response was positive in regard to improved knowledge and the virtual patient experience. After completion of the cases, students rated their self-assessed skills higher in all domains than prior to completing the cases. Factual knowledge scores showed a slight but not significant improvement, with an average pre-survey score of 4.56 and post-survey score of 4.67. Using virtual patient software can be a way of infusing palliative medicine and end-of-life care into PA education. These encounters can then be modified to include interprofessional encounters within the health professions.

  20. Reconfiguring Course Design in Virtual Learning Environments

    DEFF Research Database (Denmark)

    Mullins, Michael; Zupancic, Tadeja

    2007-01-01

    for architectural students offers some innovative insights into experientially oriented educational interfaces. A comparative analysis of VIPA courses and project results are presented in the paper. Special attention in the discussion is devoted to the improvements of e-learning solutions in architecture......Although many administrators and educators are familiar with e-learning programs, learning management systems and portals, fewer may have experience with virtual distributed learning environments and their academic relevance. The blended learning experience of the VIPA e-learning project....... The criterion of the relation between the actual applicability of selected e-learning solutions and elements of collaborative educational interfaces with VR are taken into account. A system of e-learning applicability levels in program and course development and implementation of architectural tectonics...

  1. A virtual tour of virtual reality

    Science.gov (United States)

    Harris, Margaret

    2018-03-01

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

  2. Learning Ethics through Virtual Fieldtrips: Teaching Ethical Theories through Virtual Experiences

    Science.gov (United States)

    Houser, Rick; Thoma, Steve; Coppock, Amanda; Mazer, Matthew; Midkiff, Lewis; Younanian, Marisa; Young, Sarah

    2011-01-01

    Teaching ethical reasoning is considered an important component of the undergraduate learning experience. A recent approach to teaching using experiential learning is through virtual worlds such as Second Life. We discuss how ethics may be taught using experiential learning in the virtual world of Second Life. Participants in the class in this…

  3. A review on the relativistic effective field theory with parameterized couplings for nuclear matter and neutron stars

    Energy Technology Data Exchange (ETDEWEB)

    Vasconcellos, C. A. Zen, E-mail: cesarzen@cesarzen.com [Instituto de Física, Universidade Federal do Rio Grande do Sul (UFRGS), Av. Bento Gonçalves 9500, 91501-970, Porto Alegre (Brazil); International Center for Relativistic Astrophysics Network (ICRANet), Piazza della Repubblica 10, 65122 Pescara (Italy)

    2015-12-17

    Nuclear science has developed many excellent theoretical models for many-body systems in the domain of the baryon-meson strong interaction for the nucleus and nuclear matter at low, medium and high densities. However, a full microscopic understanding of nuclear systems in the extreme density domain of compact stars is still lacking. The aim of this contribution is to shed some light on open questions facing the nuclear many-body problem at the very high density domain. Here we focus our attention on the conceptual issue of naturalness and its role in shaping the baryon-meson phase space dynamics in the description of the equation of state (EoS) of nuclear matter and neutrons stars. In particular, in order to stimulate possible new directions of research, we discuss relevant aspects of a recently developed relativistic effective theory for nuclear matter within Quantum Hadrodynamics (QHD) with genuine many-body forces and derivative natural parametric couplings. Among other topics we discuss in this work the connection of this theory with other known effective QHD models of the literature and its potentiality in describing a new physics for dense matter. The model with parameterized couplings exhausts the whole fundamental baryon octet (n, p, Σ{sup −}, Σ{sup 0}, Σ{sup +}, Λ, Ξ{sup −}, Ξ{sup 0}) and simulates n-order corrections to the minimal Yukawa baryon couplings by considering nonlinear self-couplings of meson fields and meson-meson interaction terms coupled to the baryon fields involving scalar-isoscalar (σ, σ∗), vector-isoscalar (ω, Φ), vector-isovector (ϱ) and scalar-isovector (δ) virtual sectors. Following recent experimental results, we consider in our calculations the extreme case where the Σ{sup −} experiences such a strong repulsion that its influence in the nuclear structure of a neutron star is excluded at all. A few examples of calculations of properties of neutron stars are shown and prospects for the future are discussed.

  4. Virtual Stationary Automata for Mobile Networks

    National Research Council Canada - National Science Library

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

    2005-01-01

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

  5. Isocurvature constraints on portal couplings

    Energy Technology Data Exchange (ETDEWEB)

    Kainulainen, Kimmo; Nurmi, Sami; Vaskonen, Ville [Department of Physics, University of Jyväskylä, P.O.Box 35 (YFL), FI-40014 University of Jyväskylä (Finland); Tenkanen, Tommi; Tuominen, Kimmo, E-mail: kimmo.kainulainen@jyu.fi, E-mail: sami.t.nurmi@jyu.fi, E-mail: tommi.tenkanen@helsinki.fi, E-mail: kimmo.i.tuominen@helsinki.fi, E-mail: ville.vaskonen@jyu.fi [Department of Physics, University of Helsinki P.O. Box 64, FI-00014, Helsinki (Finland)

    2016-06-01

    We consider portal models which are ultraweakly coupled with the Standard Model, and confront them with observational constraints on dark matter abundance and isocurvature perturbations. We assume the hidden sector to contain a real singlet scalar s and a sterile neutrino ψ coupled to s via a pseudoscalar Yukawa term. During inflation, a primordial condensate consisting of the singlet scalar s is generated, and its contribution to the isocurvature perturbations is imprinted onto the dark matter abundance. We compute the total dark matter abundance including the contributions from condensate decay and nonthermal production from the Standard Model sector. We then use the Planck limit on isocurvature perturbations to derive a novel constraint connecting dark matter mass and the singlet self coupling with the scale of inflation: m {sub DM}/GeV ∼< 0.2λ{sub s}{sup 3/8} ( H {sub *}/10{sup 11} GeV){sup −3/2}. This constraint is relevant in most portal models ultraweakly coupled with the Standard Model and containing light singlet scalar fields.

