WorldWideScience

Sample records for space physics virtual

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

    Directory of Open Access Journals (Sweden)

    Guga Jelena

    2015-01-01

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

  2. Augmentation of Virtual Space Physics Observatory Services to Expand Data Access Capabilities, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Aquilent, Inc. proposes to support the effort of Virtual Space Physics Observatory (VSPO) by developing services to expand the VSPO search capabilities, developing...

  3. VIRTUAL AND PHYSICAL ARCHITECTURAL ATMOSPHERE

    DEFF Research Database (Denmark)

    Hermund, Anders; Klint, Lars

    2016-01-01

    This study, of the similarities between the perception of architectural space experienced in physical space conditions and in Virtual Reality, intents to clarify to what extend subjective and objective attributes of architectural space can be conveyed through a direct use of Building Information...... Models in Virtual Reality. 60 test persons experienced a specific test space as either a physical or a virtual environment, while data from their experiences was collected through a quantitative/qualitative questionnaire. The overall conclusion, from this phase of the study, is that even a simple BIM...... model through HMD VR can convey rather precise information about both subjective and objective experiences of architectural space, ambience and atmosphere. Next phase of the study will include eye-tracking data from the two scenarios....

  4. The Virtual Space Physics Observatory: Quick Access to Data and Tools

    Science.gov (United States)

    Cornwell, Carl; Roberts, D. Aaron; McGuire, Robert E.

    2006-01-01

    The Virtual Space Physics Observatory (VSPO; see http://vspo.gsfc.nasa.gov) has grown to provide a way to find and access about 375 data products and services from over 100 spacecraft/observatories in space and solar physics. The datasets are mainly chosen to be the most requested, and include most of the publicly available data products from operating NASA Heliophysics spacecraft as well as from solar observatories measuring across the frequency spectrum. Service links include a "quick orbits" page that uses SSCWeb Web Services to provide a rapid answer to questions such as "What spacecraft were in orbit in July 1992?" and "Where were Geotail, Cluster, and Polar on 2 June 2001?" These queries are linked back to the data search page. The VSPO interface provides many ways of looking for data based on terms used in a registry of resources using the SPASE Data Model that will be the standard for Heliophysics Virtual Observatories. VSPO itself is accessible via an API that allows other applications to use it as a Web Service; this has been implemented in one instance using the ViSBARD visualization program. The VSPO will become part of the Space Physics Data Facility, and will continue to expand its access to data. A challenge for all VOs will be to provide uniform access to data at the variable level, and we will be addressing this question in a number of ways.

  5. Lessons Learned to Date in Developing the Virtual Space Physics Observatory

    Science.gov (United States)

    Cornwell, C.; Roberts, D. A.; King, J.; Smith, A.

    2005-12-01

    We now have an operational Virtual Space Physics Observatory that provides users the ability to search for and retrieve data from hundreds of space and solar physics data products based on specific terms or a Google-like interface. Lessons learned in building VSPO include: (a) A very close and highly interactive collaboration between scientists and information technologists in the definition and development of services is essential. (b) Constructing a Data Model acceptable to a broad community is very important but very difficult. Variations in usage are inevitable and must be dealt with through translations; this is especially true for the description of variables within data products. (c) Higher-order queries (searches based on events, positions, comparisons of measurements, etc.) are possible, and have been implemented in various systems; currently we see these as being separate from the basic data finding and retrieval services. (d) Building a Virtual Observatory is often more a matter of the tedious details of product descriptions than an exercise in implementing fancy middleware. Paying a knowledgeable third party to build registries can be more efficient than working directly with providers, and automated tools can help but do not solve all the problems. (e) The success of the VO effort in space and solar physics, as elsewhere, will depend on whether the scientific communities involved use and critique the services so that they will come to meet a real need for the integration of resources to solve new scientific problems of perceived importance.

  6. Space Matters: Physical-Digital and Physical-Virtual Codesign in inSpace

    DEFF Research Database (Denmark)

    Reilly, D.; Voida, S.; McKeon, M.

    2010-01-01

    The physical and social cues on which we rely during collaboration can vanish in the digital realm. inSpace focuses on physical-digital codesign, leveraging an approach grounded in social behavior patterns.......The physical and social cues on which we rely during collaboration can vanish in the digital realm. inSpace focuses on physical-digital codesign, leveraging an approach grounded in social behavior patterns....

  7. A Design Space for Virtuality-Introduced Internet of Things

    Directory of Open Access Journals (Sweden)

    Kota Gushima

    2017-10-01

    Full Text Available Augmented reality (AR and virtual reality (VR technologies have been dramatically expanded in recent years. In the near future, we expect that diverse digital services that employ Internet of Things (IoT technologies enhanced with AR and VR will become more popular. Advanced information technologies will enable the physical world to be fused with the virtual world. These digital services will be advanced via virtuality, which means that things that do not physically exist make people believe in their existence. We propose a design space for digital services that are enhanced via virtuality based on insights extracted from three case studies that we have developed and from discussions in focus groups that analyze how existing commercial IoT products proposed in a commercial crowdfunding platform, Kickstarter, could be enhanced through virtuality. The derived design space offers three dimensions to design a digital service to fuse IoT technologies with virtuality: (1 Taxonomy of IoT; (2 Visualizing Level, and (3 Virtuality Level. The design space will help IoT-based digital service designers to develop advanced future IoT products that incorporate virtuality.

  8. Characteristics of personal space during obstacle circumvention in physical and virtual environments.

    Science.gov (United States)

    Gérin-Lajoie, Martin; Richards, Carol L; Fung, Joyce; McFadyen, Bradford J

    2008-02-01

    It is not known how the flexible protective zone maintained around oneself during locomotion (personal space or PS; see [Gérin-Lajoie M, Richards CL, McFadyen BJ. The negotiation of stationary and moving obstructions during walking: anticipatory locomotor adaptations and preservation of personal space. Motor Control 2005;9:242-69]) is modulated with walking speed, whether both sides of the PS are symmetrical, and whether the circumvention of physical and virtual obstructions elicit the same use of such PS. Personal space was measured in ten adults as they circumvented a cylindrical obstacle that was stationary within their path. Both left and right passes were performed at natural self-selected, slow and fast walking speeds. The same circumvention task was also performed at natural speeds in an immersive virtual environment (VE) replicating the same obstruction scenario. The shape and size of PS were maintained across walking speeds, and a smaller PS was generally observed on the dominant side. The general shape and lateral bias of the PS were preserved in the VE while its size was slightly increased. The systematic behavior across walking speeds and types of environment and the lateral bias suggest that PS is used to control navigation. This study deepens our understanding of normal adaptive walking behavior and has implications for the development of better tools for the assessment and retraining of locomotor capacity in different populations, from people with walking deficits to elite athletes. Since the PS behavior was shown to be robust in the VE used for this study, the virtual reality technology is proposed as a promising platform for the development of such assessment and retraining applications.

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

    Science.gov (United States)

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

    2017-12-01

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

  10. How to upload a physical quantum state into correlation space

    International Nuclear Information System (INIS)

    Morimae, Tomoyuki

    2011-01-01

    In the framework of the computational tensor network [Phys. Rev. Lett. 98, 220503 (2007)], the quantum computation is performed in a virtual linear space called the correlation space. It was recently shown [Phys. Rev. Lett. 103, 050503 (2009)] that a state in a correlation space can be downloaded to the real physical space. In this paper, conversely, we study how to upload a state from a real physical space to the correlation space. After showing the impossibility of cloning a state between a real physical space and the correlation space, we propose a simple teleportation-like method of uploading. This method also enables the Gottesman-Chuang gate teleportation trick and entanglement swapping in the virtual-real hybrid setting. Furthermore, compared with the inverse of the downloading method by Cai et al. [Phys. Rev. Lett. 103, 050503 (2009)], which also works to upload, the proposed uploading method has several advantages.

  11. Can virtual streetscape audits reliably replace physical streetscape audits?

    Science.gov (United States)

    Badland, Hannah M; Opit, Simon; Witten, Karen; Kearns, Robin A; Mavoa, Suzanne

    2010-12-01

    There is increasing recognition that the neighborhood-built environment influences health outcomes, such as physical activity behaviors, and technological advancements now provide opportunities to examine the neighborhood streetscape remotely. Accordingly, the aims of this methodological study are to: (1) compare the efficiencies of physically and virtually conducting a streetscape audit within the neighborhood context, and (2) assess the level of agreement between the physical (criterion) and virtual (test) audits. Built environment attributes associated with walking and cycling were audited using the New Zealand Systematic Pedestrian and Cycling Environment Scan (NZ-SPACES) in 48 street segments drawn from four neighborhoods in Auckland, New Zealand. Audits were conducted physically (on-site) and remotely (using Google Street View) in January and February 2010. Time taken to complete the audits, travel mileage, and Internet bandwidth used were also measured. It was quicker to conduct the virtual audits when compared with the physical audits (χ = 115.3 min (virtual), χ = 148.5 min (physical)). In the majority of cases, the physical and virtual audits were within the acceptable levels of agreement (ICC ≥  0.70) for the variables being assessed. The methodological implication of this study is that Google Street View is a potentially valuable data source for measuring the contextual features of neighborhood streets that likely impact on health outcomes. Overall, Google Street View provided a resource-efficient and reliable alternative to physically auditing the attributes of neighborhood streetscapes associated with walking and cycling. Supplementary data derived from other sources (e.g., Geographical Information Systems) could be used to assess the less reliable streetscape variables.

  12. Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality.

    Science.gov (United States)

    Han, Dustin T; Suhail, Mohamed; Ragan, Eric D

    2018-04-01

    Virtual reality often uses motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation of virtual objects. To increase realism and allow direct hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist at different virtual locations in an egocentric reference frame. We study two such techniques: one that introduces a static translational offset between the virtual and physical hand before a reaching action, and one that dynamically interpolates the position of the virtual hand during a reaching motion. We conducted two experiments to assess how the two methods affect reaching effectiveness, comfort, and ability to adapt to the remapping techniques when reaching for objects with different types of mismatches between physical and virtual locations. We also present a case study to demonstrate how the hand remapping techniques could be used in an immersive game application to support realistic hand interaction while optimizing usability. Overall, the translational technique performed better than the interpolated reach technique and was more robust for situations with larger mismatches between virtual and physical objects.

  13. Physical characteristics comparison of virtual wedge device with physical wedge

    International Nuclear Information System (INIS)

    Cho, Jung Keun; Choi, Kye Sook; Lim, Cheong Hwan; Kim, Jeong Koo; Jung, Hong Ryang; Lee, Jung Ok; Lee, Man Goo

    2001-01-01

    We compared the characteristics of Siemens virtual wedge device with physical wedges for clinical application. We investigated the characteristics of virtual and physical wedges for various wedge angles (15, 30, 45, and 60) using 6- and 15- MV photon beams. Wedge factors were measured in water using an ion chamber for various field sizes and depths. In case of virtual wedge device, as upper jaw moves during irradiation, wedge angles were estimated by accumulated doses. These measurements were performed at off-axis points perpendicular to the beam central axis in water for a 15 cm x 20 cm radiation field size at the depth of 10 cm. Surface does without and with virtual or physical wedges were measured using a parallel plate ion chamber at surface. Field size was 15 cm * 20 cm and a polystyrene phantom was used. For various field sizes, virtual and physical wedge factors were changed by maximum 2.1% and 3.9%, respectively. For various depths, virtual and physical wedge factors were changed by maximum 1.9% and 2.9%, respectively. No major difference was found between the virtual and physical wedge angles and the difference was within 0.5. Surface dose with physical wedge was reduced by maximum 20% (x-ray beam : 6 MV, wedge angle : 45, SSD : 80 cm) relative to one with virtual wedge or without wedge. Comparison of the characteristics of Siemens virtual wedge device with physical wedges was performed. Depth dependence of virtual wedge factor was smaller than that of physical wedge factor. Virtual and physical wedge factors were nearly independent of field sizes. The accuracy of virtual and physical wedge angles was excellent. Surface dose was found to be reduced using a physical wedge

  14. Physical characteristics comparison of virtual wedge device with physical wedge

    International Nuclear Information System (INIS)

    Choi, Dong Rak; Shin, Kyung Hwan; Lee, Kyu Chan; Kim, Dae Yong; Ahn, Yong Chan; Lim, Do Hoon; Kim, Moon Kyung; Huh, Seung Jae

    1999-01-01

    We have compared the characteristics of Siemens virtual wedge device with physical wedges for clinical application. We investigated the characteristics of virtual and physical wedges for various wedge angles (15, 30, 45, and 60 ) using 6- and 15MV photon beams. Wedge factors were measured in water using an ion chamber for various field sizes and depths. In case of virtual wedge device, as upper jaw moves during irradiation, wedge angles were estimated by accumulated doses. These measurements were performed at off-axis points perpendicular to the beam central axis in water for a 15 cm x 20 cm radiation field size at the depth of 10 cm. Surface doses without and with virtual or physical wedges were measured using a parallel plate ion chamber at surface. Field size was 15 cm x 20 cm and a polystyrene phantom was used. For various field sizes, virtual and physical wedge factors were changed by maximum 2.1% and 3.9%, respectively. For various depths, virtual and physical wedge factors were changed by maximum 1.9% and 2.9%, respectively. No major difference was found between the virtual and physical wedge angles and the difference was within 0.5 .deg. . Surface dose with physical wedge was reduced by maximum 20% (x-ray beam: 6 MV, wedge angle: 45 .deg. , SSD: 80cm) relative to one with virtual wedge or without wedge. Comparison of the characteristics of Siemens virtual wedge device with physical wedges was performed. Depth dependence of virtual wedge factor was smaller than that of physical wedge factor. Virtual and physical wedge factors were nearly independent of field sizes. The accuracy of virtual and physical wedge angles was excellent. Surface dose was found to be reduced using physical wedge

  15. A virtual work space for both hands manipulation with coherency between kinesthetic and visual sensation

    Science.gov (United States)

    Ishii, Masahiro; Sukanya, P.; Sato, Makoto

    1994-01-01

    This paper describes the construction of a virtual work space for tasks performed by two handed manipulation. We intend to provide a virtual environment that encourages users to accomplish tasks as they usually act in a real environment. Our approach uses a three dimensional spatial interface device that allows the user to handle virtual objects by hand and be able to feel some physical properties such as contact, weight, etc. We investigated suitable conditions for constructing our virtual work space by simulating some basic assembly work, a face and fit task. We then selected the conditions under which the subjects felt most comfortable in performing this task and set up our virtual work space. Finally, we verified the possibility of performing more complex tasks in this virtual work space by providing simple virtual models and then let the subjects create new models by assembling these components. The subjects can naturally perform assembly operations and accomplish the task. Our evaluation shows that this virtual work space has the potential to be used for performing tasks that require two-handed manipulation or cooperation between both hands in a natural manner.

  16. Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments

    Directory of Open Access Journals (Sweden)

    Bettina Scheucher

    2009-08-01

    Full Text Available Abstract—Immersive 3D worlds have increasingly raised the interest of researchers and practitioners for various learning and training settings over the last decade. These virtual worlds can provide multiple communication channels between users and improve presence and awareness in the learning process. Consequently virtual 3D environments facilitate collaborative learning and training scenarios. In this paper we focus on the integration of internet-accessible physics experiments (iLabs combined with the TEALsim 3D simulation toolkit in Project Wonderland, Sun's toolkit for creating collaborative 3D virtual worlds. Within such a collaborative environment these tools provide the opportunity for teachers and students to work together as avatars as they control actual equipment, visualize physical phenomenon generated by the experiment, and discuss the results. In particular we will outline the steps of integration, future goals, as well as the value of a collaboration space in Wonderland's virtual world.

  17. 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.

  18. Tourism in Real and Virtual Space

    Directory of Open Access Journals (Sweden)

    Alireza Dehghan

    2009-07-01

    Full Text Available During these two decades, according to the expansion of communication, there is a deep transformation in individuals’ conception of space. As space plays an important role in tourism, either real or virtual, this transformation happens in the field too. The present study attempts to show how tourism in the contemporary virtualized world, or as some authors name: the dual globalized situation, occurs.

  19. Level of Abstraction and Feelings of Presence in Virtual Space: Business English Negotiation in Open Wonderland

    Science.gov (United States)

    Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang

    2011-01-01

    Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…

  20. Against the Odds – The Marketing Dilemma of Physical Products in an Increasingly Virtual World.

    OpenAIRE

    Oestreicher, Klaus

    2011-01-01

    The overarching battle between the physical place and the virtual space is part of an intensive discussion. Much related literature addresses exemplarily the dilemma of the global Home Entertainment Industry and its struggle to compete with its physical product of optical discs against virtual services of dematerialised downloads. With regard to effects on an increasing number of further industries in the near future an additional question is, how marketing strategies and tactics in a declini...

  1. 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.

  2. Creating a Virtual Physics Department.

    Science.gov (United States)

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

    1999-01-01

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

  3. 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.

  4. Philosophical analysis of virtualization educational space problems

    Directory of Open Access Journals (Sweden)

    V. D. Kolomiets

    2016-06-01

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

  5. Real-time virtual EAST physical experiment system

    Energy Technology Data Exchange (ETDEWEB)

    Li, Dan, E-mail: lidan@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Xiao, B.J., E-mail: bjxiao@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); School of Nuclear Science and Technology, University of Science and Technology of China, Hefei, Anhui (China); Xia, J.Y., E-mail: jyxia@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Yang, Fei, E-mail: fyang@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Department of Computer Science, Anhui Medical University, Hefei, Anhui (China)

    2014-05-15

    Graphical abstract: - Highlights: • 3D model of experimental advanced superconducting tokamak is established. • Interaction behavior is created that the users can get information from database. • The system integrates data acquisition, plasma shape visualization and simulation. • Browser-oriented system is web-based and more interactive, immersive and convenient. • The system provides the framework for virtual physical experimental environment. - Abstract: As a large fusion reaction device, experimental advanced superconducting tokamak (EAST)’s internal structure is complicated and not easily accessible. Moreover, various diagnostic systems and complicated configuration bring about the inconveniency to the scientists who are unfamiliar with the system but interested in the data. We propose a virtual system to display the 3D model of EAST facility and enable people to view its inner structure and get access to the information of its components in various view sights. We would also provide most of the diagnostic configuration details together with their signal names and physical properties. Compared to the previous ways of viewing information by reference to collected drawings and videos, virtual EAST system is more interactive and immersive. We constructed the browser-oriented virtual EAST physical experiment system, integrated real-time experiment data acquisition, plasma shape visualization and experiment result simulation in order to reproduce physical experiments in a web browser. This system used B/S (Browser/Server) structure in combination with the technology of virtual reality – VRML (Virtual Reality Modeling Language) and Java 3D. In order to avoid the bandwidth limit across internet, we balanced the rendering speed and the precision of the virtual model components. Any registered user can view the experimental information visually and efficiently by logining the system through a web browser. The establishment of the system provides the

  6. Real-time virtual EAST physical experiment system

    International Nuclear Information System (INIS)

    Li, Dan; Xiao, B.J.; Xia, J.Y.; Yang, Fei

    2014-01-01

    Graphical abstract: - Highlights: • 3D model of experimental advanced superconducting tokamak is established. • Interaction behavior is created that the users can get information from database. • The system integrates data acquisition, plasma shape visualization and simulation. • Browser-oriented system is web-based and more interactive, immersive and convenient. • The system provides the framework for virtual physical experimental environment. - Abstract: As a large fusion reaction device, experimental advanced superconducting tokamak (EAST)’s internal structure is complicated and not easily accessible. Moreover, various diagnostic systems and complicated configuration bring about the inconveniency to the scientists who are unfamiliar with the system but interested in the data. We propose a virtual system to display the 3D model of EAST facility and enable people to view its inner structure and get access to the information of its components in various view sights. We would also provide most of the diagnostic configuration details together with their signal names and physical properties. Compared to the previous ways of viewing information by reference to collected drawings and videos, virtual EAST system is more interactive and immersive. We constructed the browser-oriented virtual EAST physical experiment system, integrated real-time experiment data acquisition, plasma shape visualization and experiment result simulation in order to reproduce physical experiments in a web browser. This system used B/S (Browser/Server) structure in combination with the technology of virtual reality – VRML (Virtual Reality Modeling Language) and Java 3D. In order to avoid the bandwidth limit across internet, we balanced the rendering speed and the precision of the virtual model components. Any registered user can view the experimental information visually and efficiently by logining the system through a web browser. The establishment of the system provides the

  7. Generalized space-charge limited current and virtual cathode behaviors in one-dimensional drift space

    International Nuclear Information System (INIS)

    Yang, Zhanfeng; Liu, Guozhi; Shao, Hao; Chen, Changhua; Sun, Jun

    2013-01-01

    This paper reports the space-charge limited current (SLC) and virtual cathode behaviors in one-dimensional grounded drift space. A simple general analytical solution and an approximate solution for the planar diode are given. Through a semi-analytical method, a general solution for SLC in one-dimensional drift space is obtained. The behaviors of virtual cathode in the drift space, including dominant frequency, electron transit time, position, and transmitted current, are yielded analytically. The relationship between the frequency of the virtual cathode oscillation and the injected current presented may explain previously reported numerical works. Results are significant in facilitating estimations and further analytical studies

  8. Comparing virtual with physical wedge for the transmission factors

    International Nuclear Information System (INIS)

    Lin Kuei-Hua; Lin Jao-Perng; Chu Tieh-Chi; Liu Mu-Tai

    2000-01-01

    This paper investigates the discrepancies between virtual wedge and physical wedge at the standard wedge angles of 15, 30, 45, and 60 degrees. The dose distributions for virtual wedge and physics wedge were measured by using a commercial multichamber detector array. The transmission factors of each virtual wedge and physical wedge were measured for Siemens PRIMUS 3008 linear accelerator by single ion chamber. These factors were used to set-up the clinical treatment data tables for clinical dosimetry for virtual wedge utilization. The Wellhoefer IC15, 0.13cc chamber was installed on the chamber frame of Wellhoefer water phantom (48x48x40 cm 3 ). The surface of water was at 100 cm SSD. The output factor in water were measured on the central axis of each field at 5 cm depth for 6MV or 10 cm depth for 15MV X-ray on virtual wedge and physical wedge. Comparing virtual wedge with physical wedge for transmission factor as field size range from 4x4 to 25x25 cm 2 . We have measured the dose distributions using the chamber array for 25x25 cm 2 virtual wedge fields and physical wedge fields at wedge angles of 15deg to 60deg. The dose profiles at various depths were also measured using the chamber array. The transmission factors of each physical wedge were slowly increased as field sizes increase, and had different value for each wedge angle. The transmission factors of each virtual wedge were almost constant value as 1.0 for each wedge angle. The results show that the dose profiles including the penumbra dose measured by the chamber array for virtual wedge agree with those measured for the physical wedge. For transmission factors of virtual wedge were constant value as 1.0 for each angles, namely output without wedge is almost equal to output with wedge on the central axis. Virtual wedge has practical and dosimetric advantages over physical wedge. (author)

  9. Interactive Space(s) -- the CTSG: bridging the real and virtual

    NARCIS (Netherlands)

    Eliëns, A.P.W.; Mao, W.; Vermeersch, L

    2010-01-01

    In this paper, ideas will be presented how to realize games or playful activities in interactive space(s), having a real (spatial) component as well as a representation in virtual 2D or 3D space, by means of web pages and/or online games. Apart from general design criteria, the paper discusses a

  10. Visual Variables in Physical Environments and Virtual Environments

    DEFF Research Database (Denmark)

    Mullins, Michael

    , then to locate them and identify their shape on scaled drawings.  Results are presented together with statistical analysis. In a discussion of the results, the paper addresses the assertions that depth perception in physical reality and its virtual representations in CAVE and Panorama are quantifiably different......; that differences are attributable to prior contextual experience and spatial ability of the viewer; and that general attributes of virtual environments may be drawn from the experiments findings. The paper discusses implications of spatial ability for virtual environments in architectural education......This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, based on the author?s recent empirical research. Participants in an experiment were shown objects identically placed in the virtual and physical environments...

  11. Virtual Interactive Space (VIS)

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2015-01-01

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

  12. Classifying spaces with virtually cyclic stabilizers for linear groups

    DEFF Research Database (Denmark)

    Degrijse, Dieter Dries; Köhl, Ralf; Petrosyan, Nansen

    2015-01-01

    We show that every discrete subgroup of GL(n, ℝ) admits a finite-dimensional classifying space with virtually cyclic stabilizers. Applying our methods to SL(3, ℤ), we obtain a four-dimensional classifying space with virtually cyclic stabilizers and a decomposition of the algebraic K-theory of its...

  13. An Absolute Phase Space for the Physicality of Matter

    International Nuclear Information System (INIS)

    Valentine, John S.

    2010-01-01

    We define an abstract and absolute phase space (''APS'') for sub-quantum intrinsic wave states, in three axes, each mapping directly to a duality having fundamental ontological basis. Many aspects of quantum physics emerge from the interaction algebra and a model deduced from principles of 'unique solvability' and 'identifiable entity', and we reconstruct previously abstract fundamental principles and phenomena from these new foundations. The physical model defines bosons as virtual continuous waves pairs in the APS, and fermions as real self-quantizing snapshots of those waves when simple conditions are met. The abstraction and physical model define a template for the constitution of all fermions, a template for all the standard fundamental bosons and their local interactions, in a common framework and compactified phase space for all forms of real matter and virtual vacuum energy, and a distinct algebra for observables and unobservables. To illustrate our scheme's potential, we provide examples of slit experiment variations (where the model finds theoretical basis for interference only occurring between two final sources), QCD (where we may model most attributes known to QCD, and a new view on entanglement), and we suggest approaches for other varied applications. We believe this is a viable candidate for further exploration as a foundational proposition for physics.

  14. Differences in spatial understanding between physical and virtual models

    Directory of Open Access Journals (Sweden)

    Lei Sun

    2014-03-01

    Full Text Available In the digital age, physical models are still used as major tools in architectural and urban design processes. The reason why designers still use physical models remains unclear. In addition, physical and 3D virtual models have yet to be differentiated. The answers to these questions are too complex to account for in all aspects. Thus, this study only focuses on the differences in spatial understanding between physical and virtual models. In particular, it emphasizes on the perception of scale. For our experiment, respondents were shown a physical model and a virtual model consecutively. A questionnaire was then used to ask the respondents to evaluate these models objectively and to establish which model was more accurate in conveying object size. Compared with the virtual model, the physical model tended to enable quicker and more accurate comparisons of building heights.

  15. 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.

  16. Simulation of oscillatory processes in a beam-plasma system with a virtual cathode in gas-filled interaction space

    International Nuclear Information System (INIS)

    Filatov, R. A.; Hramov, A. E.

    2011-01-01

    Physical processes occurring in an intense electron beam with a virtual cathode in an interaction space filled with neutral gas are studied in a two-dimensional model. A mathematical model is proposed for investigating complicated self-consistent processes of neutral gas ionization by the beam electrons and the dynamics of an electron beam and heavy positive ions in the common space charge field with allowance for the two-dimensional motion of charged particles. Three characteristic dynamic regimes of the system are revealed: complete suppression of oscillations of the virtual cathode as a result of neutralizing its space charge by positive ions; the pulsed generation regime, in which the ions dynamics repeatedly suppresses and restores the virtual cathode oscillations; and the continuous generation regime with an anomalously high level of noisy oscillations.

  17. Physical Models and Virtual Reality Simulators in Otolaryngology.

    Science.gov (United States)

    Javia, Luv; Sardesai, Maya G

    2017-10-01

    The increasing role of simulation in the medical education of future otolaryngologists has followed suit with other surgical disciplines. Simulators make it possible for the resident to explore and learn in a safe and less stressful environment. The various subspecialties in otolaryngology use physical simulators and virtual-reality simulators. Although physical simulators allow the operator to make direct contact with its components, virtual-reality simulators allow the operator to interact with an environment that is computer generated. This article gives an overview of the various types of physical simulators and virtual-reality simulators used in otolaryngology that have been reported in the literature. Copyright © 2017 Elsevier Inc. All rights reserved.

  18. Body Space in Social Interactions: A Comparison of Reaching and Comfort Distance in Immersive Virtual Reality

    Science.gov (United States)

    Iachini, Tina; Coello, Yann; Frassinetti, Francesca; Ruggiero, Gennaro

    2014-01-01

    Background Do peripersonal space for acting on objects and interpersonal space for interacting with con-specifics share common mechanisms and reflect the social valence of stimuli? To answer this question, we investigated whether these spaces refer to a similar or different physical distance. Methodology Participants provided reachability-distance (for potential action) and comfort-distance (for social processing) judgments towards human and non-human virtual stimuli while standing still (passive) or walking toward stimuli (active). Principal Findings Comfort-distance was larger than other conditions when participants were passive, but reachability and comfort distances were similar when participants were active. Both spaces were modulated by the social valence of stimuli (reduction with virtual females vs males, expansion with cylinder vs robot) and the gender of participants. Conclusions These findings reveal that peripersonal reaching and interpersonal comfort spaces share a common motor nature and are sensitive, at different degrees, to social modulation. Therefore, social processing seems embodied and grounded in the body acting in space. PMID:25405344

  19. 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

  20. Physical and financial virtual power plants

    International Nuclear Information System (INIS)

    Willems, Bert

    2005-01-01

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

  1. 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

  2. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects

    Science.gov (United States)

    Melero, Javier; Hernandez-Leo, Davinia

    2014-01-01

    Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…

  3. GridSpace Engine of the ViroLab Virtual Laboratory

    NARCIS (Netherlands)

    Ciepiela, E.; Kocot, J.; Gubala, T.; Malawski, M.; Kasztelnik, M.; Bubak, M.; Bubak, M.; Turała, M.; Wiatr, K.

    2008-01-01

    GridSpace Engine is the central operational unit of the ViroLab Virtual Laboratory. This specific runtime environment enables access to computational and data resources by coordinating execution of experiments written in the Ruby programming language extended with virtual laboratory capabilities.

  4. Improving the performance and energy-efficiency of virtual memory

    OpenAIRE

    Karakostas, Vasileios

    2016-01-01

    Virtual memory improves programmer productivity, enhances process security, and increases memory utilization. However, virtual memory requires an address translation from the virtual to the physical address space on every memory operation. Page-based implementations of virtual memory divide physical memory into fixed size pages, and use a per-process page table to map virtual pages to physical pages. The hardware key component for accelerating address translation is the Translation Lookasi...

  5. 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.

  6. Using Virtual Pets to Promote Physical Activity in Children: An Application of the Youth Physical Activity Promotion Model.

    Science.gov (United States)

    Ahn, Sun Joo Grace; Johnsen, Kyle; Robertson, Tom; Moore, James; Brown, Scott; Marable, Amanda; Basu, Aryabrata

    2015-01-01

    A virtual pet was developed based on the framework of the youth physical activity promotion model and tested as a vehicle for promoting physical activity in children. Children in the treatment group interacted with the virtual pet for three days, setting physical activity goals and teaching tricks to the virtual pet when their goals were met. The virtual pet became more fit and learned more sophisticated tricks as the children achieved activity goals. Children in the control group interacted with a computer system presenting equivalent features but without the virtual pet. Physical activity and goal attainment were evaluated using activity monitors. Results indicated that children in the treatment group engaged in 1.09 more hours of daily physical activity (156% more) than did those in the control group. Physical activity self-efficacy and beliefs served as mediators driving this increase in activity. Children that interacted with the virtual pet also expressed higher intentions than children in the control group to continue physical activity in the future. Theoretical and practical potentials of using a virtual pet to systematically promote physical activity in children are discussed.

  7. Structuring virtual spaces as television places

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    As all major American broadcast and cable networks now provide some form and amount of online distribution of their television programming, we are beginning to see more interactive features being attached to this distribution to remediate the conditions of television consumption in the physical...... world.  Attaching such interactivity to their online distribution creates cyberspaces of consumption that become places for virtual audiences to congregate as they view the program.  To illustrate how the virtual environments and worlds are constructed to become places for virtual audiences, four case...... considering how these Internet-based interactive television examples demonstrate the remediation of conventional conceptualizations of television distribution structures and consumption practices, which then indicate the power dynamics of the producer-consumer relationship.  The form in which...

  8. 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.

  9. The dynamic landscape of virtual space explored through a multidisciplinary kaleidoscope

    Directory of Open Access Journals (Sweden)

    C.-I. REZEANU

    2017-07-01

    Full Text Available A social life disconnected from space it`s difficult to conceive. However, in sociology, the concept of space is still underdeveloped, missing from theories, dictionaries, or encyclopaedias. For more than a century, sociologists have assumed space as a passive scene for social actions, and implied as material, static, continuous and linearly travelled. In the new context of information society, economic globalisation, and postmodern hyper-reality, scholars question the conventional definitions of space. We believe sociologists will arrive at a more nuanced understanding of space, by taking an interdisciplinary approach, and focusing on how space is lived. We use virtual space as a proxy for understanding how complex space can be, and frame it through the concept of “cultural landscape” to capture its relational, dynamic, and socially constructed dimensions. Our aim is to illustrate the dynamism, versatility, and fluidity of virtual space by moving from one discipline and theoretical perspective to the other and interpreting the newly configured landscapes. We show that virtual space is a discontinuous imaginary process, organised in networks with multiple layers, experienced as a journey into a narrative text or as a ”consensual hallucination”, where the evanescence of the body and the anonymity of the self boost the quest for authenticity, self-discovery, self-disclosure and intimacy. Nonetheless, virtual space, due to its potential to equalise statuses, minimise authority and multiply the audiences of messages, is becoming the enabler of Habermasian communicative rationality, rousing moral consciousness and triggering civic actions.

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

    Science.gov (United States)

    Wang, Tzu-Ling; Tseng, Yi-Kuan

    2018-01-01

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

  11. The Potential of Using Virtual Reality Technology in Physical Activity Settings

    Science.gov (United States)

    Pasco, Denis

    2013-01-01

    In recent years, virtual reality technology has been successfully used for learning purposes. The purposes of the article are to examine current research on the role of virtual reality in physical activity settings and discuss potential application of using virtual reality technology to enhance learning in physical education. The article starts…

  12. Girls InSpace project: A new space physics outreach initiative.

    Science.gov (United States)

    Abe Pacini, A.; Tegbaru, D.; Max, A., Sr.

    2017-12-01

    We present here the concept and state-of-art of the new space physics youth education and outreach initiative called "Girls InSpace project". The project goal is to spread quality scientific information to underrepresented groups, motivate girls in STEM and promote gender equality in the Space Physics area. Initially, the "Girls InSpace project" will be available in two languages (Portuguese and English) aiming to reach out to the youth of Brazil, United States, Nigeria, South Africa, Ethiopia and Angola. Eventually, the material will be translated to French and Spanish, focusing on French-speaking countries in Africa and Latin America. The project spans a collection of four books about a group of young girls and their adventures (always related to the sky and simultaneously introducing earth and space science concepts). Ancillary content such as a webpage, mobile applications and lesson plans are also in development. The books were written by a Space Physicist PhD woman, illustrated by a Brazilian young artist and commented by senior female scientists, creating positive role models for the next generation of girls in STEM. The story lines were drawn around the selected topics of astronomy and space physics, introducing scientific information to the target readers (girls from 8-13 years old) and enhancing their curiosity and critical thinking. The books instill the readers to explore the available extra web-content (with images, videos, interviews with scientists, real space data, coding and deeper scientific information) and game apps (with Virtual Reality components and real space images). Moreover, for teachers K-12, a collection of lesson plans will be made available, aiming to facilitate scientific content discussed in the books and inside classroom environments. Gender bias in STEM reported earlier this year in Nature and based on a study of the American Geophysical Union's member database showed a competitive disadvantage for women in the Earth and Space

  13. Physics Education in Virtual Reality: An Example

    Science.gov (United States)

    Kaufmann, Hannes; Meyer, Bernd

    2009-01-01

    We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…

  14. Navigation and wayfinding in learning spaces in 3D virtual worlds

    OpenAIRE

    Minocha, Shailey; Hardy, Christopher

    2016-01-01

    There is a lack of published research on the design guidelines of learning spaces in virtual worlds. Therefore, when institutions aspire to create learning spaces in Second Life, there are few studies or guidelines to inform them except for individual case studies. The Design of Learning Spaces in 3D Virtual Environments (DELVE) project, funded by the Joint Information Systems Committee in the UK, was one of the first initiatives that identified through empirical investigations the usability ...

  15. Natural world physical, brain operational, and mind phenomenal space-time

    Science.gov (United States)

    Fingelkurts, Andrew A.; Fingelkurts, Alexander A.; Neves, Carlos F. H.

    2010-06-01

    Concepts of space and time are widely developed in physics. However, there is a considerable lack of biologically plausible theoretical frameworks that can demonstrate how space and time dimensions are implemented in the activity of the most complex life-system - the brain with a mind. Brain activity is organized both temporally and spatially, thus representing space-time in the brain. Critical analysis of recent research on the space-time organization of the brain's activity pointed to the existence of so-called operational space-time in the brain. This space-time is limited to the execution of brain operations of differing complexity. During each such brain operation a particular short-term spatio-temporal pattern of integrated activity of different brain areas emerges within related operational space-time. At the same time, to have a fully functional human brain one needs to have a subjective mental experience. Current research on the subjective mental experience offers detailed analysis of space-time organization of the mind. According to this research, subjective mental experience (subjective virtual world) has definitive spatial and temporal properties similar to many physical phenomena. Based on systematic review of the propositions and tenets of brain and mind space-time descriptions, our aim in this review essay is to explore the relations between the two. To be precise, we would like to discuss the hypothesis that via the brain operational space-time the mind subjective space-time is connected to otherwise distant physical space-time reality.

  16. Joint Curriculum Developments in the Field of Virtual Space Design

    DEFF Research Database (Denmark)

    Mullins, Michael; Zupancic, Tadeja; Juvancic, Matevz

    2006-01-01

    initiates a discussion-forum to raise and discuss open questions of joint curriculum development in the field of virtual space design, especially where CVE-s take the key role within the educational process. The starting points of the discussion can be found in the ongoing endeavours of the e......The topic of joint degrees is high on the higher education policy agenda. The eCAADe 2006 theme offers the opportunity to investigate the topic from the aspect of virtual space design, especially within the second conference topic: communicating within mediated spaces (CVE-s). The paper proposed...

  17. Very large virtual compound spaces: construction, storage and utility in drug discovery.

    Science.gov (United States)

    Peng, Zhengwei

    2013-09-01

    Recent activities in the construction, storage and exploration of very large virtual compound spaces are reviewed by this report. As expected, the systematic exploration of compound spaces at the highest resolution (individual atoms and bonds) is intrinsically intractable. By contrast, by staying within a finite number of reactions and a finite number of reactants or fragments, several virtual compound spaces have been constructed in a combinatorial fashion with sizes ranging from 10(11)11 to 10(20)20 compounds. Multiple search methods have been developed to perform searches (e.g. similarity, exact and substructure) into those compound spaces without the need for full enumeration. The up-front investment spent on synthetic feasibility during the construction of some of those virtual compound spaces enables a wider adoption by medicinal chemists to design and synthesize important compounds for drug discovery. Recent activities in the area of exploring virtual compound spaces via the evolutionary approach based on Genetic Algorithm also suggests a positive shift of focus from method development to workflow, integration and ease of use, all of which are required for this approach to be widely adopted by medicinal chemists.

  18. Virtual Reality: Developing a VR space for Academic activities

    Science.gov (United States)

    Kaimaris, D.; Stylianidis, E.; Karanikolas, N.

    2014-05-01

    Virtual reality (VR) is extensively used in various applications; in industry, in academia, in business, and is becoming more and more affordable for end users from the financial point of view. At the same time, in academia and higher education more and more applications are developed, like in medicine, engineering, etc. and students are inquiring to be well-prepared for their professional life after their educational life cycle. Moreover, VR is providing the benefits having the possibility to improve skills but also to understand space as well. This paper presents the methodology used during a course, namely "Geoinformatics applications" at the School of Spatial Planning and Development (Eng.), Aristotle University of Thessaloniki, to create a virtual School space. The course design focuses on the methods and techniques to be used in order to develop the virtual environment. In addition the project aspires to become more and more effective for the students and provide a real virtual environment with useful information not only for the students but also for any citizen interested in the academic life at the School.

  19. 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...

  20. 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.

  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. Management of virtualized infrastructure for physics databases

    International Nuclear Information System (INIS)

    Topurov, Anton; Gallerani, Luigi; Chatal, Francois; Piorkowski, Mariusz

    2012-01-01

    Demands for information storage of physics metadata are rapidly increasing together with the requirements for its high availability. Most of the HEP laboratories are struggling to squeeze more from their computer centers, thus focus on virtualizing available resources. CERN started investigating database virtualization in early 2006, first by testing database performance and stability on native Xen. Since then we have been closely evaluating the constantly evolving functionality of virtualisation solutions for database and middle tier together with the associated management applications – Oracle's Enterprise Manager and VM Manager. This session will detail our long experience in dealing with virtualized environments, focusing on newest Oracle OVM 3.0 for x86 and Oracle Enterprise Manager functionality for efficiently managing your virtualized database infrastructure.

  3. ARLearn: augmented reality meets augmented virtuality

    NARCIS (Netherlands)

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

    2012-01-01

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

  4. Designing for Virtual Windows in a Deep Space Habitat

    Science.gov (United States)

    Howe, A. Scott; Howard, Robert L.; Moore, Nathan; Amoroso, Michael

    2013-01-01

    This paper discusses configurations and test analogs toward the design of a virtual window capability in a Deep Space Habitat. Long-duration space missions will require crews to remain in the confines of a spacecraft for extended periods of time, with possible harmful effects if a crewmember cannot cope with the small habitable volume. Virtual windows expand perceived volume using a minimal amount of image projection equipment and computing resources, and allow a limited immersion in remote environments. Uses for the virtual window include: live or augmented reality views of the external environment; flight deck, piloting, observation, or other participation in remote missions through live transmission of cameras mounted to remote vehicles; pre-recorded background views of nature areas, seasonal occurrences, or cultural events; and pre-recorded events such as birthdays, anniversaries, and other meaningful events prepared by ground support and families of the crewmembers.

  5. Secrets Portraits. Figurations of Identity in the Virtual Space

    Directory of Open Access Journals (Sweden)

    Lic. Silvia Tabachnik

    2007-01-01

    Full Text Available Unlived experiences of the body, languages, space, and time lead us to restate questions regarding the operations involved in the processes of constituting and transforming subjectivity in the virtual domain, beyond the logic of identity. While it guarantees certain conditions of anonymity, the virtual regime favors suspension of the identity established for "civil life" and propitiates various semiotic processes of identity reconfiguration. This work discusses these processes by making an analytical approximation of the procedures of "presenting oneself" that govern the entry of subjects to virtual communities.

  6. Representative Model of the Learning Process in Virtual Spaces Supported by ICT

    Science.gov (United States)

    Capacho, José

    2014-01-01

    This paper shows the results of research activities for building the representative model of the learning process in virtual spaces (e-Learning). The formal basis of the model are supported in the analysis of models of learning assessment in virtual spaces and specifically in Dembo´s teaching learning model, the systemic approach to evaluating…

  7. Space availability of buildings with virtual natural lighting solutions

    NARCIS (Netherlands)

    Mangkuto, R.A.; Claessen, R.N.H.; Aries, M.B.C.; Loenen, van E.J.; Hensen, J.L.M.; Pracki, P.

    2013-01-01

    Natural light is highly variable and limited in time and space. In situations where it is not or insufficiently available, Virtual Natural Lighting Solutions (VNLS) can be promising. This paper presents research based on computer simulation to explore the space-gaining potential of VNLS in offices,

  8. Ontological implications of being in immersive virtual environments

    Science.gov (United States)

    Morie, Jacquelyn F.

    2008-02-01

    The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.

  9. Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments

    Science.gov (United States)

    Portalés, Cristina; Lerma, José Luis; Navarro, Santiago

    2010-01-01

    Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.

  10. Active Gaming: Is "Virtual" Reality Right for Your Physical Education Program?

    Science.gov (United States)

    Hansen, Lisa; Sanders, Stephen W.