  6. Integration of the virtual 3D model of a control system with the virtual controller

    Science.gov (United States)

    Herbuś, K.; Ociepka, P.

    2015-11-01

    Nowadays the design process includes simulation analysis of different components of a constructed object. It involves the need for integration of different virtual object to simulate the whole investigated technical system. The paper presents the issues related to the integration of a virtual 3D model of a chosen control system of with a virtual controller. The goal of integration is to verify the operation of an adopted object of in accordance with the established control program. The object of the simulation work is the drive system of a tunneling machine for trenchless work. In the first stage of work was created an interactive visualization of functioning of the 3D virtual model of a tunneling machine. For this purpose, the software of the VR (Virtual Reality) class was applied. In the elaborated interactive application were created adequate procedures allowing controlling the drive system of a translatory motion, a rotary motion and the drive system of a manipulator. Additionally was created the procedure of turning on and off the output crushing head, mounted on the last element of the manipulator. In the elaborated interactive application have been established procedures for receiving input data from external software, on the basis of the dynamic data exchange (DDE), which allow controlling actuators of particular control systems of the considered machine. In the next stage of work, the program on a virtual driver, in the ladder diagram (LD) language, was created. The control program was developed on the basis of the adopted work cycle of the tunneling machine. The element integrating the virtual model of the tunneling machine for trenchless work with the virtual controller is the application written in a high level language (Visual Basic). In the developed application was created procedures responsible for collecting data from the running, in a simulation mode, virtual controller and transferring them to the interactive application, in which is verified the

  7. Manually locating physical and virtual reality objects.

    Science.gov (United States)

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

    2014-09-01

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

  8. A conceptualisation of the relationship between virtual experience and cybernauts' satisfaction with virtual communities

    OpenAIRE

    Bouattour , Dorra; Debos , Franck; Abdellatif , Tarek

    2015-01-01

    International audience; In this research, we developed and tested an integrated model relating individuals' satisfaction with their experiential values in virtual communities. Using a realised factorial analysis and regression, we identified the factors that influence member satisfaction in virtual communities. Adopting Mathwick et al.'s (2001) concept of experiential value, we proposed a conceptualisation of a virtual experience that fits closely with the original nomological framework advoc...

  9. Introduction to the special issue from the proceedings of the 2006 International Workshop on Virtual Reality in Rehabilitation

    Directory of Open Access Journals (Sweden)

    Keshner Emily A

    2007-06-01

    Full Text Available Abstract New technologies are rapidly having a great impact on the development of novel rehabilitation interventions. One of the more popular of these technological advances is virtual reality. The wide range of applications of this technology, from immersive environments to tele-rehabilitation equipment and care, lends versatility to its use as a rehabilitation intervention. But increasing access to this technology requires that we further our understanding about its impact on a performer. The International Workshop on Virtual Reality in Rehabilitation (IWVR, now known as Virtual Rehabilitation 2007, is a conference that emerged from the need to discover how virtual reality could be applied to rehabilitation practice. Individuals from multiple disciplines concerned with the development, transmission, and evaluation of virtual reality as a technology applied to rehabilitation attend this meeting to share their work. In this special issue of the Journal of NeuroEngineering and Rehabilitation we are sharing some of the papers presented at the 2006 meeting of IWVR with the objective of offering a description of the state of the art in this research field. A perusal of these papers will provide a good cross-section of the emerging work in this area as well as inform the reader about new findings relevant to research and practice in rehabilitation.

  10. Virtual environments simulation in research reactor

    Science.gov (United States)

    Muhamad, Shalina Bt. Sheik; Bahrin, Muhammad Hannan Bin

    2017-01-01

    Virtual reality based simulations are interactive and engaging. It has the useful potential in improving safety training. Virtual reality technology can be used to train workers who are unfamiliar with the physical layout of an area. In this study, a simulation program based on the virtual environment at research reactor was developed. The platform used for virtual simulation is 3DVia software for which it's rendering capabilities, physics for movement and collision and interactive navigation features have been taken advantage of. A real research reactor was virtually modelled and simulated with the model of avatars adopted to simulate walking. Collision detection algorithms were developed for various parts of the 3D building and avatars to restrain the avatars to certain regions of the virtual environment. A user can control the avatar to move around inside the virtual environment. Thus, this work can assist in the training of personnel, as in evaluating the radiological safety of the research reactor facility.

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

    Directory of Open Access Journals (Sweden)

    Anna M Lomanowska

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

  12. Behavioral Monitoring of Sexual Offenders Against Children in Virtual Risk Situations: A Feasibility Study

    Directory of Open Access Journals (Sweden)

    Peter Fromberger

    2018-03-01

    Full Text Available The decision about unsupervised privileges for sexual offenders against children (SOC is one of the most difficult decisions for practitioners in forensic high-security hospitals. Facing the possible consequences of the decision for the society, a valid and reliable risk management of SOCs is essential. Some risk management approaches provide frameworks for the construction of relevant future risk situations. Due to ethical reasons, it is not possible to evaluate the validity of constructed risk situations in reality. The aim of the study was to test if behavioral monitoring of SOCs in high-immersive virtual risk situations provides additional information for risk management. Six SOCs and seven non-offender controls (NOC walked through three virtual risk situations, confronting the participant with a virtual child character. The participant had to choose between predefined answers representing approach or avoidance behavior. Frequency of chosen answers were analyzed in regards to knowledge of the participants about coping skills and coping skills focused during therapy. SOCs and NOCs behavior differed only in one risk scenario. Furthermore, SOCs showed in 89% of all cases a behavior not corresponding to their own belief about adequate behavior in comparable risk situations. In 62% of all cases, SOCs behaved not corresponding to coping skills they stated that therapists focused on during therapy. In 50% of all cases, SOCs behaved in correspondence to coping skills therapists stated that they focused on during therapy. Therapists predicted the behavior of SOCs in virtual risk situations incorrect in 25% of all cases. Thus, virtual risk scenarios provide the possibility for practitioners to monitor the behavior of SOCs and to test their decisions on unsupervised privileges without endangering the community. This may provide additional information for therapy progress. Further studies are necessary to evaluate the predictive and ecological validity