    2012-01-01

    Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…

  11. SPASE and the Heliophysics Virtual Observatories

    Directory of Open Access Journals (Sweden)

    J R Thieman

    2010-02-01

    Full Text Available The Space Physics Archive Search and Extract (SPASE project has developed an information model for interoperable access and retrieval of data within the Heliophysics (also known as space and solar physics science community. The diversity of science data archives within this community has led to the establishment of many virtual observatories to coordinate the data pathways within Heliophysics subdisciplines, such as magnetospheres, waves, radiation belts, etc. The SPASE information model provides a semantic layer and common language for data descriptions so that searches might be made across the whole of the heliophysics data environment, especially through the virtual observatories.

  12. Physics Education in Virtual Reality: An Example

    OpenAIRE

    Hannes Kaufmann; Bernd Meyer

    2009-01-01

    We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths and other properties of objects before, during and after experiments. Innovative teaching content is presented thatexploits the strengths of the 3D...

  13. Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

    Science.gov (United States)

    Searcy, Brittani

    2017-01-01

    Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

  14. Designing and Inhabiting Virtual Environments: Bridging the gap between physical and virtual

    Directory of Open Access Journals (Sweden)

    Matevž Juvančič

    2012-01-01

    Full Text Available Bringing the trilogy of the Erasmus intensive programme together in 2010, the Faculty of Architecture organised the third workshop in the series “Designing and Inhabiting Virtual Environments - DIVE”, addressing an elusive issue: “Bridging the gap between the physical and virtual” with the reference site of Križanke. During the 10-day intensive workshop, the participants developed a theoretical discussion based on a series of lectures, and afterwards pursued analyses of the reference site and designed spatial interventions with an emphasis on respecting the fragile nature of the site. From the very beginning to the end of their work, the participants analysed the boundaries between physical and virtual reality, examined the pros and cons of each, and sought possible integrations of both entities within a seamless and effective conceptual and actual representation.

  15. Virtual-World Naturalism

    Directory of Open Access Journals (Sweden)

    Daniel Reynolds

    2010-07-01

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

  16. 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.

  17. Laboratory space physics: Investigating the physics of space plasmas in the laboratory

    Science.gov (United States)

    Howes, Gregory G.

    2018-05-01

    Laboratory experiments provide a valuable complement to explore the fundamental physics of space plasmas without the limitations inherent to spacecraft measurements. Specifically, experiments overcome the restriction that spacecraft measurements are made at only one (or a few) points in space, enable greater control of the plasma conditions and applied perturbations, can be reproducible, and are orders of magnitude less expensive than launching spacecraft. Here, I highlight key open questions about the physics of space plasmas and identify the aspects of these problems that can potentially be tackled in laboratory experiments. Several past successes in laboratory space physics provide concrete examples of how complementary experiments can contribute to our understanding of physical processes at play in the solar corona, solar wind, planetary magnetospheres, and the outer boundary of the heliosphere. I present developments on the horizon of laboratory space physics, identifying velocity space as a key new frontier, highlighting new and enhanced experimental facilities, and showcasing anticipated developments to produce improved diagnostics and innovative analysis methods. A strategy for future laboratory space physics investigations will be outlined, with explicit connections to specific fundamental plasma phenomena of interest.

  18. Middle school students' learning of mechanics concepts through engagement in different sequences of physical and virtual experiments

    Science.gov (United States)

    Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon

    2017-08-01

    Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may impact students' learning and for which contexts and content areas they may be most effective. Using a quasi-experimental design, we examined eighth grade students' (N = 100) learning of physics concepts related to pulleys depending on the sequence of physical and virtual labs they engaged in. Five classes of students were assigned to either the: physical first condition (PF) (n = 55), where students performed a physical pulley experiment and then performed the same experiment virtually, or virtual first condition (VF) (n = 45), with the opposite sequence. Repeated measures ANOVA's were conducted to examine how physical and virtual labs impacted students' learning of specific physics concepts. While we did not find clear-cut support that one sequence was better, we did find evidence that participating in virtual experiments may be more beneficial for learning certain physics concepts, such as work and mechanical advantage. Our findings support the idea that if time or physical materials are limited, using virtual experiments may help students understand work and mechanical advantage.

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

    Science.gov (United States)

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

    2014-01-01

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

  20. The Contribution of Virtual Reality Software to Design in Teaching Physical Education

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2011-08-01

    Full Text Available Up to date research shows that training with virtual software develops the design of virtual simulations by physical education pre service teachers. The design of virtual simulations improved spatial skills, especially visualization of the body

  1. An Embeddable Virtual Machine for State Space Generation

    NARCIS (Netherlands)

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

    2007-01-01

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

  2. Implications of virtualization on Grids for high energy physics applications

    CERN Document Server

    Gilbert, L; Newman, R; Iqbal, S; Pepper, R; Celebioglu, O; Hsieh, J; Mashayekhi, V; Cobban, M

    2006-01-01

    The simulations used in the field of high energy physics are compute intensive and exhibit a high level of data parallelism. These features make such simulations ideal candidates for Grid computing. We are taking as an example the GEANT4 detector simulation used for physics studies within the ATLAS experiment at CERN. One key issue in Grid computing is that of network and system security, which can potentially inhibit the widespread use of such simulations. Virtualization provides a feasible solution because it allows the creation of virtual compute nodes in both local and remote compute clusters, thus providing an insulating layer which can play an important role in satisfying the security concerns of all parties involved. However, it has performance implications. This study provides quantitative estimates of the virtualization and hyper-threading overhead for GEANT on commodity clusters. Results show that virtualization has less than 15% run time overhead, and that the best run time (with the non-SMP licens...

  3. 15 Years of Research on Redirected Walking in Immersive Virtual Environments

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Peck, Tabitha; Bruder, Gerd

    2018-01-01

    Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment—a techn......—a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.......Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment...

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

    Science.gov (United States)

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

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

  5. Development of Virtual Reality Cycling Simulator

    OpenAIRE

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

    2017-01-01

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

  6. A prospective, randomized study addressing the need for physical simulation following virtual simulation

    International Nuclear Information System (INIS)

    Valicenti, Richard K.; Waterman, Frank M.; Corn, Benjamin W.; Curran, Walter J.

    1997-01-01

    Purpose: To accurately implement a treatment plan obtained by virtual or CT simulation, conventional or physical simulation is still widely used. To evaluate the need for physical simulation, we prospectively randomized patients to undergo physical simulation or no additional simulation after virtual simulation. Methods and Materials: From July 1995 to September 1996, 75 patients underwent conformal four-field radiation therapy planning for prostate cancer with a commercial grade CT simulator. The patients were randomized to undergo either port filming immediately following physical simulation or port filming alone. The precision of implementing the devised plan was evaluated by comparing simulator radiographs and/or port films against the digitally reconstructed radiographs (DRRs) for x, y, and z displacements of the isocenter. Changes in beam aperture were also prospectively evaluated. Results: Thirty-seven patients were randomized to undergo physical simulation and first day port filming, and 38 had first day treatment verification films only without a physical simulation. Seventy-eight simulator radiographs and 195 first day treatment port films were reviewed. There was no statistically significant reduction in treatment setup error (>5 mm) if patients underwent physical simulation following virtual simulation. No patient required a resimulation, and there was no significant difference in changes of beam aperture. Conclusions: Following virtual simulation, physical simulation may not be necessary to accurately implement the conformal four-field technique. Because port filming appears to be sufficient to assure precise and reliable execution of a devised treatment plan, physical simulation may be eliminated from the process of CT based planning when virtual simulation is available

  7. Identification of Architectural Functions in A Four-Dimensional Space

    Directory of Open Access Journals (Sweden)

    Firza Utama

    2012-06-01

    Full Text Available This research has explored the possibilities and concept of architectural space in a virtual environment. The virtual environment exists as a different concept, and challenges the constraints of the physical world. One of the possibilities in a virtual environment is that it is able to extend the spatial dimension higher than the physical three-dimension. To take the advantage of this possibility, this research has applied some geometrical four-dimensional (4D methods to define virtual architectural space. The spatial characteristics of 4D space is established by analyzing the four-dimensional structure that can be comprehended by human participant for its spatial quality, and by developing a system to control the fourth axis of movement. Multiple three-dimensional spaces that fluidly change their volume have been defined as one of the possibilities of virtual architecturalspace concept in order to enrich our understanding of virtual spatial experience.

  8. Virtual MRI endoscopy of the intracranial cerebrospinal fluid spaces

    International Nuclear Information System (INIS)

    Shigematsu, Y.; Korogi, Y.; Hirai, T.; Okuda, T.; Ikushima, I.; Sugahara, T.; Liang, L.; Ge, Y.; Takahashi, M.

    1998-01-01

    We used constructive interference in steady state (CISS) 3D Fourier transform (3DFT) MRI data sets to obtain three-dimensional (3D) virtual MRI endoscopic views of the intracranial cerebrospinal fluid (CSF) spaces, processing them with a commercially available perspective endoscopic algorithm. We investigated the potential of the intracranial virtual MRI endoscopy applied to visualisation of the pathology in 13 patients with surgically confirmed trigeminal neuralgia (3), hemifacial spasm (3), acoustic neuroma (3), suprasellar germinoma (1), Langerhans cell histiocytosis (1), lateral ventricle nodules (1) and pituitary dwarfism (1). All images were acquired using a 1.5-T imager employing a circular polarised head coil. The CISS-3DFT data sets were transferred to a workstation for processing with the perspective endoscopic algorithm. Postprocessing for virtual MRI endoscopy was possible for all data sets. The lesions in 12 patients, and their complex anatomical relationships with the surrounding structures, were well seen on the 3D images. A small acoustic neuroma in the internal auditory meatus was not seen using virtual endoscopy. Although virtual MRI endoscopy has limitations, it provides 3D images which cannot be acquired using any other procedure. (orig.)

  9. Virtual MRI endoscopy of the intracranial cerebrospinal fluid spaces

    Energy Technology Data Exchange (ETDEWEB)

    Shigematsu, Y.; Korogi, Y.; Hirai, T. [Kumamoto Univ. (Japan). Dept. of Radiology; Okuda, T.; Ikushima, I.; Sugahara, T.; Liang, L.; Ge, Y.; Takahashi, M.

    1998-10-01

    We used constructive interference in steady state (CISS) 3D Fourier transform (3DFT) MRI data sets to obtain three-dimensional (3D) virtual MRI endoscopic views of the intracranial cerebrospinal fluid (CSF) spaces, processing them with a commercially available perspective endoscopic algorithm. We investigated the potential of the intracranial virtual MRI endoscopy applied to visualisation of the pathology in 13 patients with surgically confirmed trigeminal neuralgia (3), hemifacial spasm (3), acoustic neuroma (3), suprasellar germinoma (1), Langerhans cell histiocytosis (1), lateral ventricle nodules (1) and pituitary dwarfism (1). All images were acquired using a 1.5-T imager employing a circular polarised head coil. The CISS-3DFT data sets were transferred to a workstation for processing with the perspective endoscopic algorithm. Postprocessing for virtual MRI endoscopy was possible for all data sets. The lesions in 12 patients, and their complex anatomical relationships with the surrounding structures, were well seen on the 3D images. A small acoustic neuroma in the internal auditory meatus was not seen using virtual endoscopy. Although virtual MRI endoscopy has limitations, it provides 3D images which cannot be acquired using any other procedure. (orig.) With 6 figs., 16 refs.

  10. The CASPER Virtual Physics Circus

    Science.gov (United States)

    Carmona-Reyes, Jorge; Harris, Brandon; Chen, Mudi; Matthews, Lorin; Hyde, Truell

    2013-10-01

    CASPER's Virtual Physics Circus (VPC) is based on the long-running CASPER Physics Circus and is the most recent component in CASPER's ``Seamless Pathway'' educational outreach initiative. The VPC was developed by an interdisciplinary group of physicists, web-designers and educators and employs both web and video game environments to provide students and teachers with engaging, fast-paced educational activities. Access to an integrated curriculum and video library, aligned to both the TEKS (Texas Essentials Knowledge and Skill) and the National Science and Mathematics Standards, is also part of the VPC package. In this talk an initial beta-test of the VPC, conducted for a central Texas independent school district, will be discussed. Future plans for both expansion and translation into Spanish will also be discussed.

  11. “Climb!” – A Composition Case Study. Actualising and Replicating Virtual Spaces in Classical Music Composition and Performance

    DEFF Research Database (Denmark)

    Kallionpaa, Maria; Gasselseder, Hans-Peter

    2018-01-01

    , for example, the acoustics of the concert hall, the instrumentation, the qualities of the concert instrument, or the technologies used. Today´s electroacoustic repertoires frequently contain manipulation of (either physical or virtual) space or acoustic qualities, which sets new requirements...... to the capabilities of the performers. This leads to a question what these requirements may be and how can the performers and composers best deal with them? Can the space itself form part of the structure of a composition and/or performance? This chapter explores the topic through a composition case study “Climb...

  12. Space and time dependent properties of the virtual cathode in a reflex-type pulsed ion diode

    International Nuclear Information System (INIS)

    Matsumoto, Yoshio; Kitamura, Akira; Yano, Syukuro

    1981-01-01

    Properties of a virtual cathode in a pulsed ion diode composed of and insulator-mesh anode and a metal-mesh cathode were studied experimentally at anode voltages below 35o kV. Potential distribution in the virtual cathode side was measured with an insulated electrostatic potential probe, and ion beam currents in virtual and real cathode sides were measured with biased ion collectors. Experimental results are given for the space and time behaviors of the anode plasma and the virtual cathode which starts to grow first from a region near a periphery of the metal anode frame and extends over the central region near the anode surface. A loss parameter for the electron current accompanied with the ion beam at the virtual cathode was evaluated from the measured electron current values by using relations derived from the one-dimensional Child-Langmuir theory applied to the reflex triode. The ion beam accompanies a considerable amount of electron current, and this influences the stability of the virtual cathode; this perturbation results in variations of ion current with time. Experimental results for space potentials in the emitted ion beam and the total current flowing in the space of the virtual cathode side are also given, suggesting an existence of high energy electrons of several keV accelerated by positive space potential of the ion beam. (author)

  13. The Virtual Solar Observatory and the Heliophysics Meta-Virtual Observatory

    Science.gov (United States)

    Gurman, Joseph B.

    2007-01-01

    The Virtual Solar Observatory (VSO) is now able to search for solar data ranging from the radio to gamma rays, obtained from space and groundbased observatories, from 26 sources at 12 data providers, and from 1915 to the present. The solar physics community can use a Web interface or an Application Programming Interface (API) that allows integrating VSO searches into other software, including other Web services. Over the next few years, this integration will be especially obvious as the NASA Heliophysics division sponsors the development of a heliophysics-wide virtual observatory (VO), based on existing VO's in heliospheric, magnetospheric, and ionospheric physics as well as the VSO. We examine some of the challenges and potential of such a "meta-VO."

  14. Virtual Environment User Interfaces to Support RLV and Space Station Simulations in the ANVIL Virtual Reality Lab

    Science.gov (United States)

    Dumas, Joseph D., II

    1998-01-01

    Several virtual reality I/O peripherals were successfully configured and integrated as part of the author's 1997 Summer Faculty Fellowship work. These devices, which were not supported by the developers of VR software packages, use new software drivers and configuration files developed by the author to allow them to be used with simulations developed using those software packages. The successful integration of these devices has added significant capability to the ANVIL lab at MSFC. In addition, the author was able to complete the integration of a networked virtual reality simulation of the Space Shuttle Remote Manipulator System docking Space Station modules which was begun as part of his 1996 Fellowship. The successful integration of this simulation demonstrates the feasibility of using VR technology for ground-based training as well as on-orbit operations.

  15. Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store.

    Science.gov (United States)

    van Herpen, Erica; van den Broek, Eva; van Trijp, Hans C M; Yu, Tian

    2016-12-01

    Immersive virtual reality techniques present new opportunities for research into consumer behavior. The current study examines whether the increased realism of a virtual store compared to pictorial (2D) stimuli elicits consumer behavior that is more in line with behavior in a physical store. We examine the number, variety, and type of products selected, amount of money spent, and responses to price promotions and shelf display, in three product categories (fruit & vegetables, milk, and biscuits). We find that virtual reality elicits behavior that is more similar to behavior in the physical store compared to the picture condition for the number of products selected (Milk: M store  = 1.19, M virtual  = 1.53, M pictures  = 2.58) and amount of money spent (Milk: M store  = 1.27, M virtual  = 1.53, M pictures  = 2.60 Euro), and for the selection of products from different areas of the shelf, both vertically (purchases from top shelves, milk and biscuits: P store  = 21.6%, P virtual  = 33.4%, P pictures  = 50.0%) and horizontally (purchase from left shelf, biscuits: P store  = 35.5%, P virtual  = 53.3%, P pictures  = 66.7%). This indicates that virtual reality can improve realism in responses to shelf allocation. Virtual reality was not able to diminish other differences between lab and physical store: participants bought more products and spent more money (for biscuits and fruit & vegetables), bought more national brands, and responded more strongly to price promotions in both virtual reality and pictorial representations than in the physical store. Implications for the use of virtual reality in studies of consumer food choice behavior as well as for future improvement of virtual reality techniques are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.

  16. Virtual nuclear reactor for education of nuclear reactor physics

    International Nuclear Information System (INIS)

    Tsuji, Masashi; Narabayashi, Takashi; Shimazu, Youichiro

    2008-01-01

    As one of projects that were programmed in the cultivation program for human resources in nuclear engineering sponsored by the Ministry of Economy, Trade and Industry, the development of a virtual reactor for education of nuclear reactor physics started in 2007. The purpose of the virtual nuclear reactor is to make nuclear reactor physics easily understood with aid of visualization. In the first year of this project, the neutron slowing down process was visualized. The data needed for visualization are provided by Monte Carlo calculations; The flights of the respective neutrons generated by nuclear fissions are traced through a reactor core until they disappear by neutron absorption or slow down to a thermal energy. With this visualization and an attached supplement textbook, it is expected that the learners can learn more clearly the physical implication of neutron slowing process that is mathematically described by the Boltzmann neutron transport equation. (author)

  17. The use of physical and virtual manipulatives in an undergraduate mechanical engineering (Dynamics) course

    Science.gov (United States)

    Pan, Edward A.

    Science, technology, engineering, and mathematics (STEM) education is a national focus. Engineering education, as part of STEM education, needs to adapt to meet the needs of the nation in a rapidly changing world. Using computer-based visualization tools and corresponding 3D printed physical objects may help nontraditional students succeed in engineering classes. This dissertation investigated how adding physical or virtual learning objects (called manipulatives) to courses that require mental visualization of mechanical systems can aid student performance. Dynamics is one such course, and tends to be taught using lecture and textbooks with static diagrams of moving systems. Students often fail to solve the problems correctly and an inability to mentally visualize the system can contribute to student difficulties. This study found no differences between treatment groups on quantitative measures of spatial ability and conceptual knowledge. There were differences between treatments on measures of mechanical reasoning ability, in favor of the use of physical and virtual manipulatives over static diagrams alone. There were no major differences in student performance between the use of physical and virtual manipulatives. Students used the physical and virtual manipulatives to test their theories about how the machines worked, however their actual time handling the manipulatives was extremely limited relative to the amount of time they spent working on the problems. Students used the physical and virtual manipulatives as visual aids when communicating about the problem with their partners, and this behavior was also seen with Traditional group students who had to use the static diagrams and gesture instead. The explanations students gave for how the machines worked provided evidence of mental simulation; however, their causal chain analyses were often flawed, probably due to attempts to decrease cognitive load. Student opinions about the static diagrams and dynamic

  18. The Virtual Library

    Science.gov (United States)

    Valenza, Joyce Kasman

    2006-01-01

    Today's school libraries must meet student needs as both a physical and virtual space. Existing both offline and online, they must offer around-the-clock access as well as instruction and guidance that support the face-to-face interactions of students with librarians and classroom teachers. Although students are often technologically proficient,…

  19. Peripersonal Space: An Index of Multisensory Body–Environment Interactions in Real, Virtual, and Mixed Realities

    Directory of Open Access Journals (Sweden)

    Andrea Serino

    2018-01-01

    Full Text Available Human–environment interactions normally occur in the physical milieu and thus by medium of the body and within the space immediately adjacent to and surrounding the body, the peripersonal space (PPS. However, human interactions increasingly occur with or within virtual environments, and hence novel approaches and metrics must be developed to index human–environment interactions in virtual reality (VR. Here, we present a multisensory task that measures the spatial extent of human PPS in real, virtual, and augmented realities. We validated it in a mixed reality (MR ecosystem in which real environment and virtual objects are blended together in order to administer and control visual, auditory, and tactile stimuli in ecologically valid conditions. Within this mixed-reality environment, participants are asked to respond as fast as possible to tactile stimuli on their body, while task-irrelevant visual or audiovisual stimuli approach their body. Results demonstrate that, in analogy with observations derived from monkey electrophysiology and in real environmental surroundings, tactile detection is enhanced when visual or auditory stimuli are close to the body, and not when far from it. We then calculate the location where this multisensory facilitation occurs as a proxy of the boundary of PPS. We observe that mapping of PPS via audiovisual, as opposed to visual alone, looming stimuli results in sigmoidal fits—allowing for the bifurcation between near and far space—with greater goodness of fit. In sum, our approach is able to capture the boundaries of PPS on a spatial continuum, at the individual-subject level, and within a fully controlled and previously laboratory-validated setup, while maintaining the richness and ecological validity of real-life events. The task can therefore be applied to study the properties of PPS in humans and to index the features governing human–environment interactions in virtual or MR. We propose PPS as an

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

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

    hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

  1. Integrating Simulated Physics and Device Virtualization in Control System Testbeds

    OpenAIRE

    Redwood , Owen; Reynolds , Jason; Burmester , Mike

    2016-01-01

    Part 3: INFRASTRUCTURE MODELING AND SIMULATION; International audience; Malware and forensic analyses of embedded cyber-physical systems are tedious, manual processes that testbeds are commonly not designed to support. Additionally, attesting the physics impact of embedded cyber-physical system malware has no formal methodologies and is currently an art. This chapter describes a novel testbed design methodology that integrates virtualized embedded industrial control systems and physics simula...

  2. Strategies for combining physics videos and virtual laboratories in the training of physics teachers

    Science.gov (United States)

    Dickman, Adriana; Vertchenko, Lev; Martins, Maria Inés

    2007-03-01

    Among the multimedia resources used in physics education, the most prominent are virtual laboratories and videos. On one hand, computer simulations and applets have very attractive graphic interfaces, showing an incredible amount of detail and movement. On the other hand, videos, offer the possibility of displaying high quality images, and are becoming more feasible with the increasing availability of digital resources. We believe it is important to discuss, throughout the teacher training program, both the functionality of information and communication technology (ICT) in physics education and, the varied applications of these resources. In our work we suggest the introduction of ICT resources in a sequence integrating these important tools in the teacher training program, as opposed to the traditional approach, in which virtual laboratories and videos are introduced separately. In this perspective, when we introduce and utilize virtual laboratory techniques we also provide for its use in videos, taking advantage of graphic interfaces. Thus the students in our program learn to use instructional software in the production of videos for classroom use.

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

    Directory of Open Access Journals (Sweden)

    Thomas A Stoffregen

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

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

    Science.gov (United States)

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

    2017-12-01

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

  5. 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...

  6. The easy ADL home: A physical-virtual approach to domestic living

    DEFF Research Database (Denmark)

    Surie, Dipak; Pederson, Thomas; Janlert, Lars-Erik

    2010-01-01

    Smart environments worthy of the name need to capture, interpret, and support human activities that take place within their realms. Most existing efforts tend to focus on either real world activities or activities taking place in the virtual world accessed through digital devices. However......, as digital computation continues to permeate our everyday real world environments, and as the border between physical and digital continues to blur for the human agents acting in these environments, we need system design approaches that can cope with human activities that span the physical-virtual gap...

  7. Flying through code/space: the real virtuality of air travel

    OpenAIRE

    Martin Dodge; Rob Kitchin

    2004-01-01

    Commercial air travel is a key global industry facilitating the complex daily movements of planes, people, goods, and services across the world. In this paper we analyse contemporary air travel through the conceptualisation of a culture of real virtuality.We contend that air travel now consists of passage through 'code/space'. Such code/space includes travel websites, check-in, security check- points, flight decks, air-traffic control, immigration, and customs checkpoints, which t...

  8. 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....

  9. Virtual reality and physical rehabilitation: a new toy or a new research and rehabilitation tool?

    Directory of Open Access Journals (Sweden)

    Keshner Emily A

    2004-12-01

    Full Text Available Abstract Virtual reality (VR technology is rapidly becoming a popular application for physical rehabilitation and motor control research. But questions remain about whether this technology really extends our ability to influence the nervous system or whether moving within a virtual environment just motivates the individual to perform. I served as guest editor of this month's issue of the Journal of NeuroEngineering and Rehabilitation (JNER for a group of papers on augmented and virtual reality in rehabilitation. These papers demonstrate a variety of approaches taken for applying VR technology to physical rehabilitation. The papers by Kenyon et al. and Sparto et al. address critical questions about how this technology can be applied to physical rehabilitation and research. The papers by Sveistrup and Viau et al. explore whether action within a virtual environment is equivalent to motor performance within the physical environment. Finally, papers by Riva et al. and Weiss et al. discuss the important characteristics of a virtual environment that will be most effective for obtaining changes in the motor system.

  10. Embodiment, Virtual Space, Temporality and Interpersonal Relations in Online Writing

    Science.gov (United States)

    Adams, Catherine; van Manen, Max

    2006-01-01

    In this paper we discuss how online seminar participants experience dimensions of embodiment, virtual space, interpersonal relations, and temporality; and how interacting through reading-writing, by means of online technologies, creates conditions, situations, and actions of pedagogical influence and relational affectivities. We investigate what…

  11. Soft Where? Licensing Struggles in a Virtual World

    Science.gov (United States)

    Ramaswami, Rama

    2011-01-01

    As virtualization becomes commonplace in higher education, it is clear that the traditional licensing options for software are woefully inadequate. The definitions of who is licensed to use what--and where--are blurring, as users move from physical to virtual spaces and can access software from a variety of devices. In discussing the need for new…

  12. CMS Virtual Visit from Russia - 16 November 2015

    CERN Multimedia

    Belotelov, Ivan

    2016-01-01

    This event gathered 200+ high school students selected from all over Russia from three places: - high school students from "Experimental Physics Olympics" at Sirius center, Sochi - students from European Gymnasium, Moscow - interested people at "White leaf" lecturing space Pictures show the CMS Virtual Visit, preparation lecture and masterclass activity. CMS Guides for the Virtual Visit: Nikolay Voytishin & Alexey Kamenev

  13. Situative Space Tracking within Smart Environments

    DEFF Research Database (Denmark)

    Surie, Dipak; Jäckel, Florian; Janlert, Lars-Erik

    2010-01-01

    This paper describes our efforts in modeling and tracking a human agent’s situation based on his/her possibilities to perceive and act upon objects (both physical and virtual) within smart environments. A Situative Space Model is proposed. WLAN signal-strength-based situative space tracking syste......-laboratory smart home environment where a global precision of 83.4% and a global recall of 88.6% were obtained.......This paper describes our efforts in modeling and tracking a human agent’s situation based on his/her possibilities to perceive and act upon objects (both physical and virtual) within smart environments. A Situative Space Model is proposed. WLAN signal-strength-based situative space tracking system...

  14. NASA Virtual Institutes: International Bridges for Space Exploration

    Science.gov (United States)

    Schmidt, Gregory K.

    2016-01-01

    NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.

  15. A prospective study to determine the need for physical simulation following virtual simulation

    International Nuclear Information System (INIS)

    Valicenti, R.K.; Waterman, F.M.; Corn, B.W.; Sweet, J.; Curran, W.J.

    1996-01-01

    Purpose: Virtual simulation is CT based planning utilizing computed digitally reconstructed radiographs (DRRs) in a manner similar to conventional fluoroscopic simulation. However, conventional or physical simulation is still widely used to assure precise implementation of the devised plan. To evaluate the need for performing physical simulation, we prospectively studied patients undergoing virtual simulation who either had or did not have a subsequent physical simulation. Materials and Methods: From July, 1995 to February, 1996, 48 patients underwent conformal 4-field radiation therapy for prostate cancer using a commercial grade spiral CT simulator. All patients were immobilized in a foam body cast and positioned by using a fiducial laser marking system. Following prostate and seminal vesicle definition on a slice-by-slice basis, virtual simulation was performed. The isocenter defined by this process was marked on both the patient and the immobilization device before leaving the CT simulator room. The isocenter position of the devised plan was evaluated by three verification methods: physical simulation, first day treatment port filming, and port filming immediately following physical simulation. Simulator radiographs and port films were compared against DRRs for x, y, and z deviations of the isocenter. These deviations were used as a measure of the implementation precision achieved by each verification method. Results: Thirty-seven patients underwent physical simulation and first day port filming. Eleven had first day treatment verification films only and never had a physical simulation. A total of 79 simulator radiographs and 126 first day treatment port films were reviewed. The tabulation of all deviations is as follows: There was significantly more setup error (≥ 5 mm) observed when the devised treatment was implemented in the treatment room as opposed to the physical simulator. The physical simulator did not lead to a significant reduction in setup error

  16. Use of Virtual Reality for Space Flight

    Science.gov (United States)

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

    2011-01-01

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

  17. Beyond the Museum Walls : Situating Art in Virtual Space (Polemic Overlay and Three Movements

    Directory of Open Access Journals (Sweden)

    Vince Dziekan

    2005-01-01

    Full Text Available In recognition of digital communication’s profound effects on social relations and institutions, this paper explores the influence of digitisation on our notions of art through the design of its institutions. No longer can the museum, as the primary technology of art, be viewed as just a physical container. With the additional of the hidden infrastructure of electronic and multimedia technologies that are to be found “behind the walls”, as it were, the architectural issues of negotiating spaces and manipulating locative settings for displaying artworks are as much virtual as physical.As a contribution to the negotiation of a distributed aesthetics, this paper entertains the possibility that transplanting art to the virtual site of the Internet disrupts our understanding of art itself. From presence on the gallery wall to the plane of the screen, if this translation offers an alternative way of seeing, then what does the Web offer to a different apperception of art? How to position the digital in the discourse surrounding art and the role it plays within contemporary cultural practice?In an attempt to ground these concerns, I will frame the subsequent discussion by focussing my attention upon one particularly representative instance: The National Gallery of Victoria’s Ian Potter Gallery of Australian Art; recognising in this localised, site-specific experience a microexample of a much more ubiquitous phenomenon.

  18. Space Weather- Physics and Effects

    CERN Document Server

    Bothmer, Volker

    2007-01-01

    This book is a state-of-the-art review on the physics of space weather and on space weather impacts on human technology, including manned spaceflight. With contributions from a team of international experts, this comprehensive work covers all aspects of space weather physical processes, and all known aspects of space hazards from humans, both in space and on Earth. Space Weather - Physics and Effects provides the first comprehensive, scientific background of space storms caused by the sun and its impact on geospace focuses on weather issues that have become vital for the development of nationwide technological infrastructures explains magnetic storms on Earth, including the effects of EUV radiation on the atmosphere is an invaluable aid in establishing real-time weather forecasts details the threat that solar effects might have on modern telecommunication systems, including national power grid systems, aircraft and manned spaceflight.

  19. Space and time dependent properties of the virtual cathode in a reflex-type pulsed ion diode (virtual cathode in a reflex-type pulsed ion diode)

    International Nuclear Information System (INIS)

    Matsumoto, Yoshio; Yano, Syukuro

    1982-01-01

    Properties of a virtual cathode in a pulsed ion diode composed of an insulator-mesh anode and a metal-mesh cathode were studied experimentally at anode voltages below 360kV. Potential distribution in the virtual cathode side was measured with an insulated electrostatic potential probe, and ion beam currents in virtual and real cathode sides were measured with biased ion collectors. A loss parameter for the electron current at the virtual cathode was evaluated from the measured electron current values by using relations derived from the one-dimensional Child-Langmuir theory applied to the reflex triode. The ion beam accompanies a considerable amount of electron current, and this influences the stability of the virtual cathode; this perturbation results in variations of ion current with time. Space potentials in the emitted ion beam are given, suggesting an existence of high energy electrons of several keV accelerated by positive space potential of the ion beam. (author)

  20. Shared protection based virtual network mapping in space division multiplexing optical networks

    Science.gov (United States)

    Zhang, Huibin; Wang, Wei; Zhao, Yongli; Zhang, Jie

    2018-05-01

    Space Division Multiplexing (SDM) has been introduced to improve the capacity of optical networks. In SDM optical networks, there are multiple cores/modes in each fiber link, and spectrum resources are multiplexed in both frequency and core/modes dimensions. Enabled by network virtualization technology, one SDM optical network substrate can be shared by several virtual networks operators. Similar with point-to-point connection services, virtual networks (VN) also need certain survivability to guard against network failures. Based on customers' heterogeneous requirements on the survivability of their virtual networks, this paper studies the shared protection based VN mapping problem and proposes a Minimum Free Frequency Slots (MFFS) mapping algorithm to improve spectrum efficiency. Simulation results show that the proposed algorithm can optimize SDM optical networks significantly in terms of blocking probability and spectrum utilization.

  1. Physical and virtual water transfers for regional water stress alleviation in China.

    Science.gov (United States)

    Zhao, Xu; Liu, Junguo; Liu, Qingying; Tillotson, Martin R; Guan, Dabo; Hubacek, Klaus

    2015-01-27

    Water can be redistributed through, in physical terms, water transfer projects and virtually, embodied water for the production of traded products. Here, we explore whether such water redistributions can help mitigate water stress in China. This study, for the first time to our knowledge, both compiles a full inventory for physical water transfers at a provincial level and maps virtual water flows between Chinese provinces in 2007 and 2030. Our results show that, at the national level, physical water flows because of the major water transfer projects amounted to 4.5% of national water supply, whereas virtual water flows accounted for 35% (varies between 11% and 65% at the provincial level) in 2007. Furthermore, our analysis shows that both physical and virtual water flows do not play a major role in mitigating water stress in the water-receiving regions but exacerbate water stress for the water-exporting regions of China. Future water stress in the main water-exporting provinces is likely to increase further based on our analysis of the historical trajectory of the major governing socioeconomic and technical factors and the full implementation of policy initiatives relating to water use and economic development. Improving water use efficiency is key to mitigating water stress, but the efficiency gains will be largely offset by the water demand increase caused by continued economic development. We conclude that much greater attention needs to be paid to water demand management rather than the current focus on supply-oriented management.

  2. A comparison of the use of virtual versus physical snapshots for supporting update-intensive workloads

    DEFF Research Database (Denmark)

    Šidlauskas, Darius; Jensen, Christian S.; Šaltenis, Simonas

    2012-01-01

    and one for the frequent and very localized updates. The snapshot that receives the updates is frequently made available to queries, so that queries see up-to-date data. The snapshots may be physical or virtual. Physical snapshots are created using the C library memcpy function. Virtual snapshots...

  3. Construction of rigged Hilbert spaces to describe resonances and virtual states

    International Nuclear Information System (INIS)

    Gadella, M.

    1983-01-01

    In the present communication we present a mathematical formalism for the description of resonances and virtual states. We start by constructing rigged Hilbert spaces of Hardy class functions restricted to the positive half of the real line. Then resonances and virtual states can be written as generalized eigenvectors of the total Hamiltonian. We also define time evolution on functionals. We see that the time evolution group U(t) splits into two semigroups, one for t > 0 and the other for t < 0, hence showing the irreversibility of the decaying process

  4. Construction of rigged Hilbert spaces to describe resonances and virtual states

    International Nuclear Information System (INIS)

    Gadella, M.

    1984-01-01

    In the present communication we present a mathematical formalism for the description of resonances and virtual states. We start by constructing rigged Hilbert spaces of Hardy class functions restricted to the positive half of the real line. Then resonances and virtual states can be written as generalized eigenvectors of the total Hamiltonian. We also define time evolution on functionals. We see that the time evolution group U(t) splits into two semigroups, one for t>0 and the other for t<0, hence showing the irreversibility of the decaying process. (orig.)

  5. Augmenting a Virtual World Game in a Physical Environment

    NARCIS (Netherlands)

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

    2013-01-01

    Computer games and virtual worlds offer unique possibilities for learning and personal development. Physical world play on the other hand offers its own unique opportunities. To combine these opportunities, we have developed the Augmented Home, a game which combines the qualities of both worlds and

  6. Virtual Reality Simulation of the International Space Welding Experiment

    Science.gov (United States)

    Phillips, James A.

    1996-01-01

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

  7. Crosswalking near-Earth and space physics ontologies in SPASE and ESPAS

    Science.gov (United States)

    Galkin, I. A.; Fung, S. F.; Benson, R. F.; Heynderickx, D.; Ritschel, B.; King, T. A.; Roberts, D. A.; Hapgood, M. A.; Belehaki, A.

    2015-12-01

    In order to support scientific discoveries in Heliophysics (HP), with modern data systems, the HP Data Centers actively pursue harmonization of available metadata that allows crossing boundaries between existing data models, conventions, and resource interfaces. The discoverability of HP observations is improved when associated metadata describes their physical content in agreed terms as a part of the resource registration. One of the great challenges of enabling such content-targeted data search capability is the harmonization of domain ontology across data providers. Ontologies are the cornerstones of the content-aware data systems: they define an agreed vocabulary of keywords that capture the essence of domain-specific concepts and their relationships. With the introduction of the Virtual Wave Observatory (VWO), as part of NASA's Virtual System Observatory in 2008, the task of formulating the HP ontology became yet more complicated. Definitions of the wave domain concepts required several layers of specifications that described the generation, propagation, and interaction of the waves with the underlying medium in addition to the observation itself. Simple keyword lists could not provide a sufficiently information-rich description, given the complexity of the wave domain, and the development of a more powerful schema was required. The ontology research at the VWO eventually resulted in a suitable multi-hierarchical design that found its first implementation in 2015 at one of the European space physics data repositories, the near-Earth Space Data Infrastructure for e-Science (ESPAS). Similar to many other European geoscience projects, ESPAS is based on the ISO 19156 Observation and Measurements standard. In cooperation with the NASA VWO, the ESPAS project has deployed a space physics ontology design for all data registration purposes. The VWO science team is now uniquely positioned to establish a crosswalk between the ESPAS ontology based on ISO 19156 and the VWO

  8. Spiritual and Affective Responses to a Physical Church and Corresponding Virtual Model.

    Science.gov (United States)

    Murdoch, Matt; Davies, Jim

    2017-11-01

    Architectural and psychological theories posit that built environments have the potential to elicit complex psychological responses. However, few researchers have seriously explored this potential. Given the increasing importance and fidelity of virtual worlds, such research should explore whether virtual models of built environments are also capable of eliciting complex psychological responses. The goal of this study was to test these hypotheses, using a church, a corresponding virtual model, and an inclusive measure of state spirituality ("spiritual feelings"). Participants (n = 33) explored a physical church and corresponding virtual model, completing a measure of spiritual feelings after exploring the outside and inside of each version of the church. Using spiritual feelings after exploring the outside of the church as a baseline measure, change in state spirituality was assessed by taking the difference between spiritual feelings after exploring the inside and outside of the church (inside-outside) for both models. Although this change was greater in response to the physical church, there was no significant difference between the two models in eliciting such change in spiritual feelings. Despite the limitations of this exploratory study, these findings indicate that both built environments and corresponding virtual models are capable of evoking complex psychological responses.

  9. Perceptual geometry of space and form: visual perception of natural scenes and their virtual representation

    Science.gov (United States)

    Assadi, Amir H.

    2001-11-01

    Perceptual geometry is an emerging field of interdisciplinary research whose objectives focus on study of geometry from the perspective of visual perception, and in turn, apply such geometric findings to the ecological study of vision. Perceptual geometry attempts to answer fundamental questions in perception of form and representation of space through synthesis of cognitive and biological theories of visual perception with geometric theories of the physical world. Perception of form and space are among fundamental problems in vision science. In recent cognitive and computational models of human perception, natural scenes are used systematically as preferred visual stimuli. Among key problems in perception of form and space, we have examined perception of geometry of natural surfaces and curves, e.g. as in the observer's environment. Besides a systematic mathematical foundation for a remarkably general framework, the advantages of the Gestalt theory of natural surfaces include a concrete computational approach to simulate or recreate images whose geometric invariants and quantities might be perceived and estimated by an observer. The latter is at the very foundation of understanding the nature of perception of space and form, and the (computer graphics) problem of rendering scenes to visually invoke virtual presence.

  10. 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.

  11. Angelópolis territory of virtual model

    OpenAIRE

    Carranza Luna, José Eduardo; Martínez López, Víctor Manuel

    2016-01-01

    The virtual city is no longer an internet affair where you can navigate between fantastic spaces and known sites invented by man. Today the virtual city is a real physical site linked by the network, which is controlled by the big phone service providers offering the necessary connections and bank transfers, financial movements and even provide other services to administrate hotels, restaurants, hospitals, schools, universities and other franchise business The contemporary urban develop...

  12. Metaphoric Extension of the Body in Virtual Environments

    DEFF Research Database (Denmark)

    Mullins, Michael

    2005-01-01

    environments and then locate them and identify their shape on scaled drawings. Results are presented together with statistical analysis. In a discussion of the results, the paper addresses the three hypothetical assertions – that depth perception in physical reality and its virtual representations in CAVE...... context. The paper discusses implications of spatial ability for virtual environments in architectural education and participatory design processes, in which the dialogue between real and imagined space takes place.......This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, based on the author’s recent research. To measure accuracy of spatial perception, participants in an experiment were asked to look at identical objects in the three...

  13. A Situative Space Model for Mobile Mixed-Reality Computing

    DEFF Research Database (Denmark)

    Pederson, Thomas; Janlert, Lars-Erik; Surie, Dipak

    2011-01-01

    This article proposes a situative space model that links the physical and virtual realms and sets the stage for complex human-computer interaction defined by what a human agent can see, hear, and touch, at any given point in time.......This article proposes a situative space model that links the physical and virtual realms and sets the stage for complex human-computer interaction defined by what a human agent can see, hear, and touch, at any given point in time....

  14. Natural Walking in Virtual Reality: A Review

    DEFF Research Database (Denmark)

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

    2018-01-01

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

  15. Revealing virtual processes of a quantum Brownian particle in phase space

    International Nuclear Information System (INIS)

    Maniscalco, S

    2005-01-01

    The short-time dynamics of a quantum Brownian particle in a harmonic potential is studied in phase space. An exact non-Markovian analytic approach to calculate the time evolution of the Wigner function is presented. The dynamics of the Wigner function of an initially squeezed state is analysed. It is shown that virtual exchanges of energy between the particle and the reservoir, characterizing the non-Lindblad short-time dynamics where system-reservoir correlations are not negligible, show up in phase space

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

    NARCIS (Netherlands)

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

    2018-01-01

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

  17. Virtual Physics Laboratory Application Based on the Android Smartphone to Improve Learning Independence and Conceptual Understanding

    Science.gov (United States)

    Arista, Fitra Suci; Kuswanto, Heru

    2018-01-01

    The research study concerned here was to: (1) produce a virtual physics laboratory application to be called ViPhyLab by using the Android smartphone as basis; (2) determine the appropriateness and quality of the virtual physics laboratory application that had been developed; and (3) describe the improvement in learning independence and conceptual…

  18. A virtual reality browser for Space Station models

    Science.gov (United States)

    Goldsby, Michael; Pandya, Abhilash; Aldridge, Ann; Maida, James

    1993-01-01

    The Graphics Analysis Facility at NASA/JSC has created a visualization and learning tool by merging its database of detailed geometric models with a virtual reality system. The system allows an interactive walk-through of models of the Space Station and other structures, providing detailed realistic stereo images. The user can activate audio messages describing the function and connectivity of selected components within his field of view. This paper presents the issues and trade-offs involved in the implementation of the VR system and discusses its suitability for its intended purposes.

  19. A model for the development of virtual communities for people with long-term, severe physical disabilities

    Directory of Open Access Journals (Sweden)

    C.M. Tilley

    2006-01-01

    Full Text Available Introduction. This paper reports results of an investigation into the needs of persons with disabilities wanting to participate in the use of virtual communities. The aim was to investigate 'how virtual communities for persons with long-term, severe physical disabilities can best be facilitated'? Method. A Grounded Theory approach was adopted to inform the investigation. In- depth interviews were conducted with twelve persons with paraplegia, quadriplegia or other severe, long-term physical or mobility disabilities and six health care professionals, service providers, information personnel and policy advisers who were involved in their well-being. Analysis. Rich explanations were derived about the information and communication technology (ICT usage and the technologies' contributions towards restoration of sense of control over their lives. Results. The primary outcome of the investigation is a theory regarding the character of virtual communities for the disabled. The theory is represented as a Virtual Community Model. The model identifies: the need for 'a sense of control' as the foundation element of virtual communities for the disabled; the key domains in which disabled people participate in virtual communities; and the barriers and enablers to their participation. Conclusion. The model provides a framework which can be used by interest groups and other organizations to facilitate the development of virtual communities for persons with severe physical disabilities. The six key types of community need to be represented in such virtual communities if a full 'sense of control' is to be achieved by disabled persons.

  20. Prospects for Digital Campus with Extensive Applications of Virtual Collaborative Space

    Science.gov (United States)

    Nishide, Ryo

    2011-01-01

    This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…

  1. CONTROLLING VIRTUAL CLOUDS AND MAKING IT RAIN PARTICLE SYSTEMS IN REAL SPACES USING SITUATED AUGMENTED SIMULATION AND PORTABLE VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    N. Hedley

    2012-07-01

    Full Text Available The research described in this paper reports on the design, rationale, development and implementation of a set of new geospatial interfaces that combine multi-touch interaction, portable virtual environments, 'geosimulation gaming', and mobile augmented reality. The result is a set of new ways for us to combine the capabilities of geospatial virtual environments, augmented realitiy and geosimulation. These new hybrid interfaces deliver new geospatial information experiences – new ways of connecting spatial data, simulations, and abstract concepts to real spaces. Their potential to enhance environmental perception and learning must be explored.

  2. Analyzing Virtual Physics Simulations with Tracker

    Science.gov (United States)

    Claessens, Tom

    2017-12-01

    In the physics teaching community, Tracker is well known as a user-friendly open source video analysis software, authored by Douglas Brown. With this tool, the user can trace markers indicated on a video or on stroboscopic photos and perform kinematic analyses. Tracker also includes a data modeling tool that allows one to fit some theoretical equations of motion onto experimentally obtained data. In the field of particle mechanics, Tracker has been effectively used for learning and teaching about projectile motion, "toss up" and free-fall vertical motion, and to explain the principle of mechanical energy conservation. Also, Tracker has been successfully used in rigid body mechanics to interpret the results of experiments with rolling/slipping cylinders and moving rods. In this work, I propose an original method in which Tracker is used to analyze virtual computer simulations created with a physics-based motion solver, instead of analyzing video recording or stroboscopic photos. This could be an interesting approach to study kinematics and dynamics problems in physics education, in particular when there is no or limited access to physical labs. I demonstrate the working method with a typical (but quite challenging) problem in classical mechanics: a slipping/rolling cylinder on a rough surface.

  3. Virtualization in the Operations Environments

    Science.gov (United States)

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

    2010-01-01

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

  4. Virtual dosimetry applied to the physical security of a nuclear installation

    Energy Technology Data Exchange (ETDEWEB)

    Santo, Andre Cotelli do E.; Mol, Antonio C.A.; Machado, Daniel M.; Chelles, Daniel R.; Goncalves, Deise G.S., E-mail: cotelli.andre@gmail.com, E-mail: mol@ien.gov.br, E-mail: machado.mol@gmail.com, E-mail: daniel.chelles@gmail.com, E-mail: deise.galvao@gmail.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2013-07-01

    An important activity to be held in radiation protection is the location of radioactive sources. The present work was devoted to the development of a virtual dosimetry tool for locating and detecting such sources. To this end, was created a three-dimensional virtual model of the Instituto de Engenharia Nuclear - IEN, endowed with virtual characters (avatars), capable of move and interact with the environment, radiation detectors (fixed and mobile) and radioactive sources. Aiming to assist in planning physical security of nuclear installations, the tool developed allows the detection simulation of individuals carrying radioactive sources through detectors installed at strategic points of the site. In addition, it is possible to detect and locate sources by handling portable detectors, operated by characters within the virtual environment. The results obtained show the behavior of the radiation detectors on continuous profile of radioactive sources, allowing calculate the dose rate at any position of the virtual environment. Thus, this work can assist in the training of security officers, as well as in evaluating the radiological safety of the nuclear site. (author)

  5. Virtual dosimetry applied to the physical security of a nuclear installation

    International Nuclear Information System (INIS)

    Santo, Andre Cotelli do E.; Mol, Antonio C.A.; Machado, Daniel M.; Chelles, Daniel R.; Goncalves, Deise G.S.

    2013-01-01

    An important activity to be held in radiation protection is the location of radioactive sources. The present work was devoted to the development of a virtual dosimetry tool for locating and detecting such sources. To this end, was created a three-dimensional virtual model of the Instituto de Engenharia Nuclear - IEN, endowed with virtual characters (avatars), capable of move and interact with the environment, radiation detectors (fixed and mobile) and radioactive sources. Aiming to assist in planning physical security of nuclear installations, the tool developed allows the detection simulation of individuals carrying radioactive sources through detectors installed at strategic points of the site. In addition, it is possible to detect and locate sources by handling portable detectors, operated by characters within the virtual environment. The results obtained show the behavior of the radiation detectors on continuous profile of radioactive sources, allowing calculate the dose rate at any position of the virtual environment. Thus, this work can assist in the training of security officers, as well as in evaluating the radiological safety of the nuclear site. (author)

  6. Future space. A new blueprint for business architecture.

    Science.gov (United States)

    Huang, J

    2001-04-01

    Although the Internet is an essential conduit for many business activities, it isn't rendering the physical world any less important, as the failures of many Web merchants demonstrate. People need social and sensual contact. The companies that succeed will be those best able to integrate the physical and the virtual. But that requires a new kind of business architecture--a new approach to designing stores, offices, factories, and other spaces where business is conducted. The author, a faculty member at Harvard Graduate School of Design, provides practical guidelines to help managers and entrepreneurs think creatively about the structures in which their businesses operate. He outlines four challenges facing designers of such "convergent" structures, so-called because they function in both physical and virtual space: matching form to function, allowing visitors to visualize the presence of others, personalizing spaces, and choreographing connectivity. Using numerous examples, from a fashion retailer that wants to sell in stores as well as through a Web site to a radically new kind of consulate, the author shows how businesses can meet each challenge. For instance, allowing customers to visualize the presence of others means that visitors to a Web site should be given a sense of other site visitors. Personalizing physical and virtual spaces involves using databases to enable those spaces to adapt quickly to user preferences. The success of companies attempting to merge on-line and traditional operations will depend on many factors. But without a well-designed convergent architecture, no company will fully reap the synergies of physical space and Internet technology.

  7. Experimenting with the virtual environment Moodle in Physics Education

    Science.gov (United States)

    Martins, Maria Ines; Dickman, Adriana

    2008-03-01

    The master's program in Physics Education of the Catholic University in the state of Minas Gerais, Brazil, includes the discipline ``Digital technologies in Physics education.'' The main goal of this discipline is to discuss the role of Information and Communication Technology (ICT) in the process of learning-teaching science. We introduce our students to several virtual platforms, both free and commercial, discussing their functionality and features. We encourage our students to get in touch with computer tools and resources by planning their own computer based course using the Moodle platform. We discuss different patterns of virtual environment courses, whose proposals are centered mainly in the students, or teacher-centered or even system-centered. The student is free to choose between only one topic and a year course to work with, since their interests vary from learning something more about a specific subject to a complete e-learning course covering the entire school year. (The courses are available online in the address sitesinf01.pucmg.br/moodle. Participation only requires filling out an application form.) After three editions of this discipline, we have several courses available. We realize that students tend to focus on traditional methods, always preserving their role as knowledge-givers. In conclusion, we can say that, in spite of exhaustive discussion about autonomy involved with ICTs abilities, most of the students used the new virtual medium to organize traditional teacher-centered courses.

  8. US-CERN Virtual Visits: Building Transcontinental Connections for High Energy Physics

    CERN Document Server

    Gonski, Julia; The ATLAS collaboration

    2017-01-01

    For nearly fifteen years, Virtual Visits at CERN have been bringing high-energy physics research directly to the public, through the use of videoconferencing systems at both ATLAS and CMS experimental sites. Over 30,000 people from all seven continents have participated in Virtual Visits to date, engaging students, teachers, artists, and general enthusiasts alike. While these connections often take place in science festivals or classrooms, the versatility of the medium allows the visit to be customized for any audience. In particular, Virtual Visit connections to the United States can integrate a population for which distance from the experiment may hinder education and awareness. Examples of such targeted audiences include US Congressional offices and other governmental institutions, to enhance dialogue about the benefits of global basic research, and historically underrepresented or underserved minority groups. Both the foundational work and future possibilities of US Virtual Visit connections is discussed.

  9. Walking in Place Through Virtual Worlds

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Serafin, Stefania; Nordahl, Rolf

    2016-01-01

    Immersive virtual reality (IVR) is seemingly on the verge of entering the homes of consumers. Enabling users to walk through virtual worlds in a limited physical space presents a challenge. With an outset in a taxonomy of virtual travel techniques, we argue that Walking-in-Place (WIP) techniques...... constitute a promising approach to virtual walking in relation to consumer IVR. Subsequently we review existing approaches to WIP locomotion and highlight the need for a more explicit focus on the perceived naturalness of WIP techniques; i.e., the degree to which WIP locomotion feels like real walking....... Finally, we summarize work we have performed in order to produce more natural WIP locomotion and present unexplored topics which need to be address if WIP techniques are to provide perceptually natural walking experiences....

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

    Science.gov (United States)

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

    2007-01-01

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

  11. Virtual Black Holes and Space-Time Structure

    Science.gov (United States)

    't Hooft, Gerard

    2018-01-01

    In the standard formalism of quantum gravity, black holes appear to form statistical distributions of quantum states. Now, however, we can present a theory that yields pure quantum states. It shows how particles entering a black hole can generate firewalls, which however can be removed, replacing them by the `footprints' they produce in the out-going particles. This procedure can preserve the quantum information stored inside and around the black hole. We then focus on a subtle but unavoidable modification of the topology of the Schwarzschild metric: antipodal identification of points on the horizon. If it is true that vacuum fluctuations include virtual black holes, then the structure of space-time is radically different from what is usually thought.

  12. Mixed method evaluation of the Virtual Traveller physically active lesson intervention: An analysis using the RE-AIM framework.

    Science.gov (United States)

    Norris, E; Dunsmuir, S; Duke-Williams, O; Stamatakis, E; Shelton, N

    2018-02-02

    Physically active lessons integrating movement into academic content are a way to increase children's physical activity levels. Virtual Traveller was a physically active lesson intervention set in Year 4 (aged 8-9) primary school classes in Greater London, UK. Implemented by classroom teachers, it was a six-week intervention providing 10-min physically active Virtual Field Trips three times a week. The aim of this paper is to report the process evaluation of the Virtual Traveller randomized controlled trial according to RE-AIM framework criteria (Reach, Effectiveness, Adoption, Implementation and Maintenance). A mixed methods approach to evaluation was conducted with five intervention group classes. Six sources of data were collected via informed consent logs, teacher session logs, teacher and pupil questionnaires, teacher interviews and pupil focus groups. High participation and low attrition rates were identified (Reach) alongside positive evaluations of Virtual Traveller sessions from pupil and teachers (Effectiveness). Participants were from more deprived and ethnic backgrounds than local and national averages, with Virtual Traveller having the potential to be a free intervention (Adoption). 70% of sessions were delivered overall (Implementation) but no maintenance of the programme was evident at three month follow-up (Maintenance). Mixed method evaluation of Virtual Traveller showed potential for it to be implemented as a low-cost physically active lesson intervention in UK primary schools. Copyright © 2018 Elsevier Ltd. All rights reserved.

  13. Virtual Reality As a Training Tool to Treat Physical Inactivity in Children

    Science.gov (United States)

    Kiefer, Adam W.; Pincus, David; Richardson, Michael J.; Myer, Gregory D.

    2017-01-01

    Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child’s level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to “real-world” NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment. PMID:29376045

  14. Virtual Reality As a Training Tool to Treat Physical Inactivity in Children

    Directory of Open Access Journals (Sweden)

    Adam W. Kiefer

    2017-12-01

    Full Text Available Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT, may be limited in how early they can be implemented due to dependence on the child’s level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to “real-world” NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment.

  15. Logic for physical space

    DEFF Research Database (Denmark)

    Aiello, Marco; Bezhanishvili, Guram; Bloch, Isabelle

    2012-01-01

    Since the early days of physics, space has called for means to represent, experiment, and reason about it. Apart from physicists, the concept of space has intrigued also philosophers, mathematicians and, more recently, computer scientists. This longstanding interest has left us with a plethora...

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

    Directory of Open Access Journals (Sweden)

    Alexandr G. Asmolov

    2009-01-01

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

  17. Integrated visualization of simulation results and experimental devices in virtual-reality space

    International Nuclear Information System (INIS)

    Ohtani, Hiroaki; Ishiguro, Seiji; Shohji, Mamoru; Kageyama, Akira; Tamura, Yuichi

    2011-01-01

    We succeeded in integrating the visualization of both simulation results and experimental device data in virtual-reality (VR) space using CAVE system. Simulation results are shown using Virtual LHD software, which can show magnetic field line, particle trajectory, and isosurface of plasma pressure of the Large Helical Device (LHD) based on data from the magnetohydrodynamics equilibrium simulation. A three-dimensional mouse, or wand, determines the initial position and pitch angle of a drift particle or the starting point of a magnetic field line, interactively in the VR space. The trajectory of a particle and the stream-line of magnetic field are calculated using the Runge-Kutta-Huta integration method on the basis of the results obtained after pointing the initial condition. The LHD vessel is objectively visualized based on CAD-data. By using these results and data, the simulated LHD plasma can be interactively drawn in the objective description of the LHD experimental vessel. Through this integrated visualization, it is possible to grasp the three-dimensional relationship of the positions between the device and plasma in the VR space, opening a new path in contribution to future research. (author)

  18. Virtual Planetary Space Weather Services offered by the Europlanet H2020 Research Infrastructure

    Czech Academy of Sciences Publication Activity Database

    André, N.; Grande, M.; Achilleos, N.; Barthélémy, M.; Bouchemit, M.; Benson, K.; Blelly, P. L.; Budnik, E.; Caussarieu, S.; Cecconi, B.; Cook, T.; Génot, V.; Guio, P.; Goutenoir, A.; Grison, Benjamin; Hueso, R.; Indurain, M.; Jones, G. H.; Lilensten, J.; Marchaudon, A.; Matthiä, D.; Opitz, A.; Rouillard, A.; Stanislawska, I.; Souček, Jan; Tao, C.; Tomasik, L.; Vaubaillon, J.

    2018-01-01

    Roč. 150, SI (2018), s. 50-59 ISSN 0032-0633 EU Projects: European Commission(XE) 654208 - EPN2020-RI Institutional support: RVO:68378289 Keywords : virtual observatory * space weather * planets * comets * solar wind * meteor showers Subject RIV: BN - Astronomy, Celestial Mechanics, Astrophysics OBOR OECD: Astronomy (including astrophysics,space science) Impact factor: 1.892, year: 2016 http://www.sciencedirect.com/science/article/pii/S0032063316304706

  19. An Interdisciplinary Design Project in Second Life: Creating a Virtual Marine Science Learning Environment

    Science.gov (United States)

    Triggs, Riley; Jarmon, Leslie; Villareal, Tracy A.

    2010-01-01

    Virtual environments can resolve many practical and pedagogical challenges within higher education. Economic considerations, accessibility issues, and safety concerns can all be somewhat alleviated by creating learning activities in a virtual space. Because of the removal of real-world physical limitations like gravity, durability and scope,…

  20. Space physics strategy-implementation study. Volume 1: Goals, objectives, strategy. A report to the Space Physics Subcommittee of the Space Science and Applications Advisory Committee

    Science.gov (United States)

    1991-01-01

    Space physics is defined as the study of the heliosphere as one system; that is, of the Sun and solar wind, and their interactions with the upper atmospheres, ionospheres, and magnetospheres of the planets and comets, with energetic particles, and with the interstellar medium. This report contains a number of reports by different panels on the major topics in the space physics program including: (1) the cosmic and heliospheric physics program for the years 1995 to 2010; (2) ionosphere, thermosphere, and mesosphere studies; (3) magnetospheric physics; (4) solar physics; and (5) space physics theory.

  1. Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store

    NARCIS (Netherlands)

    Herpen, van Erica; Broek, van den Eva; Trijp, van Hans C.M.; Yu, Tian

    2016-01-01

    Immersive virtual reality techniques present new opportunities for research into consumer behavior. The current study examines whether the increased realism of a virtual store compared to pictorial (2D) stimuli elicits consumer behavior that is more in line with behavior in a physical store. We

  2. Aural localization of silent objects by active human biosonar: neural representations of virtual echo-acoustic space.

    Science.gov (United States)

    Wallmeier, Ludwig; Kish, Daniel; Wiegrebe, Lutz; Flanagin, Virginia L

    2015-03-01

    Some blind humans have developed the remarkable ability to detect and localize objects through the auditory analysis of self-generated tongue clicks. These echolocation experts show a corresponding increase in 'visual' cortex activity when listening to echo-acoustic sounds. Echolocation in real-life settings involves multiple reflections as well as active sound production, neither of which has been systematically addressed. We developed a virtualization technique that allows participants to actively perform such biosonar tasks in virtual echo-acoustic space during magnetic resonance imaging (MRI). Tongue clicks, emitted in the MRI scanner, are picked up by a microphone, convolved in real time with the binaural impulse responses of a virtual space, and presented via headphones as virtual echoes. In this manner, we investigated the brain activity during active echo-acoustic localization tasks. Our data show that, in blind echolocation experts, activations in the calcarine cortex are dramatically enhanced when a single reflector is introduced into otherwise anechoic virtual space. A pattern-classification analysis revealed that, in the blind, calcarine cortex activation patterns could discriminate left-side from right-side reflectors. This was found in both blind experts, but the effect was significant for only one of them. In sighted controls, 'visual' cortex activations were insignificant, but activation patterns in the planum temporale were sufficient to discriminate left-side from right-side reflectors. Our data suggest that blind and echolocation-trained, sighted subjects may recruit different neural substrates for the same active-echolocation task. © 2015 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  3. Generation and Application of Virtual Dynamic Learning Environments

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2009-04-01

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

  4. Physical Origins of Space Weather Impacts: Open Physics Questions

    Science.gov (United States)

    Lanzerotti, L. J.

    2011-12-01

    Beginning with the era of development of electrical telegraph systems in the early 19th century, physical processes in the space environment on the Sun, in the interplanetary medium, and around Earth have influenced the design and operations of ever-increasing and sophisticated technical systems, both in space and on the ground. Understanding of Earth's space environment has increased enormously in the last century and one-half. Nevertheless, many of the physical processes that produced effects on early cable and wireless technologies continue to plague modern-day systems. And as new technologies are developed for improved communications, surveillance, navigation, and conditions for human space flight, the solar-terrestrial environment often offers surprises to their safe, secure and uninterrupted operations. This talk will address some of the challenges that I see to the successful operations of some modern-day technical systems that are posed by significant deficiencies of understanding of physical processes operating from the Sun to the Earth.

  5. Using virtual Lustre clients on the WAN for analysis of data from high energy physics experiments

    International Nuclear Information System (INIS)

    Bourilkov, D; Avery, P; Cheng, M; Fu, Y; Kim, B; Palencia, J; Budden, R; Benninger, K; Shrum, D; Wilgenbusch, J

    2012-01-01

    We describe the work on creating system images of Lustre virtual clients in the ExTENCI project (Extending Science Through Enhanced National Cyberlnfrastructure), using several virtual technologies (Xen, VMware, VirtualBox, KVM). These virtual machines can be built at several levels, from a basic Linux installation (we use Scientific Linux 5 as an example), adding a Lustre client with Kerberos authentication, and up to complete clients including local or distributed (based on CernVM-FS) installations of the full CERN and project specific software stack for typical LHC experiments. The level, and size, of the images are determined by the users on demand. Various sites and individual users can just download and use them out of the box on Linux/UNIX, Windows and Mac OS X based hosts. We compare the performance of virtual clients with that of real physical systems for typical high energy physics applications like Monte Carlo simulations or analysis of data stored in ROOT trees.

  6. Book Review: Physics of the Space Environment

    Science.gov (United States)

    Holman, Gordon D.

    1998-01-01

    Space physics, narrowly defined as the study of Earth's plasma environment, has had an identity crisis throughout its relatively brief existence as a discipline. - The limited and often serendipitous nature of the data requires the research style of an astrophysicist. However, the in situ observations and instrumentation that are central to the field are quite different from the remote observations and instrumentation of astronomy. Compared to neutral gases, the wealth of additional phenomena and the complexity associated with magnetized plasmas and their interaction leaves little in common with the atmospheric scientist. Although the phenomena studied in space physics are ultimately important to astrophysics, the intimate measurements of plasma properties provide a greater commonality with the plasma physicist. Space physics has experienced something of a renaissance in the past few years. The interdisciplinary umbrella "Solar-Terrestrial Physics" or "Sun-Earth Connection" has stimulated an increasing interaction of space physicists, solar physicists and atmospheric scientists. Spectacular images of the Sun from Yohkoh and SOHO and solar-activity-related damage to communications satellites have increased the public's awareness of and interest in "space weather". The dangers of energetic particles and currents in space to technological systems and to future space exploration have elevated space physics observations from interesting scientific measurements that can be included on a space probe to critically important measurements that must be made.

  7. The Development of Virtual Laboratory Using ICT for Physics in Senior High School

    Science.gov (United States)

    Masril, M.; Hidayati, H.; Darvina, Y.

    2018-04-01

    One of the problems found in the implementation of the curriculum in 2013 is not all competency skills can be performed well. Therefore, to overcome these problems, virtual laboratory designed to improve the mastery of concepts of physics. One of the design objectives virtual laboratories is to improve the quality of education and learning in physics in high school. The method used in this study is a research method development four D model with the definition phase, design phase, development phase, and dissemination phase. Research has reached the stage of development and has been tested valid specialist. The instrument used in the research is a questionnaire consisting of: 1) the material substance; 2) The display of visual communication; 3) instructional design; 4) the use of software; and 5) Linguistic. The research results is validity in general has been a very good category (85.6), so that the design of virtual labs designed can already be used in high school.

  8. VIRTUAL MODELING OF PHYSICAL EXPERIMENT FOR DISTANCE LEARNING SYSTEMS IN THE SECONDARY AND HIGHER PEDAGOGICAL SCHOOLS

    Directory of Open Access Journals (Sweden)

    Mykola V. Holovko

    2015-05-01

    Full Text Available The article investigates the state of the educational computer simulation and its modern features. It deals with psychological and didactic approaches to modeling in physics education and school physical experiment. It was considered the possible classification of computer models for distance learning system, as well as proposed the ways of implementing virtual experiment in distance education in physics. The main types of virtual modeling, the most widely used computer systems support in teaching physics, their possible application in teaching secondary school students were characterized. The peculiarities of distance education of future physics teachers by means of electronic teaching methods as a combination of integrated electronic educational resources and services were highlighted.

  9. Virtual environment navigation with look-around mode to explore new real spaces by people who are blind.

    Science.gov (United States)

    Lahav, Orly; Gedalevitz, Hadas; Battersby, Steven; Brown, David; Evett, Lindsay; Merritt, Patrick

    2018-05-01

    This paper examines the ability of people who are blind to construct a mental map and perform orientation tasks in real space by using Nintendo Wii technologies to explore virtual environments. The participant explores new spaces through haptic and auditory feedback triggered by pointing or walking in the virtual environments and later constructs a mental map, which can be used to navigate in real space. The study included 10 participants who were congenitally or adventitiously blind, divided into experimental and control groups. The research was implemented by using virtual environments exploration and orientation tasks in real spaces, using both qualitative and quantitative methods in its methodology. The results show that the mode of exploration afforded to the experimental group is radically new in orientation and mobility training; as a result 60% of the experimental participants constructed mental maps that were based on map model, compared with only 30% of the control group participants. Using technology that enabled them to explore and to collect spatial information in a way that does not exist in real space influenced the ability of the experimental group to construct a mental map based on the map model. Implications for rehabilitation The virtual cane system for the first time enables people who are blind to explore and collect spatial information via the look-around mode in addition to the walk-around mode. People who are blind prefer to use look-around mode to explore new spaces, as opposed to the walking mode. Although the look-around mode requires users to establish a complex collecting and processing procedure for the spatial data, people who are blind using this mode are able to construct a mental map as a map model. For people who are blind (as for the sighted) construction of a mental map based on map model offers more flexibility in choosing a walking path in a real space, accounting for changes that occur in the space.

  10. Effects of physical randomness training on virtual and laboratory golf putting performance in novices.

    Science.gov (United States)

    Pataky, T C; Lamb, P F

    2018-06-01

    External randomness exists in all sports but is perhaps most obvious in golf putting where robotic putters sink only 80% of 5 m putts due to unpredictable ball-green dynamics. The purpose of this study was to test whether physical randomness training can improve putting performance in novices. A virtual random-physics golf-putting game was developed based on controlled ball-roll data. Thirty-two subjects were assigned a unique randomness gain (RG) ranging from 0.1 to 2.0-times real-world randomness. Putter face kinematics were measured in 5 m laboratory putts before and after five days of virtual training. Performance was quantified using putt success rate and "miss-adjustment correlation" (MAC), the correlation between left-right miss magnitude and subsequent right-left kinematic adjustments. Results showed no RG-success correlation (r = -0.066, p = 0.719) but mildly stronger correlations with MAC for face angle (r = -0.168, p = 0.358) and clubhead path (r = -0.302, p = 0.093). The strongest RG-MAC correlation was observed during virtual training (r = -0.692, p golf putting kinematics. Adaptation to external physical randomness during virtual training may therefore help golfers adapt to external randomness in real-world environments.

  11. The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope Control Center System

    Science.gov (United States)

    Lehtonen, Ken

    1999-01-01

    This is a report to the Third Annual International Virtual Company Conference, on The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope (HST) Control Center System. It begins with a HST Science "Commercial": Brief Tour of Our Universe showing various pictures taken from the Hubble Space Telescope. The presentation then reviews the project background and goals. Evolution of the Control Center System ("CCS Inc.") is then reviewed. Topics of Interest to "virtual companies" are reviewed: (1) "How To Choose A Team" (2) "Organizational Model" (3) "The Human Component" (4) "'Virtual Trust' Among Teaming Companies" (5) "Unique Challenges to Working Horizontally" (6) "The Cultural Impact" (7) "Lessons Learned".

  12. Cosmic perspectives in space physics

    CERN Document Server

    Biswas, Sukumar

    2000-01-01

    In the early years of the twentieth century, Victor Hess of Germany flew instruments in balloons and so discovered in 1912 that an extra-~errestial radiation of unknown origin is incident on the earth with an almost constant intensity at all times. These penetrating non­ solar radiations which were called Cosmic Rays by Millikan, USA, opened the new frontier of space physics and many leading scientists were attracted to it. At the end of World War II a number of space vehicles, e.g. stratospheric balloons, rockets and satellites were developed. In 1950 and onwards, these vehicles enabled spectacular advances in space physics and space astrophysics. New horizons were opened in the explorations of cosmic rays, the earth's magnetosphere, the Sun and the heliosphere, the moon and the planets. Using space-borne instruments, exciting discoveries were made of stars, and galaxies in the infra-red, ultra violet, x-ray and gamma-ray wavelengths. In this text book these fascinating new findings are presented in depth a...

  13. Toward a comprehensive hybrid physical-virtual reality simulator of peripheral anesthesia with ultrasound and neurostimulator guidance.

    Science.gov (United States)

    Samosky, Joseph T; Allen, Pete; Boronyak, Steve; Branstetter, Barton; Hein, Steven; Juhas, Mark; Nelson, Douglas A; Orebaugh, Steven; Pinto, Rohan; Smelko, Adam; Thompson, Mitch; Weaver, Robert A

    2011-01-01

    We are developing a simulator of peripheral nerve block utilizing a mixed-reality approach: the combination of a physical model, an MRI-derived virtual model, mechatronics and spatial tracking. Our design uses tangible (physical) interfaces to simulate surface anatomy, haptic feedback during needle insertion, mechatronic display of muscle twitch corresponding to the specific nerve stimulated, and visual and haptic feedback for the injection syringe. The twitch response is calculated incorporating the sensed output of a real neurostimulator. The virtual model is isomorphic with the physical model and is derived from segmented MRI data. This model provides the subsurface anatomy and, combined with electromagnetic tracking of a sham ultrasound probe and a standard nerve block needle, supports simulated ultrasound display and measurement of needle location and proximity to nerves and vessels. The needle tracking and virtual model also support objective performance metrics of needle targeting technique.

  14. 15 Years of Research on Redirected Walking in Immersive Virtual Environments

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Peck, Tabitha; Bruder, Gerd

    2018-01-01

    Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment......—a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago....

  15. 15 Years of Research on Redirected Walking in Immersive Virtual Environments.

    Science.gov (United States)

    Nilsson, Niels Christian; Peck, Tabitha; Bruder, Gerd; Hodgson, Eri; Serafin, Stefania; Whitton, Mary; Steinicke, Frank; Rosenberg, Evan Suma

    2018-03-01

    Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment-a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.

  16. Transport processes in space physics and astrophysics

    CERN Document Server

    Zank, Gary P

    2014-01-01

    Transport Processes in Space Physics and Astrophysics' is aimed at graduate level students to provide the necessary mathematical and physics background to understand the transport of gases, charged particle gases, energetic charged particles, turbulence, and radiation in an astrophysical and space physics context. Subjects emphasized in the work include collisional and collisionless processes in gases (neutral or plasma), analogous processes in turbulence fields and radiation fields, and allows for a simplified treatment of the statistical description of the system. A systematic study that addresses the common tools at a graduate level allows students to progress to a point where they can begin their research in a variety of fields within space physics and astrophysics. This book is for graduate students who expect to complete their research in an area of plasma space physics or plasma astrophysics. By providing a broad synthesis in several areas of transport theory and modeling, the work also benefits resear...

  17. Sensor data storage performance: SQL or NoSQL, physical or virtual

    NARCIS (Netherlands)

    Veen, J.S. van der; Waaij, B.D. van der; Meijer, R.J.

    2012-01-01

    Sensors are used to monitor certain aspects of the physical or virtual world and databases are typically used to store the data that these sensors provide. The use of sensors is increasing, which leads to an increasing demand on sensor data storage platforms. Some sensor monitoring applications need

  18. On the structure of physical space

    CERN Document Server

    Wisnivesky, D

    2001-01-01

    In this paper we develop a theory based on the postulate that the environment where physical phenomena take place is the space of four complex parameters of the linear group of transformations. Using these parameters as fundamental building blocks we construct ordinary space-time and the internal space. Lorentz invariance is built in the definition of external space, while the symmetry of the internal space, S(1)*SU(2) results as a consequence of the identification of the external coordinates. Thus, special relativity and the electroweak interaction symmetry ensue from the properties of the basic building blocks of physical space. Since internal and external space are derived from a common structure, there is no need to bring into the theory any additional hypothesis to account for the microscopic nature of the internal space, nor to introduce symmetry breaking mechanisms that would normally be required to force a splitting of the internal and external symmetries. As an outcome of the existence of a basic str...

  19. Integrated assessment and mitigation of physical and digital security threats: Case studies on virtualization

    NARCIS (Netherlands)

    van Cleeff, A.; Pieters, Wolter; Wieringa, Roelf J.; van Tiel, F.

    2011-01-01

    Virtualization is one of the enabling technologies of cloud computing. It turns once dedicated physical computing resources such as servers into digital resources that can be provisioned on demand. Cloud computing thus tends to replace physical with digital security controls, and cloud security must

  20. Simulacra and virtualization technologies in information society

    Directory of Open Access Journals (Sweden)

    Vadim A. Emelin

    2016-09-01

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

  1. The online appeal of the physical shop: How a physical store can benefit from a virtual representation.

    Science.gov (United States)

    Moes, Anne; Vliet, Harry van

    2017-06-01

    Consumer behaviour in 2016 shows that (r)etailers need online/offline integration to better serve their clients. An important distinguishing feature of the physical shop is how it can offer consumers a shopping experience. This study uses two experiments to research the extent a fashion store's shopping experience can be presented to consumers via visual material (a regular photo, a 360-degree photo and a virtual reality photo of the shop) without the consumers being in the shop itself. The effects of these visual materials will also be measured in (among others) terms of purchase intention, visiting intention to the physical shop and online visit satisfaction. A theoretical framework is used to substantiate how the three types of pictures can be classified in terms of medium richness. The completed experiments show, among other outcomes, that consumers who saw the virtual reality photo of the shop have a more positive shopping experience, a higher purchase intention, a higher intention to visit the physical shop and more online visit satisfaction than people who have only seen the regular photo or the 360-degree photo of the shop. Enjoyment and novelty seem to partly explain these found effects.

  2. Space Science Cloud: a Virtual Space Science Research Platform Based on Cloud Model

    Science.gov (United States)

    Hu, Xiaoyan; Tong, Jizhou; Zou, Ziming

    Through independent and co-operational science missions, Strategic Pioneer Program (SPP) on Space Science, the new initiative of space science program in China which was approved by CAS and implemented by National Space Science Center (NSSC), dedicates to seek new discoveries and new breakthroughs in space science, thus deepen the understanding of universe and planet earth. In the framework of this program, in order to support the operations of space science missions and satisfy the demand of related research activities for e-Science, NSSC is developing a virtual space science research platform based on cloud model, namely the Space Science Cloud (SSC). In order to support mission demonstration, SSC integrates interactive satellite orbit design tool, satellite structure and payloads layout design tool, payload observation coverage analysis tool, etc., to help scientists analyze and verify space science mission designs. Another important function of SSC is supporting the mission operations, which runs through the space satellite data pipelines. Mission operators can acquire and process observation data, then distribute the data products to other systems or issue the data and archives with the services of SSC. In addition, SSC provides useful data, tools and models for space researchers. Several databases in the field of space science are integrated and an efficient retrieve system is developing. Common tools for data visualization, deep processing (e.g., smoothing and filtering tools), analysis (e.g., FFT analysis tool and minimum variance analysis tool) and mining (e.g., proton event correlation analysis tool) are also integrated to help the researchers to better utilize the data. The space weather models on SSC include magnetic storm forecast model, multi-station middle and upper atmospheric climate model, solar energetic particle propagation model and so on. All the services above-mentioned are based on the e-Science infrastructures of CAS e.g. cloud storage and

  3. Performance implications of virtualization and hyper-threading on high energy physics applications in a Grid environment

    CERN Document Server

    Gilbert, Laura; Cobban, M; Iqbal, Saima; Jenwei, Hsieh; Newman, R; Pepper, R; Tseng, Jeffrey

    2005-01-01

    The simulations used in the field of high energy physics are compute intensive and exhibit a high level of data parallelism. These features make such simulations ideal candidates for Grid computing. We are taking as an example the GEANT4 detector simulation used for physics studies within the ATLAS experiment at CERN. One key issue in Grid computing is that of network and system security, which can potentially inhibit the wide spread use of such simulations. Virtualization provides a feasible solution because it allows the creation of virtual compute nodes in both local and remote compute clusters, thus providing an insulating layer which can play an important role in satisfying the security concerns of all parties involved. However, it has performance implications. This study provides quantitative estimates of the virtualization and hyper- threading overhead for GEANT on commodity clusters. Results show that virtualization has less than 15% run-time overhead, and that the best run time (with the non-SMP lice...

  4. Green space definition affects associations of green space with overweight and physical activity.

    Science.gov (United States)

    Klompmaker, Jochem O; Hoek, Gerard; Bloemsma, Lizan D; Gehring, Ulrike; Strak, Maciej; Wijga, Alet H; van den Brink, Carolien; Brunekreef, Bert; Lebret, Erik; Janssen, Nicole A H

    2018-01-01

    In epidemiological studies, exposure to green space is inconsistently associated with being overweight and physical activity, possibly because studies differ widely in their definition of green space exposure, inclusion of important confounders, study population and data analysis. We evaluated whether the association of green space with being overweight and physical activity depended upon definition of greenspace. We conducted a cross-sectional study using data from a Dutch national health survey of 387,195 adults. Distance to the nearest park entrance and surrounding green space, based on the Normalized Difference Vegetation Index (NDVI) or a detailed Dutch land-use database (TOP10NL), was calculated for each residential address. We used logistic regression analyses to study the association of green space exposure with being overweight and being moderately or vigorously physically active outdoors at least 150min/week (self-reported). To study the shape of the association, we specified natural splines and quintiles. The distance to the nearest park entrance was not associated with being overweight or outdoor physical activity. Associations of surrounding green space with being overweight or outdoor physical activity were highly non-linear. For NDVI surrounding greenness, we observed significantly decreased odds of being overweight [300m buffer, odds ratio (OR) = 0.88; 95% CI: 0.86, 0.91] and increased odds for outdoor physical activity [300m buffer, OR = 1.14; 95% CI: 1.10, 1.17] in the highest quintile compared to the lowest quintile. For TOP10NL surrounding green space, associations were mostly non-significant. Associations were generally stronger for subjects living in less urban areas and for the smaller buffers. Associations of green space with being overweight and outdoor physical activity differed considerably between different green space definitions. Associations were strongest for NDVI surrounding greenness. Copyright © 2017 The Authors. Published by

  5. Physics of the Space Environment

    Science.gov (United States)

    Vasyliünas, Vytenis M.

    This book, one in the Cambridge Atmospheric and Space Science Series, joins a growing list of advanced-level textbooks in a field of study and research known under a variety of names: space plasma physics, solar-terrestrial or solar-planetary relations, space weather, or (the official name of the relevant AGU section) space physics and aeronomy. On the basis of graduate courses taught by the author in various departments at the University of Michigan, complete with problems and with appendices of physical constants and mathematical identities, this is indeed a textbook, systematic and severe in its approach. The book is divided into three parts, in length ratios of roughly 6:4:5. Part I, “Theoretical Description of Gases and Plasmas,” starts by writing down Maxwell's equations and the Lorentz transformation (no nonsense about any introductory material of a descriptive or historical nature) and proceeds through particle orbit theory, kinetics, and plasma physics with fluid and MHD approximations to waves, shocks, and energetic particle transport. Part II, “The Upper Atmosphere,” features chapters on the terrestrial upper atmosphere, airglow and aurora, and the ionosphere. Part III, “Sun-Earth Connection,” deals with the Sun, the solar wind, cosmic rays, and the terrestrial magnetosphere. The book thus covers, with two exceptions, just about all the topics of interest to Space Physics and Aeronomy scientists, and then some (the chapter on the Sun, for instance, briefly discusses also topics of the solar interior: thermonuclear energy generation, equilibrium structure, energy transfer, with a page or two on each). One exception reflects a strong geocentric bias: there is not one word in the main text on magnetospheres and ionospheres of other planets and their interaction with the solar wind (they are mentioned in a few problems). The other exception: the chapter on the terrestrial magnetosphere lacks a systematic exposition of the theory of

  6. Marshall Space Flight Center's Virtual Reality Applications Program 1993

    Science.gov (United States)

    Hale, Joseph P., II

    1993-01-01

    A Virtual Reality (VR) applications program has been under development at the Marshall Space Flight Center (MSFC) since 1989. Other NASA Centers, most notably Ames Research Center (ARC), have contributed to the development of the VR enabling technologies and VR systems. This VR technology development has now reached a level of maturity where specific applications of VR as a tool can be considered. The objectives of the MSFC VR Applications Program are to develop, validate, and utilize VR as a Human Factors design and operations analysis tool and to assess and evaluate VR as a tool in other applications (e.g., training, operations development, mission support, teleoperations planning, etc.). The long-term goals of this technology program is to enable specialized Human Factors analyses earlier in the hardware and operations development process and develop more effective training and mission support systems. The capability to perform specialized Human Factors analyses earlier in the hardware and operations development process is required to better refine and validate requirements during the requirements definition phase. This leads to a more efficient design process where perturbations caused by late-occurring requirements changes are minimized. A validated set of VR analytical tools must be developed to enable a more efficient process for the design and development of space systems and operations. Similarly, training and mission support systems must exploit state-of-the-art computer-based technologies to maximize training effectiveness and enhance mission support. The approach of the VR Applications Program is to develop and validate appropriate virtual environments and associated object kinematic and behavior attributes for specific classes of applications. These application-specific environments and associated simulations will be validated, where possible, through empirical comparisons with existing, accepted tools and methodologies. These validated VR analytical

  7. A Virtual Rock Physics Laboratory Through Visualized and Interactive Experiments

    Science.gov (United States)

    Vanorio, T.; Di Bonito, C.; Clark, A. C.

    2014-12-01

    As new scientific challenges demand more comprehensive and multidisciplinary investigations, laboratory experiments are not expected to become simpler and/or faster. Experimental investigation is an indispensable element of scientific inquiry and must play a central role in the way current and future generations of scientist make decisions. To turn the complexity of laboratory work (and that of rocks!) into dexterity, engagement, and expanded learning opportunities, we are building an interactive, virtual laboratory reproducing in form and function the Stanford Rock Physics Laboratory, at Stanford University. The objective is to combine lectures on laboratory techniques and an online repository of visualized experiments consisting of interactive, 3-D renderings of equipment used to measure properties central to the study of rock physics (e.g., how to saturate rocks, how to measure porosity, permeability, and elastic wave velocity). We use a game creation system together with 3-D computer graphics, and a narrative voice to guide the user through the different phases of the experimental protocol. The main advantage gained in employing computer graphics over video footage is that students can virtually open the instrument, single out its components, and assemble it. Most importantly, it helps describe the processes occurring within the rock. These latter cannot be tracked while simply recording the physical experiment, but computer animation can efficiently illustrate what happens inside rock samples (e.g., describing acoustic waves, and/or fluid flow through a porous rock under pressure within an opaque core-holder - Figure 1). The repository of visualized experiments will complement lectures on laboratory techniques and constitute an on-line course offered through the EdX platform at Stanford. This will provide a virtual laboratory for anyone, anywhere to facilitate teaching/learning of introductory laboratory classes in Geophysics and expand the number of courses

  8. ASSESSMENT OF STUDENT LEARNING IN VIRTUAL SPACES, USING ORDERS OF COMPLEXITY IN LEVELS OF THINKING

    Directory of Open Access Journals (Sweden)

    Jose CAPACHO

    2017-04-01

    Full Text Available This paper aims at showing a new methodology to assess student learning in virtual spaces supported by Information and Communications Technology-ICT. The methodology is based on the Conceptual Pedagogy Theory, and is supported both on knowledge instruments (KI and intelectual operations (IO. KI are made up of teaching materials embedded in the virtual environment. The student carries out IO in his/her virtual formation process based on KI. Both instruments of knowledge and intellectual operations can be mathematically modelled by using functions of increasing complexity order. These functions represent the student’s learning change. This paper main contribution is to show that these functions let the student go from a concrete thinking to a formal one in his/her virtual learning process. The research showed that 47% of the students moved from a concrete thinking level to the formal thinking level.

  9. Simulation data analysis by virtual reality system

    International Nuclear Information System (INIS)

    Ohtani, Hiroaki; Mizuguchi, Naoki; Shoji, Mamoru; Ishiguro, Seiji; Ohno, Nobuaki

    2010-01-01

    We introduce new software for analysis of time-varying simulation data and new approach for contribution of simulation to experiment by virtual reality (VR) technology. In the new software, the objects of time-varying field are visualized in VR space and the particle trajectories in the time-varying electromagnetic field are also traced. In the new approach, both simulation results and experimental device data are simultaneously visualized in VR space. These developments enhance the study of the phenomena in plasma physics and fusion plasmas. (author)

  10. 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...