  13. Behavioral Monitoring of Sexual Offenders Against Children in Virtual Risk Situations: A Feasibility Study.

    Science.gov (United States)

    Fromberger, Peter; Meyer, Sabrina; Jordan, Kirsten; Müller, Jürgen L

    2018-01-01

    The decision about unsupervised privileges for sexual offenders against children (SOC) is one of the most difficult decisions for practitioners in forensic high-security hospitals. Facing the possible consequences of the decision for the society, a valid and reliable risk management of SOCs is essential. Some risk management approaches provide frameworks for the construction of relevant future risk situations. Due to ethical reasons, it is not possible to evaluate the validity of constructed risk situations in reality. The aim of the study was to test if behavioral monitoring of SOCs in high-immersive virtual risk situations provides additional information for risk management. Six SOCs and seven non-offender controls (NOC) walked through three virtual risk situations, confronting the participant with a virtual child character. The participant had to choose between predefined answers representing approach or avoidance behavior. Frequency of chosen answers were analyzed in regards to knowledge of the participants about coping skills and coping skills focused during therapy. SOCs and NOCs behavior differed only in one risk scenario. Furthermore, SOCs showed in 89% of all cases a behavior not corresponding to their own belief about adequate behavior in comparable risk situations. In 62% of all cases, SOCs behaved not corresponding to coping skills they stated that therapists focused on during therapy. In 50% of all cases, SOCs behaved in correspondence to coping skills therapists stated that they focused on during therapy. Therapists predicted the behavior of SOCs in virtual risk situations incorrect in 25% of all cases. Thus, virtual risk scenarios provide the possibility for practitioners to monitor the behavior of SOCs and to test their decisions on unsupervised privileges without endangering the community. This may provide additional information for therapy progress. Further studies are necessary to evaluate the predictive and ecological validity of behavioral

  14. 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

  15. Surgical approaches to complex vascular lesions: the use of virtual reality and stereoscopic analysis as a tool for resident and student education.

    Science.gov (United States)

    Agarwal, Nitin; Schmitt, Paul J; Sukul, Vishad; Prestigiacomo, Charles J

    2012-08-01

    Virtual reality training for complex tasks has been shown to be of benefit in fields involving highly technical and demanding skill sets. The use of a stereoscopic three-dimensional (3D) virtual reality environment to teach a patient-specific analysis of the microsurgical treatment modalities of a complex basilar aneurysm is presented. Three different surgical approaches were evaluated in a virtual environment and then compared to elucidate the best surgical approach. These approaches were assessed with regard to the line-of-sight, skull base anatomy and visualisation of the relevant anatomy at the level of the basilar artery and surrounding structures. Overall, the stereoscopic 3D virtual reality environment with fusion of multimodality imaging affords an excellent teaching tool for residents and medical students to learn surgical approaches to vascular lesions. Future studies will assess the educational benefits of this modality and develop a series of metrics for student assessments.

  16. Ultrastrong Coupling Few-Photon Scattering Theory

    Science.gov (United States)

    Shi, Tao; Chang, Yue; García-Ripoll, Juan José

    2018-04-01

    We study the scattering of individual photons by a two-level system ultrastrongly coupled to a waveguide. The scattering is elastic for a broad range of couplings and can be described with an effective U (1 )-symmetric Hamiltonian. This simple model allows the prediction of scattering resonance line shapes, validated up to α =0.3 , and close to the Toulouse point α =1 /2 , where inelastic scattering becomes relevant. Our predictions model experiments with superconducting circuits [P. Forn-Díaz et al., Nat. Phys. 13, 39 (2017), 10.1038/nphys3905] and can be extended to study multiphoton scattering.

  17. Virtualization and cloud computing in dentistry.

    Science.gov (United States)

    Chow, Frank; Muftu, Ali; Shorter, Richard

    2014-01-01

    The use of virtualization and cloud computing has changed the way we use computers. Virtualization is a method of placing software called a hypervisor on the hardware of a computer or a host operating system. It allows a guest operating system to run on top of the physical computer with a virtual machine (i.e., virtual computer). Virtualization allows multiple virtual computers to run on top of one physical computer and to share its hardware resources, such as printers, scanners, and modems. This increases the efficient use of the computer by decreasing costs (e.g., hardware, electricity administration, and management) since only one physical computer is needed and running. This virtualization platform is the basis for cloud computing. It has expanded into areas of server and storage virtualization. One of the commonly used dental storage systems is cloud storage. Patient information is encrypted as required by the Health Insurance Portability and Accountability Act (HIPAA) and stored on off-site private cloud services for a monthly service fee. As computer costs continue to increase, so too will the need for more storage and processing power. Virtual and cloud computing will be a method for dentists to minimize costs and maximize computer efficiency in the near future. This article will provide some useful information on current uses of cloud computing.

  18. 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.

  19. 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.

  20. Virtualization for the LHCb Online system

    International Nuclear Information System (INIS)

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

    2011-01-01

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

  1. Virtual Impedance Based Stability Improvement for DC Microgrids with Constant Power Loads

    DEFF Research Database (Denmark)

    Lu, Xiaonan; Sun, Kai; Huang, Lipei

    2014-01-01

    DC microgrid provides an efficient way to integrate different kinds of renewable energy sources with DC couplings. In this paper, in order to improve the stability of DC microgrids with constant power loads (CPLs), a virtual impedance based method is proposed. The CPLs have inherent instability....... To validate the stability with the above stabilizers in a DC microgrid with parallel interfacing converters and CPL, the impedance matching approach is employed. The output impedance of the source converter and input impedance of the load are calculated respectively, and the influence of droop control...