  11. The virtual library in action: Collaborative international control of high-energy physics pre-print

    International Nuclear Information System (INIS)

    Kreitz, P.A.; Addis, L.; Galic, H.; Johnson, T.

    1996-02-01

    This paper will discuss how control of the grey literature in high-energy physics pre-prints developed through a collaborative effort of librarians and physicists. It will highlight the critical steps in the development process and describe one model of a rapidly evolving virtual library for high-energy physics information. In conclusion, this paper will extend this physics model to other areas of grey literature management

  12. Cyber physical systems role in manufacturing technologies

    Science.gov (United States)

    Al-Ali, A. R.; Gupta, Ragini; Nabulsi, Ahmad Al

    2018-04-01

    Empowered by the recent development in single System-on-Chip, Internet of Things, and cloud computing technologies, cyber physical systems are evolving as a major controller during and post the manufacturing products process. In additional to their real physical space, cyber products nowadays have a virtual space. A product virtual space is a digital twin that is attached to it to enable manufacturers and their clients to better manufacture, monitor, maintain and operate it throughout its life time cycles, i.e. from the product manufacturing date, through operation and to the end of its lifespan. Each product is equipped with a tiny microcontroller that has a unique identification number, access code and WiFi conductivity to access it anytime and anywhere during its life cycle. This paper presents the cyber physical systems architecture and its role in manufacturing. Also, it highlights the role of Internet of Things and cloud computing in industrial manufacturing and factory automation.

  13. Rapid prototyping, astronaut training, and experiment control and supervision: distributed virtual worlds for COLUMBUS, the European Space Laboratory module

    Science.gov (United States)

    Freund, Eckhard; Rossmann, Juergen

    2002-02-01

    In 2004, the European COLUMBUS Module is to be attached to the International Space Station. On the way to the successful planning, deployment and operation of the module, computer generated and animated models are being used to optimize performance. Under contract of the German Space Agency DLR, it has become IRF's task to provide a Projective Virtual Reality System to provide a virtual world built after the planned layout of the COLUMBUS module let astronauts and experimentators practice operational procedures and the handling of experiments. The key features of the system currently being realized comprise the possibility for distributed multi-user access to the virtual lab and the visualization of real-world experiment data. Through the capabilities to share the virtual world, cooperative operations can be practiced easily, but also trainers and trainees can work together more effectively sharing the virtual environment. The capability to visualize real-world data will be used to introduce measured data of experiments into the virtual world online in order to realistically interact with the science-reference model hardware: The user's actions in the virtual world are translated into corresponding changes of the inputs of the science reference model hardware; the measured data is than in turn fed back into the virtual world. During the operation of COLUMBUS, the capabilities for distributed access and the capabilities to visualize measured data through the use of metaphors and augmentations of the virtual world may be used to provide virtual access to the COLUMBUS module, e.g. via Internet. Currently, finishing touches are being put to the system. In November 2001 the virtual world shall be operational, so that besides the design and the key ideas, first experimental results can be presented.

  14. Dissemination actions and the popularization of the Exact Sciences by virtual environments and non-formal spaces of education

    Directory of Open Access Journals (Sweden)

    Carlos Coimbra-Araujo

    2017-08-01

    Full Text Available For several reasons, the Exact Sciences have been shown as one of the areas of scientific knowledge that most demand actions in non-formal spaces of education. One of the main reasons lies in the fact that Mathematics, Physics, Chemistry and Astronomy are traditionally addressed, within the school environment and in the formal curriculum, unrelated to the student reality. Such subjects are often seen as a set of inflexible and incomprehensible principles. In this aspect, the present work reviews the main problems surrounding the teaching of the mentioned scientific areas, highlighting non-formal tools for the teaching of Mathematics, Physics, Chemistry, Astronomy and, in particular, the modern virtual environments of teaching modeled by Computing Science. Other historical difficulties that the formal education of Exact Sciences has suffered in Brazil are also presented, as well some of the main non-formal resources sought to complement the curriculum that is usually presented in the classroom.

  15. Uncanny spaces for higher education: teaching and learning in virtual worlds

    Directory of Open Access Journals (Sweden)

    Siân Bayne

    2008-12-01

    Full Text Available This paper brings together the theory of the uncanny as it emerges in cultural theory, with an understanding of the uncanniness and troublesomeness seen to be inherent in certain understandings of teaching and learning in higher education. Drawing on research into students' experiences of learning in virtual worlds, it explores the sense in which teaching in such spaces materialises and extends the positive aspects of uncertainty, strangeness, disquietude and troublesomeness in online higher education.

  16. Towards a model for egocentric interaction with physical and virtual objects

    DEFF Research Database (Denmark)

    Pederson, Thomas; Janlert, Lars-Erik; Surie, Dipak

    2010-01-01

    Designers of mobile context-aware systems are struggling with the problem of conceptually incorporating the real world into the system design. We present a body-centric modeling framework (as opposed to device-centric) that incorporates physical and virtual objects of interest on the basis...... of proximity and human perception, framed in the context of an emerging "egocentric" interaction paradigm....

  17. Utilization of Virtual Server Technology in Mission Operations

    Science.gov (United States)

    Felton, Larry; Lankford, Kimberly; Pitts, R. Lee; Pruitt, Robert W.

    2010-01-01

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

  18. The online appeal of the physical shop: How a physical store can benefit from a virtual representation

    Directory of Open Access Journals (Sweden)

    Anne Moes

    2017-06-01

    Full Text Available Consumer behaviour in 2016 shows that (retailers need online/offline integration to better serve their clients. An important distinguishing feature of the physical shop is how it can offer consumers a shopping experience. This study uses two experiments to research the extent a fashion store’s shopping experience can be presented to consumers via visual material (a regular photo, a 360-degree photo and a virtual reality photo of the shop without the consumers being in the shop itself. The effects of these visual materials will also be measured in (among others terms of purchase intention, visiting intention to the physical shop and online visit satisfaction. A theoretical framework is used to substantiate how the three types of pictures can be classified in terms of medium richness. The completed experiments show, among other outcomes, that consumers who saw the virtual reality photo of the shop have a more positive shopping experience, a higher purchase intention, a higher intention to visit the physical shop and more online visit satisfaction than people who have only seen the regular photo or the 360-degree photo of the shop. Enjoyment and novelty seem to partly explain these found effects. Keywords: Computer science, Psychology

  19. Simulation-based Education for Endoscopic Third Ventriculostomy : A Comparison Between Virtual and Physical Training Models

    NARCIS (Netherlands)

    Breimer, Gerben E.; Haji, Faizal A.; Bodani, Vivek; Cunningham, Melissa S.; Lopez-Rios, Adriana-Lucia; Okrainec, Allan; Drake, James M.

    BACKGROUND: The relative educational benefits of virtual reality (VR) and physical simulation models for endoscopic third ventriculostomy (ETV) have not been evaluated "head to head." OBJECTIVE: To compare and identify the relative utility of a physical and VR ETV simulation model for use in

  20. Space- and ground-based particle physics meet at CERN

    CERN Multimedia

    CERN Bulletin

    2012-01-01

    The fourth international conference on Particle and Fundamental Physics in Space (SpacePart12) will take place at CERN from 5 to 7 November. The conference will bring together scientists working on particle and fundamental physics in space and on ground, as well as space policy makers from around the world.   One hundred years after Victor Hess discovered cosmic rays using hot air balloons, the experimental study of particle and fundamental physics is still being pursued today with extremely sophisticated techniques: on the ground, with state-of-the-art accelerators like the LHC; and in space, with powerful observatories that probe, with amazing accuracy, the various forms of cosmic radiation, charged and neutral, which are messengers of the most extreme conditions of matter and energy. SpacePart12 will be the opportunity for participants to exchange views on the progress of space-related science and technology programmes in the field of particle and fundamental physics in space. SpacePar...

  1. Philosophy of physics space and time

    CERN Document Server

    Maudlin, Tim

    2012-01-01

    This concise book introduces nonphysicists to the core philosophical issues surrounding the nature and structure of space and time, and is also an ideal resource for physicists interested in the conceptual foundations of space-time theory. Tim Maudlin's broad historical overview examines Aristotelian and Newtonian accounts of space and time, and traces how Galileo's conceptions of relativity and space-time led to Einstein's special and general theories of relativity. Maudlin explains special relativity using a geometrical approach, emphasizing intrinsic space-time structure rather than coordinate systems or reference frames. He gives readers enough detail about special relativity to solve concrete physical problems while presenting general relativity in a more qualitative way, with an informative discussion of the geometrization of gravity, the bending of light, and black holes. Additional topics include the Twins Paradox, the physical aspects of the Lorentz-FitzGerald contraction, the constancy of the speed...

  2. Exploration of factors that affect the comparative effectiveness of physical and virtual manipulatives in an undergraduate laboratory

    Directory of Open Access Journals (Sweden)

    Jacquelyn J. Chini

    2012-04-01

    Full Text Available Recent research results have failed to support the conventionally held belief that students learn physics best from hands-on experiences with physical equipment. Rather, studies have found that students who perform similar experiments with computer simulations perform as well or better on measures of conceptual understanding than their peers who used physical equipment. In this study, we explored how university-level nonscience majors’ understanding of the physics concepts related to pulleys was supported by experimentation with real pulleys and a computer simulation of pulleys. We report that when students use one type of manipulative (physical or virtual, the comparison is influenced both by the concept studied and the timing of the post-test. Students performed similarly on questions related to force and mechanical advantage regardless of the type of equipment used. On the other hand, students who used the computer simulation performed better on questions related to work immediately after completing the activities; however, the two groups performed similarly on the work questions on a test given one week later. Additionally, both sequences of experimentation (physical-virtual and virtual-physical equally supported students’ understanding of all of the concepts. These results suggest that both the concept learned and the stability of learning gains should continue to be explored to improve educators’ ability to select the best learning experience for a given topic.

  3. Effects of virtual reality training on mobility and physical function in stroke.

    Science.gov (United States)

    Malik, Arshad Nawaz; Masood, Tahir

    2017-10-01

    Stroke is a common disabling condition which declines the functional and mobility level. The purpose of the case series was to determine the effect of virtual reality training on sensorimotor function and mobility level in stroke patients. Ten male (40-60 year) patients of stroke (08 Infarction, 02 Haemorrhagic) were selected from Physiotherapy department of Pakistan Railway Hospital, Rawalpindi. The additional virtual reality training (15-20 minutes) was provided 03 days per week for 06weeks along with task oriented training. All patients were assessed through Fugl-Meyer Assessment-Lower Extremity (FMA-LE) and Timed Get Up and Go Test (TUG) at baseline and after 06 weeks of training. The results showed that there was significant improvement in mobility level of stroke patients. It is concluded that combination of task oriented and virtual reality training considerably improves the physical performance and mobility level in stroke patients.

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

    Directory of Open Access Journals (Sweden)

    Gunawan Gunawan

    2017-06-01

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

  5. 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.

  6. 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

  7. High-Latitude Space Plasma Physics

    International Nuclear Information System (INIS)

    Hultqvist, B.; Hagfors, T.

    1983-01-01

    This book constitutes the proceedings of the Nobel Symposium No. 54 on High Latitude Magnetospheric/Ionospheric Plasma Physics. The main purpose of the symposium was to prepare for the European research effort in space plasma physics in the mid-1980's, in which two major constituents are the European Incoherent Scatter Association (EISCAT) facilities and the Swedish satellite Viking. The physics of the high-latitude ionosphere and how this part of near space is affected by the properties of the solar wind and the interplanetary magnetic field are explored. A detailed discussion is provided on high-latitude magnetospheric physics at altitudes of 1-2 earth radii, the main focus of the Viking project. Specific topics considered include the role of the auroral ionosphere in magnetospheric substorms, the low altitude cleft, ionospheric modification and stimulated emissions, plasma physics on auroral field lines, solar wind-magnetosphere energy coupling, cold plasma distribution above a few thousand kilometers at high latitudes, hot electrons in and above the auroral ionosphere, the correlation of auroral kilometric radiation with visual auroras and with Birkeland currents, electrostatic waves in the topside ionosphere, solitary waves and double layers, and an Alfven wave model of auroral arcs

  8. Physics of Space Plasma Activity

    International Nuclear Information System (INIS)

    Cramer, N F

    2007-01-01

    This book provides a timely review of our present understanding of plasma phenomena in magnetized terrestrial and solar space plasmas. The author's emphasis is on the fluid and particle modeling and interpretation of observed active processes in space plasmas, i.e. 'the physical background of large plasma eruptions in space'. It is somewhat alarming for a plasma physicist to read that an emphasis on processes in spatially inhomogeneous plasmas means that the work '... excludes a considerable fraction of the available methods in space plasma physics, such as the theory of waves, instabilities and wave particle interactions on a homogeneous background', particularly in light of the fact that much of our knowledge of these plasmas is derived from observations of such waves. However, it is clear on reading the book that such a restriction is not a disadvantage, but allows the author to concentrate on the main theme of the book, namely the use of fluid and particle pictures to model the equilibrium and active states of space plasmas. There are many other books which cover the wave aspects of space plasmas, and would complement this book. The book's coverage is based on the extensive and profound research of the author and his colleagues in the area of fluid and particle modeling of space plasma structures. After an introduction to the physical setting of active plasmas, and a necessarily concise, but effective, discussion of the fluid and particle models to be used, the steady states of the magnetized plasmas of interest are treated, including the magnetosphere, solar plasmas and current sheets. Next the dynamics of unstable states is covered, including MHD and tearing instabilities, and nonlinear aspects, with a detailed discussion of magnetic reconnection. Finally, the models are applied to magnetospheric and solar observations. The book is attractively written and produced, and this reviewer managed to find a minimum number of errors. A particularly attractive

  9. Virtual Planetary Space Weather Services offered by the Europlanet H2020 Research Infrastructure

    Science.gov (United States)

    André, N.; Grande, M.; Achilleos, N.; Barthélémy, M.; Bouchemit, M.; Benson, K.; Blelly, P.-L.; Budnik, E.; Caussarieu, S.; Cecconi, B.; Cook, T.; Génot, V.; Guio, P.; Goutenoir, A.; Grison, B.; Hueso, R.; Indurain, M.; Jones, G. H.; Lilensten, J.; Marchaudon, A.; Matthiä, D.; Opitz, A.; Rouillard, A.; Stanislawska, I.; Soucek, J.; Tao, C.; Tomasik, L.; Vaubaillon, J.

    2018-01-01

    Under Horizon 2020, the Europlanet 2020 Research Infrastructure (EPN2020-RI) will include an entirely new Virtual Access Service, "Planetary Space Weather Services" (PSWS) that will extend the concepts of space weather and space situational awareness to other planets in our Solar System and in particular to spacecraft that voyage through it. PSWS will make twelve new services accessible to the research community, space agencies, and industrial partners planning for space missions. These services will in particular be dedicated to the following key planetary environments: Mars (in support of the NASA MAVEN and European Space Agency (ESA) Mars Express and ExoMars missions), comets (building on the outstanding success of the ESA Rosetta mission), and outer planets (in preparation for the ESA JUpiter ICy moon Explorer mission), and one of these services will aim at predicting and detecting planetary events like meteor showers and impacts in the Solar System. This will give the European planetary science community new methods, interfaces, functionalities and/or plugins dedicated to planetary space weather as well as to space situational awareness in the tools and models available within the partner institutes. A variety of tools (in the form of web applications, standalone software, or numerical models in various degrees of implementation) are available for tracing propagation of planetary and/or solar events through the Solar System and modelling the response of the planetary environment (surfaces, atmospheres, ionospheres, and magnetospheres) to those events. But these tools were not originally designed for planetary event prediction and space weather applications. PSWS will provide the additional research and tailoring required to apply them for these purposes. PSWS will be to review, test, improve and adapt methods and tools available within the partner institutes in order to make prototype planetary event and space weather services operational in Europe at the end

  10. Comparing the Development of Transversal Skills between Virtual and Physical Exchanges

    Science.gov (United States)

    Van der Velden, Bart; Millner, Sophie; Van der Heijden, Casper

    2016-01-01

    This paper aims to compare the impact on the development of transversal skills, such as self-esteem, of virtual and physical exchanges. This is done by comparing the Europe on the Edge programme to the results of the Erasmus Impact Study. In doing so it fills the need that has been expressed in the telecollaboration field to study the impact of…

  11. CSSP implementation plan for space plasma physics programs

    International Nuclear Information System (INIS)

    Baker, D.N.; Williams, D.J.; Johns Hopkins Univ., Laurel, MD)

    1985-01-01

    The Committee on Solar and Space Physics (CSSP) has provided NASA with guidance in the areas of solar, heliospheric, magnetospheric, and upper atmospheric research. The budgetary sitation confronted by NASA has called for a prioritized plane for the implementation of solar and space plasma physics programs. CSSP has developed the following recommendations: (1) continue implementation of both the Upper Atmosphere Research Satellite and Solar Optical Telescope programs; (2) initiate the International Solar Terrestrial Physics program; (3) plan for later major free-flying missions and carry out the technology development they require; (4) launch an average of one solar and space physics Explorer per yr beginning in 1990; (5) enhance current Shuttle/Spacelab programs; (6) develop facility-class instrumentation; (7) augment the solar terrestrial theory program by FY 1990; (8) support a compute modeling program; (9) strengthen the research and analysis program; and (10) maintain a stable suborbital program for flexible science objectives in upper atmosphere and space plasma physics

  12. Virtual Spaces: Employing a Synchronous Online Classroom to Facilitate Student Engagement in Online Learning

    Directory of Open Access Journals (Sweden)

    J. Lynn McBrien

    2009-06-01

    Full Text Available This research study is a collaborative project between faculty in social foundations, special education, and instructional technology in which we analyze student data from six undergraduate and graduate courses related to the use of a virtual classroom space. Transactional distance theory (Moore & Kearsley, 1996 operates as our theoretical framework as we explore the role of a virtual classroom in distance education and analyze the ways in which a synchronous learning environment affects students’ learning experiences. Elluminate Live! was the software employed in the virtual classroom. In this analysis, particular themes emerged related to dialogue, structure, and learner autonomy. In addition, students rated convenience, technical issues, and pedagogical preferences as important elements in their learning experiences. The article discusses these themes as a contribution to reducing the “distance” that students experience in online learning and to developing quality distance education experiences for students in higher education.

  13. The Virtual Glovebox (VGX): An Immersive Simulation System for Training Astronauts to Perform Glovebox Experiments in Space

    Science.gov (United States)

    Smith, Jeffrey D.; Dalton, Bonnie (Technical Monitor)

    2002-01-01

    The era of the International Space Station (ISS) has finally arrived, providing researchers on Earth a unique opportunity to study long-term effects of weightlessness and the space environment on structures, materials and living systems. Many of the physical, biological and material science experiments planned for ISS will require significant input and expertise from astronauts who must conduct the research, follow complicated assay procedures and collect data and samples in space. Containment is essential for Much of this work, both to protect astronauts from potentially harmful biological, chemical or material elements in the experiments as well as to protect the experiments from contamination by air-born particles In the Space Station environment. When astronauts must open the hardware containing such experiments, glovebox facilities provide the necessary barrier between astronaut and experiment. On Earth, astronauts are laced with the demanding task of preparing for the many glovebox experiments they will perform in space. Only a short time can be devoted to training for each experimental task and gl ovebox research only accounts for a small portion of overall training and mission objectives on any particular ISS mission. The quality of the research also must remain very high, requiring very detailed experience and knowledge of instrumentation, anatomy and specific scientific objectives for those who will conduct the research. This unique set of needs faced by NASA has stemmed the development of a new computer simulation tool, the Virtual Glovebox (VGB), which is designed to provide astronaut crews and support personnel with a means to quickly and accurately prepare and train for glovebox experiments in space.

  14. The Architectonic Experience of Body and Space in Augmented Interiors.

    Science.gov (United States)

    Pasqualini, Isabella; Blefari, Maria Laura; Tadi, Tej; Serino, Andrea; Blanke, Olaf

    2018-01-01

    The environment shapes our experience of space in constant interaction with the body. Architectonic interiors amplify the perception of space through the bodily senses; an effect also known as embodiment. The interaction of the bodily senses with the space surrounding the body can be tested experimentally through the manipulation of multisensory stimulation and measured via a range of behaviors related to bodily self-consciousness. Many studies have used Virtual Reality to show that visuotactile conflicts mediated via a virtual body or avatar can disrupt the unified subjective experience of the body and self. In the full-body illusion paradigm, participants feel as if the avatar was their body (ownership, self-identification) and they shift their center of awareness toward the position of the avatar (self-location). However, the influence of non-bodily spatial cues around the body on embodiment remains unclear, and data about the impact of architectonic space on human perception and self-conscious states are sparse. We placed participants into a Virtual Reality arena, where large and narrow virtual interiors were displayed with and without an avatar. We then applied synchronous or asynchronous visuotactile strokes to the back of the participants and avatar, or, to the front wall of the void interiors. During conditions of illusory self-identification with the avatar, participants reported sensations of containment, drift, and touch with the architectonic environment. The absence of the avatar suppressed such feelings, yet, in the large space, we found an effect of continuity between the physical and the virtual interior depending on the full-body illusion. We discuss subjective feelings evoked by architecture and compare the full-body illusion in augmented interiors to architectonic embodiment. A relevant outcome of this study is the potential to dissociate the egocentric, first-person view from the physical point of view through augmented architectonic space.

  15. The Architectonic Experience of Body and Space in Augmented Interiors

    Directory of Open Access Journals (Sweden)

    Isabella Pasqualini

    2018-04-01

    Full Text Available The environment shapes our experience of space in constant interaction with the body. Architectonic interiors amplify the perception of space through the bodily senses; an effect also known as embodiment. The interaction of the bodily senses with the space surrounding the body can be tested experimentally through the manipulation of multisensory stimulation and measured via a range of behaviors related to bodily self-consciousness. Many studies have used Virtual Reality to show that visuotactile conflicts mediated via a virtual body or avatar can disrupt the unified subjective experience of the body and self. In the full-body illusion paradigm, participants feel as if the avatar was their body (ownership, self-identification and they shift their center of awareness toward the position of the avatar (self-location. However, the influence of non-bodily spatial cues around the body on embodiment remains unclear, and data about the impact of architectonic space on human perception and self-conscious states are sparse. We placed participants into a Virtual Reality arena, where large and narrow virtual interiors were displayed with and without an avatar. We then applied synchronous or asynchronous visuotactile strokes to the back of the participants and avatar, or, to the front wall of the void interiors. During conditions of illusory self-identification with the avatar, participants reported sensations of containment, drift, and touch with the architectonic environment. The absence of the avatar suppressed such feelings, yet, in the large space, we found an effect of continuity between the physical and the virtual interior depending on the full-body illusion. We discuss subjective feelings evoked by architecture and compare the full-body illusion in augmented interiors to architectonic embodiment. A relevant outcome of this study is the potential to dissociate the egocentric, first-person view from the physical point of view through augmented

  16. The Architectonic Experience of Body and Space in Augmented Interiors

    Science.gov (United States)

    Pasqualini, Isabella; Blefari, Maria Laura; Tadi, Tej; Serino, Andrea; Blanke, Olaf

    2018-01-01

    The environment shapes our experience of space in constant interaction with the body. Architectonic interiors amplify the perception of space through the bodily senses; an effect also known as embodiment. The interaction of the bodily senses with the space surrounding the body can be tested experimentally through the manipulation of multisensory stimulation and measured via a range of behaviors related to bodily self-consciousness. Many studies have used Virtual Reality to show that visuotactile conflicts mediated via a virtual body or avatar can disrupt the unified subjective experience of the body and self. In the full-body illusion paradigm, participants feel as if the avatar was their body (ownership, self-identification) and they shift their center of awareness toward the position of the avatar (self-location). However, the influence of non-bodily spatial cues around the body on embodiment remains unclear, and data about the impact of architectonic space on human perception and self-conscious states are sparse. We placed participants into a Virtual Reality arena, where large and narrow virtual interiors were displayed with and without an avatar. We then applied synchronous or asynchronous visuotactile strokes to the back of the participants and avatar, or, to the front wall of the void interiors. During conditions of illusory self-identification with the avatar, participants reported sensations of containment, drift, and touch with the architectonic environment. The absence of the avatar suppressed such feelings, yet, in the large space, we found an effect of continuity between the physical and the virtual interior depending on the full-body illusion. We discuss subjective feelings evoked by architecture and compare the full-body illusion in augmented interiors to architectonic embodiment. A relevant outcome of this study is the potential to dissociate the egocentric, first-person view from the physical point of view through augmented architectonic space. PMID

  17. Physical models on discrete space and time

    International Nuclear Information System (INIS)

    Lorente, M.

    1986-01-01

    The idea of space and time quantum operators with a discrete spectrum has been proposed frequently since the discovery that some physical quantities exhibit measured values that are multiples of fundamental units. This paper first reviews a number of these physical models. They are: the method of finite elements proposed by Bender et al; the quantum field theory model on discrete space-time proposed by Yamamoto; the finite dimensional quantum mechanics approach proposed by Santhanam et al; the idea of space-time as lattices of n-simplices proposed by Kaplunovsky et al; and the theory of elementary processes proposed by Weizsaecker and his colleagues. The paper then presents a model proposed by the authors and based on the (n+1)-dimensional space-time lattice where fundamental entities interact among themselves 1 to 2n in order to build up a n-dimensional cubic lattice as a ground field where the physical interactions take place. The space-time coordinates are nothing more than the labelling of the ground field and take only discrete values. 11 references

  18. 2D and 3D virtual interactive laboratories of physics on Unity platform

    Science.gov (United States)

    González, J. D.; Escobar, J. H.; Sánchez, H.; De la Hoz, J.; Beltrán, J. R.

    2017-12-01

    Using the cross-platform game engine Unity, we develop virtual laboratories for PC, consoles, mobile devices and website as an innovative tool to study physics. There is extensive uptake of ICT in the teaching of science and its impact on the learning, and considering the limited availability of laboratories for physics teaching and the difficulties this causes in the learning of school students, we design the virtual laboratories to enhance studentâĂŹs knowledge of concepts in physics. To achieve this goal, we use Unity due to provide support bump mapping, reflection mapping, parallax mapping, dynamics shadows using shadows maps, full-screen post-processing effects and render-to-texture. Unity can use the best variant for the current video hardware and, if none are compatible, to use an alternative shader that may sacrifice features for performance. The control over delivery to mobile devices, web browsers, consoles and desktops is the main reason Unity is the best option among the same kind cross-platform. Supported platforms include Android, Apple TV, Linux, iOS, Nintendo 3DS line, macOS, PlayStation 4, Windows Phone 8, Wii but also an asset server and Nvidia’s PhysX physics engine which is the most relevant tool on Unity for our PhysLab.

  19. Classical-physics applications for Finsler b space

    Energy Technology Data Exchange (ETDEWEB)

    Foster, Joshua [Physics Department, Indiana University, Bloomington, IN 47405 (United States); Lehnert, Ralf, E-mail: ralehner@indiana.edu [Indiana University Center for Spacetime Symmetries, Bloomington, IN 47405 (United States)

    2015-06-30

    The classical propagation of certain Lorentz-violating fermions is known to be governed by geodesics of a four-dimensional pseudo-Finsler b space parametrized by a prescribed background covector field. This work identifies systems in classical physics that are governed by the three-dimensional version of Finsler b space and constructs a geodesic for a sample non-constant choice for the background covector. The existence of these classical analogues demonstrates that Finsler b spaces possess applications in conventional physics, which may yield insight into the propagation of SME fermions on curved manifolds.

  20. Virtual and physical toys: open-ended features for non-formal learning.

    Science.gov (United States)

    Petersson, Eva; Brooks, Anthony

    2006-04-01

    This paper examines the integrated toy--both physical and virtual--as an essential resource for collaborative learning. This learning incorporates rehabilitation, training, and education. The data derived from two different cases. Pedagogical issues related to non-formal learning and open-ended features of design are discussed. Findings suggest that social, material, and expressive affordances constitute a base for an alterative interface to encourage children's play and learning.

  1. Virtual-vector-based space vector pulse width modulation of the DC-AC multilevel-clamped multilevel converter (MLC2)

    DEFF Research Database (Denmark)

    Rodriguez, Pedro; Busquets-Monge, Sergio; Blaabjerg, Frede

    2011-01-01

    This work presents the development of the space vector pulse width modulation (SVPWM) of a new multi-level converter topology. First, the proposed converter and its natural space vector diagram are presented. Secondly, a modified space vector diagram based on the virtual-vectors technique is show...

  2. Light cones in relativity: Real, complex, and virtual, with applications

    International Nuclear Information System (INIS)

    Adamo, T. M.; Newman, E. T.

    2011-01-01

    We study geometric structures associated with shear-free null geodesic congruences in Minkowski space-time and asymptotically shear-free null geodesic congruences in asymptotically flat space-times. We show how in both the flat and asymptotically flat settings, complexified future null infinity I C + acts as a ''holographic screen,'' interpolating between two dual descriptions of the null geodesic congruence. One description constructs a complex null geodesic congruence in a complex space-time whose source is a complex worldline, a virtual source as viewed from the holographic screen. This complex null geodesic congruence intersects the real asymptotic boundary when its source lies on a particular open-string type structure in the complex space-time. The other description constructs a real, twisting, shear-free or asymptotically shear-free null geodesic congruence in the real space-time, whose source (at least in Minkowski space) is in general a closed-string structure: the caustic set of the congruence. Finally we show that virtually all of the interior space-time physical quantities that are identified at null infinity I + (center of mass, spin, angular momentum, linear momentum, and force) are given kinematic meaning and dynamical descriptions in terms of the complex worldline.

  3. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    Science.gov (United States)

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  4. SPASE: The Connection Among Solar and Space Physics Data Centers

    Science.gov (United States)

    Thieman, James R.; King, Todd A.; Roberts, D. Aaron

    2011-01-01

    The Space Physics Archive Search and Extract (SPASE) project is an international collaboration among Heliophysics (solar and space physics) groups concerned with data acquisition and archiving. Within this community there are a variety of old and new data centers, resident archives, "virtual observatories", etc. acquiring, holding, and distributing data. A researcher interested in finding data of value for his or her study faces a complex data environment. The SPASE group has simplified the search for data through the development of the SPASE Data Model as a common method to describe data sets in the various archives. The data model is an XML-based schema and is now in operational use. There are both positives and negatives to this approach. The advantage is the common metadata language enabling wide-ranging searches across the archives, but it is difficult to inspire the data holders to spend the time necessary to describe their data using the Model. Software tools have helped, but the main motivational factor is wide-ranging use of the standard by the community. The use is expanding, but there are still other groups who could benefit from adopting SPASE. The SPASE Data Model is also being expanded in the sense of providing the means for more detailed description of data sets with the aim of enabling more automated ingestion and use of the data through detailed format descriptions. We will discuss the present state of SPASE usage and how we foresee development in the future. The evolution is based on a number of lessons learned - some unique to Heliophysics, but many common to the various data disciplines.

  5. Virtual Reality in Psychology

    Science.gov (United States)

    Foreman, Nigel

    2009-01-01

    The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…

  6. Formal modeling of virtual machines

    Science.gov (United States)

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

    1978-01-01

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

  7. A Virtual Map to Support People Who Are Blind in Navigation through Real Spaces

    Science.gov (United States)

    Lahav, Orly; Schloerb, David W.; Kumar, Siddarth; Srinivasan, Mandayam A.

    2011-01-01

    Most of the spatial information needed by sighted people to construct cognitive maps of spaces is gathered through the visual channel. Unfortunately, people who are blind lack the ability to collect the required spatial information in advance. The use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on…

  8. Virtual reality visualization algorithms for the ALICE high energy physics experiment on the LHC at CERN

    Science.gov (United States)

    Myrcha, Julian; Trzciński, Tomasz; Rokita, Przemysław

    2017-08-01

    Analyzing massive amounts of data gathered during many high energy physics experiments, including but not limited to the LHC ALICE detector experiment, requires efficient and intuitive methods of visualisation. One of the possible approaches to that problem is stereoscopic 3D data visualisation. In this paper, we propose several methods that provide high quality data visualisation and we explain how those methods can be applied in virtual reality headsets. The outcome of this work is easily applicable to many real-life applications needed in high energy physics and can be seen as a first step towards using fully immersive virtual reality technologies within the frames of the ALICE experiment.

  9. Students' Experience of University Space: An Exploratory Study

    Science.gov (United States)

    Cox, Andrew M.

    2011-01-01

    The last decade has seen a wave of new building across British universities, so that it would appear that despite the virtualization discourses around higher education, space still matters in learning. Yet studies of student experience of the physical space of the university are rather lacking. This paper explores the response of one group of…

  10. Time and space: undergraduate Mexican physics in motion

    Science.gov (United States)

    Candela, Antonia

    2010-09-01

    This is an ethnographic study of the trajectories and itineraries of undergraduate physics students at a Mexican university. In this work learning is understood as being able to move oneself and, other things (cultural tools), through the space-time networks of a discipline (Nespor in Knowledge in motion: space, time and curriculum in undergraduate physics and management. Routledge Farmer, London, 1994). The potential of this socio-cultural perspective allows an analysis of how students are connected through extended spaces and times with an international core discipline as well as with cultural features related to local networks of power and construction. Through an example, I show that, from an actor-network-theory (Latour in Science in action. Harvard University Press, Cambridge, 1987), that in order to understand the complexities of undergraduate physics processes of learning you have to break classroom walls and take into account students' movements through complex spatial and temporal traces of the discipline of physics. Mexican professors do not give classes following one textbook but in a moment-to-moment open dynamism tending to include undergraduate students as actors in classroom events extending the teaching space-time of the classroom to the disciplinary research work of physics. I also find that Mexican undergraduate students show initiative and display some autonomy and power in the construction of their itineraries as they are encouraged to examine a variety of sources including contemporary research articles, unsolved physics problems, and even to participate in several physicists' spaces, as for example being speakers at the national congresses of physics. Their itineraries also open up new spaces of cultural and social practices, creating more extensive networks beyond those associated with a discipline. Some economic, historical and cultural contextual features of this school of sciences are analyzed in order to help understanding the particular

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

    Science.gov (United States)

    Tekbiyik, Ahmet; Ercan, Orhan

    2015-01-01

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

  12. On the physics of electron beams in space plasmas

    International Nuclear Information System (INIS)

    Krafft, C.; Volokitin, A.

    2002-01-01

    This paper discusses the main physical processes related to the injection, the propagation and the radiation of electron beams in space plasmas as the Earth's ionosphere. The physical mechanisms are shortly explained and illustrated with several examples of experimental results provided by various space missions. In a first part, we discuss important physical processes connected with the response of the ambient space plasma to the beam injection, and in particular, with the mechanisms of electric charge neutralization of the electron beam and of the payload carrying the injector, with the widely studied phenomenon of beam-plasma discharge as well as with the physical features of the spatio-temporal evolution and the dynamic structure of the beam in its interaction with the plasma and the emitted waves. In a second part, the main processes governing the wave emission by electron beams in space are examined; in particular, we focus on the physical linear and nonlinear mechanisms involved in the generation, the stabilization and the saturation of the electromagnetic waves excited by the beams in wide frequency ranges. and the radiation of electron beams in space plasmas as the Earth's ionosphere. The physical mechanisms are shortly explained and illustrated with several examples of experimental results provided by various space missions. In a first part, we discuss important physical processes connected with the response of the ambient space plasma to the beam injection, and in particular, with the mechanisms of electric charge neutralization of the electron beam and of the payload carrying the injector, with the widely studied phenomenon of beam-plasma discharge as well as with the physical features of the spatio-temporal evolution and the dynamic structure of the beam in its interaction with the plasma and the emitted waves. In a second part, the main processes governing the wave emission by electron beams in space are examined; in particular, we focus on the

  13. 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.)

  14. Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices

    Science.gov (United States)

    Sheehy, Kieron

    This chapter argues that virtual environments offer new research areas for those concerned with inclusive education. Further, it proposes that they also present opportunities for developing increasingly inclusive research processes. This chapter considers how researchers might approach researching some of these affordances. It discusses the relationship between specific features of inclusive pedagogy, derived from an international systematic literature review, and the affordances of different forms of virtual characters and environments. Examples are drawn from research in Second LifeTM (SL), virtual tutors and augmented reality. In doing this, the chapter challenges a simplistic notion of isolated physical and virtual worlds and, in the context of inclusion, between the practice of research and the research topic itself. There are a growing number of virtual worlds in which identified educational activities are taking place, or whose activities are being noted for their educational merit. These encompasses non-themed worlds such as SL and Active Worlds, game based worlds such as World of Warcraft and Runescape, and even Club Penguin, a themed virtual where younger players interact through a variety of Penguin themed environments and activities. It has been argued that these spaces, outside traditional education, are able to offer pedagogical insights (Twining 2009) i.e. that these global virtual communities have been identified as being useful as creative educational environments (Delwiche 2006; Sheehy 2009). This chapter will explore how researchers might use these spaces to investigative and create inclusive educational experiences for learners. In order to do this the chapter considers three interrelated issues: What is inclusive education?; How might inclusive education influence virtual world research? And, what might inclusive education look like in virtual worlds?

  15. Internet-to-orbit gateway and virtual ground station: A tool for space research and scientific outreach

    Science.gov (United States)

    Jaffer, Ghulam; Nader, Ronnie; Koudelka, Otto

    2011-09-01

    Students in higher education, and scientific and technological researchers want to communicate with the International Space Station (ISS), download live satellite images, and receive telemetry, housekeeping and science/engineering data from nano-satellites and larger spacecrafts. To meet this need the Ecuadorian Civilian Space Agency (EXA) has recently provided the civilian world with an internet-to-orbit gateway (Hermes-A/Minotaur) Space Flight Control Center (SFCC) available for public use. The gateway has a maximum range of tracking and detection of 22,000 km and sensitivity such that it can receive and discriminate the signals from a satellite transmitter with power˜0.1 W. The capability is enough to receive the faintest low-earth-orbit (LEO) satellites. This gateway virtually connects participating internet clients around the world to a remote satellite ground station (GS), providing a broad community for multinational cooperation. The goal of the GS is to lower financial and engineering barriers that hinder access to science and engineering data from orbit. The basic design of the virtual GS on a user side is based on free software suites. Using these and other software tools the GS is able to provide access to orbit for a multitude of users without each having to go through the costly setups. We present the design and implementation of the virtual GS in a higher education and scientific outreach settings. We also discuss the basic architecture of the single existing system and the benefits of a proposed distributed system. Details of the software tools and their applicability to synchronous round-the-world tracking, monitoring and processing performed by students and teams at Graz University of Technology, Austria, EXA-Ecuador, University of Michigan, USA and JAXA who have participated in various mission operations and have investigated real-time satellite data download and image acquisition and processing. Students and other remote users at these

  16. Assessing students' learning outcomes, self-efficacy and attitudes toward the integration of virtual science laboratory in general physics

    Science.gov (United States)

    Ghatty, Sundara L.

    Over the past decade, there has been a dramatic rise in online delivery of higher education in the United States. Recent developments in web technology and access to the internet have led to a vast increase in online courses. For people who work during the day and whose complicated lives prevent them from taking courses on campus, online courses are the only alternatives by which they may achieve their goals in education. The laboratory courses are the major requirements for college and university students who want to pursue degree and certification programs in science. It is noted that there is a lack of laboratory courses in online physics courses. The present study addressed the effectiveness of a virtual science laboratory in physics instruction in terms of learning outcomes, attitudes, and self-efficacy of students in a Historically Black University College. The study included fifty-eight students (36 male and 22 female) of different science majors who were enrolled in a general physics laboratory course. They were divided into virtual and traditional groups. Three experiments were selected from the syllabus. The traditional group performed one experiment in a traditional laboratory, while the virtual group performed the same experiment in a virtual laboratory. For the second experiment, the use of laboratories by both groups was exchanged. Learner's Assessment Test (LAT), Attitudes Toward Physics Laboratories (ATPL), and Self-Efficacy Survey (SES) instruments were used. Additionally, quantitative methods such as an independent t-test, a paired t-test, and correlation statistics were used to analyze the data. The results of the first experiment indicated the learning outcomes were higher in the Virtual Laboratory than in the traditional laboratory, whereas there was no significant difference in learning outcomes with either type of lab instruction. However, significant self-efficacy gains were observed. Students expressed positive attitudes in terms of liking

  17. Applied Virtual Reality Research and Applications at NASA/Marshall Space Flight Center

    Science.gov (United States)

    Hale, Joseph P.

    1995-01-01

    A Virtual Reality (VR) applications program has been under development at NASA/Marshall Space Flight Center (MSFC) since 1989. The objectives of the MSFC VR Applications Program are to develop, assess, validate, and utilize VR in hardware development, operations development and support, mission operations training and science training. Before this technology can be utilized with confidence in these applications, it must be validated for each particular class of application. That is, the precision and reliability with which it maps onto real settings and scenarios, representative of a class, must be calculated and assessed. The approach of the MSFC VR Applications Program is to develop and validate appropriate virtual environments and associated object kinematic and behavior attributes for specific classes of applications. These application-specific environments and associated simulations will be validated, where possible, through empirical comparisons with existing, accepted tools and methodologies. These validated VR analytical tools will then be available for use in the design and development of space systems and operations and in training and mission support systems. Specific validation studies for selected classes of applications have been completed or are currently underway. These include macro-ergonomic "control-room class" design analysis, Spacelab stowage reconfiguration training, a full-body micro-gravity functional reach simulator, and a gross anatomy teaching simulator. This paper describes the MSFC VR Applications Program and the validation studies.

  18. Particle physics and cosmology

    International Nuclear Information System (INIS)

    Turner, M.S.; Schramm, D.N.

    1985-01-01

    During the past year, the research of the members of our group has spanned virtually all the topics at the interface of cosmology and particle physics: inflationary Universe scenarios, astrophysical and cosmological constraints on particle properties, ultra-high energy cosmic ray physics, quantum field theory in curved space-time, cosmology with extra dimensions, superstring cosmology, neutrino astronomy with large, underground detectors, and the formation of structure in the Universe

  19. Hands on what? The relative effectiveness of physical versus virtual materials in an engineering design project by middle school children

    Science.gov (United States)

    Klahr, David; Triona, Lara M.; Williams, Cameron

    2007-01-01

    Hands-on activities play an important, but controversial, role in early science education. In this study we attempt to clarify some of the issues surrounding the controversy by calling attention to distinctions between: (a) type of instruction (direct or discovery); (b) type of knowledge to be acquired (domain-general or domain-specific); and (c) type of materials that are used (physical or virtual). We then describe an empirical study that investigates the relative effectiveness of the physical-virtual dimension. In the present study, seventh and eighth grade students assembled and tested mousetrap cars with the goal of designing a car that would go the farthest. Children were assigned to four different conditions, depending on whether they manipulated physical or virtual materials, and whether they had a fixed number of cars they could construct or a fixed amount of time in which to construct them. All four conditions were equally effective in producing significant gains in learners' knowledge about causal factors, in their ability to design optimal cars, and in their confidence in their knowledge. Girls' performance, knowledge, and effort were equal to boys' in all conditions, but girls' confidence remained below boys' throughout. Given the fact that, on several different measures, children were able to learn as well with virtual as with physical materials, the inherent pragmatic advantages of virtual materials in science may make them the preferred instructional medium in many hands-on contexts.

  20. 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…

  1. The Impact of Virtual Reality Environments on Body Movement and Concentration Skills. A Successful Attempt at Teaching Novice Computer Users

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2014-04-01

    Full Text Available This research is aimed at investigating the impact of virtual reality technology on body movement and concentration skills by physical education MA students and pupils through action research. The design and manipulation of virtual reality is based on applying the virtual reality environment to the real world as much as possible by controlling space. The researcher taught the method to 55 MA students majoring in physical education. Such procedures were held among various populations. The findings showed that the connection between virtual and human movements and the application of this connection in physical education lessons became clear to the students as they practiced the simulation design and manipulation through specific simulative software. The students used their unique disciplinary programs in their teaching work and reported their pupils' improvement in physical activities and concentration skills. The students were able to integrate theory and practice in their teaching and improved their level of academic writing. The motivation of the students and their pupils to control, design and manipulate virtual environments was also enhanced.