  2. Virtual corporations, enterprise and organisation

    Directory of Open Access Journals (Sweden)

    Carmen RÃDUT

    2009-06-01

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

  3. Playful mediation and virtual sociality

    Directory of Open Access Journals (Sweden)

    Sihem NAJJAR

    2010-01-01

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

  4. Dressed skeleton expansion and the coupling scale ambiguity problem

    International Nuclear Information System (INIS)

    Lu, Hung Jung.

    1992-09-01

    Perturbative expansions in quantum field theories are usually expressed in powers of a coupling constant. In principle, the infinite sum of the expansion series is independent of the renormalization scale of the coupling constant. In practice, there is a remnant dependence of the truncated series on the renormalization scale. This scale ambiguity can severely restrict the predictive power of theoretical calculations. The dressed skeleton expansion is developed as a calculational method which avoids the coupling scale ambiguity problem. In this method, physical quantities are expressed as functional expansions in terms of a coupling vertex function. The arguments of the vertex function are given by the physical momenta of each process. These physical momenta effectively replace the unspecified renormalization scale and eliminate the ambiguity problem. This method is applied to various field theoretical models and its main features and limitations are explored. For quantum chromodynamics, an expression for the running coupling constant of the three-gluon vertex is obtained. The effective coupling scale of this vertex is shown to be essentially given by μ 2 ∼ Q min 2 Q med 2 /Q max 2 where Q min 2 Q med 2 /Q max 2 are respectively the smallest, the next-to-smallest and the largest scale among the three gluon virtualities. This functional form suggests that the three-gluon vertex becomes non-perturbative at asymmetric momentum configurations. Implications for four-jet physics is discussed

  5. GeauxDock: Accelerating Structure-Based Virtual Screening with Heterogeneous Computing

    Science.gov (United States)

    Fang, Ye; Ding, Yun; Feinstein, Wei P.; Koppelman, David M.; Moreno, Juana; Jarrell, Mark; Ramanujam, J.; Brylinski, Michal

    2016-01-01

    Computational modeling of drug binding to proteins is an integral component of direct drug design. Particularly, structure-based virtual screening is often used to perform large-scale modeling of putative associations between small organic molecules and their pharmacologically relevant protein targets. Because of a large number of drug candidates to be evaluated, an accurate and fast docking engine is a critical element of virtual screening. Consequently, highly optimized docking codes are of paramount importance for the effectiveness of virtual screening methods. In this communication, we describe the implementation, tuning and performance characteristics of GeauxDock, a recently developed molecular docking program. GeauxDock is built upon the Monte Carlo algorithm and features a novel scoring function combining physics-based energy terms with statistical and knowledge-based potentials. Developed specifically for heterogeneous computing platforms, the current version of GeauxDock can be deployed on modern, multi-core Central Processing Units (CPUs) as well as massively parallel accelerators, Intel Xeon Phi and NVIDIA Graphics Processing Unit (GPU). First, we carried out a thorough performance tuning of the high-level framework and the docking kernel to produce a fast serial code, which was then ported to shared-memory multi-core CPUs yielding a near-ideal scaling. Further, using Xeon Phi gives 1.9× performance improvement over a dual 10-core Xeon CPU, whereas the best GPU accelerator, GeForce GTX 980, achieves a speedup as high as 3.5×. On that account, GeauxDock can take advantage of modern heterogeneous architectures to considerably accelerate structure-based virtual screening applications. GeauxDock is open-sourced and publicly available at www.brylinski.org/geauxdock and https://figshare.com/articles/geauxdock_tar_gz/3205249. PMID:27420300

  6. GeauxDock: Accelerating Structure-Based Virtual Screening with Heterogeneous Computing.

    Directory of Open Access Journals (Sweden)

    Ye Fang

    Full Text Available Computational modeling of drug binding to proteins is an integral component of direct drug design. Particularly, structure-based virtual screening is often used to perform large-scale modeling of putative associations between small organic molecules and their pharmacologically relevant protein targets. Because of a large number of drug candidates to be evaluated, an accurate and fast docking engine is a critical element of virtual screening. Consequently, highly optimized docking codes are of paramount importance for the effectiveness of virtual screening methods. In this communication, we describe the implementation, tuning and performance characteristics of GeauxDock, a recently developed molecular docking program. GeauxDock is built upon the Monte Carlo algorithm and features a novel scoring function combining physics-based energy terms with statistical and knowledge-based potentials. Developed specifically for heterogeneous computing platforms, the current version of GeauxDock can be deployed on modern, multi-core Central Processing Units (CPUs as well as massively parallel accelerators, Intel Xeon Phi and NVIDIA Graphics Processing Unit (GPU. First, we carried out a thorough performance tuning of the high-level framework and the docking kernel to produce a fast serial code, which was then ported to shared-memory multi-core CPUs yielding a near-ideal scaling. Further, using Xeon Phi gives 1.9× performance improvement over a dual 10-core Xeon CPU, whereas the best GPU accelerator, GeForce GTX 980, achieves a speedup as high as 3.5×. On that account, GeauxDock can take advantage of modern heterogeneous architectures to considerably accelerate structure-based virtual screening applications. GeauxDock is open-sourced and publicly available at www.brylinski.org/geauxdock and https://figshare.com/articles/geauxdock_tar_gz/3205249.