  2. Plasma physics and the 2013-2022 decadal survey in solar and space physics

    Science.gov (United States)

    Baker, Daniel N.

    2016-11-01

    The U.S. National Academies established in 2011 a steering committee to develop a comprehensive strategy for solar and space physics research. This updated and extended the first (2003) solar and space physics decadal survey. The latest decadal study implemented a 2008 Congressional directive to NASA for the fields of solar and space physics, but also addressed research in other federal agencies. The new survey broadly canvassed the fields of research to determine the current state of the discipline, identified the most important open scientific questions, and proposed the measurements and means to obtain them so as to advance the state of knowledge during the years 2013-2022. Research in this field has sought to understand: dynamical behaviour of the Sun and its heliosphere; properties of the space environments of the Earth and other solar system bodies; multiscale interaction between solar system plasmas and the interstellar medium; and energy transport throughout the solar system and its impact on the Earth and other solar system bodies. Research in solar and space plasma processes using observation, theory, laboratory studies, and numerical models has offered the prospect of understanding this interconnected system well enough to develop a predictive capability for operational support of civil and military space systems. We here describe the recommendations and strategic plans laid out in the 2013-2022 decadal survey as they relate to measurement capabilities and plasma physical research. We assess progress to date. We also identify further steps to achieve the Survey goals with an emphasis on plasma physical aspects of the program.

  3. Technology, Educator Intention, and Relationships in Virtual Learning Spaces: A Qualitative Metasynthesis.

    Science.gov (United States)

    Gdanetz, Lorraine M; Hamer, Mika K; Thomas, Eileen; Tarasenko, Lindsey M; Horton-Deutsch, Sara; Jones, Jacqueline

    2018-04-01

    A main concern that remains with the continued growth of online nursing education programs is the way educator and student relationships can be affected by new technologies. This interpretive study aims to gain an understanding of how technology influences the development of interpersonal relationships between the student and faculty in a virtual learning environment. Using an established structured approach to qualitative metasynthesis, a search was conducted using PubMed, EBSCO, CINAHL, Medline, ProQuest, Ovid Nursing databases, and Google Scholar, focused on caring and relational aspects of online nursing education. Technology alters communication, thereby positioning the intentionality of the educator at the heart of interpersonal relationship development in virtual learning spaces. This interpretive synthesis of prior qualitative research supports the development of a framework for online nursing courses, the need for continuing education of nursing faculty, the value of caring intentions, and enhancement of the educator's technological proficiency. [J Nurs Educ. 2018;57(4):197-202.]. Copyright 2018, SLACK Incorporated.

  4. Cubicle to the hammock? Contemporary work spaces in this leisure and digital age

    NARCIS (Netherlands)

    P.A. Arora (Payal)

    2012-01-01

    textabstractNew work spaces are emerging in physical and virtual domains and with it, an expectation of a new work culture. There is a shift in perception of what counts as a space of productivity. This corporate usurping and appropriation of leisure spaces is becoming visible across different

  5. Hiding and Searching Strategies of Adult Humans in a Virtual and a Real-Space Room

    Science.gov (United States)

    Talbot, Katherine J.; Legge, Eric L. G.; Bulitko, Vadim; Spetch, Marcia L.

    2009-01-01

    Adults searched for or cached three objects in nine hiding locations in a virtual room or a real-space room. In both rooms, the locations selected by participants differed systematically between searching and hiding. Specifically, participants moved farther from origin and dispersed their choices more when hiding objects than when searching for…

  6. The interplay of physical and social wellbeing in older adults: investigating the relationship between physical training and social interactions with virtual social environments

    Directory of Open Access Journals (Sweden)

    Iman Khaghani Far

    2015-11-01

    Full Text Available Background. Regular physical activity can substantially improve the physical wellbeing of older adults, preventing several chronic diseases and increasing cognitive performance and mood. However, research has shown that older adults are the most sedentary segment of society, spending much of their time seated or inactive. A variety of barriers make it difficult for older adults to maintain an active lifestyle, including logistical difficulties in going to a gym (for some adults, leaving home can be challenging, reduced functional abilities, and lack of motivation. In this paper, we report on the design and evaluation of Gymcentral. A training application running on tablet was designed to allow older adults to follow a personalized home-based exercise program while being remotely assisted by a coach. The objective of the study was to assess if a virtual gym that enables virtual presence and social interaction is more motivating for training than the same virtual gym without social interaction.Methods. A total of 37 adults aged between 65 and 87 years old (28 females and 9 males, mean age = 71, sd = 5.8 followed a personalized home-based strength and balance training plan for eight weeks. The participants performed the exercises autonomously at home using the Gymcentral application. Participants were assigned to two training groups: the Social group used an application with persuasive and social functionalities, while the Control group used a basic version of the service with no persuasive and social features. We further explored the effects of social facilitation, and in particular of virtual social presence, in user participation to training sessions. Outcome measures were adherence, persistence and co-presence rate.Results. Participants in the Social group attended significantly more exercise sessions than the Control group, providing evidence of a better engagement in the training program. Besides the focus on social persuasion measures, the

  7. Optimal allocation of physical water resources integrated with virtual water trade in water scarce regions: A case study for Beijing, China.

    Science.gov (United States)

    Ye, Quanliang; Li, Yi; Zhuo, La; Zhang, Wenlong; Xiong, Wei; Wang, Chao; Wang, Peifang

    2018-02-01

    This study provides an innovative application of virtual water trade in the traditional allocation of physical water resources in water scarce regions. A multi-objective optimization model was developed to optimize the allocation of physical water and virtual water resources to different water users in Beijing, China, considering the trade-offs between economic benefit and environmental impacts of water consumption. Surface water, groundwater, transferred water and reclaimed water constituted the physical resource of water supply side, while virtual water flow associated with the trade of five major crops (barley, corn, rice, soy and wheat) and three livestock products (beef, pork and poultry) in agricultural sector (calculated by the trade quantities of products and their virtual water contents). Urban (daily activities and public facilities), industry, environment and agriculture (products growing) were considered in water demand side. As for the traditional allocation of physical water resources, the results showed that agriculture and urban were the two predominant water users (accounting 54% and 28%, respectively), while groundwater and surface water satisfied around 70% water demands of different users (accounting 36% and 34%, respectively). When considered the virtual water trade of eight agricultural products in water allocation procedure, the proportion of agricultural consumption decreased to 45% in total water demand, while the groundwater consumption decreased to 24% in total water supply. Virtual water trade overturned the traditional components of water supplied from different sources for agricultural consumption, and became the largest water source in Beijing. Additionally, it was also found that environmental demand took a similar percentage of water consumption in each water source. Reclaimed water was the main water source for industrial and environmental users. The results suggest that physical water resources would mainly satisfy the consumption

  8. Access to public spaces and physical activity for Mexican adult women

    Directory of Open Access Journals (Sweden)

    Ietza Bojorquez

    2018-04-01

    Full Text Available The aim of this article was to explore the association between access to public spaces and physical activity for adult women, controlling and testing interactions with sociodemographic and public spaces characteristics. We combined sociodemographic data from a survey with the adult (18-65 years of age women population of Tijuana, Mexico, conducted in 2014 (N = 2,345; with data from a 2013 study on public spaces in the same city. We evaluated access to public spaces by the presence and total area of public spaces in buffers of 400, 800, 1,000 and 1,600m around the participants’ homes. We measured physical activity with the short version of the International Physical Activity Questionnaire (IPAQ-short. We employed multinomial logistic models to evaluate the association between access to public spaces and physical activity, and tested for interactions between access to public spaces and public spaces quality and sociodemographic characteristics. We observed no interaction between access to public spaces and public spaces quality in their effect on physical activity. There was an association between the presence of public spaces in the 400m buffer, and higher odds of being in the low physical activity level (as opposed to being in the moderate level (coefficient: 0.50; 95%CI: 0.13; 0.87. Participants who used public transport were less likely to be in the low physical activity level (coefficient: -0.57; 95%CI: -0.97; -0.17. We suggest that, in this population, the access to public spaces might be less relevant for physical activity than other elements of the urban environment and sociodemographic characteristics.

  9. Use of Statistical Estimators as Virtual Observatory Search ParametersEnabling Access to Solar and Planetary Resources through the Virtual Observatory

    Science.gov (United States)

    Merka, J.; Dolan, C. F.

    2015-12-01

    Finding and retrieving space physics data is often a complicated taskeven for publicly available data sets: Thousands of relativelysmall and many large data sets are stored in various formats and, inthe better case, accompanied by at least some documentation. VirtualHeliospheric and Magnetospheric Observatories (VHO and VMO) help researches by creating a single point of uniformdiscovery, access, and use of heliospheric (VHO) and magnetospheric(VMO) data.The VMO and VHO functionality relies on metadata expressed using theSPASE data model. This data model is developed by the SPASE WorkingGroup which is currently the only international group supporting globaldata management for Solar and Space Physics. The two Virtual Observatories(VxOs) have initiated and lead a development of a SPASE-related standardnamed SPASE Query Language for provided a standard way of submittingqueries and receiving results.The VMO and VHO use SPASE and SPASEQL for searches based on various criteria such as, for example, spatial location, time of observation, measurement type, parameter values, etc. The parameter values are represented by their statisticalestimators calculated typically over 10-minute intervals: mean, median, standard deviation, minimum, and maximum. The use of statistical estimatorsenables science driven data queries that simplify and shorten the effort tofind where and/or how often the sought phenomenon is observed, as we will present.

  10. Virtual Telescope Alignment System

    Data.gov (United States)

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

  11. Dual Vector Spaces and Physical Singularities

    Science.gov (United States)

    Rowlands, Peter

    Though we often refer to 3-D vector space as constructed from points, there is no mechanism from within its definition for doing this. In particular, space, on its own, cannot accommodate the singularities that we call fundamental particles. This requires a commutative combination of space as we know it with another 3-D vector space, which is dual to the first (in a physical sense). The combination of the two spaces generates a nilpotent quantum mechanics/quantum field theory, which incorporates exact supersymmetry and ultimately removes the anomalies due to self-interaction. Among the many natural consequences of the dual space formalism are half-integral spin for fermions, zitterbewegung, Berry phase and a zero norm Berwald-Moor metric for fermionic states.

  12. 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

  13. Virtual working systems to support R&D groups

    Science.gov (United States)

    Dew, Peter M.; Leigh, Christine; Drew, Richard S.; Morris, David; Curson, Jayne

    1995-03-01

    The paper reports on the progress at Leeds University to build a Virtual Science Park (VSP) to enhance the University's ability to interact with industry, grow its applied research and workplace learning activities. The VSP exploits the advances in real time collaborative computing and networking to provide an environment that meets the objectives of physically based science parks without the need for the organizations to relocate. It provides an integrated set of services (e.g. virtual consultancy, workbased learning) built around a structured person- centered information model. This model supports the integration of tools for: (a) navigating around the information space; (b) browsing information stored within the VSP database; (c) communicating through a variety of Person-to-Person collaborative tools; and (d) the ability to the information stored in the VSP including the relationships to other information that support the underlying model. The paper gives an overview of a generic virtual working system based on X.500 directory services and the World-Wide Web that can be used to support the Virtual Science Park. Finally the paper discusses some of the research issues that need to be addressed to fully realize a Virtual Science Park.

  14. 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.

  15. 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...

  16. Is physical space unique or optional

    International Nuclear Information System (INIS)

    Ekstein, H.; Centre National de la Recherche Scientifique, 13 - Marseille

    1975-02-01

    There are two concepts of the physical space-time. One, S(F), is that of a fixed arena in which events take place. The other S(D), is that of a space-time shaped by events. The second depends on the state (initial conditions) or on the external field, the first does not. The main assertions of the present paper are: 1) the fixed space-time S(F) is neither incompatibles with nor made superfluous, by Einstein's theory. S(F) is experimentally explorable, unique, and probably identical with Minkowski space M. 2) The dynamical space S(D) is largely optional. It can be chosen to be M, but the natural choice is Einstein's pseudo-Riemanian manifold [fr

  17. Evaluation of the Usability of Different Virtual Lab Software Used in Physics Courses

    Directory of Open Access Journals (Sweden)

    O. Karagoz

    2010-11-01

    Full Text Available In recent years the use of virtual lab software has become ubiquitous in education settings. The purpose of the current study is to de¬velop an Evaluation Scale to allow the easy and fast assessment of virtual lab software. During the development of the Evaluation Scale, theoretical and experimental studies investigating the effects of different software on learn¬ing, particularly in terms of usability, were utilized. The Evaluation Scale was created by adding new attributes to pre-existing scales, and comprises three sections – attributes related to the interface of the software; attributes related to its use as a material in education; and attributes related to product and ser¬vice support – and 79 items. Testing of the Evaluation Scale was carried out using two different virtual lab programmes, with the help of a checklist. The evaluation was carried out by physics teachers and academics that had previ¬ously used similar software, and consistency between the results was consid¬ered to represent inter-rater reliability. At the end of the study, the usability of the Evaluation Scale was tested, and the instructor evaluations regarding the usability characteristics considered sufficient and that require improvement in virtual lab software were also investigated.

  18. Rambrain - a library for virtually extending physical memory

    Science.gov (United States)

    Imgrund, Maximilian; Arth, Alexander

    2017-08-01

    We introduce Rambrain, a user space library that manages memory consumption of your code. Using Rambrain you can overcommit memory over the size of physical memory present in the system. Rambrain takes care of temporarily swapping out data to disk and can handle multiples of the physical memory size present. Rambrain is thread-safe, OpenMP and MPI compatible and supports Asynchronous IO. The library was designed to require minimal changes to existing programs and to be easy to use.

  19. 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.

  20. ComputerApplications and Virtual Environments (CAVE)

    Science.gov (United States)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

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

    Science.gov (United States)

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

    2018-05-01

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

  2. Gaze-informed, task-situated representation of space in primate hippocampus during virtual navigation

    Science.gov (United States)

    Wirth, Sylvia; Baraduc, Pierre; Planté, Aurélie; Pinède, Serge; Duhamel, Jean-René

    2017-01-01

    To elucidate how gaze informs the construction of mental space during wayfinding in visual species like primates, we jointly examined navigation behavior, visual exploration, and hippocampal activity as macaque monkeys searched a virtual reality maze for a reward. Cells sensitive to place also responded to one or more variables like head direction, point of gaze, or task context. Many cells fired at the sight (and in anticipation) of a single landmark in a viewpoint- or task-dependent manner, simultaneously encoding the animal’s logical situation within a set of actions leading to the goal. Overall, hippocampal activity was best fit by a fine-grained state space comprising current position, view, and action contexts. Our findings indicate that counterparts of rodent place cells in primates embody multidimensional, task-situated knowledge pertaining to the target of gaze, therein supporting self-awareness in the construction of space. PMID:28241007

  3. Virtual or Physical: In-Service and Pre-Service Teacher's Beliefs and Preferences on Manipulatives

    Science.gov (United States)

    Akkan, Yasar

    2012-01-01

    Although the use of physical manipulatives, which have been emphasized to use in preschool education program and primary and secondary mathematics curriculum, in classroom environments is old, it is very new to use virtual manipulatives in classroom environments. The selection, preparation, and the integration to learning environments of both…

  4. 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

  5. "Utopia and dystopia at the virtual space"

    DEFF Research Database (Denmark)

    Pihl, Ole Verner

    2006-01-01

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

  6. Physics Research on the International Space Station

    CERN Multimedia

    CERN. Geneva

    2012-01-01

    The International Space Station (ISS) is orbiting Earth at an altitude of around 400 km. It has been manned since November 2000 and currently has a permanent crew of six. On-board ISS science is done in a wide field of sciences, from fundamental physics to biology and human physiology. Many of the experiments utilize the unique conditions of weightlessness, but also the views of space and the Earth are exploited. ESA’s (European Space Agency) ELIPS (European Programme Life and Physical sciences in Space) manages some 150 on-going and planned experiments for ISS, which is expected to be utilized at least to 2020. This presentation will give a short introduction to ISS, followed by an overview of the science field within ELIPS and some resent results. The emphasis, however, will be on ISS experiments which are close to the research performed at CERN. Silicon strip detectors like ALTEA are measuring the flux of ions inside the station. ACES (Atomic Clock Ensemble in Space) will provide unprecedented global ti...

  7. Physical Fock space of tensionless strings

    CERN Document Server

    Antoniadis, Ignatios; Antoniadis, Ignatios; Savvidy, George

    2004-01-01

    We study the physical Fock space of the tensionless string theory with perimeter action which has pure massless spectrum. The states are classified by the Wigner's little group for massless particles. The ground state contains infinite many massless fields of fixed helicity, the excitation levels realize CSR representations. We demonstrate that the first and the second excitation levels are physical null states.

  8. Stroking the Net Whale: A Constructivist Grounded Theory of Self-Regulated Learning in Virtual Social Spaces

    Science.gov (United States)

    Kasperiuniene, Judita; Zydziunaite, Vilma; Eriksson, Malin

    2017-01-01

    This qualitative study explored the self-regulated learning (SRL) of teachers and their students in virtual social spaces. The processes of SRL were analyzed from 24 semi-structured individual interviews with professors, instructors and their students from five Lithuanian universities. A core category stroking the net whale showed the process of…

  9. Application of virtual reality for crew mental health in extended-duration space missions

    Science.gov (United States)

    Salamon, Nick; Grimm, Jonathan M.; Horack, John M.; Newton, Elizabeth K.

    2018-05-01

    Human exploration of the solar system brings a host of environmental and engineering challenges. Among the most important factors in crew health and human performance is the preservation of mental health. The mental well-being of astronaut crews is a significant issue affecting the success of long-duration space missions, such as habitation on or around the Moon, Mars exploration, and eventual colonization of the solar system. If mental health is not properly addressed, these missions will be at risk. Upkeep of mental health will be especially difficult on long duration missions because many of the support systems available to crews on shorter missions will not be available. In this paper, we examine the use of immersive virtual reality (VR) simulations to maintain healthy mental states in astronaut crews who are removed from the essential comforts typically associated with terrestrial life. Various methods of simulations and their administration are analyzed in the context of current research and knowledge in the fields of psychology, medicine, and space sciences, with a specific focus on the environment faced by astronauts on long-term missions. The results of this investigation show that virtual reality should be considered a plausible measure in preventing mental state deterioration in astronauts, though more work is needed to provide a comprehensive view of the effectiveness and administration of VR methods.

  10. Optimization of the virtual mouse HeadMouse to foster its classroom use by children with physical disabilities

    Directory of Open Access Journals (Sweden)

    Merce TEIXIDO

    2014-03-01

    Full Text Available This paper presents the optimization of a virtual mouse called HeadMouse in order to foster its classroom use by children with physical disabilities. HeadMouse is an absolute virtual mouse that converts head movements in cursor displacement and facial gestures in click actions. The virtual mouse combines different image processing algorithms: face detection, pattern matching and optical flow in order to emulate the behaviour of a conventional computer mouse. The original implementation of HeadMouse requires large computational power and this paper proposes specific optimizations in order to enable its use by children with disabilities in standard low cost classroom computers.

  11. Fluid Physics Experiments onboard International Space Station: Through the Eyes of a Scientist.

    Science.gov (United States)

    Shevtsova, Valentina

    Fluids are present everywhere in everyday life. They are also present as fuel, in support systems or as consumable in rockets and onboard of satellites and space stations. Everyone experiences every day that fluids are very sensitive to gravity: on Earth liquids flow downwards and gases mostly rise. Nowadays much of the interest of the scientific community is on studying the phenomena at microscales in so-called microfluidic systems. However, at smaller scales the experimental investigation of convective flows becomes increasingly difficult as the control parameter Ra scales with g L (3) (g; acceleration level, L: length scale). A unique alternative to the difficulty of investigating systems with small length scale on the ground is to reduce the gravity level g. In systems with interfaces, buoyancy forces are proportional to the volume of the liquid, while capillary forces act solely on the liquid surface. The importance of buoyancy diminishes either at very small scales or with reducing the acceleration level. Under the weightless conditions of space where buoyancy is virtually eliminated, other mechanisms such as capillary forces, diffusion, vibration, shear forces, electrostatic and electromagnetic forces are dominating in the fluid behaviour. This is why research in space represents a powerful tool for scientific research in this field. Understanding how fluids work really matters and so does measuring their properties accurately. Presently, a number of scientific laboratories, as usual goes with multi-user instruments, are involved in fluid research on the ISS. The programme of fluid physics experiments on-board deals with capillary flows, diffusion, dynamics in complex fluids (foams, emulsions and granular matter), heat transfer processes with phase change, physics and physico-chemistry near or beyond the critical point and it also extends to combustion physics. The top-level objectives of fluid research in space are as follows: (i) to investigate fluid

  12. The experiment editor: supporting inquiry-based learning with virtual labs

    Science.gov (United States)

    Galan, D.; Heradio, R.; de la Torre, L.; Dormido, S.; Esquembre, F.

    2017-05-01

    Inquiry-based learning is a pedagogical approach where students are motivated to pose their own questions when facing problems or scenarios. In physics learning, students are turned into scientists who carry out experiments, collect and analyze data, formulate and evaluate hypotheses, and so on. Lab experimentation is essential for inquiry-based learning, yet there is a drawback with traditional hands-on labs in the high costs associated with equipment, space, and maintenance staff. Virtual laboratories are helpful to reduce these costs. This paper enriches the virtual lab ecosystem by providing an integrated environment to automate experimentation tasks. In particular, our environment supports: (i) scripting and running experiments on virtual labs, and (ii) collecting and analyzing data from the experiments. The current implementation of our environment supports virtual labs created with the authoring tool Easy Java/Javascript Simulations. Since there are public repositories with hundreds of freely available labs created with this tool, the potential applicability to our environment is considerable.

  13. Space Science Outreach in the Virtual World of Second Life

    Science.gov (United States)

    Crider, Anthony W.; International Spaceflight Museum

    2006-12-01

    The on-line "game" of Second Life allows users to construct a highly detailed and customized environment. Users often pool talents and resources to construct virtual islands that focus on their common interest. One such group has built the International Spaceflight Museum, committed to constructing and displaying accurate models of rockets, spacecraft, telescopes, and planetariums. Current exhibits include a Saturn V rocket, a Viking lander on Mars, Spaceship One, the New Horizons mission to the Kuiper Belt, and a prototype of the Orion crew exploration vehicle. This museum also hosts public lectures, shuttle launch viewings, and university astronomy class projects. In this presentation, I will focus on how space science researchers and educators may take advantage of this new resource as a means to engage the public.

  14. Successful implementation of Virtual Environment for Radiotherapy Training (VERT) in Medical Physics education

    DEFF Research Database (Denmark)

    Jimenez, Yobelli A; Hansen, Christian Rønn; Juneja, Prabhjot

    2017-01-01

    This report outlines the University of Sydney's initial experience with the Virtual Environment for Radiotherapy Training (VERT) system in the Master of Medical Physics program. VERT is a commercially available system, simulating linear accelerators, patient computed tomography (CT) sets, plans...... and treatment delivery. It was purpose built for radiation therapy (RT) education and offers learners the opportunity to gain knowledge and skills within an interactive, risk-free environment. The integration of VERT into the RT physics module of the Master of Medical Physics program was intended to enhance...... measurements". Our experience and student evaluations were positive and demonstrated the viability of VERT for medical physics (MP) student education. We anticipate that integration of VERT into MP teaching is a valuable addition to traditional methods and can aid MP students' understanding and readiness...

  15. Space plasma physics stationary processes

    CERN Document Server

    Hasegawa, Akira

    1989-01-01

    During the 30 years of space exploration, important discoveries in the near-earth environment such as the Van Allen belts, the plasmapause, the magnetotail and the bow shock, to name a few, have been made. Coupling between the solar wind and the magnetosphere and energy transfer processes between them are being identified. Space physics is clearly approaching a new era, where the emphasis is being shifted from discoveries to understanding. One way of identifying the new direction may be found in the recent contribution of atmospheric science and oceanography to the development of fluid dynamics. Hydrodynamics is a branch of classical physics in which important discoveries have been made in the era of Rayleigh, Taylor, Kelvin and Helmholtz. However, recent progress in global measurements using man-made satellites and in large scale computer simulations carried out by scientists in the fields of atmospheric science and oceanography have created new activities in hydrodynamics and produced important new discover...

  16. Are Virtual Labs as Effective as Hands-on Labs for Undergraduate Physics? A Comparative Study at Two Major Universities

    Science.gov (United States)

    Darrah, Marjorie; Humbert, Roxann; Finstein, Jeanne; Simon, Marllin; Hopkins, John

    2014-01-01

    Most physics professors would agree that the lab experiences students have in introductory physics are central to the learning of the concepts in the course. It is also true that these physics labs require time and money for upkeep, not to mention the hours spent setting up and taking down labs. Virtual physics lab experiences can provide an…

  17. "The Virtual Grocery Store: A Proposal to Improve the Quality of Life for Retail Customers through a Virtual Environment"

    OpenAIRE

    Choi, Katrina Jones

    2004-01-01

    With the prevalence and integration of the Internet in our lives, online shopping has become a popular and convenient method of obtaining goods. However, there is an important experience that occurs between the customer and the product as well as the customer and the space in the actual, physical store which does not yet occur in the virtual store (Raijas, 2002). Customersâ increased use of new technology and the Internet illustrates that an incredible growth potential exists in the elect...

  18. Creating virtual electrodes with 2D current steering

    Science.gov (United States)

    Spencer, Thomas C.; Fallon, James B.; Shivdasani, Mohit N.

    2018-06-01

    Objective. Current steering techniques have shown promise in retinal prostheses as a way to increase the number of distinct percepts elicitable without increasing the number of implanted electrodes. Previously, it has been shown that ‘virtual’ electrodes can be created between simultaneously stimulated electrode pairs, producing unique cortical response patterns. This study investigated whether virtual electrodes could be created using 2D current steering, and whether these virtual electrodes can produce cortical responses with predictable spatial characteristics. Approach. Normally-sighted eyes of seven adult anaesthetised cats were implanted with a 42-channel electrode array in the suprachoroidal space and multi-unit neural activity was recorded from the visual cortex. Stimuli were delivered to individual physical electrodes, or electrodes grouped into triangular, rectangular, and hexagonal arrangements. Varying proportions of charge were applied to each electrode in a group to ‘steer’ current and create virtual electrodes. The centroids of cortical responses to stimulation of virtual electrodes were compared to those evoked by stimulation of single physical electrodes. Main results. Responses to stimulation of groups of up to six electrodes with equal ratios of charge on each electrode resulted in cortical activation patterns that were similar to those elicited by the central physical electrode (centroids: RM ANOVA on ranks, p  >  0.05 neural spread: one-way ANOVA on Ranks, p  >  0.05). We were also able to steer the centroid of activation towards the direction of any of the electrodes of the group by applying a greater charge to that electrode, but the movement in the centroid was not found to be significant. Significance. The results suggest that current steering is possible in two dimensions between up to at least six electrodes, indicating it may be possible to increase the number of percepts in patients without increasing the number

  19. ICT Collaboration Tools for Virtual Teams in Terms of the SECI Model

    Directory of Open Access Journals (Sweden)

    Monika Davidekova

    2017-02-01

    Full Text Available Nowadays, the current state of development of information and communication technology (ICT connects individuals across time and space in one common environment, that is accessible for anyone, the virtual world. To collaborate with somebody or to participate in a team activity does not require a physical presence anymore. Virtual settings allow real-time communication and cooperation across any distance at any time with negligible delay. ICT allows formation of virtual teams where those accomplish various functions in work, education and private life. Compared to local teams of physically present individuals, the collaboration in virtual environments is more intensively influenced by significantly impacting factors and requires intensive motivation of the team members, extensive support by their team leader and appropriate technology. Among all the available ICT tools, not each ICT tool is equally suitable for each and every team activity. This paper aims to provide analysis of various ICT tools, to disclose their potential to contribute to team’s quality communication and to reduce drawbacks caused by impersonal environment. Our aim is to optimize the composition of the ICT supporting infrastructure in order to form successful and effective collaboration.

  20. From Commons to Classroom: The Evolution of Learning Spaces in Academic Libraries

    Science.gov (United States)

    Karasic, Victoria

    2016-01-01

    Over the past two decades, academic library spaces have evolved to meet the changing teaching and learning needs of diverse campus communities. The Information Commons combines the physical and virtual in an informal library space, whereas the recent Active Learning Classroom creates a more formal setting for collaboration. As scholarship has…

  1. Particle physics software aids space and medicine

    CERN Document Server

    Pia, M G

    2002-01-01

    Geant4 is a showcase example of technology transfer from particle physics to other fields such as space and medical science. Geant4 was first used for space applications by ESA in 1999, when ESA and NASA each launched an X-ray telescope. Geant4's extended set of physics models, which handle both electromagnetic and hadronic interactions, can be used to address a range of medical applications from conventional photon-beam radiotherapy to brachytherapy (using radioactive sources), hadron therapy and boron neutron capture therapy. The tools for describing geometries, materials and electromagnetic fields can precisely model diverse real-life configurations.

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

    Science.gov (United States)

    Yilmaz, Ozgur

    2015-01-01

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

  3. 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

  4. Feel connected with social actors in public spaces

    NARCIS (Netherlands)

    Funk, M.; Duy, L.; Hu, Jun; Conci, M.; Dignum, V.; Funk, M.; Heylen, D.

    2013-01-01

    Public spaces changed in the last couple of years: abundant use of smart phones and other digitally connecting devices draw peoples' attention away from physical neighbors to virtual peer groups. So, will masses of isolated people be the desired future? We think that current technology involving new

  5. Green space definition affects associations of green space with overweight and physical activity

    NARCIS (Netherlands)

    Klompmaker, Jochem O.; Hoek, Gerard; Bloemsma, Lizan D.; Gehring, Ulrike; Strak, Maciej; Wijga, Alet H.; van den Brink, Carolien; Brunekreef, Bert; Lebret, Erik; Janssen, Nicole A.H.

    Introduction In epidemiological studies, exposure to green space is inconsistently associated with being overweight and physical activity, possibly because studies differ widely in their definition of green space exposure, inclusion of important confounders, study population and data

  6. 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...

  7. The online appeal of the physical shop: How a physical store can benefit from a virtual representation

    OpenAIRE

    Moes, Anne; Vliet, Harry van

    2017-01-01

    Consumer behaviour in 2016 shows that (r)etailers need online/offline integration to better serve their clients. An important distinguishing feature of the physical shop is how it can offer consumers a shopping experience. This study uses two experiments to research the extent a fashion store’s shopping experience can be presented to consumers via visual material (a regular photo, a 360-degree photo and a virtual reality photo of the shop) without the consumers being in the shop itself. The e...

  8. Full scope simulator of a nuclear power plant control room using 3D stereo virtual reality techniques for operators training

    International Nuclear Information System (INIS)

    Aghina, Mauricio A.C.; Mol, Antonio Carlos A.; Almeida, Adino Americo A.; Pereira, Claudio M.N.A.; Varela, Thiago F.B.

    2007-01-01

    Practical training of nuclear power plants operators are partially performed by means of simulators. Usually these simulators are physical copies of the original control roam, needing a large space on a facility being also very expensive. In this way, the proposal of this paper is to implement the use of Virtual Reality techniques to design a full scope control room simulator, in a manner to reduce costs and physical space usage. (author)

  9. Celebrating international collaboration: reflections on the first Virtual International Practice Development Conference

    Directory of Open Access Journals (Sweden)

    Moira Stephens

    2016-11-01

    Full Text Available This article reports on the first Virtual International Practice Development Conference, held in May 2015 to celebrate International Nurses Day. The article describes key aspects of its planning, offers a flavour of the event itself and sets out an evaluation, including learning points and recommendations to assist with planning similar events in the future. Central to our learning are: The need for practice developers to grasp skills in technology associated with virtual space The need to embrace virtual space itself as another means by which creative and communicative spaces can be established for active learning and practice development activities The potential advantages that international virtual engagement has over face-to-face national or international engagement The delivery of this virtual event made a significant international contribution to global practice development activity within the International Practice Development Collaborative and to enabling practice developers to connect and celebrate on a more global basis. Implications for practice: Virtual space technology skills can assist with sharing and translating practice development research, innovations and critical commentary Virtual space can provide an adjunct to creative and communicative learning spaces Global networking opportunities can be developed and enhanced through the use of virtual space technology Practice developers need to role model the use of virtual technologies

  10. Playful Interactions Stimulating Physical Activity in Public Spaces

    DEFF Research Database (Denmark)

    Sturm, Janienke; Bekker, Tilde; Vanden Abeele, Vero

    In this position paper we describe our vision on designing playful interactions to persuade people to be physically active in public spaces. Social embeddedness and playful interaction are the core elements of this vision. We illustrate how our design vision is incorporated into innovative concepts...... to motivate each other to be physically active by creating challenges for each other. Designing playful solutions for public spaces asks for low-threshold solutions that support easy stepping in and stepping out solutions....

  11. BESIII physical offline data analysis on virtualization platform

    Science.gov (United States)

    Huang, Q.; Li, H.; Kan, B.; Shi, J.; Lei, X.

    2015-12-01

    In this contribution, we present an ongoing work, which aims at benefiting BESIII computing system for higher resource utilization and more efficient job operations brought by cloud and virtualization technology with Openstack and KVM. We begin with the architecture of BESIII offline software to understand how it works. We mainly report the KVM performance evaluation and optimization from various factors in hardware and kernel. Experimental results show the CPU performance penalty of KVM can be approximately decreased to 3%. In addition, the performance comparison between KVM and physical machines in aspect of CPU, disk IO and network IO is also presented. Finally, we present our development work, an adaptive cloud scheduler, which allocates and reclaims VMs dynamically according to the status of TORQUE queue and the size of resource pool to improve resource utilization and job processing efficiency.

  12. 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

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

    Science.gov (United States)

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

    2016-06-01

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

  14. Challenges in Teaching Space Physics to Different Target Groups From Space Weather Forecasters to Heavy-weight Theorists

    Science.gov (United States)

    Koskinen, H. E.

    2008-12-01

    Plasma physics as the backbone of space physics is difficult and thus the space physics students need to have strong foundations in general physics, in particular in classical electrodynamics and thermodynamics, and master the basic mathematical tools for physicists. In many universities the number of students specializing in space physics at Master's and Doctoral levels is rather small and the students may have quite different preferences ranging from experimental approach to hard-core space plasma theory. This poses challenges in building up a study program that has both the variety and depth needed to motivate the best students to choose this field. At the University of Helsinki we require all beginning space physics students, regardless whether they enter the field as Master's or Doctoral degree students, to take a one-semester package consisting of plasma physics and its space applications. However, some compromises are necessary. For example, it is not at all clear, how thoroughly Landau damping should be taught at the first run or how deeply should the intricacies of collisionless reconnection be discussed. In both cases we have left the details to an optional course in advanced space physics, even with the risk that the student's appreciation of, e.g., reconnection may remain at the level of a magic wand. For learning experimental work, data analysis or computer simulations we have actively pursued arrangements for the Master's degree students to get a summer employments in active research groups, which usually lead to the Master's theses. All doctoral students are members of research groups and participate in experimental work, data analysis, simulation studies or theory development, or any combination of these. We emphasize strongly "learning by doing" all the way from the weekly home exercises during the lecture courses to the PhD theses which in Finland consist typically of 4-6 peer-reviewed articles with a comprehensive introductory part.

  15. 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.

  16. Spontane strategier i innovationsnetværk: materialitetens betydning for stabiliseringen af virtuelle verdner som professionelt kommunikationsmedie [Spontaneous strategies in innovation networks: The importance of materiality in stabilising virtual worlds

    Directory of Open Access Journals (Sweden)

    Emil Husted

    2012-09-01

    Full Text Available Much research has dealt with how social and organisational processes change when they take place in virtual spaces. This article considers innovation processes in which actors try to establish virtual worlds as platforms for professional communication. However, instead of focusing on internal communication processes in virtual worlds, the article seeks to question the dichotomy between physical and virtual worlds and to explore the importance of materiality in organising the virtual. Adopting a perspective inspired by actor-network theory, the article argues that physical places and objects do not only serve as context for innovation processes, but on the contrary are incorporated as strategic resources that actively help create the virtual worlds. The article is based on an empirical analysis of five Danish companies, and shows how companies make use of physical places and objects as strategic resources in the innovation process. Thus the article contributes to the literature on innovation in new media such as virtual worlds.

  17. Learning Spaces and Collaborative Work: Barriers or Supports?

    Science.gov (United States)

    King, Hayley

    2016-01-01

    Drawing on 18 months of fieldwork, this article discusses the use of physical, virtual and social space to support collaborative work in translator education programs. The study adopted a contrastive ethnography approach that incorporated single- and multiple-case design rationales for site selection. Extended observation, informal chats and…

  18. Virtual Boutique: a 3D modeling and content-based management approach to e-commerce

    Science.gov (United States)

    Paquet, Eric; El-Hakim, Sabry F.

    2000-12-01

    The Virtual Boutique is made out of three modules: the decor, the market and the search engine. The decor is the physical space occupied by the Virtual Boutique. It can reproduce any existing boutique. For this purpose, photogrammetry is used. A set of pictures of a real boutique or space is taken and a virtual 3D representation of this space is calculated from them. Calculations are performed with software developed at NRC. This representation consists of meshes and texture maps. The camera used in the acquisition process determines the resolution of the texture maps. Decorative elements are added like painting, computer generated objects and scanned objects. The objects are scanned with laser scanner developed at NRC. This scanner allows simultaneous acquisition of range and color information based on white laser beam triangulation. The second module, the market, is made out of all the merchandises and the manipulators, which are used to manipulate and compare the objects. The third module, the search engine, can search the inventory based on an object shown by the customer in order to retrieve similar objects base don shape and color. The items of interest are displayed in the boutique by reconfiguring the market space, which mean that the boutique can be continuously customized according to the customer's needs. The Virtual Boutique is entirely written in Java 3D and can run in mono and stereo mode and has been optimized in order to allow high quality rendering.

  19. Mitigating vestibular disturbances during space flight using virtual reality training and reentry vehicle design guidelines

    Science.gov (United States)

    Stroud, Kenneth Joshua

    Seventy to eighty percent of astronauts reportedly exhibit undesirable vestibular disturbances during the first few days of weightlessness, including space motion sickness (SMS) and spatial disorientation (SD). SMS presents a potentially dangerous situation, both because critical piloted tasks such as docking maneuvers and emergency reentry may be compromised, and because of the potential for asphyxiation should an astronaut vomit while wearing a space suit. SD can be provocative for SMS as well as become dangerous during an emergency in which it is critical for an astronaut to move quickly through the vehicle. In the U.S. space program, medication is currently used both for prevention and treatment of SMS. However, this approach has had only moderate success, and the side effects of drowsiness and lack of concentration are undesirable. Research suggests that preflight training in virtual reality devices can simulate certain aspects of microgravity and may prove to be an effective countermeasure for SMS and SD. It was hypothesized that exposing subjects preflight to variable virtual orientations, similar to those encountered during space flight, will reduce the incidence and/or severity of SMS and SD. Results from a study conducted at the NASA Johnson Space Center as part of this research demonstrated that this type of training is effective for reducing motion sickness and improving task performance in potentially disorienting visual surroundings, thus suggesting the possibility that such training may prove an effective countermeasure for SMS, SD and related performance decrements that occur in space flight. In addition to the effects associated with weightlessness, almost all astronauts experience vestibular disturbances associated with gravity-transitions incurred during the return to Earth, which could be exacerbated if traveling in a spacecraft that is designed differently than a conventional aircraft. Therefore, for piloted descent and landing operations

  20. 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

  1. Virtual reality in the creation of a tool to support planning of physical security at nuclear facilities

    International Nuclear Information System (INIS)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos de A.; Goncalves, Deise Galvao de S.; Marins, Eugenio; Freitas, Victor Goncalves G.

    2013-01-01

    In recent years was observed the importance of improving the physical security of nuclear facilities, mainly due to the increasing advancement of brazilian nuclear program. The present work aims to develop a tool that allows the visualization and planning of action strategies in a virtual environment, in order to improve this security. To this end, was created a virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on Ilha do Fundao - Rio de Janeiro - Brazil. This environment is a three-dimensional model, with representations close to reality, where virtual characters (avatars) can move and interact in real time. In this virtual world, it was developed a dynamic weather system, where is possible to change between day and night, and climate changes such as: rain, storms, snow, among other features. Furthermore, the tool has a surveillance system using virtual cameras, allowing the monitoring of the environment. This way, making possible to simulate strategies approach, allowing an evaluation of the procedures performed, as well as assisting in the training of security installations subject to radiation. (author)

  2. Virtual reality in the creation of a tool to support planning of physical security at nuclear facilities

    Energy Technology Data Exchange (ETDEWEB)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos de A.; Goncalves, Deise Galvao de S.; Marins, Eugenio; Freitas, Victor Goncalves G., E-mail: cotelli.andre@gmail.com, E-mail: mol@ien.gov.br, E-mail: deise.galvao@gmail.com, E-mail: eugenio@ien.gov.br, E-mail: vgoncalves@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio De Janeiro, RJ (Brazil)

    2013-07-01

    In recent years was observed the importance of improving the physical security of nuclear facilities, mainly due to the increasing advancement of brazilian nuclear program. The present work aims to develop a tool that allows the visualization and planning of action strategies in a virtual environment, in order to improve this security. To this end, was created a virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on Ilha do Fundao - Rio de Janeiro - Brazil. This environment is a three-dimensional model, with representations close to reality, where virtual characters (avatars) can move and interact in real time. In this virtual world, it was developed a dynamic weather system, where is possible to change between day and night, and climate changes such as: rain, storms, snow, among other features. Furthermore, the tool has a surveillance system using virtual cameras, allowing the monitoring of the environment. This way, making possible to simulate strategies approach, allowing an evaluation of the procedures performed, as well as assisting in the training of security installations subject to radiation. (author)

  3. 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.

  4. D Virtual Reconstruction of AN Urban Historical Space: a Consideration on the Method

    Science.gov (United States)

    Galizia, M.; Santagati, C.

    2011-09-01

    Urban historical spaces are often characterized by a variety of shapes, geometries, volumes, materials. Their virtual reconstruction requires a critical approach in terms of acquired data's density, timing optimization, final product's quality and slimness. The research team has focused its attention on the study on Francesco Neglia square (previously named Saint Thomas square) in Enna. This square is an urban space fronted by architectures which present historical and stylistic differences. For example you can find the Saint Thomas'church belfry (in aragounese-catalan stile dated XIV century) and the porch, the Anime Sante baroque's church (XVII century), Saint Mary of the Grace's nunnery (XVIII century) and as well as some civil buildings of minor importance built in the mid twentieth century. The research has compared two different modeling tools approaches: the first one is based on the construction of triangulated surfaces which are segmented and simplified; the second one is based on the detection of surfaces geometrical features, the extraction of the more significant profiles by using a software dedicated to the elaboration of cloud points and the subsequent mathematical reconstruction by using a 3d modelling software. The following step was aimed to process the virtual reconstruction of urban scene by assembling the single optimized models. This work highlighted the importance of the image of the operator and of its cultural contribution, essential to recognize geometries which generates surfaces in order to create high quality semantic models.

  5. The perception of spatial layout in real and virtual worlds.

    Science.gov (United States)

    Arthur, E J; Hancock, P A; Chrysler, S T

    1997-01-01

    As human-machine interfaces grow more immersive and graphically-oriented, virtual environment systems become more prominent as the medium for human-machine communication. Often, virtual environments (VE) are built to provide exact metrical representations of existing or proposed physical spaces. However, it is not known how individuals develop representational models of these spaces in which they are immersed and how those models may be distorted with respect to both the virtual and real-world equivalents. To evaluate the process of model development, the present experiment examined participant's ability to reproduce a complex spatial layout of objects having experienced them previously under different viewing conditions. The layout consisted of nine common objects arranged on a flat plane. These objects could be viewed in a free binocular virtual condition, a free binocular real-world condition, and in a static monocular view of the real world. The first two allowed active exploration of the environment while the latter condition allowed the participant only a passive opportunity to observe from a single viewpoint. Viewing conditions were a between-subject variable with 10 participants randomly assigned to each condition. Performance was assessed using mapping accuracy and triadic comparisons of relative inter-object distances. Mapping results showed a significant effect of viewing condition where, interestingly, the static monocular condition was superior to both the active virtual and real binocular conditions. Results for the triadic comparisons showed a significant interaction for gender by viewing condition in which males were more accurate than females. These results suggest that the situation model resulting from interaction with a virtual environment was indistinguishable from interaction with real objects at least within the constraints of the present procedure.