  7. DEVELOPMENT OF A VIRTUAL MUSEUM INCLUDING A 4D PRESENTATION OF BUILDING HISTORY IN VIRTUAL REALITY

    OpenAIRE

    T. P. Kersten; F. Tschirschwitz; S. Deggim

    2017-01-01

    In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real ...

  8. Realistic Visualization of Virtual Views

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    that can be impractical and sometime impossible. In addition, the artificial nature of data often makes visualized virtual scenarios not realistic enough. Not realistic in the sense that a synthetic scene is easy to discriminate visually from a natural scene. A new field of research has consequently...... developed and received much attention in recent years: Realistic Virtual View Synthesis. The main goal is a high fidelity representation of virtual scenarios while easing modeling and physical phenomena simulation. In particular, realism is achieved by the transfer to the novel view of all the physical...... phenomena captured in the reference photographs, (i.e. the transfer of photographic-realism). An overview of most prominent approaches in realistic virtual view synthesis will be presented and briefly discussed. Applications of proposed methods to visual survey, virtual cinematography, as well as mobile...

  9. Virtual Prototyping at CERN

    Science.gov (United States)

    Gennaro, Silvano De

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

  10. Chemical-Based Formulation Design: Virtual Experimentation

    DEFF Research Database (Denmark)

    Conte, Elisa; Gani, Rafiqul

    This paper presents a software, the virtual Product-Process Design laboratory (virtual PPD-lab) and the virtual experimental scenarios for design/verification of consumer oriented liquid formulated products where the software can be used. For example, the software can be employed for the design......, the additives and/or their mixtures (formulations). Therefore, the experimental resources can focus on a few candidate product formulations to find the best product. The virtual PPD-lab allows various options for experimentations related to design and/or verification of the product. For example, the selection...... design, model adaptation). All of the above helps to perform virtual experiments by blending chemicals together and observing their predicted behaviour. The paper will highlight the application of the virtual PPD-lab in the design and/or verification of different consumer products (paint formulation...

  11. 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.

  12. Material and Virtuality

    DEFF Research Database (Denmark)

    Kruse Aagaard, Anders

    2015-01-01

    Through tangible experiments this paper discusses the dialogues between digital architectural drawing and the process of materialisation. The paper sets op the spans between virtual and actual and control and uncertainty making these oppositions a combined spaces where information between a digital...... world and a physical world can interchange. The paper suggest an approach where an overlapping of virtuality and the tangible material output from digital fabrication machines create a method of using materialisation tools as instruments to connect the reality of materials and to an exploring process...... through these experiments is both tangible and directly connected to real actions in digital drawing or material processing but also the base for theoretical contemplations of the relation between virtual and actual and control and uncertainty....

  13. The Virtual Shopping Experience: using virtual presence to motivate online shopping

    Directory of Open Access Journals (Sweden)

    Carolyn Chin

    2005-11-01

    Full Text Available Online shopping has thus far tended to be a niche business – highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of ‘traditional’ goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace. In this wide-ranging review paper we investigate the issue of the virtual experience – endeavouring to understand what is needed for a successful ‘shopping experience’ online and what the possible obstacles or pitfalls along the way might be. We initially introduce the concepts of virtual presence (the sense of ‘being there’ and virtual reality, discussing the possible roles both can play in providing a solution to the problem of effective online shopping. We then consider the Experience Economy, a concept which encapsulates many of the issues related to the problem of online shopping and which suggests ways in which online retailers can enhance the effectiveness of their sites by means of a virtual ‘experience’. Having set the scene for online shopping, we discuss eTailing today in terms of direct product experience and the opportunities which cyber-shopping offers to replicate this process. Finally, we identify some of the possibilities and problems of online shopping today, illustrating the current status of virtual presence in retailing with two micro-cases of success and failure.

  14. Omics approaches to individual variation: modeling networks and the virtual patient.

    Science.gov (United States)

    Lehrach, Hans

    2016-09-01

    Every human is unique. We differ in our genomes, environment, behavior, disease history, and past and current medical treatment-a complex catalog of differences that often leads to variations in the way each of us responds to a particular therapy. We argue here that true personalization of drug therapies will rely on "virtual patient" models based on a detailed characterization of the individual patient by molecular, imaging, and sensor techniques. The models will be based, wherever possible, on the molecular mechanisms of disease processes and drug action but can also expand to hybrid models including statistics/machine learning/artificial intelligence-based elements trained on available data to address therapeutic areas or therapies for which insufficient information on mechanisms is available. Depending on the disease, its mechanisms, and the therapy, virtual patient models can be implemented at a fairly high level of abstraction, with molecular models representing cells, cell types, or organs relevant to the clinical question, interacting not only with each other but also the environment. In the future, "virtual patient/in-silico self" models may not only become a central element of our health care system, reducing otherwise unavoidable mistakes and unnecessary costs, but also act as "guardian angels" accompanying us through life to protect us against dangers and to help us to deal intelligently with our own health and wellness.

  15. Modelling fruit-temperature dynamics within apple tree crowns using virtual plants.

    Science.gov (United States)

    Saudreau, M; Marquier, A; Adam, B; Sinoquet, H

    2011-10-01

    Fruit temperature results from a complex system involving the climate, the tree architecture, the fruit location within the tree crown and the fruit thermal properties. Despite much theoretical and experimental evidence for large differences (up to 10 °C in sunny conditions) between fruit temperature and air temperature, fruit temperature is never used in horticultural studies. A way of modelling fruit-temperature dynamics from climate data is addressed in this work. The model is based upon three-dimensional virtual representation of apple trees and links three-dimensional virtual trees with a physical-based fruit-temperature dynamical model. The overall model was assessed by comparing model outputs to field measures of fruit-temperature dynamics. The model was able to simulate both the temperature dynamics at fruit scale, i.e. fruit-temperature gradients and departure from air temperature, and at the tree scale, i.e. the within-tree-crown variability in fruit temperature (average root mean square error value over fruits was 1·43 °C). This study shows that linking virtual plants with the modelling of the physical plant environment offers a relevant framework to address the modelling of fruit-temperature dynamics within a tree canopy. The proposed model offers opportunities for modelling effects of the within-crown architecture on fruit thermal responses in horticultural studies.

  16. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

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

    2016-01-01

    We describe how virtual experiments can be utilized in a learning design that prepares students for hands-on experiments at large-scale facilities. We illustrate the design by showing how virtual experiments are used at the Niels Bohr Institute in a master level course on neutron scattering....... In the last week of the course, students travel to a large-scale neutron scattering facility to perform real neutron scattering experiments. Through student interviews and survey answers, we argue, that the virtual training prepares the students to engage more fruitfully with experiments by letting them focus...... on physics and data rather than the overwhelming instrumentation. We argue that this is because they can transfer their virtual experimental experience to the real-life situation. However, we also find that learning is still situated in the sense that only knowledge of particular experiments is transferred...

  17. Time-Predictable Virtual Memory

    DEFF Research Database (Denmark)

    Puffitsch, Wolfgang; Schoeberl, Martin

    2016-01-01

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

  18. runDM: Running couplings of Dark Matter to the Standard Model

    Science.gov (United States)

    D'Eramo, Francesco; Kavanagh, Bradley J.; Panci, Paolo

    2018-02-01

    runDM calculates the running of the couplings of Dark Matter (DM) to the Standard Model (SM) in simplified models with vector mediators. By specifying the mass of the mediator and the couplings of the mediator to SM fields at high energy, the code can calculate the couplings at low energy, taking into account the mixing of all dimension-6 operators. runDM can also extract the operator coefficients relevant for direct detection, namely low energy couplings to up, down and strange quarks and to protons and neutrons.

  19. A pythonic integrated solution for virtual prototyping of cyclotrons

    International Nuclear Information System (INIS)

    Qin Bin; Yang Jun; Xiong Yongqian; Chen Dezhi; Yu Tiaoqin; Dong Tianlin; Zhang Tianjue; Fan Mingwu

    2007-01-01

    Virtual prototyping (VP) is a novel technique in engineering, which is desired to be applied to cyclotron design and development. Some sub-prototyping components, including beam dynamics, magnet, RF system and control system of cyclotrons, have been developed separately, but an integrated platform which encapsulates these different components is required for global system optimization. Considering that the VP integrated platform is a large-scale software and has numerous loose-coupled components, this paper describes the pythonic approach to implement this platform. By mixing the high-level interpreted Python language and the compiled languages like Fortran/C/C++ in an effective method, this approach can achieve a combination of code efficiency, flexibility and compactness

  20. The Virtual Dressing Room

    DEFF Research Database (Denmark)

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

    2015-01-01

    This paper presents the design and evaluation of a usability and user experience test of a virtual dressing room. First, we motivate and introduce our recent developed prototype of a virtual dressing room. Next, we present the research and test design grounded in related usability and user...... experience studies. We give a description of the experimental setup and the execution of the designed usability and user experience test. To this end, we report interesting results and discuss the results with respect to user-centered design and development of a virtual dressing room....

  1. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

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

  2. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  3. Evaluating a NoSQL Alternative for Chilean Virtual Observatory Services

    Science.gov (United States)

    Antognini, J.; Araya, M.; Solar, M.; Valenzuela, C.; Lira, F.

    2015-09-01

    Currently, the standards and protocols for data access in the Virtual Observatory architecture (DAL) are generally implemented with relational databases based on SQL. In particular, the Astronomical Data Query Language (ADQL), language used by IVOA to represent queries to VO services, was created to satisfy the different data access protocols, such as Simple Cone Search. ADQL is based in SQL92, and has extra functionality implemented using PgSphere. An emergent alternative to SQL are the so called NoSQL databases, which can be classified in several categories such as Column, Document, Key-Value, Graph, Object, etc.; each one recommended for different scenarios. Within their notable characteristics we can find: schema-free, easy replication support, simple API, Big Data, etc. The Chilean Virtual Observatory (ChiVO) is developing a functional prototype based on the IVOA architecture, with the following relevant factors: Performance, Scalability, Flexibility, Complexity, and Functionality. Currently, it's very difficult to compare these factors, due to a lack of alternatives. The objective of this paper is to compare NoSQL alternatives with SQL through the implementation of a Web API REST that satisfies ChiVO's needs: a SESAME-style name resolver for the data from ALMA. Therefore, we propose a test scenario by configuring a NoSQL database with data from different sources and evaluating the feasibility of creating a Simple Cone Search service and its performance. This comparison will allow to pave the way for the application of Big Data databases in the Virtual Observatory.

  4. A formation control strategy with coupling weights for the multi-robot system

    Science.gov (United States)

    Liang, Xudong; Wang, Siming; Li, Weijie

    2017-12-01

    The distributed formation problem of the multi-robot system with general linear dynamic characteristics and directed communication topology is discussed. In order to avoid that the multi-robot system can not maintain the desired formation in the complex communication environment, the distributed cooperative algorithm with coupling weights based on zipf distribution is designed. The asymptotic stability condition for the formation of the multi-robot system is given, and the theory of the graph and the Lyapunov theory are used to prove that the formation can converge to the desired geometry formation and the desired motion rules of the virtual leader under this condition. Nontrivial simulations are performed to validate the effectiveness of the distributed cooperative algorithm with coupling weights.