  6. Connecting the physical and psychosocial space to Sandia's mission

    Energy Technology Data Exchange (ETDEWEB)

    Emmanuel, Glory Ruth [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Silva, Austin Ray [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2014-07-01

    Sandia Labs has corporate, lab-wide efforts to enhance the research environment as well as improve physical space. However, these two efforts are usually done in isolation. The integration of physical space design with the nurturing of what we call psychosocial space can foster more efficient and effective creativity, innovation, collaboration, and performance. This paper presents a brief literature review on how academia and industry are studying the integration of physical and psychosocial space and focuses on the efforts that we, the authors, have made to improve the research environment in the Cyber Engineering Research Lab (CERL), home to Group 1460. Interviews with subject matter experts from Silicon Valley and the University of New Mexico plus changes to actual spaces in CERL provided us with six lessons learned when integrating physical and psychosocial space. We describe these six key takeaways in hopes that Sandia will see this area as an evolving research capability that Sandia can both contribute to and benefit from.

  7. Can walking motions improve visually induced rotational self-motion illusions in virtual reality?

    Science.gov (United States)

    Riecke, Bernhard E; Freiberg, Jacob B; Grechkin, Timofey Y

    2015-02-04

    Illusions of self-motion (vection) can provide compelling sensations of moving through virtual environments without the need for complex motion simulators or large tracked physical walking spaces. Here we explore the interaction between biomechanical cues (stepping along a rotating circular treadmill) and visual cues (viewing simulated self-rotation) for providing stationary users a compelling sensation of rotational self-motion (circular vection). When tested individually, biomechanical and visual cues were similarly effective in eliciting self-motion illusions. However, in combination they yielded significantly more intense self-motion illusions. These findings provide the first compelling evidence that walking motions can be used to significantly enhance visually induced rotational self-motion perception in virtual environments (and vice versa) without having to provide for physical self-motion or motion platforms. This is noteworthy, as linear treadmills have been found to actually impair visually induced translational self-motion perception (Ash, Palmisano, Apthorp, & Allison, 2013). Given the predominant focus on linear walking interfaces for virtual-reality locomotion, our findings suggest that investigating circular and curvilinear walking interfaces offers a promising direction for future research and development and can help to enhance self-motion illusions, presence and immersion in virtual-reality systems. © 2015 ARVO.

  8. The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

    Science.gov (United States)

    Little, William

    2017-01-01

    The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

  9. 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...

  10. Live theater on a virtual stage: incorporating soft skills and teamwork in computer graphics education.

    Science.gov (United States)

    Schweppe, M; Geigel, J

    2011-01-01

    Industry has increasingly emphasized the need for "soft" or interpersonal skills development and team-building experience in the college curriculum. Here, we discuss our experiences with providing such opportunities via a collaborative project called the Virtual Theater. In this joint project between the Rochester Institute of Technology's School of Design and Department of Computer Science, the goal is to enable live performance in a virtual space with participants in different physical locales. Students work in teams, collaborating with other students in and out of their disciplines.

  11. Space, body, time and relationship experiences of recess physical activity

    DEFF Research Database (Denmark)

    Pawlowski, Charlotte Skau; Andersen, Henriette Bondo; Tjørnhøj-Thomsen, Tine

    2016-01-01

    BACKGROUND: Increasing recess physical activity has been the aim of several interventions, as this setting can provide numerous physical activity opportunities. However, it is unclear if these interventions are equally effective for all children, or if they only appeal to children who are already...... the classroom as a space for physical activity, designing schoolyards with smaller secluded spaces and varied facilities, improving children's self-esteem and body image, e.g., during physical education, and creating teacher organised play activities during recess....

  12. Highlights from the First Ever Demographic Study of Solar Physics, Space Physics, and Upper Atmospheric Physics

    Science.gov (United States)

    Moldwin, M.; Morrow, C. A.; White, S. C.; Ivie, R.

    2014-12-01

    Members of the Education & Workforce Working Group and the American Institute of Physics (AIP) conducted the first ever National Demographic Survey of working professionals for the 2012 National Academy of Sciences Solar and Space Physics Decadal Survey to learn about the demographics of this sub-field of space science. The instrument contained questions for participants on: the type of workplace; basic demographic information regarding gender and minority status, educational pathways (discipline of undergrad degree, field of their PhD), how their undergraduate and graduate student researchers are funded, participation in NSF and NASA funded spaceflight missions and suborbital programs, and barriers to career advancement. Using contact data bases from AGU, the American Astronomical Society's Solar Physics Division (AAS-SPD), attendees of NOAA's Space Weather Week and proposal submissions to NSF's Atmospheric, Geospace Science Division, the AIP's Statistical Research Center cross correlated and culled these data bases resulting in 2776 unique email addresses of US based working professionals. The survey received 1305 responses (51%) and generated 125 pages of single space answers to a number of open-ended questions. This talk will summarize the highlights of this first-ever demographic survey including findings extracted from the open-ended responses regarding barriers to career advancement which showed significant gender differences.

  13. The Effects on Students' Conceptual Understanding of Electric Circuits of Introducing Virtual Manipulatives within a Physical Manipulatives-Oriented Curriculum

    Science.gov (United States)

    Zacharia, Zacharias C.; de Jong, Ton

    2014-01-01

    This study investigates whether Virtual Manipulatives (VM) within a Physical Manipulatives (PM)-oriented curriculum affect conceptual understanding of electric circuits and related experimentation processes. A pre-post comparison study randomly assigned 194 undergraduates in an introductory physics course to one of five conditions: three…

  14. 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.

  15. Development of realistic physical breast phantoms matched to virtual breast phantoms based on human subject data

    International Nuclear Information System (INIS)

    Kiarashi, Nooshin; Nolte, Adam C.; Sturgeon, Gregory M.; Ghate, Sujata V.; Segars, William P.; Nolte, Loren W.; Samei, Ehsan

    2015-01-01

    Purpose: Physical phantoms are essential for the development, optimization, and evaluation of x-ray breast imaging systems. Recognizing the major effect of anatomy on image quality and clinical performance, such phantoms should ideally reflect the three-dimensional structure of the human breast. Currently, there is no commercially available three-dimensional physical breast phantom that is anthropomorphic. The authors present the development of a new suite of physical breast phantoms based on human data. Methods: The phantoms were designed to match the extended cardiac-torso virtual breast phantoms that were based on dedicated breast computed tomography images of human subjects. The phantoms were fabricated by high-resolution multimaterial additive manufacturing (3D printing) technology. The glandular equivalency of the photopolymer materials was measured relative to breast tissue-equivalent plastic materials. Based on the current state-of-the-art in the technology and available materials, two variations were fabricated. The first was a dual-material phantom, the Doublet. Fibroglandular tissue and skin were represented by the most radiographically dense material available; adipose tissue was represented by the least radiographically dense material. The second variation, the Singlet, was fabricated with a single material to represent fibroglandular tissue and skin. It was subsequently filled with adipose-equivalent materials including oil, beeswax, and permanent urethane-based polymer. Simulated microcalcification clusters were further included in the phantoms via crushed eggshells. The phantoms were imaged and characterized visually and quantitatively. Results: The mammographic projections and tomosynthesis reconstructed images of the fabricated phantoms yielded realistic breast background. The mammograms of the phantoms demonstrated close correlation with simulated mammographic projection images of the corresponding virtual phantoms. Furthermore, power

  16. Development of realistic physical breast phantoms matched to virtual breast phantoms based on human subject data

    Energy Technology Data Exchange (ETDEWEB)

    Kiarashi, Nooshin [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 and Department of Electrical and Computer Engineering, Duke University, Durham, North Carolina 27708 (United States); Nolte, Adam C. [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 and Department of Biomedical Engineering, Duke University, Durham, North Carolina 27708 (United States); Sturgeon, Gregory M.; Ghate, Sujata V. [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 (United States); Segars, William P. [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 and Medical Physics Graduate Program, Duke University, Durham, North Carolina 27708 (United States); Nolte, Loren W. [Department of Electrical and Computer Engineering, Duke University, Durham, North Carolina 27708 and Department of Biomedical Engineering, Duke University, Durham, North Carolina 27708 (United States); Samei, Ehsan [Carl E. Ravin Advanced Imaging Laboratories, Department of Radiology, Duke University Medical Center, Durham, North Carolina 27710 (United States); Department of Electrical and Computer Engineering, Duke University, Durham, North Carolina 27708 (United States); Department of Biomedical Engineering, Duke University, Durham, North Carolina 27708 (United States); Medical Physics Graduate Program, Duke University, Durham, North Carolina 27708 (United States); Department of Physics, Duke University, Durham, North Carolina 27708 (United States); and others

    2015-07-15

    Purpose: Physical phantoms are essential for the development, optimization, and evaluation of x-ray breast imaging systems. Recognizing the major effect of anatomy on image quality and clinical performance, such phantoms should ideally reflect the three-dimensional structure of the human breast. Currently, there is no commercially available three-dimensional physical breast phantom that is anthropomorphic. The authors present the development of a new suite of physical breast phantoms based on human data. Methods: The phantoms were designed to match the extended cardiac-torso virtual breast phantoms that were based on dedicated breast computed tomography images of human subjects. The phantoms were fabricated by high-resolution multimaterial additive manufacturing (3D printing) technology. The glandular equivalency of the photopolymer materials was measured relative to breast tissue-equivalent plastic materials. Based on the current state-of-the-art in the technology and available materials, two variations were fabricated. The first was a dual-material phantom, the Doublet. Fibroglandular tissue and skin were represented by the most radiographically dense material available; adipose tissue was represented by the least radiographically dense material. The second variation, the Singlet, was fabricated with a single material to represent fibroglandular tissue and skin. It was subsequently filled with adipose-equivalent materials including oil, beeswax, and permanent urethane-based polymer. Simulated microcalcification clusters were further included in the phantoms via crushed eggshells. The phantoms were imaged and characterized visually and quantitatively. Results: The mammographic projections and tomosynthesis reconstructed images of the fabricated phantoms yielded realistic breast background. The mammograms of the phantoms demonstrated close correlation with simulated mammographic projection images of the corresponding virtual phantoms. Furthermore, power

  17. Effects of 3D virtual haptics force feedback on brand personality perception: the mediating role of physical presence in advergames.

    Science.gov (United States)

    Jin, Seung-A Annie

    2010-06-01

    This study gauged the effects of force feedback in the Novint Falcon haptics system on the sensory and cognitive dimensions of a virtual test-driving experience. First, in order to explore the effects of tactile stimuli with force feedback on users' sensory experience, feelings of physical presence (the extent to which virtual physical objects are experienced as actual physical objects) were measured after participants used the haptics interface. Second, to evaluate the effects of force feedback on the cognitive dimension of consumers' virtual experience, this study investigated brand personality perception. The experiment utilized the Novint Falcon haptics controller to induce immersive virtual test-driving through tactile stimuli. The author designed a two-group (haptics stimuli with force feedback versus no force feedback) comparison experiment (N = 238) by manipulating the level of force feedback. Users in the force feedback condition were exposed to tactile stimuli involving various force feedback effects (e.g., terrain effects, acceleration, and lateral forces) while test-driving a rally car. In contrast, users in the control condition test-drove the rally car using the Novint Falcon but were not given any force feedback. Results of ANOVAs indicated that (a) users exposed to force feedback felt stronger physical presence than those in the no force feedback condition, and (b) users exposed to haptics stimuli with force feedback perceived the brand personality of the car to be more rugged than those in the control condition. Managerial implications of the study for product trial in the business world are discussed.

  18. "Space and Consequences": The Influence of the Roundtable Classroom Design on Student Dialogue

    Science.gov (United States)

    Parsons, Caroline S.

    2016-01-01

    This study sought to explore how the design of both physical and virtual learning spaces influence student dialogue in a modern university. Qualitative analysis of the learning spaces in an undergraduate liberal arts program was conducted. Interview and focus group data from students and faculty, in addition to classroom observations, resulted in…

  19. Virtual data in CMS analysis

    International Nuclear Information System (INIS)

    Arbree, A.

    2003-01-01

    The use of virtual data for enhancing the collaboration between large groups of scientists is explored in several ways: by defining ''virtual'' parameter spaces which can be searched and shared in an organized way by a collaboration of scientists in the course of their analysis; by providing a mechanism to log the provenance of results and the ability to trace them back to the various stages in the analysis of real or simulated data; by creating ''check points'' in the course of an analysis to permit collaborators to explore their own analysis branches by refining selections, improving the signal to background ratio, varying the estimation of parameters, etc.; by facilitating the audit of an analysis and the reproduction of its results by a different group, or in a peer review context. We describe a prototype for the analysis of data from the CMS experiment based on the virtual data system Chimera and the object-oriented data analysis framework ROOT. The Chimera system is used to chain together several steps in the analysis process including the Monte Carlo generation of data, the simulation of detector response, the reconstruction of physics objects and their subsequent analysis, histogramming and visualization using the ROOT framework

  20. Medicine in long duration space exploration: the role of virtual reality and broad bandwidth telecommunications networks

    Science.gov (United States)

    Ross, M. D.

    2001-01-01

    Safety of astronauts during long-term space exploration is a priority for NASA. This paper describes efforts to produce Earth-based models for providing expert medical advice when unforeseen medical emergencies occur on spacecraft. These models are Virtual Collaborative Clinics that reach into remote sites using telecommunications and emerging stereo-imaging and sensor technologies. c 2001. Elsevier Science Ltd. All rights reserved.

  1. 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...

  2. Virtual Space Exploration: Let's Use Web-Based Computer Game Technology to Boost IYA 2009 Public Interest

    Science.gov (United States)

    Hussey, K.; Doronila, P.; Kulikov, A.; Lane, K.; Upchurch, P.; Howard, J.; Harvey, S.; Woodmansee, L.

    2008-09-01

    With the recent releases of both Google's "Sky" and Microsoft's "WorldWide Telescope" and the large and increasing popularity of video games, the time is now for using these tools, and those crafted at NASA's Jet Propulsion Laboratory, to engage the public in astronomy like never before. This presentation will use "Cassini at Saturn Interactive Explorer " (CASSIE) to demonstrate the power of web-based video-game engine technology in providing the public a "first-person" look at space exploration. The concept of virtual space exploration is to allow the public to "see" objects in space as if they were either riding aboard or "flying" next to an ESA/NASA spacecraft. Using this technology, people are able to immediately "look" in any direction from their virtual location in space and "zoom-in" at will. Users can position themselves near Saturn's moons and observe the Cassini Spacecraft's "encounters" as they happened. Whenever real data for their "view" exists it is incorporated into the scene. Where data is missing, a high-fidelity simulation of the view is generated to fill in the scene. The observer can also change the time of observation into the past or future. Our approach is to utilize and extend the Unity 3d game development tool, currently in use by the computer gaming industry, along with JPL mission specific telemetry and instrument data to build our virtual explorer. The potential of the application of game technology for the development of educational curricula and public engagement are huge. We believe this technology can revolutionize the way the general public and the planetary science community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. This technology is currently under development and application at JPL to assist our missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of CASSIE and other applications in development

  3. Validation of an immersive virtual reality system for training near and far space neglect in individuals with stroke: a pilot study.

    Science.gov (United States)

    Yasuda, Kazuhiro; Muroi, Daisuke; Ohira, Masahiro; Iwata, Hiroyasu

    2017-10-01

    Unilateral spatial neglect (USN) is defined as impaired ability to attend and see on one side, and when present, it interferes seriously with daily life. These symptoms can exist for near and far spaces combined or independently, and it is important to provide effective intervention for near and far space neglect. The purpose of this pilot study was to propose an immersive virtual reality (VR) rehabilitation program using a head-mounted display that is able to train both near and far space neglect, and to validate the immediate effect of the VR program in both near and far space neglect. Ten USN patients underwent the VR program with a pre-post design and no control. In the virtual environment, we developed visual searching and reaching tasks using an immersive VR system. Behavioral inattention test (BIT) scores obtained pre- and immediate post-VR program were compared. BIT scores obtained pre- and post-VR program revealed that far space neglect but not near space neglect improved promptly after the VR program. This effect for far space neglect was observed in the cancelation task, but not in the line bisection task. Positive effects of the immersive VR program for far space neglect are suggested by the results of the present pilot study. However, further studies with rigorous designs are needed to validate its clinical effectiveness.

  4. CERN and ESA examine future fundamental physics research in space

    CERN Multimedia

    CERN Press Office. Geneva

    2000-01-01

    A special workshop on Fundamental Physics in Space and related topics will be held at CERN in Geneva from 5 to 7 April 2000. Remarkable advances in technology and progress made in reliability and cost effectiveness of European space missions in recent years have opened up exciting new directions for such research. The workshop provides a forum for sharing expertise gained in high energy physics research with colleagues working in research in space.

  5. Inside the Boundaries of the Physical World

    DEFF Research Database (Denmark)

    Turchet, Luca; Nilsson, Niels Christian; Serafin, Stefania

    2012-01-01

    One of the main issues in creating virtual environments in a laboratory setting where users can navigate is the fact that laboratories have a limited physical space. One way of compensate this issue has been to redirect users to perform specific paths, keeping for example the illusion of walking...

  6. Biological Visualization, Imaging and Simulation(Bio-VIS) at NASA Ames Research Center: Developing New Software and Technology for Astronaut Training and Biology Research in Space

    Science.gov (United States)

    Smith, Jeffrey

    2003-01-01

    The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices

  7. Activating Public Space: How to Promote Physical Activity in Urban Environment

    Science.gov (United States)

    Kostrzewska, Małgorzata

    2017-10-01

    Physical activity is an essential component of a healthy lifestyle. The quality and equipment of urban public space plays an important role in promoting physical activity among people (residents, tourists). In order for recreation and sports activities to be undertaken willingly, in a safe and comprehensive manner, certain spatial conditions and requirements must be met. The distinctive feature of contemporary large cities is the disappearance of local, neighbourly relations, and the consequent loneliness, alienation, and atomization of the residents. Thus, the design of public spaces should be an expression of the values of social inclusion and integration. A properly designed urban space would encourage people to leave their homes and integrate, also by undertaking different forms of physical activities. This, in turn, can lead to raising the quality of the space, especially in the context of its “familiarization” and “domestication”. The aim of the research was to identify the architectural and urban features of the public spaces of contemporary cities that can contribute to the promotion of physical activity. The paper presents the research results and the case studies of such spatial solutions and examples of good practices, which invite residents to undertake different forms of physical activities in public spaces. The issue of the integrating, inclusionary, and social function of physical recreation and sport is discussed as well, and so are the possibilities of translating these values into physical characteristics of an urban space. The main conclusions are that taking into account the diverse needs of different social groups, participation in the design and construction process, aesthetic and interesting design, vicinity of the residence, open access for all age groups and the disabled would be the most important spatial determinants of a properly designed, physically activating public space. Strategies of planning the sports and recreation

  8. Ad Hoc Physical Hilbert Spaces in Quantum Mechanics

    Czech Academy of Sciences Publication Activity Database

    Fernandez, F. M.; Garcia, J.; Semorádová, Iveta; Znojil, Miloslav

    2015-01-01

    Roč. 54, č. 12 (2015), s. 4187-4203 ISSN 0020-7748 Institutional support: RVO:61389005 Keywords : quantum mechanics * physical Hilbert spaces * ad hoc inner product * singular potentials regularized * low lying energies Subject RIV: BE - Theoretical Physics Impact factor: 1.041, year: 2015

  9. 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.

  10. Visual selective attention with virtual barriers.

    Science.gov (United States)

    Schneider, Darryl W

    2017-07-01

    Previous studies have shown that interference effects in the flanker task are reduced when physical barriers (e.g., hands) are placed around rather than below a target flanked by distractors. One explanation of this finding is the referential coding hypothesis, whereby the barriers serve as reference objects for allocating attention. In five experiments, the generality of the referential coding hypothesis was tested by investigating whether interference effects are modulated by the placement of virtual barriers (e.g., parentheses). Modulation of flanker interference was found only when target and distractors differed in size and the virtual barriers were beveled wood-grain objects. Under these conditions and those of previous studies, the author conjectures that an impression of depth was produced when the barriers were around the target, such that the target was perceived to be on a different depth plane than the distractors. Perception of depth in the stimulus display might have led to referential coding of the stimuli in three-dimensional (3-D) space, influencing the allocation of attention beyond the horizontal and vertical dimensions. This 3-D referential coding hypothesis is consistent with research on selective attention in 3-D space that shows flanker interference is reduced when target and distractors are separated in depth.

  11. Strategy for the Explorer program for solar and space physics

    International Nuclear Information System (INIS)

    1984-01-01

    Contents include: executive summary; the Explorer program - background and current status; strategy - level of activity; solar-terrestrial research (solar physics, space plasma physics, and upper atmospheric physics)

  12. Virtual Glovebox (VGX) Aids Astronauts in Pre-Flight Training

    Science.gov (United States)

    2003-01-01

    NASA's Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.

  13. Solar and Space Physics: A Science for a Technological Society

    Science.gov (United States)

    2013-01-01

    From the interior of the Sun, to the upper atmosphere and near-space environment of Earth, and outward to a region far beyond Pluto where the Sun's influence wanes, advances during the past decade in space physics and solar physics the disciplines NASA refers to as heliophysics have yielded spectacular insights into the phenomena that affect our home in space. This report, from the National Research Council's (NRC's) Committee for a Decadal Strategy in Solar and Space Physics, is the second NRC decadal survey in heliophysics. Building on the research accomplishments realized over the past decade, the report presents a program of basic and applied research for the period 2013-2022 that will improve scientific understanding of the mechanisms that drive the Sun's activity and the fundamental physical processes underlying near-Earth plasma dynamics, determine the physical interactions of Earth's atmospheric layers in the context of the connected Sun-Earth system, and enhance greatly the capability to provide realistic and specific forecasts of Earth's space environment that will better serve the needs of society. Although the recommended program is directed primarily to NASA (Science Mission Directorate -- Heliophysics Division) and the National Science Foundation (NSF) (Directorate for Geosciences -- Atmospheric and Geospace Sciences) for action, the report also recommends actions by other federal agencies, especially the National Oceanic and Atmospheric Administration (NOAA) those parts of NOAA charged with the day-to-day (operational) forecast of space weather. In addition to the recommendations included in this summary, related recommendations are presented in the main text of the report.

  14. Virtualizing living and working spaces: Proof of concept for a biomedical space-replication methodology.

    Science.gov (United States)

    Brennan, Patricia Flatley; Ponto, Kevin; Casper, Gail; Tredinnick, Ross; Broecker, Markus

    2015-10-01

    The physical spaces within which the work of health occurs - the home, the intensive care unit, the emergency room, even the bedroom - influence the manner in which behaviors unfold, and may contribute to efficacy and effectiveness of health interventions. Yet the study of such complex workspaces is difficult. Health care environments are complex, chaotic workspaces that do not lend themselves to the typical assessment approaches used in other industrial settings. This paper provides two methodological advances for studying internal health care environments: a strategy to capture salient aspects of the physical environment and a suite of approaches to visualize and analyze that physical environment. We used a Faro™ laser scanner to obtain point cloud data sets of the internal aspects of home environments. The point cloud enables precise measurement, including the location of physical boundaries and object perimeters, color, and light, in an interior space that can be translated later for visualization on a variety of platforms. The work was motivated by vizHOME, a multi-year program to intensively examine the home context of personal health information management in a way that minimizes repeated, intrusive, and potentially disruptive in vivo assessments. Thus, we illustrate how to capture, process, display, and analyze point clouds using the home as a specific example of a health care environment. Our work presages a time when emerging technologies facilitate inexpensive capture and efficient management of point cloud data, thus enabling visual and analytical tools for enhanced discharge planning, new insights for designers of consumer-facing clinical informatics solutions, and a robust approach to context-based studies of health-related work environments. Copyright © 2015 Elsevier Inc. All rights reserved.

  15. The Erasmus Virtual Campus

    Science.gov (United States)

    Isakeit, D.

    2002-02-01

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

  16. Developing a Virtual Rock Deformation Laboratory

    Science.gov (United States)

    Zhu, W.; Ougier-simonin, A.; Lisabeth, H. P.; Banker, J. S.

    2012-12-01

    Experimental rock physics plays an important role in advancing earthquake research. Despite its importance in geophysics, reservoir engineering, waste deposits and energy resources, most geology departments in U.S. universities don't have rock deformation facilities. A virtual deformation laboratory can serve as an efficient tool to help geology students naturally and internationally learn about rock deformation. Working with computer science engineers, we built a virtual deformation laboratory that aims at fostering user interaction to facilitate classroom and outreach teaching and learning. The virtual lab is built to center around a triaxial deformation apparatus in which laboratory measurements of mechanical and transport properties such as stress, axial and radial strains, acoustic emission activities, wave velocities, and permeability are demonstrated. A student user can create her avatar to enter the virtual lab. In the virtual lab, the avatar can browse and choose among various rock samples, determine the testing conditions (pressure, temperature, strain rate, loading paths), then operate the virtual deformation machine to observe how deformation changes physical properties of rocks. Actual experimental results on the mechanical, frictional, sonic, acoustic and transport properties of different rocks at different conditions are compiled. The data acquisition system in the virtual lab is linked to the complied experimental data. Structural and microstructural images of deformed rocks are up-loaded and linked to different deformation tests. The integration of the microstructural image and the deformation data allows the student to visualize how forces reshape the structure of the rock and change the physical properties. The virtual lab is built using the Game Engine. The geological background, outstanding questions related to the geological environment, and physical and mechanical concepts associated with the problem will be illustrated on the web portal. In

  17. Centralising Space: The Physical Education and Physical Activity Experiences of South Asian, Muslim Girls

    Science.gov (United States)

    Stride, Annette

    2016-01-01

    This paper explores the physical education (PE) and physical activity experiences of a group of South Asian, Muslim girls, a group typically marginalised in PE and physical activity research. The study responds to ongoing calls for research to explore across different spaces in young people's lives. Specifically, I draw on a…

  18. Contralateral breast dose reduction using a virtual wedge

    International Nuclear Information System (INIS)

    Yeo, In Hwan; Kim, Dae Yong; Kim, Tae Hyun; Shin, Kyung Hwan; Chie, Eui Kyu; Park, Won; Lim, Do Hoon; Huh, Seung Jae; Ahn, Yong Chan

    2005-01-01

    To evaluate the contralateral breast dose using a virtual wedge compared with that using a physical wedge and an open beam in a Siemens linear accelerator. The contralateral breast dose was measured using diodes placed on a humanoid phantom. Diodes were placed at 5.5 cm (position 1), 9.5 cm (position 2), and 14 cm (position 3) along the medial-lateral line from the medial edge of the treatment field. A 6-MV photon beam was used with tangential irradiation technique at 50 and 230 degrees of gantry angle. Asymmetrically collimated 17 x 10 cm field was used. For the first set of experiment, four treatment set-ups were used, which were an open medial beam with a 30-degree wedged lateral beam (physical and virtual wedges, respectively) and a 15-degree wedge medial beam with a 15-degree wedged lateral beam (physical and virtual wedges, respectively). The second set of experiment consists of setting with medial beam without wedge, a 15-degree wedge, and a 60-degree wedge (physical and virtual wedges, respectively). Identical monitor units were delivered. Each set of experiment was repeated for three times. In the first set of experiment, the contralateral breast dose was the highest at the position 1 and decreased in order of the position 2 and 3. The contralateral breast dose was reduced with open beam on the medial side (2.70± 1.46%) compared to medial beam with a wedge (both physical and virtual) (3.25 ± 1.59%). The differences were larger with a physical wedge (0.99 ± 0.18%) than a virtual wedge (0.10 ± 0.01%) at all positions. The use of a virtual wedge reduced the contralateral breast dose by 0.12% to 1.20% of the prescribed dose compared to a physical wedge with same technique. In the second experiment, the contralateral breast dose decreased in order of the open beam, the virtual wedge, and the physical wedge at the position 1, and it decreased in order of a physical wedge, an open beam, and a virtual wedge at the position 2 and 3. The virtual wedge equipped

  19. 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.

  20. Rambrain - a library for virtually extending physical memory

    Directory of Open Access Journals (Sweden)

    M. Imgrund

    2017-01-01

    Full Text Available We introduce Rambrain, a user space C++ library that manages memory consumption of data-intense applications. Using Rambrain, one can overcommit memory beyond the size of physical memory present in the system. While there exist other more advanced techniques to solve this problem, Rambrain focuses on saving development time by providing a fast, general and easy-to-use solution. Rambrain takes care of temporarily swapping out data to disk and can handle multiples of the physical memory size present. Rambrain is thread-safe, OpenMP and MPI compatible and supports asynchronous I/O. The library is designed to require minimal changes to existing programs and pose only a small overhead.

  1. 3D VIRTUAL RECONSTRUCTION OF AN URBAN HISTORICAL SPACE: A CONSIDERATION ON THE METHOD

    Directory of Open Access Journals (Sweden)

    M. Galizia

    2012-09-01

    Full Text Available Urban historical spaces are often characterized by a variety of shapes, geometries, volumes, materials. Their virtual reconstruction requires a critical approach in terms of acquired data's density, timing optimization, final product's quality and slimness. The research team has focused its attention on the study on Francesco Neglia square (previously named Saint Thomas square in Enna. This square is an urban space fronted by architectures which present historical and stylistic differences. For example you can find the Saint Thomas'church belfry (in aragounese-catalan stile dated XIV century and the porch, the Anime Sante baroque's church (XVII century, Saint Mary of the Grace's nunnery (XVIII century and as well as some civil buildings of minor importance built in the mid twentieth century. The research has compared two different modeling tools approaches: the first one is based on the construction of triangulated surfaces which are segmented and simplified; the second one is based on the detection of surfaces geometrical features, the extraction of the more significant profiles by using a software dedicated to the elaboration of cloud points and the subsequent mathematical reconstruction by using a 3d modelling software. The following step was aimed to process the virtual reconstruction of urban scene by assembling the single optimized models. This work highlighted the importance of the image of the operator and of its cultural contribution, essential to recognize geometries which generates surfaces in order to create high quality semantic models.

  2. Technique for forcing high Reynolds number isotropic turbulence in physical space

    Science.gov (United States)

    Palmore, John A.; Desjardins, Olivier

    2018-03-01

    Many common engineering problems involve the study of turbulence interaction with other physical processes. For many such physical processes, solutions are expressed most naturally in physical space, necessitating the use of physical space solutions. For simulating isotropic turbulence in physical space, linear forcing is a commonly used strategy because it produces realistic turbulence in an easy-to-implement formulation. However, the method resolves a smaller range of scales on the same mesh than spectral forcing. We propose an alternative approach for turbulence forcing in physical space that uses the low-pass filtered velocity field as the basis of the forcing term. This method is shown to double the range of scales captured by linear forcing while maintaining the flexibility and low computational cost of the original method. This translates to a 60% increase of the Taylor microscale Reynolds number on the same mesh. An extension is made to scalar mixing wherein a scalar field is forced to have an arbitrarily chosen, constant variance. Filtered linear forcing of the scalar field allows for control over the length scale of scalar injection, which could be important when simulating scalar mixing.

  3. Virtual rehabilitation via Nintendo Wii® and conventional physical therapy effectively treat post-stroke hemiparetic patients.

    Science.gov (United States)

    da Silva Ribeiro, Nildo Manoel; Ferraz, Daniel Dominguez; Pedreira, Érika; Pinheiro, Ígor; da Silva Pinto, Ana Cláudia; Neto, Mansueto Gomes; Dos Santos, Luan Rafael Aguiar; Pozzato, Michele Gea Guimarães; Pinho, Ricardo Silva; Masruha, Marcelo Rodrigues

    2015-08-01

    The Nintendo® Wii is a simple and affordable virtual therapy alternative. It may be used at home, and it is a motivating recreational activity that provides continuous feedback. However, studies comparing the use of the Nintendo® Wii to conventional physical therapy are needed. To compare the effect of a rehabilitation treatment using the Nintendo® Wii (NW) with conventional physical therapy (CPT) to improve the sensorimotor function and quality of life for post-stroke hemiparetic patients. The present study applied a randomized, blind, and controlled clinical trial. In total, 30 patients with post-stroke hemiparesis were evaluated. A total of 15 patients were randomly assigned to each group. The SF-36 quality of life and Fugl-Meyer scales were used to evaluate the patients. After treatment, the only variable that differed between the groups was the physical functioning domain of the SF-36 in the group that received conventional physical therapy. A significant difference was observed between both groups before and after treatment in terms of the following Fugl-Meyer scale items: passive movement and pain, motor function of the upper limbs (ULs), and balance. The CPT group also showed a significant difference with regard to their UL and lower limb (LL) coordination. The SF-36 scale analysis revealed a significant difference within both groups with regard to the following domains: physical functioning, role limitation due to physical aspects, vitality, and role limitation due to emotional aspects. The NW group also exhibited a significant difference in the mental health domain. The results indicate that both approaches improved the patients' performance in a similar manner. Virtual rehabilitation using the Nintendo Wii® and CPT both effectively treat post-stroke hemiparetic patients by improving passive movement and pain scores, motor function of the upper limb, balance, physical functioning, vitality, and the physical and emotional aspects of role functioning.

  4. Space Weather Research Presented at the 2007 AGU Fall Meeting

    Science.gov (United States)

    Kumar, Mohi

    2007-12-01

    AGU's 47th annual Fall Meeting, held 10-14 December 2007 in San Francisco, Calif., was the largest gathering of geoscientists in the Union's history. More than 14,600 people attended. The Space Physics and Aeronomy (SPA) sections sported excellent turnout, with more than 1300 abstracts submitted over 114 poster and oral sessions. Topics discussed that related to space weather were manifold: the nature of the Sun-Earth system revealed through newly launched satellites, observations and models of ionospheric convection, advances in the understanding of radiation belt physics, Sun-Earth coupling via energetic coupling, data management and archiving into virtual observatories, and the applications of all this research to space weather forecasting and prediction.

  5. Space and Temporal Correlation between the Moving Virtual Anode and the Ionization Growth in a Transient Hollow Cathode Discharge

    International Nuclear Information System (INIS)

    Zambra, M.; Moreno, J.; Soto, L.; Silva, P.; Sylvester, G.; Alarcon, H.

    2001-01-01

    A Transient Hollow Cathode Discharge is a low-pressure high-voltage electric discharge between plane parallel electrodes with an axial hole in the cathode. There are essential ionization events which lead to final electrical breakdown, between them the enhanced ionization processes taking place inside the Hollow Cathode Region (HCR) and the virtual anode moving in the interelectrode region, which extends the anode potential to within the HCR. In previous works it was studied the virtual anode speed in the A-K gap and the temporal evolution of the ionization growth in the HCR separately. In this paper, the virtual anode speed has been studied temporal and space correlated with the ionization growth inside the HCR. The presence of the moving virtual anode and the ionization growth has been diagnosed by means of capacitive probes and observing the light emission at 656 nm (H-α) from a point behind the cathode aperture respectively. The discharge was operated in hydrogen gas, at pressure in the range 100-300 mTorr, with 5 mm cathode aperture and at 30 kV maximum voltage. (author)

  6. Teaching a Chemistry MOOC with a Virtual Laboratory: Lessons Learned from an Introductory Physical Chemistry Course

    Science.gov (United States)

    O'Malley, Patrick J.; Agger, Jonathan R.; Anderson, Michael W.

    2015-01-01

    An analysis is presented of the experience and lessons learned of running a MOOC in introductory physical chemistry. The course was unique in allowing students to conduct experimental measurements using a virtual laboratory constructed using video and simulations. A breakdown of the student background and motivation for taking the course is…

  7. Physics of untied rotating space elevators

    Science.gov (United States)

    Knudsen, Steven; Golubović, Leonardo

    2015-12-01

    We explore fundamental aspects of the physics of a novel class of dynamical systems, Rotating Space Elevators (RSE) (L. Golubović, S. Knudsen, Europhys. Lett. 86, 34001 (2009) and S. Knudsen, L. Golubović, Eur. Phys. J. Plus 129, 242 (2014)). An RSE is a loopy string reaching deep into outer space. The floppy RSE loop executes a double rotating motion due to which the objects sliding along the RSE string (climbers) can be transported far away from the Earth's surface without using internal engines or propulsion. By extensive numerical simulations and analytic calculations, this study addresses an interesting and provocative question at the very heart of the RSE physics: What will happen if one unties the rotating space elevator from the Earth? We find that the untied RSE exhibits rich nonlinear dynamics. In particular, strikingly, we find that the untied RSE may still behave as if it were tied to the planet. Such a quasi-tied yet untied RSE remains close to the Earth and exhibits persistent shape and enduring double rotating motion. Moreover, the climbers sliding along such a quasi-tied RSE move in much the same way as they do along a tied RSE. Under some conditions however we find that the untied RSE may undergo an instability leading it to a dynamical state in which the RSE hops well above the Earth surface. By changing the untied RSE parameters, the maximum height reached during hopping may be made to diverge. Such an untied RSE unbinds from the Earth to infinity, i.e., to interplanetary space.

  8. Space-time structure and the origin of physical law

    International Nuclear Information System (INIS)

    Green, M.A.

    1980-01-01

    In the first part of this theses the author adopts a traditional world view, with space-time a topologically simple geometrical manifold, matter being represented by smooth classical fields, and space a Riemannian submanifold of space-time. It is shown how to characterize the space-time geometry in terms of fields defined on three-dimensional space. Accepting a finite number of the fields induced on space as independent initial data, a procedure is given for constructing dynamical and constraint equations which will propagate these fields forward in time. When the initial data are restricted to include only the hypersurface metric and the extrinsic curvature, the resulting equations combine to form the Einstein gravitational field equations with the cosmological term. The synthesis of gravitational and quantum physics is approached by proposing that the objective world underlying the perceived world is a four-dimensional topological manifold w, with no physically significant field structure and an unconstrianed and complex global topology. Conventional space-time is then a topologically simple replacement manifold for w. A preliminary outline of the correspondence is presented, based on a similarity between a natural graphical representation of 2 and the Feynman graphs of quantum field theory

  9. Space Drive Physics: Introduction and Next Steps

    Science.gov (United States)

    Millis, M. G.

    Research toward the visionary goal of propellantless ``space drives'' is introduced, covering key physics issues and a listing of roughly 2-dozen approaches. The targeted advantage of a space drive is to circumvent the propellant constraints of rockets and the maneuvering limits of light sails by using the interactions between the spacecraft and its surrounding space for propulsion. At present, the scientific foundations from which to engineer a space drive have not been discovered and, objectively, might be impossible. Although no propulsion breakthroughs appear imminent, the subject has matured to where the relevant questions have been broached and are beginning to be answered. The critical make-break issues include; conservation of momentum, uncertain sources of reaction mass, and the net-external thrusting requirement. Note: space drives are not necessarily faster- than-light devices. Speed limits are a separate, unanswered issue. Relevant unsolved physics includes; the sources and mechanisms of inertial frames, coupling of gravitation and electromagnetism, and the nature of the quantum vacuum. The propulsion approaches span mostly stages 1 through 3 of the scientific method (defining the problem, collecting data, and articulating hypotheses), while some have matured to stage 4 (testing hypotheses). Nonviable approaches include `stiction drives,' `gyroscopic antigravity,' and `lifters.' No attempt is made to gauge the prospects of the remaining approaches. Instead, a list of next-step research questions is derived from the examination of these goals, unknowns, and concepts.

  10. 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.

  11. Creating Inclusive Physical Activity Spaces: The Case of Body-Positive Yoga.

    Science.gov (United States)

    Pickett, Andrew C; Cunningham, George B

    2017-09-01

    Within the modern cultural climate, those in larger bodies face high levels of weight stigma, particularly in sport and physical activity spaces, which serves as a strong barrier to their participation. However, given the strong link between physical activity and general health and well-being for participants, it is important to explore strategies that encourage participation of these individuals. Thus, the current research examined strategies that physical activity instructors use to develop inclusive exercise spaces for all body sizes. This study employed a series of semistructured qualitative interviews (n = 9) with instructors of body-inclusive yoga classes to explore the ways in which they encourage participation for those in larger bodies. Emergent themes from the current study suggested support for 6 factors for creating body-inclusive physical activity spaces: authentic leadership, a culture of inclusion, a focus on health, inclusive language, leader social activism, and a sense of community. This study revealed that leaders must intentionally cultivate inclusion in their spaces to encourage those in nonconforming bodies to participate. These findings have important health and management implications for the sport and physical activity context and provide a basic outline of practical strategies that practitioners can use to foster inclusion in their spaces.

  12. Virtual Video Prototyping for Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Lykke-Olesen, Andreas

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  13. 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.

  14. Ethical approach to digital skills. Sense and use in virtual educational spaces

    Directory of Open Access Journals (Sweden)

    Juan GARCÍA-GUTIÉRREZ

    2013-12-01

    Full Text Available In the context of technology and cyberspace, should we do everything we can do? The answer given to this question is not ethical, is political: safety. The safety and security are overshadowing the ethical question about the meaning of technology. Cyberspace imposes a "new logic" and new forms of "ownership". When it comes to the Internet in relation to children not always adopt logic of accountability to the cyberspace, Internet showing a space not only ethical and technical. We talk about safe Internet, Internet healthy, and Internet Fit for Children... why not talk over Internet ethics? With this work we approach digital skills as those skills that help us to position ourselves and guide us in cyberspace. Something that is not possible without also ethical skills. So, in this article we will try to build and propose a model for analyzing the virtual learning spaces (and cyberspace in general based on the categories of "use" and "sense" as different levels of ownership that indicate the types of competences needed to access cyberspace.  

  15. An IPv6 routing lookup algorithm using weight-balanced tree based on prefix value for virtual router

    Science.gov (United States)

    Chen, Lingjiang; Zhou, Shuguang; Zhang, Qiaoduo; Li, Fenghua

    2016-10-01

    Virtual router enables the coexistence of different networks on the same physical facility and has lately attracted a great deal of attention from researchers. As the number of IPv6 addresses is rapidly increasing in virtual routers, designing an efficient IPv6 routing lookup algorithm is of great importance. In this paper, we present an IPv6 lookup algorithm called weight-balanced tree (WBT). WBT merges Forwarding Information Bases (FIBs) of virtual routers into one spanning tree, and compresses the space cost. WBT's average time complexity and the worst case time complexity of lookup and update process are both O(logN) and space complexity is O(cN) where N is the size of routing table and c is a constant. Experiments show that WBT helps reduce more than 80% Static Random Access Memory (SRAM) cost in comparison to those separation schemes. WBT also achieves the least average search depth comparing with other homogeneous algorithms.

  16. Aligning Pedagogy with Physical Learning Spaces

    Science.gov (United States)

    van Merriënboer, Jeroen J. G.; McKenney, Susan; Cullinan, Dominic; Heuer, Jos

    2017-01-01

    The quality of education suffers when pedagogies are not aligned with physical learning spaces. For example, the architecture of the triple-decker Victorian schools across England fits the information transmission model that was dominant in the industrial age, but makes it more difficult to implement student-centred pedagogies that better fit a…

  17. LEAP into the Pfizer Global Virtual Library (PGVL) space: creation of readily synthesizable design ideas automatically.