  5. Trilinear Higgs coupling determination via single-Higgs differential measurements at the LHC

    Energy Technology Data Exchange (ETDEWEB)

    Maltoni, Fabio; Shivaji, Ambresh; Zhao, Xiaoran [Universite Catholique de Louvain, Centre for Cosmology, Particle Physics and Phenomenology (CP3), Louvain-la-Neuve (Belgium); Pagani, Davide [Technische Universitaet Muenchen, Garching (Germany)

    2017-12-15

    We study one-loop effects induced by an anomalous Higgs trilinear coupling on total and differential rates for the H → 4l decay and some of the main single-Higgs production channels at the LHC, namely, VBF, VH, t anti tH and tHj. Our results are based on a public code that calculates these effects by simply reweighting samples of Standard-Model-like events for a given production channel. For VH and t anti tH production, where differential effects are particularly relevant, we include Standard Model electroweak corrections, which have similar sizes but different kinematic dependences. Finally, we study the sensitivity of future LHC runs to determine the trilinear coupling via inclusive and differential measurements, considering also the case where the Higgs couplings to vector bosons and the top quark is affected by new physics. We find that the constraints on the couplings and the relevance of differential distributions critically depend on the expected experimental and theoretical uncertainties. (orig.)

  6. Trilinear Higgs coupling determination via single-Higgs differential measurements at the LHC

    Science.gov (United States)

    Maltoni, Fabio; Pagani, Davide; Shivaji, Ambresh; Zhao, Xiaoran

    2017-12-01

    We study one-loop effects induced by an anomalous Higgs trilinear coupling on total and differential rates for the H→ 4ℓ decay and some of the main single-Higgs production channels at the LHC, namely, VBF, VH, t{\\bar{t}}H and tHj. Our results are based on a public code that calculates these effects by simply reweighting samples of Standard-Model-like events for a given production channel. For VH and t{\\bar{t}}H production, where differential effects are particularly relevant, we include Standard Model electroweak corrections, which have similar sizes but different kinematic dependences. Finally, we study the sensitivity of future LHC runs to determine the trilinear coupling via inclusive and differential measurements, considering also the case where the Higgs couplings to vector bosons and the top quark is affected by new physics. We find that the constraints on the couplings and the relevance of differential distributions critically depend on the expected experimental and theoretical uncertainties.

  7. SPASE, Metadata, and the Heliophysics Virtual Observatories

    Science.gov (United States)

    Thieman, James; King, Todd; Roberts, Aaron

    2010-01-01

    To provide data search and access capability in the field of Heliophysics (the study of the Sun and its effects on the Solar System, especially the Earth) a number of Virtual Observatories (VO) have been established both via direct funding from the U.S. National Aeronautics and Space Administration (NASA) and through other funding agencies in the U.S. and worldwide. At least 15 systems can be labeled as Virtual Observatories in the Heliophysics community, 9 of them funded by NASA. The problem is that different metadata and data search approaches are used by these VO's and a search for data relevant to a particular research question can involve consulting with multiple VO's - needing to learn a different approach for finding and acquiring data for each. The Space Physics Archive Search and Extract (SPASE) project is intended to provide a common data model for Heliophysics data and therefore a common set of metadata for searches of the VO's. The SPASE Data Model has been developed through the common efforts of the Heliophysics Data and Model Consortium (HDMC) representatives over a number of years. We currently have released Version 2.1 of the Data Model. The advantages and disadvantages of the Data Model will be discussed along with the plans for the future. Recent changes requested by new members of the SPASE community indicate some of the directions for further development.

  8. A generalized interface module for the coupling of spatial kinetics and thermal-hydraulics codes

    Energy Technology Data Exchange (ETDEWEB)

    Barber, D.A.; Miller, R.M.; Joo, H.G.; Downar, T.J. [Purdue Univ., West Lafayette, IN (United States). Dept. of Nuclear Engineering; Wang, W. [SCIENTECH, Inc., Rockville, MD (United States); Mousseau, V.A.; Ebert, D.D. [Nuclear Regulatory Commission, Washington, DC (United States). Office of Nuclear Regulatory Research

    1999-03-01

    A generalized interface module has been developed for the coupling of any thermal-hydraulics code to any spatial kinetics code. The coupling scheme was designed and implemented with emphasis placed on maximizing flexibility while minimizing modifications to the respective codes. In this design, the thermal-hydraulics, general interface, and spatial kinetics codes function independently and utilize the Parallel Virtual Machine software to manage cross-process communication. Using this interface, the USNRC version of the 3D neutron kinetics code, PARCX, has been coupled to the USNRC system analysis codes RELAP5 and TRAC-M. RELAP5/PARCS assessment results are presented for two NEACRP rod ejection benchmark problems and an NEA/OECD main steam line break benchmark problem. The assessment of TRAC-M/PARCS has only recently been initiated, nonetheless, the capabilities of the coupled code are presented for a typical PWR system/core model.

  9. A generalized interface module for the coupling of spatial kinetics and thermal-hydraulics codes

    International Nuclear Information System (INIS)

    Barber, D.A.; Miller, R.M.; Joo, H.G.; Downar, T.J.; Mousseau, V.A.; Ebert, D.D.

    1999-01-01

    A generalized interface module has been developed for the coupling of any thermal-hydraulics code to any spatial kinetics code. The coupling scheme was designed and implemented with emphasis placed on maximizing flexibility while minimizing modifications to the respective codes. In this design, the thermal-hydraulics, general interface, and spatial kinetics codes function independently and utilize the Parallel Virtual Machine software to manage cross-process communication. Using this interface, the USNRC version of the 3D neutron kinetics code, PARCX, has been coupled to the USNRC system analysis codes RELAP5 and TRAC-M. RELAP5/PARCS assessment results are presented for two NEACRP rod ejection benchmark problems and an NEA/OECD main steam line break benchmark problem. The assessment of TRAC-M/PARCS has only recently been initiated, nonetheless, the capabilities of the coupled code are presented for a typical PWR system/core model

  10. Virtual Company and Modelbank

    DEFF Research Database (Denmark)

    Thorsteinsson, Uffe

    1996-01-01

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

  11. 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.