    Science.gov (United States)

    Hu, Qiyue; Peng, Zhengwei; Kostrowicki, Jaroslav; Kuki, Atsuo

    2011-01-01

    Pfizer Global Virtual Library (PGVL) of 10(13) readily synthesizable molecules offers a tremendous opportunity for lead optimization and scaffold hopping in drug discovery projects. However, mining into a chemical space of this size presents a challenge for the concomitant design informatics due to the fact that standard molecular similarity searches against a collection of explicit molecules cannot be utilized, since no chemical information system could create and manage more than 10(8) explicit molecules. Nevertheless, by accepting a tolerable level of false negatives in search results, we were able to bypass the need for full 10(13) enumeration and enabled the efficient similarity search and retrieval into this huge chemical space for practical usage by medicinal chemists. In this report, two search methods (LEAP1 and LEAP2) are presented. The first method uses PGVL reaction knowledge to disassemble the incoming search query molecule into a set of reactants and then uses reactant-level similarities into actual available starting materials to focus on a much smaller sub-region of the full virtual library compound space. This sub-region is then explicitly enumerated and searched via a standard similarity method using the original query molecule. The second method uses a fuzzy mapping onto candidate reactions and does not require exact disassembly of the incoming query molecule. Instead Basis Products (or capped reactants) are mapped into the query molecule and the resultant asymmetric similarity scores are used to prioritize the corresponding reactions and reactant sets. All sets of Basis Products are inherently indexed to specific reactions and specific starting materials. This again allows focusing on a much smaller sub-region for explicit enumeration and subsequent standard product-level similarity search. A set of validation studies were conducted. The results have shown that the level of false negatives for the disassembly-based method is acceptable when the

  18. 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.

  19. Virtual Relighting of a Virtualized Scene by Estimating Surface Reflectance Properties

    OpenAIRE

    福富, 弘敦; 町田, 貴史; 横矢, 直和

    2011-01-01

    In mixed reality that merges real and virtual worlds, it is required to interactively manipulate the illumination conditions in a virtualized space. In general, specular reflections in a scene make it difficult to interactively manipulate the illumination conditions. Our goal is to provide an opportunity to simulate the original scene, including diffuse and specular relfections, with novel viewpoints and illumination conditions. Thus, we propose a new method for estimating diffuse and specula...

  20. Physics parameter space of tokamak ignition devices

    International Nuclear Information System (INIS)

    Selcow, E.C.; Peng, Y.K.M.; Uckan, N.A.; Houlberg, W.A.

    1985-01-01

    This paper describes the results of a study to explore the physics parameter space of tokamak ignition experiments. A new physics systems code has been developed to perform the study. This code performs a global plasma analysis using steady-state, two-fluid, energy-transport models. In this paper, we discuss the models used in the code and their application to the analysis of compact ignition experiments. 8 refs., 8 figs., 1 tab

  1. Towards testing quantum physics in deep space

    Science.gov (United States)

    Kaltenbaek, Rainer

    2016-07-01

    MAQRO is a proposal for a medium-sized space mission to use the unique environment of deep space in combination with novel developments in space technology and quantum technology to test the foundations of physics. The goal is to perform matter-wave interferometry with dielectric particles of up to 10^{11} atomic mass units and testing for deviations from the predictions of quantum theory. Novel techniques from quantum optomechanics with optically trapped particles are to be used for preparing the test particles for these experiments. The core elements of the instrument are placed outside the spacecraft and insulated from the hot spacecraft via multiple thermal shields allowing to achieve cryogenic temperatures via passive cooling and ultra-high vacuum levels by venting to deep space. In combination with low force-noise microthrusters and inertial sensors, this allows realizing an environment well suited for long coherence times of macroscopic quantum superpositions and long integration times. Since the original proposal in 2010, significant progress has been made in terms of technology development and in refining the instrument design. Based on these new developments, we submitted/will submit updated versions of the MAQRO proposal in 2015 and 2016 in response to Cosmic-Vision calls of ESA for a medium-sized mission. A central goal has been to address and overcome potentially critical issues regarding the readiness of core technologies and to provide realistic concepts for further technology development. We present the progress on the road towards realizing this ground-breaking mission harnessing deep space in novel ways for testing the foundations of physics, a technology pathfinder for macroscopic quantum technology and quantum optomechanics in space.

  2. Design and implementation of space physics multi-model application integration based on web

    Science.gov (United States)

    Jiang, Wenping; Zou, Ziming

    With the development of research on space environment and space science, how to develop network online computing environment of space weather, space environment and space physics models for Chinese scientific community is becoming more and more important in recent years. Currently, There are two software modes on space physics multi-model application integrated system (SPMAIS) such as C/S and B/S. the C/S mode which is traditional and stand-alone, demands a team or workshop from many disciplines and specialties to build their own multi-model application integrated system, that requires the client must be deployed in different physical regions when user visits the integrated system. Thus, this requirement brings two shortcomings: reducing the efficiency of researchers who use the models to compute; inconvenience of accessing the data. Therefore, it is necessary to create a shared network resource access environment which could help users to visit the computing resources of space physics models through the terminal quickly for conducting space science research and forecasting spatial environment. The SPMAIS develops high-performance, first-principles in B/S mode based on computational models of the space environment and uses these models to predict "Space Weather", to understand space mission data and to further our understanding of the solar system. the main goal of space physics multi-model application integration system (SPMAIS) is to provide an easily and convenient user-driven online models operating environment. up to now, the SPMAIS have contained dozens of space environment models , including international AP8/AE8 IGRF T96 models and solar proton prediction model geomagnetic transmission model etc. which are developed by Chinese scientists. another function of SPMAIS is to integrate space observation data sets which offers input data for models online high-speed computing. In this paper, service-oriented architecture (SOA) concept that divides system into

  3. Distance to green space and physical activity: a danish national representative survey

    DEFF Research Database (Denmark)

    Toftager, Mette; Ekholm, Ola; Schipperijn, Jasper

    2011-01-01

    This study examines the relationship between distance to green space and the level of physical activity among the population of Denmark. In addition, the relationship between distance to green space and obesity is investigated.......This study examines the relationship between distance to green space and the level of physical activity among the population of Denmark. In addition, the relationship between distance to green space and obesity is investigated....

  4. Urban Public Space Context and Cognitive Psychology Evolution in Information Environment

    Science.gov (United States)

    Feng, Chen; Xu, Hua-wei

    2017-11-01

    The rapid development of information technology has had a great impact on the understanding of urban environment, which brings different spatially psychological experience. Information and image transmission has been full with the streets, both the physical space and virtual space have been unprecedentedly blended together through pictures, images, electronic media and other tools, which also stimulates people’s vision and psychology and gives birth to a more complex form of urban space. Under the dual role of spatial mediumlization and media spatialization, the psychological cognitive pattern of urban public space context is changing.

  5. 4D Flexible Atom-Pairs: An efficient probabilistic conformational space comparison for ligand-based virtual screening

    Science.gov (United States)

    2011-01-01

    Background The performance of 3D-based virtual screening similarity functions is affected by the applied conformations of compounds. Therefore, the results of 3D approaches are often less robust than 2D approaches. The application of 3D methods on multiple conformer data sets normally reduces this weakness, but entails a significant computational overhead. Therefore, we developed a special conformational space encoding by means of Gaussian mixture models and a similarity function that operates on these models. The application of a model-based encoding allows an efficient comparison of the conformational space of compounds. Results Comparisons of our 4D flexible atom-pair approach with over 15 state-of-the-art 2D- and 3D-based virtual screening similarity functions on the 40 data sets of the Directory of Useful Decoys show a robust performance of our approach. Even 3D-based approaches that operate on multiple conformers yield inferior results. The 4D flexible atom-pair method achieves an averaged AUC value of 0.78 on the filtered Directory of Useful Decoys data sets. The best 2D- and 3D-based approaches of this study yield an AUC value of 0.74 and 0.72, respectively. As a result, the 4D flexible atom-pair approach achieves an average rank of 1.25 with respect to 15 other state-of-the-art similarity functions and four different evaluation metrics. Conclusions Our 4D method yields a robust performance on 40 pharmaceutically relevant targets. The conformational space encoding enables an efficient comparison of the conformational space. Therefore, the weakness of the 3D-based approaches on single conformations is circumvented. With over 100,000 similarity calculations on a single desktop CPU, the utilization of the 4D flexible atom-pair in real-world applications is feasible. PMID:21733172

  6. Modelling the wedge shape for the virtual wedge

    International Nuclear Information System (INIS)

    Chang Liyun; Ho Shengyow; Chen, Helen H W

    2003-01-01

    We present a method to model the virtual wedge shape in a 3D treatment planning system as a physical wedge. The virtual wedge shape was determined using the measured dose profile of the virtual wedge at a chosen reference depth. The differences between the calculated and the measured dose profiles for the virtual wedge were within 0.5% at the reference depth, and within 2.5% at other depths. This method provides a fast and accurate way to implement the virtual wedge into our planning system for any wedge angles. This method is also applicable to model the physical wedge shapes with comparable good results

  7. 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.

  8. Perceptual effects in auralization of virtual rooms

    Science.gov (United States)

    Kleiner, Mendel; Larsson, Pontus; Vastfjall, Daniel; Torres, Rendell R.

    2002-05-01

    By using various types of binaural simulation (or ``auralization'') of physical environments, it is now possible to study basic perceptual issues relevant to room acoustics, as well to simulate the acoustic conditions found in concert halls and other auditoria. Binaural simulation of physical spaces in general is also important to virtual reality systems. This presentation will begin with an overview of the issues encountered in the auralization of room and other environments. We will then discuss the influence of various approximations in room modeling, in particular, edge- and surface scattering, on the perceived room response. Finally, we will discuss cross-modal effects, such as the influence of visual cues on the perception of auditory cues, and the influence of cross-modal effects on the judgement of ``perceived presence'' and the rating of room acoustic quality.

  9. 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…

  10. Representing Bodies in Virtual Space: The Rhetoric of Avatar Design.

    Science.gov (United States)

    Kolko, Beth E.

    1999-01-01

    Discusses the rhetorical aspects of avatars, or virtual selves, within multiuser graphical virtual realities (GVRs). Examines the development of GVRs and questions how representations of selves relate to online communication, focusing particularly on how bodies in GVRs are gendered. (Author/LRW)

  11. The Evaluation of Physical Space Quality in Education Buildings in Regard to User Satisfaction

    Directory of Open Access Journals (Sweden)

    Filiz ŞENKAL SEZER

    2016-08-01

    Full Text Available In this study, physical space quality of two different engineering department buildings in Uludag University Gorukle Campus, Bursa, Turkey are analyzed in regard to user evaluations about the physical space quality. In the analysis of these evaluations, criteria about physical space quality are predetermined by the authors. In the method of the study, the below phases are implemented. In first, the literature review about the physical space quality is done and then a questionnaire is prepared with regard to the key themes in literature review in order to evaluate the user satisfaction. The  key themes in user satisfaction questionnaire is accessibility, ergonomics, thermal comfort, audible comfort, visual comfort, inner space air quality, service spaces, socialization. The aim of this study is first to understand which criteria are important for the students and then to improve the physical space quality in regard to the dissatisfaction.

  12. Typology on Leadership toward Creativity in Virtual Work

    Directory of Open Access Journals (Sweden)

    Iris A Humala

    2017-07-01

    facilitate creativity in virtual work. Impact on Society\t: The findings highlight humanistic values for developing leadership. The study strengthens the view that collective creativity in virtual work cannot emerge without virtual and physical interaction in appropriate spaces and caring for each other. Future Research: Future studies may focus on other fields, industries, networks, roles of materialities, and employees in fostering creativity and on theory development. Longitudinal studies are advisable.

  13. [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.

  14. 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.

  15. Perspectives on the Viable Mobile Virtual Community for Telemedicine

    OpenAIRE

    van 't Klooster, J.W.J.R.; Pawar, P.; van Beijnum, Bernhard J.F.; Dulawan, Chariz; Hermens, Hermanus J.

    2010-01-01

    A virtual community is an electronically supported social network: it can be seen as a group of people who have regular social interaction, independent of time and space, because of a common interest such as a problem, task, or feeling exchange (Eysenbach, Powell, Englesakis, Rizo, & Stern, 2004; Rheingold, 1993). When independence of time and space is achieved through the use of mobile devices and wireless communication technologies, such a virtual community is called a Mobile Virtual Commun...

  16. Size of the virtual source behind a convex spherical surface emitting a space charge limited ion current

    International Nuclear Information System (INIS)

    Chavet, I.

    1987-01-01

    A plasma source fitted with a circular orifice and emitting a space charge limited ion current can be made to operate with a convex spherical plasma boundary (meniscus) by appropriately adjusting its extraction parameters. In this case, the diameter of the virtual source behind the meniscus is much smaller than the orifice diameter. The effective value of this virtual source diameter depends significantly on various practical factors that are more or less controllable. Its lower ideal limit, however, depends only on the radio δ of the interelectrode distance to the meniscus curvature radius and on the ratio ω of the initial to final ion energy. This ideal limit is given for the ranges 0.1 ≤ δ ≤ 10 and 10 -7 ≤ ω ≤ 10 -3 . Preliminary experimental results are reported. (orig.)

  17. The Dynamic Family Home: a qualitative exploration of physical environmental influences on children's sedentary behaviour and physical activity within the home space.

    Science.gov (United States)

    Maitland, Clover; Stratton, Gareth; Foster, Sarah; Braham, Rebecca; Rosenberg, Michael

    2014-12-24

    Recent changes in home physical environments, such as decreasing outdoor space and increasing electronic media, may negatively affect health by facilitating sedentariness and reducing physical activity. As children spend much of their time at home they are particularly vulnerable. This study qualitatively explored family perceptions of physical environmental influences on sedentary behaviour and physical activity within the home space. Home based interviews were conducted with 28 families with children aged 9-13 years (total n = 74 individuals), living in Perth, Australia. Families were stratified by socioeconomic status and selected to provide variation in housing. Qualitative methods included a family interview, observation and home tour where families guided the researcher through their home, enabling discussion while in the physical home space. Audio recordings were transcribed verbatim and thematically analysed. Emergent themes related to children's sedentariness and physical activity included overall size, space and design of the home; allocation of home space; equipment within the home space; perceived safety of the home space; and the changing nature of the home space. Families reported that children's activity options were limited when houses and yards were small. In larger homes, multiple indoor living rooms usually housed additional sedentary entertainment options, although parents reported that open plan home layouts could facilitate monitoring of children's electronic media use. Most families reported changing the allocation and contents of their home space in response to changing priorities and circumstances. The physical home environment can enhance or limit opportunities for children's sedentary behaviour and physical activity. However, the home space is a dynamic ecological setting that is amenable to change and is largely shaped by the family living within it, thus differentiating it from other settings. While size and space were considered

  18. Virtual Reality and Active Videogame-Based Practice, Learning Needs, and Preferences: A Cross-Canada Survey of Physical Therapists and Occupational Therapists.

    Science.gov (United States)

    Levac, Danielle; Glegg, Stephanie; Colquhoun, Heather; Miller, Patricia; Noubary, Farzad

    2017-08-01

    Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. Cross-sectional survey. Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument. We received 1071 (506 PTs, 562 OTs, 3 dual-trained) responses. Forty-six percent had clinical VR/AVG experience; only 12% reported current use, with the Wii being the most clinically accessible (41%) system. Therapists used VR/AVGs primarily in rehabilitation (32%) and hospital (29%) settings, preferentially targeting balance (39.3%) and physical activity (19.8%) outcomes. Stroke (25.8%), brain injury (15.3%), musculoskeletal (14.9%), and cerebral palsy (10.5%) populations were most frequently treated. Therapists with VR/AVG experience rated all ADOPT-VR2 constructs more highly than did those without experience (P < 0.001). Factors predictive of intention to use VR included the technology's perceived usefulness and therapist self-efficacy in VR/AVG use (P < 0.001). Highest-rated barriers to VR/AVG use were lack of funds, space, time, support staff, and appropriate clients, whereas facilitators included client motivation, therapist knowledge, and management support. Most (76%) respondents were interested in learning more. Understanding use, predictors of use, and learning needs is essential for developing knowledge translation initiatives to support clinical integration of VR/AVGs. Results of this first national survey will inform the creation of resources to support therapists in this field.

  19. Ongoing Space Physics - Astrophysics Connections

    OpenAIRE

    Eichler, David

    2005-01-01

    I review several ongoing connections between space physics and astrophysics: a) Measurements of energetic particle spectra have confirmed theoretical prediction of the highest energy to which shocks can accelerate particles, and this has direct bearing on the origin of the highest energy cosmic rays. b) Mass ejection in solar flares may help us understand photon ejection in the giant flares of magnetar outbursts. c) Measurements of electron heat fluxes in the solar wind can help us understand...

  20. VIRTUAL AND PHYSICAL RECOMPOSITION OF FRAGMENTED ECCLESIASTICAL FRESCOES USING A PHOTOGRAMMETRIC APPROACH

    Directory of Open Access Journals (Sweden)

    D. Abate

    2016-06-01

    Full Text Available The octagonal domed church of the Christ Antiphonitis in the district of Kyrenia (Cyprus was originally completely decorated with frescoes along its interior walls. Two of these are exceptional for their artistic and historic value: the story of the Tree of Jesse (a pictorial genealogy of the Virgin located on the southern wall of the octagon, and the Last Judgment, on the northern wall. Following the invasion of Cyprus by Turkish military forces in 1974, looters stripped many of the region churches, removing an estimated 15,000 to 20,000 icons and several dozen major frescoes and mosaics, intending to sell them illegally on the antique market. The Church of Antiphonitis was among them. The walls with the two biblical episodes suffered major damages and big portions of their pictorial decoration were removed. Since the end of the 1990s, due to efforts of Cypriot authorities, more than 70 fragments of its frescoes returned from USA and Europe to the Byzantine Museum of Nicosia, where they are currently under conservation and restoration for future display. These were digitally documented through high-resolution ortophotos. The inner space of the church was documented by similar means, in order to virtually re-position the frescoes in their original locations. The virtual re-composition of the frescoes along the looted walls helped quantifying the missing parts, correctly re-locate virtually each fragment at its original position, obtain accurate colour information and prepare a digital musealisation product, to be included in the permanent exhibition display at the museum which will feature a 1:1 scale reproduction of the church walls.

  1. Virtual and Physical Recomposition of Fragmented Ecclesiastical Frescoes Using a Photogrammetric Approach

    Science.gov (United States)

    Abate, D.; Hermon, S.; Eliades, I.

    2016-06-01

    The octagonal domed church of the Christ Antiphonitis in the district of Kyrenia (Cyprus) was originally completely decorated with frescoes along its interior walls. Two of these are exceptional for their artistic and historic value: the story of the Tree of Jesse (a pictorial genealogy of the Virgin) located on the southern wall of the octagon, and the Last Judgment, on the northern wall. Following the invasion of Cyprus by Turkish military forces in 1974, looters stripped many of the region churches, removing an estimated 15,000 to 20,000 icons and several dozen major frescoes and mosaics, intending to sell them illegally on the antique market. The Church of Antiphonitis was among them. The walls with the two biblical episodes suffered major damages and big portions of their pictorial decoration were removed. Since the end of the 1990s, due to efforts of Cypriot authorities, more than 70 fragments of its frescoes returned from USA and Europe to the Byzantine Museum of Nicosia, where they are currently under conservation and restoration for future display. These were digitally documented through high-resolution ortophotos. The inner space of the church was documented by similar means, in order to virtually re-position the frescoes in their original locations. The virtual re-composition of the frescoes along the looted walls helped quantifying the missing parts, correctly re-locate virtually each fragment at its original position, obtain accurate colour information and prepare a digital musealisation product, to be included in the permanent exhibition display at the museum which will feature a 1:1 scale reproduction of the church walls.

  2. Merging the virtual and the real: A collaborative cross-reality game

    OpenAIRE

    Bergs, Jessica; Livingstone, Daniel; Loranger, Brian

    2016-01-01

    In this paper, we present a collaborative cross-reality game for two players, Lab2, which blends tangible board game and immersive virtual reality playing spaces in a gameplay that aims to promote and train collaborative behaviour. As collaborative learning has been stressed as an effective teaching method for many years, Lab2 could assist learners in exploring and further developing their collaborative skills in a playful manner. One player controls a physical game board showing a moveable m...

  3. The effect of the configuration and the interior design of a virtual weightless space station on human spatial orientation

    Science.gov (United States)

    Aoki, Hirofumi; Ohno, Ryuzo; Yamaguchi, Takao

    2005-05-01

    In a virtual weightless environment, subjects' orientation skills were studied to examine what kind of cognitive errors people make when they moved through the interior space of virtual space stations and what kind of visual information effectively decreases those errors. Subjects wearing a head-mounted display moved from one end to the other end in space station-like routes constructed of rectangular and cubical modules, and did Pointing and Modeling tasks. In Experiment 1, configurations of the routes were changed with such variables as the number of bends, the number of embedding planes, and the number of planes with respect to the body posture. The results indicated that spatial orientation ability was relevant to the variables and that orientational errors were explained by two causes. One of these was that the place, the direction, and the sequence of turns were incorrect. The other was that subjects did not recognize the rotation of the frame of reference, especially when they turned in pitch direction rather than in yaw. In Experiment 2, the effect of the interior design was examined by testing three design settings. Wall colors that showed the allocentric frame of reference and the different interior design of vertical and horizontal modules were effective; however, there was a limit to the effectiveness in complicated configurations.

  4. Scientific Assistant Virtual Laboratory (SAVL)

    Science.gov (United States)

    Alaghband, Gita; Fardi, Hamid; Gnabasik, David

    2007-03-01

    The Scientific Assistant Virtual Laboratory (SAVL) is a scientific discovery environment, an interactive simulated virtual laboratory, for learning physics and mathematics. The purpose of this computer-assisted intervention is to improve middle and high school student interest, insight and scores in physics and mathematics. SAVL develops scientific and mathematical imagination in a visual, symbolic, and experimental simulation environment. It directly addresses the issues of scientific and technological competency by providing critical thinking training through integrated modules. This on-going research provides a virtual laboratory environment in which the student directs the building of the experiment rather than observing a packaged simulation. SAVL: * Engages the persistent interest of young minds in physics and math by visually linking simulation objects and events with mathematical relations. * Teaches integrated concepts by the hands-on exploration and focused visualization of classic physics experiments within software. * Systematically and uniformly assesses and scores students by their ability to answer their own questions within the context of a Master Question Network. We will demonstrate how the Master Question Network uses polymorphic interfaces and C# lambda expressions to manage simulation objects.

  5. Virtual machine performance benchmarking.

    Science.gov (United States)

    Langer, Steve G; French, Todd

    2011-10-01

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

  6. CONVERSATIONS IN THE TEACHING INTERNSHIP: THE EMERGENCE OF THE POTENTIAL OF VIRTUAL LEARNING OBJECTS BY PEDAGOGICAL MEDIATION IN PHYSICS TEACHING

    OpenAIRE

    Berenice Vahl Vaniel; Débora Pereira Laurino

    2013-01-01

    In this article we attempt to explain a study experienced in Teaching Internship, of the Graduate Course in Physics, discipline of Physics Education Activities II, Federal University of Rio Grande-FURG. The activities developed aimed to experience teaching as an interactive and reflective process, and also investigate the potential of virtual learning objects (OV) for educational activities in physics teaching. The concepts of recursion, recursiveness and structural coupling, present in Biolo...

  7. Exploring the Notion of Space in Virtual Collaborations : Finding Prerequisites for Success in Virtual Teams

    OpenAIRE

    Hamrin, Per; Persson, Martin

    2010-01-01

    Virtual Teams are becoming an increasingly common work form. The ability to connect people with required sets of skills, regardless of their location in the world has been enabled by advances in information technology over the past 20 years. However, as researchers and practitioners have discovered, this new kind of team brings with it number of challenges. This thesis aims to examine the challenges and the opportunities that technology brings to the environment of the Virtual Team and to giv...

  8. 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

  9. [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.

  10. An adaptive process-based cloud infrastructure for space situational awareness applications

    Science.gov (United States)

    Liu, Bingwei; Chen, Yu; Shen, Dan; Chen, Genshe; Pham, Khanh; Blasch, Erik; Rubin, Bruce

    2014-06-01

    Space situational awareness (SSA) and defense space control capabilities are top priorities for groups that own or operate man-made spacecraft. Also, with the growing amount of space debris, there is an increase in demand for contextual understanding that necessitates the capability of collecting and processing a vast amount sensor data. Cloud computing, which features scalable and flexible storage and computing services, has been recognized as an ideal candidate that can meet the large data contextual challenges as needed by SSA. Cloud computing consists of physical service providers and middleware virtual machines together with infrastructure, platform, and software as service (IaaS, PaaS, SaaS) models. However, the typical Virtual Machine (VM) abstraction is on a per operating systems basis, which is at too low-level and limits the flexibility of a mission application architecture. In responding to this technical challenge, a novel adaptive process based cloud infrastructure for SSA applications is proposed in this paper. In addition, the details for the design rationale and a prototype is further examined. The SSA Cloud (SSAC) conceptual capability will potentially support space situation monitoring and tracking, object identification, and threat assessment. Lastly, the benefits of a more granular and flexible cloud computing resources allocation are illustrated for data processing and implementation considerations within a representative SSA system environment. We show that the container-based virtualization performs better than hypervisor-based virtualization technology in an SSA scenario.

  11. 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

  12. 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.

  13. Semantic e-Science in Space Physics - A Case Study

    Science.gov (United States)

    Narock, T.; Yoon, V.; Merka, J.; Szabo, A.

    2009-05-01

    Several search and retrieval systems for space physics data are currently under development in NASA's heliophysics data environment. We present a case study of two such systems, and describe our efforts in implementing an ontology to aid in data discovery. In doing so we highlight the various aspects of knowledge representation and show how they led to our ontology design, creation, and implementation. We discuss advantages that scientific reasoning allows, as well as difficulties encountered in current tools and standards. Finally, we present a space physics research project conducted with and without e-Science and contrast the two approaches.

  14. Dynamically allocated virtual clustering management system

    Science.gov (United States)

    Marcus, Kelvin; Cannata, Jess

    2013-05-01

    The U.S Army Research Laboratory (ARL) has built a "Wireless Emulation Lab" to support research in wireless mobile networks. In our current experimentation environment, our researchers need the capability to run clusters of heterogeneous nodes to model emulated wireless tactical networks where each node could contain a different operating system, application set, and physical hardware. To complicate matters, most experiments require the researcher to have root privileges. Our previous solution of using a single shared cluster of statically deployed virtual machines did not sufficiently separate each user's experiment due to undesirable network crosstalk, thus only one experiment could be run at a time. In addition, the cluster did not make efficient use of our servers and physical networks. To address these concerns, we created the Dynamically Allocated Virtual Clustering management system (DAVC). This system leverages existing open-source software to create private clusters of nodes that are either virtual or physical machines. These clusters can be utilized for software development, experimentation, and integration with existing hardware and software. The system uses the Grid Engine job scheduler to efficiently allocate virtual machines to idle systems and networks. The system deploys stateless nodes via network booting. The system uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex, private networks eliminating the need to map each virtual machine to a specific switch port. The system monitors the health of the clusters and the underlying physical servers and it maintains cluster usage statistics for historical trends. Users can start private clusters of heterogeneous nodes with root privileges for the duration of the experiment. Users also control when to shutdown their clusters.

  15. Multi-Agent Framework for Virtual Learning Spaces.

    Science.gov (United States)

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  16. Virtual Video Prototyping of Pervasive Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Madsen, Kim Halskov

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  17. 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...

  18. The extensions of space-time. Physics in the 8-dimensional homogeneous space D = SU(2,2)/K

    International Nuclear Information System (INIS)

    Barut, A.O.

    1993-07-01

    The Minkowski space-time is only a boundary of a bigger homogeneous space of the conformal group. The conformal group is the symmetry group of our most fundamental massless wave equations. These extended groups and spaces have many remarkable properties and physical implications. (author). 36 refs

  19. A class Hierarchical, object-oriented approach to virtual memory management

    Science.gov (United States)

    Russo, Vincent F.; Campbell, Roy H.; Johnston, Gary M.

    1989-01-01

    The Choices family of operating systems exploits class hierarchies and object-oriented programming to facilitate the construction of customized operating systems for shared memory and networked multiprocessors. The software is being used in the Tapestry laboratory to study the performance of algorithms, mechanisms, and policies for parallel systems. Described here are the architectural design and class hierarchy of the Choices virtual memory management system. The software and hardware mechanisms and policies of a virtual memory system implement a memory hierarchy that exploits the trade-off between response times and storage capacities. In Choices, the notion of a memory hierarchy is captured by abstract classes. Concrete subclasses of those abstractions implement a virtual address space, segmentation, paging, physical memory management, secondary storage, and remote (that is, networked) storage. Captured in the notion of a memory hierarchy are classes that represent memory objects. These classes provide a storage mechanism that contains encapsulated data and have methods to read or write the memory object. Each of these classes provides specializations to represent the memory hierarchy.

  20. Space Physics Data Facility Web Services

    Science.gov (United States)

    Candey, Robert M.; Harris, Bernard T.; Chimiak, Reine A.

    2005-01-01

    The Space Physics Data Facility (SPDF) Web services provides a distributed programming interface to a portion of the SPDF software. (A general description of Web services is available at http://www.w3.org/ and in many current software-engineering texts and articles focused on distributed programming.) The SPDF Web services distributed programming interface enables additional collaboration and integration of the SPDF software system with other software systems, in furtherance of the SPDF mission to lead collaborative efforts in the collection and utilization of space physics data and mathematical models. This programming interface conforms to all applicable Web services specifications of the World Wide Web Consortium. The interface is specified by a Web Services Description Language (WSDL) file. The SPDF Web services software consists of the following components: 1) A server program for implementation of the Web services; and 2) A software developer s kit that consists of a WSDL file, a less formal description of the interface, a Java class library (which further eases development of Java-based client software), and Java source code for an example client program that illustrates the use of the interface.

  1. A journey from particle physics to outer space

    CERN Document Server

    2006-01-01

    Particle physics can take you a long way - even into space! Astronaut Christer Fuglesang recently jetted into orbit on his first space mission, 14 years after he left CERN to join the European Space Agency. Christer Fuglesang near the launch pad area at NASA's Kennedy Space Center, Florida, in preparation for the STS-116 mission. (photo: ESA, S.Corvaja)Christer Fuglesang in space (photo: NASA). In CERN's years of efforts to explore the fundamentals of the Universe, it has not yet sent anyone beyond planet Earth. On 10 December 2006, Christer Fuglesang boldly went where no CERN scientist had ever gone before. The 49-year-old ex-CERN physicist-turned-astronaut embarked on his first mission on board space shuttle Discovery. Originally from Stockholm, he also had the honour of being the first Swedish national in space. Christer Fuglesang is an astronaut with the European Space Agency (ESA), a partner of the International Space Station (ISS) - a research facility that is being assembled in orbit around the Earth...

  2. Interfacing modeling suite Physics Of Eclipsing Binaries 2.0 with a Virtual Reality Platform

    Science.gov (United States)

    Harriett, Edward; Conroy, Kyle; Prša, Andrej; Klassner, Frank

    2018-01-01

    To explore alternate methods for modeling eclipsing binary stars, we extrapolate upon PHOEBE’s (PHysics Of Eclipsing BinariEs) capabilities in a virtual reality (VR) environment to create an immersive and interactive experience for users. The application used is Vizard, a python-scripted VR development platform for environments such as Cave Automatic Virtual Environment (CAVE) and other off-the-shelf VR headsets. Vizard allows the freedom for all modeling to be precompiled without compromising functionality or usage on its part. The system requires five arguments to be precomputed using PHOEBE’s python front-end: the effective temperature, flux, relative intensity, vertex coordinates, and orbits; the user can opt to implement other features from PHOEBE to be accessed within the simulation as well. Here we present the method for making the data observables accessible in real time. An Occulus Rift will be available for a live showcase of various cases of VR rendering of PHOEBE binary systems including detached and contact binary stars.

  3. Getting a handle on virtual tools: An examination of the neuronal activity associated with virtual tool use.

    Science.gov (United States)

    Rallis, Austin; Fercho, Kelene A; Bosch, Taylor J; Baugh, Lee A

    2018-01-31

    Tool use is associated with three visual streams-dorso-dorsal, ventro-dorsal, and ventral visual streams. These streams are involved in processing online motor planning, action semantics, and tool semantics features, respectively. Little is known about the way in which the brain represents virtual tools. To directly assess this question, a virtual tool paradigm was created that provided the ability to manipulate tool components in isolation of one another. During functional magnetic resonance imaging (fMRI), adult participants performed a series of virtual tool manipulation tasks in which vision and movement kinematics of the tool were manipulated. Reaction time and hand movement direction were monitored while the tasks were performed. Functional imaging revealed that activity within all three visual streams was present, in a similar pattern to what would be expected with physical tool use. However, a previously unreported network of right-hemisphere activity was found including right inferior parietal lobule, middle and superior temporal gyri and supramarginal gyrus - regions well known to be associated with tool processing within the left hemisphere. These results provide evidence that both virtual and physical tools are processed within the same brain regions, though virtual tools recruit bilateral tool processing regions to a greater extent than physical tools. Copyright © 2017 Elsevier Ltd. All rights reserved.

  4. Writing in the Wild: Writers' Motivation in Fan-Based Affinity Spaces

    Science.gov (United States)

    Curwood, Jen Scott; Magnifico, Alecia Marie; Lammers, Jayne C.

    2013-01-01

    In order to understand the culture of the physical, virtual, and blended spheres that adolescents inhabit, we build on Gee's concept of affinity spaces. Drawing on our ethnographic research of adolescent literacies related to The Hunger Games novels, the Neopets online game, and The Sims videogames, this article explores the nature of…

  5. Enhanced Spectral Analysis of SEP Reservoir Events by OMNIWeb Multi-Source Browse Services of the Space Physics Data Facility and the Virtual Energetic Particle Observatory

    Science.gov (United States)

    Cooper, John F.; Papitashvili, Natalia E.; Johnson, Rita C.; McGuire, Robert

    2015-04-01

    The NASA Space Physics Data Facility and Virtual Energetic Particle Observatory (VEPO) have jointly upgraded the highly used OMNIWeb services for heliospheric solar wind data to also include energetic electron, proton, and heavier ion data in a variety of graphical browse formats. The underlying OMNI and VEPO data now span just over a half century from 1963 to the present. The new services include overlay of differential flux spectra from multiple instruments and spacecraft, scatter plots of fluxes from two user-selected energy channels, distribution function histograms of selected parameters, and spectrograms of flux vs. energy and time. Users can also overlay directional flux spectra from different angular channels. Data from most current and some past (Helios 1&2, Pioneer 10&11) heliospheric spacecraft and instruments are wholly or partially covered by these evolving new services. The traditional OMNI service of correlating magnetic field and plasma data from L1 to 1 AU solar wind sources is also being extended for other spacecraft, e.g. Voyager 1 and 2, to correlations with energetic particle channels. The user capability is, for example, demonstrated to rapidly scan through particle flux spectra from consecutive time periods for so-called “reservoir” events, in which solar energetic particle flux spectra converge in shape and amplitude from multiple spacecraft sources within the inner heliosphere. Such events are important for understanding spectral evolution of global heliospheric events and for intercalibration of flux data from multiple instruments of the same and different spacecraft. These services are accessible at http://omniweb.gsfc.nasa.gov/. SPDF and VEPO are separately accessible at http://spdf.gsfc.nasa.gov/ and http://vepo.gsfc.nasa.gov/.In the future we will propose to extend OMNIWeb particle flux data coverage to the plasma and suprathermal energy range.

  6. 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.

  7. Interlaboratory Comparison of a physical and a virtual assembly measured by CT

    DEFF Research Database (Denmark)

    Stolfi, Alessandro; De Chiffre, Leonardo

    2018-01-01

    In a comparison including 20 laboratories, a physical as well as a virtual assembly provided as two data sets were used to investigate measuring and post-processing approaches in Computed Tomography, CT. Different procedures were used in the comparison including one simulating in-line measurement....... The comparison demonstrated that: (i) a tangible improvement in the use of CT compared to previous comparisons; (ii) most of the participants were able to reduce their scanning time by more than 70% without increasing the length measurement errors; and (iii) most of the participants can further reduce...... their uncertainties, thereby reducing the tolerance size that can be inspected using CT in industry....

  8. Self(ie)-esteem? – A manifestation of adolescent self-creating endeavours in the virtual space of Facebook

    OpenAIRE

    Lili Fejes-Vékássy

    2017-01-01

    In the centre of our interest stand the manifestations of adolescent self-creating endeavours in the virtual space of the social media portal called Facebook. Frequent self-photography (selfie) making, as a pronounced cultural feature of contemporary youth, and regular activity on Facebook handled as tightly connected factors; we propose that youngsters, bearing these attributes, have a different self-esteem than those adolescents who rarely or never take any photographs of themselves. In the...

  9. 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.

  10. Composable processor virtualization for embedded systems

    NARCIS (Netherlands)

    Molnos, A.M.; Milutinovic, A.; She, D.; Goossens, K.G.W.

    2010-01-01

    Processor virtualization divides a physical processor's time among a set of virual machines, enabling efficient hardware utilization, application security and allowing co-existence of different operating systems on the same processor. Through initially intended for the server domain, virtualization

  11. Virtual Factory Testbed

    Data.gov (United States)

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

  12. Understanding the Differences of the Cognition Gained from Real and Virtual Tourism based on the Narrative Theory

    Directory of Open Access Journals (Sweden)

    Azam Ravadrad

    2010-06-01

    Full Text Available Communication technologies today are greatly developed to the extent that obtaining information from different parts of the world is no more only depended to real and physical traveling. People are now able to travel as far as they want and whenever they wish using cyberspace, while sitting at home. Tourism in this condition is no more dependent on time, place and financial planning. Two important questions raise here, first, can virtual tourism replace the real tourism and eliminate the need for it? Secondly, could cognition produced by the virtual tourism be the same as the cognition formed by the real tourism? To answer these questions, defining the characteristics of virtual and real tourism is needed. The main basis of this comparison is being in special place and an experimental sense of being in that place, in the real tourism, on one hand, and selectivity of places and receiving packaged information in the virtual tourism, on the other. This paper claims that although the virtual tourism could offer vast and complete information to the tourist, but in reality it lacks sense of being in place and lived experience. For these reasons, the obtained cognition is manipulated and unreal. Secondly, this type of tourism can be considered only as a complement to the real tourism. A tourism that begins with virtual space and leads to the real world could have positive and better consequences of both spaces on the process of cognition.

  13. Grids, virtualization, and clouds at Fermilab

    International Nuclear Information System (INIS)

    Timm, S; Chadwick, K; Garzoglio, G; Noh, S

    2014-01-01

    Fermilab supports a scientific program that includes experiments and scientists located across the globe. To better serve this community, in 2004, the (then) Computing Division undertook the strategy of placing all of the High Throughput Computing (HTC) resources in a Campus Grid known as FermiGrid, supported by common shared services. In 2007, the FermiGrid Services group deployed a service infrastructure that utilized Xen virtualization, LVS network routing and MySQL circular replication to deliver highly available services that offered significant performance, reliability and serviceability improvements. This deployment was further enhanced through the deployment of a distributed redundant network core architecture and the physical distribution of the systems that host the virtual machines across multiple buildings on the Fermilab Campus. In 2010, building on the experience pioneered by FermiGrid in delivering production services in a virtual infrastructure, the Computing Sector commissioned the FermiCloud, General Physics Computing Facility and Virtual Services projects to serve as platforms for support of scientific computing (FermiCloud 6 GPCF) and core computing (Virtual Services). This work will present the evolution of the Fermilab Campus Grid, Virtualization and Cloud Computing infrastructure together with plans for the future.

  14. Grids, virtualization, and clouds at Fermilab

    Science.gov (United States)

    Timm, S.; Chadwick, K.; Garzoglio, G.; Noh, S.

    2014-06-01

    Fermilab supports a scientific program that includes experiments and scientists located across the globe. To better serve this community, in 2004, the (then) Computing Division undertook the strategy of placing all of the High Throughput Computing (HTC) resources in a Campus Grid known as FermiGrid, supported by common shared services. In 2007, the FermiGrid Services group deployed a service infrastructure that utilized Xen virtualization, LVS network routing and MySQL circular replication to deliver highly available services that offered significant performance, reliability and serviceability improvements. This deployment was further enhanced through the deployment of a distributed redundant network core architecture and the physical distribution of the systems that host the virtual machines across multiple buildings on the Fermilab Campus. In 2010, building on the experience pioneered by FermiGrid in delivering production services in a virtual infrastructure, the Computing Sector commissioned the FermiCloud, General Physics Computing Facility and Virtual Services projects to serve as platforms for support of scientific computing (FermiCloud 6 GPCF) and core computing (Virtual Services). This work will present the evolution of the Fermilab Campus Grid, Virtualization and Cloud Computing infrastructure together with plans for the future.

  15. A Preliminary Investigation of the Effects of Discrete Virtual Rotation on Cybersickness

    DEFF Research Database (Denmark)

    Ryge, Andreas Nicolaj; Vollmers, Casper Gade Kranker; Hvass, Jonatan Salling

    2018-01-01

    Most virtual reality (VR) applications require the user to travel through the virtual environment (VE). However, some users are susceptible to cybersickness, and this issue is particularly prominent if the user is physically stationary while virtually moving. One approach to minimizing cybersickn......Most virtual reality (VR) applications require the user to travel through the virtual environment (VE). However, some users are susceptible to cybersickness, and this issue is particularly prominent if the user is physically stationary while virtually moving. One approach to minimizing...

  16. Archiving plant inspection data in a virtual environment

    International Nuclear Information System (INIS)

    Kita, Nobuyuki; Kita, Yasuyo; Yang, Hai-quan

    2004-01-01

    ''Digital Maintenance Field Technology'' was proposed for reliable and robust maintenance of a nuclear power plant. It digitizes and maintains whole information of maintenance fields in computer system for a long time. Digital Field Archival Technology'' is one of three core technologies of the ''Digital Maintenance Field Technology''. The essential functions of the Digital Field Archival Technology'' is to store, maintain and visualize the inspection data during a long period. In order to enable the operators or other agents to review the plant information at any time, at any location and in any form, the information must be stored with collect indexes of time and space. The virtual space resembling the real space is suitable to store the observed information. In this paper, the concept to store the observed information into the virtual space is realized under the assumption that the geometrical structure of real plant is static and reconstructed in the virtual space. The system for storing observed information especially image data gotten by mobile inspection robots and visualizing the stored data as desired is introduced. (author)

  17. Using virtual reality in the training of security staff and evaluation of physical protection barriers in nuclear facilities

    Energy Technology Data Exchange (ETDEWEB)

    Augusto, Silas C.; Mol, Antonio C.A.; Mol, Pedro C.; Sales, Douglas S. [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Universidade do Estado do Rio de Janeiro (UERJ), RJ (Brazil)], e-mail: silas@ien.gov.br, e-mail: mol@ien.gov.br, e-mail: pedro98@gmail.com, e-mail: dsales@ien.gov.br

    2009-07-01

    The physical security of facilities containing radioactive objects, an already important matter, now has a new aggravating factor: the existence of groups intending to obtain radioactive materials for the purpose of intentionally induce radioactive contamination incidents, as for example the explosion of dirty bombs in populated regions, damaging both people and environment. In this context, the physical security of such facilities must be reinforced so to reduce the possibilities of such incidents. This paper presents a adapted game engine used as a virtual reality system, enabling the modeling and simulation of scenarios of nuclear facilities containing radioactive objects. In these scenarios, the physical protection barriers, as fences and walls, are simulated along with vigilance screens. Using a computer network, several users can participate simultaneously in the simulation, being represented by avatars. Users can play the roles of both invaders and security staff. The invaders have as objective to surpass the facility's physical protection barriers to steal radioactive objects and flee. The security staff have as objective to prevent and stop the theft of radioactive objects from the facility. The system can be used to analysis simulated scenarios and train vigilance/security staff. A test scenario was already developed and used, and the preliminary tests had satisfactory results, as they enabled the evaluation of the physical protection barriers of the virtual facility, and the training of those who participated in the simulations in the functions of a security staff. (author)

  18. Using virtual reality in the training of security staff and evaluation of physical protection barriers in nuclear facilities

    International Nuclear Information System (INIS)

    Augusto, Silas C.; Mol, Antonio C.A.; Mol, Pedro C.; Sales, Douglas S.