  12. Golden mean relevance for chaos inhibition in a system of two coupled modified van der Pol oscillators

    International Nuclear Information System (INIS)

    Stan, Cristina; Cristescu, C.P.; Agop, M.

    2007-01-01

    In this work, we present a novel evidence of the importance of the golden mean criticality of a system of oscillators in agreement with El Naschie's E-infinity theory. We focus on chaos inhibition in a system of two coupled modified van der Pol oscillators. Depending on the coupling between the two oscillators, the system shows chaotic behavior for different ranges of the coupling parameter. Chaos suppression, as a transition from irregular behavior to a periodical one, is induced by perturbing the system with a harmonic signal with amplitude considerably lower than the value which causes entrainment. The frequency of the perturbation is related to the main frequencies in the spectrum of the freely running system (without perturbation) by the golden mean. We demonstrate that this effect is also obtained for a perturbation with frequency such that the ratio of half the frequency of the first main component in the freely running chaotic spectrum over the frequency of the perturbation is very close (five digits coincidence) to the golden mean. This result is shown to hold for arbitrary values of the coupling parameter in the various ranges of chaotic dynamics of the free running system

  13. Integration of virtual control units in the total vehicle simulation; Integration virtueller Steuergeraete in die Gesamtfahrzeugsimulation

    Energy Technology Data Exchange (ETDEWEB)

    Soppa, Andreas; Lund, Christoph [Volkswagen AG, Wolfsburg (Germany)

    2012-11-01

    In this article the simulation of information and energetics of vehicles with model-integration of electronic control units (ECU) in a simulation, based on the coupling of physical and control components of the total vehicle are investigated. For that simplified models of ECU's, simulating the functionally of the real ECU's, were used. The integration of virtual EUC's in models of full vehicles makes it possible to simulate the energetics for different driving cycles in a realistic way. By better simulation results an evaluation of physical components and the amount of functions are possible. In the area of the thermal management of vehicles by this analyses and optimizations of functions become possible. This article shows the advantages of embedding virtual ECU's in simulations of full vehicles. (orig.)

  14. Parallelization of MCNP Monte Carlo neutron and photon transport code in parallel virtual machine and message passing interface

    International Nuclear Information System (INIS)

    Deng Li; Xie Zhongsheng

    1999-01-01

    The coupled neutron and photon transport Monte Carlo code MCNP (version 3B) has been parallelized in parallel virtual machine (PVM) and message passing interface (MPI) by modifying a previous serial code. The new code has been verified by solving sample problems. The speedup increases linearly with the number of processors and the average efficiency is up to 99% for 12-processor. (author)

  15. Virtualization for the LHCb experiment

    International Nuclear Information System (INIS)

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

    2012-01-01

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

  16. Providing Virtual Execution Environments: A Twofold Illustration

    CERN Document Server

    Grehant, Xavier

    2008-01-01

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

  17. Virtual reality training improves balance function.

    Science.gov (United States)

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

    2014-09-01

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

  18. Virtual reality training improves balance function

    Science.gov (United States)

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

    2014-01-01

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

  19. Virtual reality in the assessment and treatment of psychosis: a systematic review of its utility, acceptability and effectiveness.

    Science.gov (United States)

    Rus-Calafell, M; Garety, P; Sason, E; Craig, T J K; Valmaggia, L R

    2018-02-01

    Over the last two decades, there has been a rapid increase of studies testing the efficacy and acceptability of virtual reality in the assessment and treatment of mental health problems. This systematic review was carried out to investigate the use of virtual reality in the assessment and the treatment of psychosis. Web of Science, PsychInfo, EMBASE, Scopus, ProQuest and PubMed databases were searched, resulting in the identification of 638 articles potentially eligible for inclusion; of these, 50 studies were included in the review. The main fields of research in virtual reality and psychosis are: safety and acceptability of the technology; neurocognitive evaluation; functional capacity and performance evaluation; assessment of paranoid ideation and auditory hallucinations; and interventions. The studies reviewed indicate that virtual reality offers a valuable method of assessing the presence of symptoms in ecologically valid environments, with the potential to facilitate learning new emotional and behavioural responses. Virtual reality is a promising method to be used in the assessment of neurocognitive deficits and the study of relevant clinical symptoms. Furthermore, preliminary findings suggest that it can be applied to the delivery of cognitive rehabilitation, social skills training interventions and virtual reality-assisted therapies for psychosis. The potential benefits for enhancing treatment are highlighted. Recommendations for future research include demonstrating generalisability to real-life settings, examining potential negative effects, larger sample sizes and long-term follow-up studies. The present review has been registered in the PROSPERO register: CDR 4201507776.

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

    Science.gov (United States)

    2016-01-01

    target group ranged from 1.6% to 29% (n=4). Evaluation using related theories of “planned behavior” and the “technology acceptance model” (n=3) suggests that social media use is mediated by an individual’s positive attitude toward and accessibility of the media, which is reinforced by credible peers. The most common reason to establish a virtual community was to create a forum where relevant specialty knowledge could be shared and professional issues discussed (n=17). Most members demonstrated low posting behaviors but more frequent reading or accessing behaviors. The most common Web-based activity was request for and supply of specialty-specific clinical information. This knowledge sharing is facilitated by a Web-based culture of collectivism, reciprocity, and a respectful noncompetitive environment. Findings suggest that health care professionals view virtual communities as valuable knowledge portals for sourcing clinically relevant and quality information that enables them to make more informed practice decisions. Conclusions There is emerging evidence that health care professionals use social media to develop virtual communities to share domain knowledge. These virtual communities, however, currently reflect tribal behaviors of clinicians that may continue to limit knowledge sharing. Further research is required to evaluate the effects of social media on knowledge distribution in clinical practice and importantly whether patient outcomes are significantly improved. PMID:27328967