    2009-01-01

    The physical security of facilities containing radioactive objects, an already important matter, now has a new aggravating factor: the existence of groups intending to obtain radioactive materials for the purpose of intentionally induce radioactive contamination incidents, as for example the explosion of dirty bombs in populated regions, damaging both people and environment. In this context, the physical security of such facilities must be reinforced so to reduce the possibilities of such incidents. This paper presents a adapted game engine used as a virtual reality system, enabling the modeling and simulation of scenarios of nuclear facilities containing radioactive objects. In these scenarios, the physical protection barriers, as fences and walls, are simulated along with vigilance screens. Using a computer network, several users can participate simultaneously in the simulation, being represented by avatars. Users can play the roles of both invaders and security staff. The invaders have as objective to surpass the facility's physical protection barriers to steal radioactive objects and flee. The security staff have as objective to prevent and stop the theft of radioactive objects from the facility. The system can be used to analysis simulated scenarios and train vigilance/security staff. A test scenario was already developed and used, and the preliminary tests had satisfactory results, as they enabled the evaluation of the physical protection barriers of the virtual facility, and the training of those who participated in the simulations in the functions of a security staff. (author)

  19. Live-action Virtual Reality Games

    OpenAIRE

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

    2016-01-01

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

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

    Science.gov (United States)

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

    2011-11-01

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

  1. Effect of a virtual coach on athletes' motivation

    NARCIS (Netherlands)

    Eyck, Anke; Geerlings, K.; Karimova, Dina; Meerbeek, B.W.; IJsselsteijn, W.A.; Kort, de Y.A.W.; Roersma, M.; Westerink, J.H.D.M.; Kort, de Y.A.W.; IJsselsteijn, W.A.

    2006-01-01

    The experiment described in this paper addressed two main questions. Can a virtual coach motivate beginning athletes? Can a virtual coach influence beginning athletes exercise behavior? The results show that doing physical exercises is more enjoyable with a virtual coach than without, consequently

  2. Flight Hardware Virtualization for On-Board Science Data Processing

    Data.gov (United States)

    National Aeronautics and Space Administration — Utilize Hardware Virtualization technology to benefit on-board science data processing by investigating new real time embedded Hardware Virtualization solutions and...

  3. 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.

  4. Understanding on-line community: the affordances of virtual space

    Directory of Open Access Journals (Sweden)

    Karen Ruhleder

    2002-01-01

    Full Text Available Increasing numbers of on-line venues for learning are emerging as virtual communities become more accessible and commonplace. This paper looks at one particular virtual community, an on-line degree programme at the University of Illinois, Urbana-Champaign, which offers an M.S. in Library and Information Science (called LEEP. It draws on a framework presented by Mynatt, et al. (1998, which provides a lens for talking about on-line community as a set of affordances. This framework is applied to illustrate the interactions, artefacts, and expectations that shape this community.

  5. Virtual classroom project

    OpenAIRE

    Gmeiner, Nicholas

    2017-01-01

    This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learnin...

  6. Virtual reality applied to teletesting

    NARCIS (Netherlands)

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

    2003-01-01

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

  7. The effect of the configuration and the interior design of a virtual weightless space station on human spatial orientation.

    Science.gov (United States)

    Aoki, Hirofumi; Ohno, Ryuzo; Yamaguchi, Takao

    2005-01-01

    In a virtual weightless environment, subjects' orientation skills were studied to examine what kind of cognitive errors people make when they moved through the interior space of virtual space stations and what kind of visual information effectively decreases those errors. Subjects wearing a head-mounted display moved from one end to the other end in space station-like routes constructed of rectangular and cubical modules, and did Pointing and Modeling tasks. In Experiment 1, configurations of the routes were changed with such variables as the number of bends, the number of embedding planes, and the number of planes with respect to the body posture. The results indicated that spatial orientation ability was relevant to the variables and that orientational errors were explained by two causes. One of these was that the place, the direction, and the sequence of turns were incorrect. The other was that subjects did not recognize the rotation of the frame of reference, especially when they turned in pitch direction rather than in yaw. In Experiment 2, the effect of the interior design was examined by testing three design settings. Wall colors that showed the allocentric frame of reference and the different interior design of vertical and horizontal modules were effective; however, there was a limit to the effectiveness in complicated configurations. c2005 Published by Elsevier Ltd.

  8. 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.

  9. Open web system of Virtual labs for nuclear and applied physics

    International Nuclear Information System (INIS)

    Saldikov, I S; Afanasyev, V V; Petrov, V I; Ternovykh, M Yu

    2017-01-01

    An example of virtual lab work on unique experimental equipment is presented. The virtual lab work is software based on a model of real equipment. Virtual labs can be used for educational process in nuclear safety and analysis field. As an example it includes the virtual lab called “Experimental determination of the material parameter depending on the pitch of a uranium-water lattice”. This paper included general description of this lab. A description of a database on the support of laboratory work on unique experimental equipment which is included this work, its concept development are also presented. (paper)

  10. Public open space, physical activity, urban design and public health: Concepts, methods and research agenda.

    Science.gov (United States)

    Koohsari, Mohammad Javad; Mavoa, Suzanne; Villanueva, Karen; Sugiyama, Takemi; Badland, Hannah; Kaczynski, Andrew T; Owen, Neville; Giles-Corti, Billie

    2015-05-01

    Public open spaces such as parks and green spaces are key built environment elements within neighbourhoods for encouraging a variety of physical activity behaviours. Over the past decade, there has been a burgeoning number of active living research studies examining the influence of public open space on physical activity. However, the evidence shows mixed associations between different aspects of public open space (e.g., proximity, size, quality) and physical activity. These inconsistencies hinder the development of specific evidence-based guidelines for urban designers and policy-makers for (re)designing public open space to encourage physical activity. This paper aims to move this research agenda forward, by identifying key conceptual and methodological issues that may contribute to inconsistencies in research examining relations between public open space and physical activity. Copyright © 2015 Elsevier Ltd. All rights reserved.

  11. Experiences of using mobile technologies and virtual fieldtrips in Physical Geography: implications for hydrology education

    Science.gov (United States)

    Kingston, D. G.; Eastwood, W. J.; Jones, P. I.; Johnson, R.; Marshall, S.; Hannah, D. M.

    2011-12-01

    Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field trip for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD), and include introductions to global positioning systems (GPS) and geographical information systems (GIS). The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students). A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field trip over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field trip in particular). We believe our experiences are directly relevant to the implementation of such novel learning and teaching technologies in hydrology education.

  12. PREFACE: International Symposium on Physical Sciences in Space

    Science.gov (United States)

    Meyer, Andreas; Egry, Ivan

    2011-12-01

    ISPS is the major international scientific forum for researchers in physics utilizing the space environment, in particular microgravity. It is intended to inspire and encourage cross-cutting discussions between different scientific communities working in the same environment. Contributions discussing results of experiments carried out on drop towers, parabolic aircraft flights, sounding rockets, unmanned recoverable capsules and, last but not least, the International Space Station ISS, are the backbone of this conference series, complemented by preparatory ground-based work, both experimentally and theoretically. The first International Symposium on Physical Sciences in Space (ISPS) sponsored by the International Microgravity Strategic Planning Group (IMSPG) took place in 2000 in Sorrento, Italy. IMSPG seeks to coordinate the planning of space for research in physical sciences by space agencies worldwide. AEB (Brazil), ASI (Italy), CNES (France), CSA (Canada), DLR (Germany), ESA (Europe), JAXA (Japan), NASA (USA), NSAU (Ukraine) and RSA (Russia) are members, and CNSA (China) and ISRO (India) are also invited to join IMSPG meetings. ISPS-4 was the fourth symposium in that series, following ISPS-2 organized by CSA in 2004 in Toronto, Canada, and ISPS-3 organized in 2007 by JAXA in Nara, Japan. ISPS-4 was jointly organized by ESA and DLR on behalf of the IMSPG and was held in Bonn from 11-15 July 2011. 230 participants from 17 different countries attended ISPS-4. Recent microgravity experiments were presented, analysed, and set in context to results from Earth bound experiments in 16 plenary and 68 topical talks. Lively discussions continued during two dedicated poster sessions and at the exhibition booths of space industry and research centers with new flight hardware on display. The oral presentations at ISPS4 were selected exclusively on the basis of scientific merit, as evidenced through the submitted abstracts. The selection was performed by the International

  13. Augmenting Phase Space Quantization to Introduce Additional Physical Effects

    Science.gov (United States)

    Robbins, Matthew P. G.

    Quantum mechanics can be done using classical phase space functions and a star product. The state of the system is described by a quasi-probability distribution. A classical system can be quantized in phase space in different ways with different quasi-probability distributions and star products. A transition differential operator relates different phase space quantizations. The objective of this thesis is to introduce additional physical effects into the process of quantization by using the transition operator. As prototypical examples, we first look at the coarse-graining of the Wigner function and the damped simple harmonic oscillator. By generalizing the transition operator and star product to also be functions of the position and momentum, we show that additional physical features beyond damping and coarse-graining can be introduced into a quantum system, including the generalized uncertainty principle of quantum gravity phenomenology, driving forces, and decoherence.

  14. Human and Virtual Agents Interacting in the Virtuality Continuum

    NARCIS (Netherlands)

    Nijholt, Antinus; Miyares Bermúdez, E.; Ruiz Miyares, L.

    2006-01-01

    We introduce several of our projects in an overview that makes it possible to compare research approaches on interaction modeling in virtual, mixed-reality and real (physical) environments. For these environments, interaction modeling means multimodal (verbal and nonverbal) interaction modeling

  15. Reduced Pseudoneglect for Physical Space, but Not Mental Representations of Space, for Adults with Autistic Traits

    Science.gov (United States)

    English, Michael C.; Maybery, Murray T.; Visser, Troy A.

    2017-01-01

    Neurotypical individuals display a leftward attentional bias, called pseudoneglect, for physical space (e.g. landmark task) and mental representations of space (e.g. mental number line bisection). However, leftward bias is reduced in autistic individuals viewing faces, and neurotypical individuals with autistic traits viewing "greyscale"…

  16. SmartSIM - a virtual reality simulator for laparoscopy training using a generic physics engine.

    Science.gov (United States)

    Khan, Zohaib Amjad; Kamal, Nabeel; Hameed, Asad; Mahmood, Amama; Zainab, Rida; Sadia, Bushra; Mansoor, Shamyl Bin; Hasan, Osman

    2017-09-01

    Virtual reality (VR) training simulators have started playing a vital role in enhancing surgical skills, such as hand-eye coordination in laparoscopy, and practicing surgical scenarios that cannot be easily created using physical models. We describe a new VR simulator for basic training in laparoscopy, i.e. SmartSIM, which has been developed using a generic open-source physics engine called the simulation open framework architecture (SOFA). This paper describes the systems perspective of SmartSIM including design details of both hardware and software components, while highlighting the critical design decisions. Some of the distinguishing features of SmartSIM include: (i) an easy-to-fabricate custom-built hardware interface; (ii) use of a generic physics engine to facilitate wider accessibility of our work and flexibility in terms of using various graphical modelling algorithms and their implementations; and (iii) an intelligent and smart evaluation mechanism that facilitates unsupervised and independent learning. Copyright © 2016 John Wiley & Sons, Ltd.

  17. Virtual Distances Methodology as Verification Technique for AACMMs with a Capacitive Sensor Based Indexed Metrology Platform

    Science.gov (United States)

    Acero, Raquel; Santolaria, Jorge; Brau, Agustin; Pueo, Marcos

    2016-01-01

    This paper presents a new verification procedure for articulated arm coordinate measuring machines (AACMMs) together with a capacitive sensor-based indexed metrology platform (IMP) based on the generation of virtual reference distances. The novelty of this procedure lays on the possibility of creating virtual points, virtual gauges and virtual distances through the indexed metrology platform’s mathematical model taking as a reference the measurements of a ball bar gauge located in a fixed position of the instrument’s working volume. The measurements are carried out with the AACMM assembled on the IMP from the six rotating positions of the platform. In this way, an unlimited number and types of reference distances could be created without the need of using a physical gauge, therefore optimizing the testing time, the number of gauge positions and the space needed in the calibration and verification procedures. Four evaluation methods are presented to assess the volumetric performance of the AACMM. The results obtained proved the suitability of the virtual distances methodology as an alternative procedure for verification of AACMMs using the indexed metrology platform. PMID:27869722

  18. Virtual Distances Methodology as Verification Technique for AACMMs with a Capacitive Sensor Based Indexed Metrology Platform.

    Science.gov (United States)

    Acero, Raquel; Santolaria, Jorge; Brau, Agustin; Pueo, Marcos

    2016-11-18

    This paper presents a new verification procedure for articulated arm coordinate measuring machines (AACMMs) together with a capacitive sensor-based indexed metrology platform (IMP) based on the generation of virtual reference distances. The novelty of this procedure lays on the possibility of creating virtual points, virtual gauges and virtual distances through the indexed metrology platform's mathematical model taking as a reference the measurements of a ball bar gauge located in a fixed position of the instrument's working volume. The measurements are carried out with the AACMM assembled on the IMP from the six rotating positions of the platform. In this way, an unlimited number and types of reference distances could be created without the need of using a physical gauge, therefore optimizing the testing time, the number of gauge positions and the space needed in the calibration and verification procedures. Four evaluation methods are presented to assess the volumetric performance of the AACMM. The results obtained proved the suitability of the virtual distances methodology as an alternative procedure for verification of AACMMs using the indexed metrology platform.

  19. particle simulation for electrostatic oscillation of virtual cathode in relativistic electron beams

    International Nuclear Information System (INIS)

    Chen Deming; Wang Min

    1990-01-01

    The virtual cathode oscillation in relativistic electron beams is studied by a 1-D electrostatic particle simulation code with finite-size-particle model. When injection current is less than the space charge limiting current, electron beam propagates stably and transsmits completely. When injection current exceeds the space charge limit, its propagation is unstable, a part of electrons reflect and the other electrons transsmit. The position and potential of the virtual cathode caused by space charge effects oscillate periodically. When the beam current increases, the virtual cathode position closer to the injection plane and its oscillating region gets narrower, the virtual cathode potential decreases and its amplitude increases, the oscillation frequency increases above the beam plasma frequency

  20. 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).

  1. Swedish Institute of Space Physics. Annual report 1987

    International Nuclear Information System (INIS)

    1988-01-01

    The main task of the institute is to conduct research and perform observatory measurements in the field of space physics. It shall also provide postgraduate education in space physics. IRF consists of four divisions. The largest division as well as the main office is situated in Kiruna. The other divisions are the Laboratory of Mechanical Waves in Soerfors, the Umeaa Division and the Uppsala Division. Lycksele Ionospheric Observatory belongs to the Kiruna Division. The different divisions have independent research programmes and separate research grants. The field of study taking up most resources at IRF in Kiruna today is the in situ hot plasma investigations. We develop and build various types of plasma spectrometers for the energy range from 1 eV to several hundred keV. To date instruments constructed in Kiruna have been flown on eight satellites and more than 40 sounding rockets. We have also developed ground support equipment for a plasma experiment on board the Giotto spacecraft. (authors) The laboratory of Mechanical Waves concentrates on applied and basic research concerning infrasound and low frequency vibration; Development of methods for detection and signal processing of mechanical waves, and Investigation of the middle atmosphere through measurements of the propagation of infra-acoustic waves. The Umeaa and Uppsala divisions have their main interests in the areas of space plasma physics, e.g. wave-particle interactions and high latitude ionospheric phenomena. (L.E.)

  2. Converged Optical Network and Data Center Virtual Infrastructure Planning

    DEFF Research Database (Denmark)

    Georgakilas, Konstantinos; Tzanakaki, Anna; Anastasopoulos, Markos

    2012-01-01

    This paper presents a detailed study of planning virtual infrastructures (VIs) over a physical infrastructure comprising integrated optical network and data center resources with the aim of enabling sharing of physical resources among several virtual operators and services. Through the planning...... process, the VI topology and virtual resources are identified and mapped to the physical resources. Our study assumes a practical VI demand model without any in advance global knowledge of the VI requests that are handled sequentially. Through detailed integer linear program modeling, two objective...... functions—one that minimizes the overall power consumption of the infrastructure and one that minimizes the wavelength utilization—are compared. Both are evaluated for the virtual wavelength path and wavelength path optical network architectures. The first objective results in power consumption savings...

  3. The Primary Student Teachers' Views about a Blended Learning Application in a Basic Physics Course

    Science.gov (United States)

    Taskin Ekici, Fatma; Kara, Izzet; Ekici, Erhan

    2012-01-01

    In this study we present an overview of the undergraduate blended Physics course that has been supported by the Moodle platform. The course that has been applied is a basic physics course for primary student teachers. The aim of Moodle is to create an online learning environment which helps students to have a virtual space where they can share…

  4. Massivizing Networked Virtual Environments on Clouds

    NARCIS (Netherlands)

    Shen, S.

    2015-01-01

    Networked Virtual Environments (NVEs) are virtual environments where physically distributed, Internet-connected users can interact and socialize with others. The most popular NVEs are online games, which have hundreds of millions of users and a global market of tens of billions Euros per year.

  5. Trauma and Self-Narrative in Virtual Reality: Toward Recreating a Healthier Mind

    OpenAIRE

    Iva Georgieva

    2017-01-01

    This study discusses the concept of virtual selves created in the virtual spaces [e.g. social network services or virtual reality (VR)]. It analyzes the activities in the different virtual spaces and claims that experience gained there can be transferred to real life. In respect to that, the effects of the VR treatment on the self as well as the concept of creating a life story are analyzed as interconnected. The research question which arises from these considerations is how to look at psych...

  6. Creation of virtual reality stimulus for a psychophysiological body balance measurement

    Directory of Open Access Journals (Sweden)

    Tero Alatalo

    2008-11-01

    Full Text Available Tero Alatalo1, Martti Juhola1, Veikko Surakka1,2, Timo Tossavainen11Department of Computer Sciences, University of Tampere, Tampere, Finland; 2Department of Clinical Neurophysiology, Tampere University Hospital, Tampere, FinlandAbstract: Virtual reality methods and equipment can be used to create stimulations for several psychophysiological measurements. Such stimulations can be flexibly modified and their versatility is wide; in principle even such could be prepared that are not possible in the real physical world like virtual flying in the space. For the generation of virtual reality stimulations we constructed a three-dimensional (3D graphics engine to measure body balance variations in response to emotional stimulation. The stimulation was implemented as a virtual reality scene, where the subject watched a street view with a human figure approaching the subject at a constant speed. The functioning of the system was tested by measuring body balance variations while the approaching figure’s facial expression was angry, neutral, or happy. The results showed that our young, healthy subjects were slightly, but still statistically significantly affected by the stimulation of the approaching figure. Thus, the whole system offers a tool for controlled experimental studies for analyzing body balance, for example, during stimulating approach-withdrawal behavior. There are several opportunities to further develop new visual psychophysiological stimulations and test forms.Keywords: virtual reality stimulations, signal analysis, body balance measurements, approachwithdrawal behavior, emotions

  7. 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....

  8. On How physics Could impact on the Metaphysics of Space and Time

    Directory of Open Access Journals (Sweden)

    Alireza Mansouri

    2015-03-01

    Full Text Available This paper aims to illustrate the mutual inter-relation of physics and metaphysics in the context of the philosophy of space and time. We especially emphasize, in this paper, that scientific development could impact on our position regarding the reality of space and time. To illustrate this point, we investigate the mutual inter-relation of physics and metaphysics in the modern developments of physics, i.e. neo-Newtonian structure, special and general relativity (GR. This paper ends up anticipating that it is likely, by considering modern physics, especially GR, that substantivalism to be a more defensible position.

  9. Virtual Acoustics: Evaluation of Psychoacoustic Parameters

    Science.gov (United States)

    Begault, Durand R.; Null, Cynthia H. (Technical Monitor)

    1997-01-01

    Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

  10. Searching Fragment Spaces with feature trees.

    Science.gov (United States)

    Lessel, Uta; Wellenzohn, Bernd; Lilienthal, Markus; Claussen, Holger

    2009-02-01

    Virtual combinatorial chemistry easily produces billions of compounds, for which conventional virtual screening cannot be performed even with the fastest methods available. An efficient solution for such a scenario is the generation of Fragment Spaces, which encode huge numbers of virtual compounds by their fragments/reagents and rules of how to combine them. Similarity-based searches can be performed in such spaces without ever fully enumerating all virtual products. Here we describe the generation of a huge Fragment Space encoding about 5 * 10(11) compounds based on established in-house synthesis protocols for combinatorial libraries, i.e., we encode practically evaluated combinatorial chemistry protocols in a machine readable form, rendering them accessible to in silico search methods. We show how such searches in this Fragment Space can be integrated as a first step in an overall workflow. It reduces the extremely huge number of virtual products by several orders of magnitude so that the resulting list of molecules becomes more manageable for further more elaborated and time-consuming analysis steps. Results of a case study are presented and discussed, which lead to some general conclusions for an efficient expansion of the chemical space to be screened in pharmaceutical companies.

  11. Using Computer-Based Virtual Tours to Assist Persons With Disabilities

    Directory of Open Access Journals (Sweden)

    Jeffrey M. Broida

    2003-07-01

    Full Text Available Results of a recent study concerning computer technology and people with disabilities indicate that virtual reality tours are effective in conveying information and, in some cases, reducing anxiety. One hundred and ten subjects with physical disabilities participated in the study, and seven quantitative and qualitative instruments were used to assess study variables. Three physical locations were recreated virtually and include interactivity, captioning, digital audio and video, mapping, and other features. The implications may be valuable in both physical and virtual educational settings as educators strive to serve a growing student population.

  12. 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.

  13. CASES ON COLLABORATION IN VIRTUAL LEARNIONG ENVIRONMENTS: Processes and Interactions

    Directory of Open Access Journals (Sweden)

    Reviewed by Yasin OZARSLAN

    2010-01-01

    Full Text Available Collaboration in Virtual Learning Environment brings meaningful learning interactions between learners in virtual environments. This book collects case studies of collaborative virtual learning environments focusing on the nature of human interactions in virtual spaces and defining the types and qualities of learning processes in these spaces from the perspectives of learners, teachers, designers, and professional and academic developers in various disciplines, learning communities and universities from around the world. This book addresses the research cases on experiences, implementations, and applications of virtual learning environments.The book's broader audience is anyone who is interested in areas such as collaborative virtual learning environments, interactive technologies and virtual communities, social interaction and social competence, distance education and collaborative learning. The book is edited by Donna Russell who is an Assistant Professor at the University of Missouri-Kansas City and co-owner of Arete‘ Consulting, LLC. It is consisted of 358 pages covering 19 articles and provides information about context for characteristics and implications of the varied virtual learning environments. Topics covered in this book are argumentative interactions and learning, collaborative learning and work in digital libraries, collaborative virtual learning environments , digital communities to enhance retention, distance education ,interactive technologies and virtual communities, massively multi-user virtual environments, online graduate community, online training programs, social interaction and social competence and virtual story-worlds.

  14. Optical Spectroscopy with the Technology of Virtual Observatory

    Science.gov (United States)

    Škoda, P.

    The contemporary astronomy is flooded with an exponentially growing petabyte-scaled data volumes produced by powerful ground and space-based instrumentation as well as a product of extensive computer simulations and computations of complex numerical models. The efficient organization and seamless handling of this information avalanche stored in a world-wide spread heterogeneous databases and the facilitation of extraction of new physical knowledge about the Universe is a primary goal of the rapidly evolving astronomical Virtual Observatory (VO). We give an overview of current spectroscopic capabilities of VO and identify the future requirements indispensable for detailed multi-wavelength analysis of huge amounts of spectra in a semi-automatic manner.

  15. Space, body, time and relationship experiences of recess physical activity: a qualitative case study among the least physical active schoolchildren.

    Science.gov (United States)

    Pawlowski, Charlotte Skau; Andersen, Henriette Bondo; Tjørnhøj-Thomsen, Tine; Troelsen, Jens; Schipperijn, Jasper

    2016-01-06

    Increasing recess physical activity has been the aim of several interventions, as this setting can provide numerous physical activity opportunities. However, it is unclear if these interventions are equally effective for all children, or if they only appeal to children who are already physically active. This study was conducted to explore the least physically active children's "lived experiences" within four existential lifeworlds linked to physical activity during recess: space, body, time, and relations. The study builds on ethnographic fieldwork in a public school in Denmark using a combination of participatory photo interviews and participant observation. Thirty-seven grade five children (11-12 years old) were grouped in quartiles based on their objectively measured daily physical activity levels. Eight children in the lowest activity quartile (six girls) were selected to participate in the study. To avoid stigmatising and to make generalisations more reliable we further recruited eight children from the two highest activity quartiles (four girls) to participate. An analysis of the least physically active children's "lived experiences" of space, body, time and relations revealed several key factors influencing their recess physical activity: perceived classroom safety, indoor cosiness, lack of attractive outdoor facilities, bodily dissatisfaction, bodily complaints, tiredness, feeling bored, and peer influence. We found that the four existential lifeworlds provided an in-depth understanding of the least physically active children's "lived experiences" of recess physical activity. Our findings imply that specific intervention strategies might be needed to increase the least physically active children's physical activity level. For example, rethinking the classroom as a space for physical activity, designing schoolyards with smaller secluded spaces and varied facilities, improving children's self-esteem and body image, e.g., during physical education, and

  16. Robust online belief space planning in changing environments: Application to physical mobile robots

    KAUST Repository

    Agha-mohammadi, Ali-akbar

    2014-05-01

    © 2014 IEEE. Motion planning in belief space (under motion and sensing uncertainty) is a challenging problem due to the computational intractability of its exact solution. The Feedback-based Information RoadMap (FIRM) framework made an important theoretical step toward enabling roadmap-based planning in belief space and provided a computationally tractable version of belief space planning. However, there are still challenges in applying belief space planners to physical systems, such as the discrepancy between computational models and real physical models. In this paper, we propose a dynamic replanning scheme in belief space to address such challenges. Moreover, we present techniques to cope with changes in the environment (e.g., changes in the obstacle map), as well as unforeseen large deviations in the robot\\'s location (e.g., the kidnapped robot problem). We then utilize these techniques to implement the first online replanning scheme in belief space on a physical mobile robot that is robust to changes in the environment and large disturbances. This method demonstrates that belief space planning is a practical tool for robot motion planning.

  17. Implementation of virtual models from sheet metal forming simulation into physical 3D colour models using 3D printing

    Science.gov (United States)

    Junk, S.

    2016-08-01

    Today the methods of numerical simulation of sheet metal forming offer a great diversity of possibilities for optimization in product development and in process design. However, the results from simulation are only available as virtual models. Because there are any forming tools available during the early stages of product development, physical models that could serve to represent the virtual results are therefore lacking. Physical 3D-models can be created using 3D-printing and serve as an illustration and present a better understanding of the simulation results. In this way, the results from the simulation can be made more “comprehensible” within a development team. This paper presents the possibilities of 3D-colour printing with particular consideration of the requirements regarding the implementation of sheet metal forming simulation. Using concrete examples of sheet metal forming, the manufacturing of 3D colour models will be expounded upon on the basis of simulation results.

  18. Virtual walks in spin space: A study in a family of two-parameter models

    Science.gov (United States)

    Mullick, Pratik; Sen, Parongama

    2018-05-01

    We investigate the dynamics of classical spins mapped as walkers in a virtual "spin" space using a generalized two-parameter family of spin models characterized by parameters y and z [de Oliveira et al., J. Phys. A 26, 2317 (1993), 10.1088/0305-4470/26/10/006]. The behavior of S (x ,t ) , the probability that the walker is at position x at time t , is studied in detail. In general S (x ,t ) ˜t-αf (x /tα) with α ≃1 or 0.5 at large times depending on the parameters. In particular, S (x ,t ) for the point y =1 ,z =0.5 corresponding to the Voter model shows a crossover in time; associated with this crossover, two timescales can be defined which vary with the system size L as L2logL . We also show that as the Voter model point is approached from the disordered regions along different directions, the width of the Gaussian distribution S (x ,t ) diverges in a power law manner with different exponents. For the majority Voter case, the results indicate that the the virtual walk can detect the phase transition perhaps more efficiently compared to other nonequilibrium methods.

  19. Continuous imaging space in three-dimensional integral imaging

    International Nuclear Information System (INIS)

    Zhang Lei; Yang Yong; Wang Jin-Gang; Zhao Xing; Fang Zhi-Liang; Yuan Xiao-Cong

    2013-01-01

    We report an integral imaging method with continuous imaging space. This method simultaneously reconstructs real and virtual images in the virtual mode, with a minimum gap that separates the entire imaging space into real and virtual space. Experimental results show that the gap is reduced to 45% of that in a conventional integral imaging system with the same parameters. (electromagnetism, optics, acoustics, heat transfer, classical mechanics, and fluid dynamics)

  20. Flight Hardware Virtualization for On-Board Science Data Processing Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Utilize Hardware Virtualization technology to benefit on-board science data processing by investigating new real time embedded Hardware Virtualization solutions and...

  1. Development of a Virtual Reality (VR) system for nuclear security training

    International Nuclear Information System (INIS)

    Yamaguchi, Yasuo; Hanai, Tasuku

    2014-01-01

    The Integrated Support Center for Nuclear nonproliferation and Nuclear Security (ISCN) under the Japan Atomic Energy Agency (JAEA) began the development of Virtual Reality (VR) training system for the purpose of teaching trainees nuclear security. ISCN set up two VR training courses by 2013. One is for teaching a nuclear security system of nuclear plants. The VR training system allows trainees to have virtual experiences visiting a nuclear plant. Through these experiences, trainees are able to learn how physical protection systems work in the plant. The course focuses on learning fundamental knowledge and is suitable for trainees having little experiences in the field of nuclear security. The other is for teaching fundamental skills corresponding to a contingency plan in a Central Alarm Station (CAS) of nuclear power plant. Computers of the VR training system deploy an intrusion scenario in a virtual space. Trainees in a group sit in front of 3-D screens and play a role play game in a virtual CAS. Through the exercise, trainees are able to learn skills necessary to the contingency case of nuclear plants. In my presentation, I will introduce the two training courses, advantages and disadvantages of the VR training system, reactions of trainees and future plans. (author)

  2. Virtual reality applied to teletesting

    Science.gov (United States)

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

    2003-05-01

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

  3. 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.

  4. White Paper for Virtual Control Room

    Science.gov (United States)

    Little, William; Tully-Hanson, Benjamin

    2015-01-01

    The Virtual Control Room (VCR) Proof of Concept (PoC) project is the result of an award given by the Fourth Annual NASA T&I Labs Challenge Project Call. This paper will outline the work done over the award period to build and enhance the capabilities of the Augmented/Virtual Reality (AVR) Lab at NASA's Kennedy Space Center (KSC) to create the VCR.

  5. Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation.

    Science.gov (United States)

    Ragan, Eric D; Scerbo, Siroberto; Bacim, Felipe; Bowman, Doug A

    2017-08-01

    Many types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation.

  6. Embodied Involvement in Virtual Worlds

    DEFF Research Database (Denmark)

    Ekdahl, David; Ravn, Susanne

    2018-01-01

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

  7. 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.

  8. 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.

  9. Application of the idea of morphism in solar-terrestrial physics and space weather

    International Nuclear Information System (INIS)

    Mateev, Lachezar; Tassev, Yordan; Velinov, Peter

    2016-01-01

    The actual problems of solar-terrestrial physics, in particular of space weather are related to the prediction of the space environment state and are solved by means of different analyses and models. In the present work we introduce a new mathematical approach to the study of physical processes in the system Sun-Earth. For example, in the ionization of the ionosphere and atmosphere under the influence of cosmic rays a model is used that applies the principle of homomorphism. When calculating the parameters of space weather such as solar wind, interplanetary magnetic fields, Earth’s magnetosphere, geomagnetic storms and others, the introduction and application of mathematical objects is appropriate: morphisms, groups, categories, monads, functors, natural transformations and others. Such an approach takes into account the general laws of physical processes in the system Sun – Earth and helps in their testing and calculation. It is useful for such complex systems and processes as these in the solar-terrestrial physics and space weather. Some methods for algebraic structures can be introduced. These methods give the possibility for axiomatization of the physical data reality and the application of algebraic methods for their processing. Here we give the base for the transformation from the algebraic theory of categories and morphisms to the physical structure of concepts and data. Such problems are principally considered in the proposed work. Key words: pace weather, space radiation environment, solar effects, forecasting, energetic solar particles, cosmic rays

  10. Quantum Virtual Machine (QVM)

    Energy Technology Data Exchange (ETDEWEB)

    2016-11-18

    There is a lack of state-of-the-art HPC simulation tools for simulating general quantum computing. Furthermore, there are no real software tools that integrate current quantum computers into existing classical HPC workflows. This product, the Quantum Virtual Machine (QVM), solves this problem by providing an extensible framework for pluggable virtual, or physical, quantum processing units (QPUs). It enables the execution of low level quantum assembly codes and returns the results of such executions.

  11. Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture

    OpenAIRE

    Kacmaz Erk, Gul

    2016-01-01

    In the digital age, the hyperspace of virtual reality systems stands out as a new spatial concept creating a parallel realm to "real" space. Virtual reality influences one’s experience of and interaction with architectural space. This "otherworld" brings up the criticism of the existing conception of space, time and body. Hyperspaces are relatively new to designers but not to filmmakers. Their cinematic representations help the comprehension of the outcomes of these new spaces. Visualisation ...

  12. 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)

  13. Virtual Teams and Knowledge Communication

    DEFF Research Database (Denmark)

    Lehtonen, Miikka; Kampf, Constance Elizabeth

    2014-01-01

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

  14. Friendship with a robot: Children's perception of similarity between a robot's physical and virtual embodiment that supports diabetes self-management.

    Science.gov (United States)

    Sinoo, Claudia; van der Pal, Sylvia; Blanson Henkemans, Olivier A; Keizer, Anouk; Bierman, Bert P B; Looije, Rosemarijn; Neerincx, Mark A

    2018-02-21

    The PAL project develops a conversational agent with a physical (robot) and virtual (avatar) embodiment to support diabetes self-management of children ubiquitously. This paper assesses 1) the effect of perceived similarity between robot and avatar on children's' friendship towards the avatar, and 2) the effect of this friendship on usability of a self-management application containing the avatar (a) and children's motivation to play with it (b). During a four-day diabetes camp in the Netherlands, 21 children participated in interactions with both agent embodiments. Questionnaires measured perceived similarity, friendship, motivation to play with the app and its usability. Children felt stronger friendship towards the physical robot than towards the avatar. The more children perceived the robot and its avatar as the same agency, the stronger their friendship with the avatar was. The stronger their friendship with the avatar, the more they were motivated to play with the app and the higher the app scored on usability. The combination of physical and virtual embodiments seems to provide a unique opportunity for building ubiquitous long-term child-agent friendships. an avatar complementing a physical robot in health care could increase children's motivation and adherence to use self-management support systems. Copyright © 2018 Elsevier B.V. All rights reserved.

  15. Enhancing Scientific Collaboration, Transparency, and Public Access: Utilizing the Second Life Platform to Convene a Scientific Conference in 3-D Virtual Space

    Science.gov (United States)

    McGee, B. W.

    2006-12-01

    Recent studies reveal a general mistrust of science as well as a distorted perception of the scientific method by the public at-large. Concurrently, the number of science undergraduate and graduate students is in decline. By taking advantage of emergent technologies not only for direct public outreach but also to enhance public accessibility to the science process, it may be possible to both begin a reversal of popular scientific misconceptions and to engage a new generation of scientists. The Second Life platform is a 3-D virtual world produced and operated by Linden Research, Inc., a privately owned company instituted to develop new forms of immersive entertainment. Free and downloadable to the public, Second Life offers an imbedded physics engine, streaming audio and video capability, and unlike other "multiplayer" software, the objects and inhabitants of Second Life are entirely designed and created by its users, providing an open-ended experience without the structure of a traditional video game. Already, educational institutions, virtual museums, and real-world businesses are utilizing Second Life for teleconferencing, pre-visualization, and distance education, as well as to conduct traditional business. However, the untapped potential of Second Life lies in its versatility, where the limitations of traditional scientific meeting venues do not exist, and attendees need not be restricted by prohibitive travel costs. It will be shown that the Second Life system enables scientific authors and presenters at a "virtual conference" to display figures and images at full resolution, employ audio-visual content typically not available to conference organizers, and to perform demonstrations or premier three-dimensional renderings of objects, processes, or information. An enhanced presentation like those possible with Second Life would be more engaging to non- scientists, and such an event would be accessible to the general users of Second Life, who could have an

  16. Augmented Reality and Virtual Reality in Physical and Online Retailing:A Review, Synthesis and Research Agenda

    OpenAIRE

    Bonetti, Francesca; Wamaby, Gary; Quinn, Lee

    2017-01-01

    Augmented reality (AR) and virtual reality (VR) have emerged as rapidly developing technologies used in both physical and online retailing to enhance the selling environment and shopping experience. However, academic research on, and practical applications of, AR and VR in retail are still fragmented, and this state of affairs is arguably attributable to the interdisciplinary origins of the topic. Undertaking a comparative chronological analysis of AR and VR research and applications in a ret...

  17. A control model for object virtualization in supply chain management

    NARCIS (Netherlands)

    Verdouw, C.N.; Beulens, A.J.M.; Reijers, H.A.; van der Vorst, J.G.A.J.

    2015-01-01

    Due to the emergence of the Internet of Things, supply chain control can increasingly be based on virtual objects instead of on the direct observation of physical objects. Object virtualization allows the decoupling of control activities from the handling and observing of physical products and

  18. Virtual Reality in the Medical Field

    OpenAIRE

    Motomatsu, Haruka

    2014-01-01

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

  19. Workshop on Research for Space Exploration: Physical Sciences and Process Technology

    Science.gov (United States)

    Singh, Bhim S.

    1998-01-01

    This report summarizes the results of a workshop sponsored by the Microgravity Research Division of NASA to define contributions the microgravity research community can provide to advance the human exploration of space. Invited speakers and attendees participated in an exchange of ideas to identify issues of interest in physical sciences and process technologies. This workshop was part of a continuing effort to broaden the contribution of the microgravity research community toward achieving the goals of the space agency in human exploration, as identified in the NASA Human Exploration and Development of Space (HEDS) strategic plan. The Microgravity program is one of NASA'a major links to academic and industrial basic research in the physical and engineering sciences. At present, it supports close to 400 principal investigators, who represent many of the nation's leading researchers in the physical and engineering sciences and biotechnology. The intent of the workshop provided a dialogue between NASA and this large, influential research community, mission planners and industry technical experts with the goal of defining enabling research for the Human Exploration and Development of Space activities to which the microgravity research community can contribute.

  20. The User Community and a Multi-Mission Data Project: Services, Experiences and Directions of the Space Physics Data Facility

    Science.gov (United States)

    Fung, Shing F.; Bilitza, D.; Candey, R.; Chimiak, R.; Cooper, John; Fung, Shing; Harris, B.; Johnson R.; King, J.; Kovalick, T.; hide

    2008-01-01

    From a user's perspective, the multi-mission data and orbit services of NASA's Space Physics Data Facility (SPDF) project offer a unique range of important data and services highly complementary to other services presently available or now evolving in the international heliophysics data environment. The VSP (Virtual Space Physics Observatory) service is an active portal to a wide range of distributed data sources. CDAWeb (Coordinate Data Analysis Web) enables plots, listings and file downloads for current data cross the boundaries of missions and instrument types (and now including data from THEMIS and STEREO). SSCWeb, Helioweb and our 3D Animated Orbit Viewer (TIPSOD) provide position data and query logic for most missions currently important to heliophysics science. OMNIWeb with its new extension to 1- and 5-minute resolution provides interplanetary parameters at the Earth's bow shock as a unique value-added data product. SPDF also maintains NASA's CDF (common Data Format) standard and a range of associated tools including translation services. These capabilities are all now available through webservices-based APIs as well as through our direct user interfaces. In this paper, we will demonstrate the latest data and capabilities now supported in these multi-mission services, review the lessons we continue to learn in what science users need and value in this class of services, and discuss out current thinking to the future role and appropriate focus of the SPDF effort in the evolving and increasingly distributed heliophysics data environment.

  1. Experiences of using mobile technologies and virtual field tours in Physical Geography: implications for hydrology education

    Directory of Open Access Journals (Sweden)

    D. G. Kingston

    2012-05-01

    Full Text Available Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field tour for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD, and include introductions to global positioning systems (GPS and geographical information systems (GIS. The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students. A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field tour over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field tour in particular. Our experiences are highly relevant to the implementation of novel learning and teaching technologies in hydrology education.

  2. Experiences of using mobile technologies and virtual field tours in Physical Geography: implications for hydrology education

    Science.gov (United States)

    Kingston, D. G.; Eastwood, W. J.; Jones, P. I.; Johnson, R.; Marshall, S.; Hannah, D. M.

    2012-05-01

    Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field tour for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD), and include introductions to global positioning systems (GPS) and geographical information systems (GIS). The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students). A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field tour over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field tour in particular). Our experiences are highly relevant to the implementation of novel learning and teaching technologies in hydrology education.

  3. On public space design for Chinese urban residential area based on integrated architectural physics environment evaluation

    Science.gov (United States)

    Dong, J. Y.; Cheng, W.; Ma, C. P.; Tan, Y. T.; Xin, L. S.

    2017-04-01

    The residential public space is an important part in designing the ecological residence, and a proper physics environment of public space is of greater significance to urban residence in China. Actually, the measure to apply computer aided design software into residential design can effectively avoid an inconformity of design intent with actual using condition, and a negative impact on users due to bad architectural physics environment of buildings, etc. The paper largely adopts a design method of analyzing architectural physics environment of residential public space. By analyzing and evaluating various physics environments, a suitability assessment is obtained for residential public space, thereby guiding the space design.

  4. 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.

  5. Virtual Ship Architecture Description Document Issue 1.00

    National Research Council Canada - National Science Library

    Best, John

    2000-01-01

    The Virtual Ship concept calls for simulation models of systems to be brought together to create a virtual representation of a warship, in a process analogous to the construction of a physical ship...

  6. CyberWalk : a web-based distributed virtual walkthrough environment.

    OpenAIRE

    Chim, J.; Lau, R. W. H.; Leong, H. V.; Si, A.

    2003-01-01

    A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimize...

  7. Information Theoretic Characterization of Physical Theories with Projective State Space

    Science.gov (United States)

    Zaopo, Marco

    2015-08-01

    Probabilistic theories are a natural framework to investigate the foundations of quantum theory and possible alternative or deeper theories. In a generic probabilistic theory, states of a physical system are represented as vectors of outcomes probabilities and state spaces are convex cones. In this picture the physics of a given theory is related to the geometric shape of the cone of states. In quantum theory, for instance, the shape of the cone of states corresponds to a projective space over complex numbers. In this paper we investigate geometric constraints on the state space of a generic theory imposed by the following information theoretic requirements: every non completely mixed state of a system is perfectly distinguishable from some other state in a single shot measurement; information capacity of physical systems is conserved under making mixtures of states. These assumptions guarantee that a generic physical system satisfies a natural principle asserting that the more a state of the system is mixed the less information can be stored in the system using that state as logical value. We show that all theories satisfying the above assumptions are such that the shape of their cones of states is that of a projective space over a generic field of numbers. Remarkably, these theories constitute generalizations of quantum theory where superposition principle holds with coefficients pertaining to a generic field of numbers in place of complex numbers. If the field of numbers is trivial and contains only one element we obtain classical theory. This result tells that superposition principle is quite common among probabilistic theories while its absence gives evidence of either classical theory or an implausible theory.

  8. Trading Control Intelligence for Physical Intelligence: Muscle Drives in Evolved Virtual Creatures

    DEFF Research Database (Denmark)

    Lessin, Dan; Fussell, Don; Miikkulainen, Risto

    2014-01-01

    Traditional evolved virtual creatures [12] are actuated using unevolved, uniform, invisible drives at joints between rigid segments. In contrast, this paper shows how such conven- tional actuators can be replaced by evolvable muscle drives that are a part of the creature’s physical structure....... This design is important for two reasons: First, the con- trol intelligence is made visible in the purposeful develop- ment of muscle density, orientation, attachment points, and size. Second, the complexity that needs to be evolved for the brain to control the actuators is reduced, and in some cases can...... be essentially eliminated, thus freeing brain power for higher-level functions. Such designs may thus make it pos- sible to create more complex behavior than would otherwise be achievable....

  9. Virtual reality simulation training in a high-fidelity procedure suite

    DEFF Research Database (Denmark)

    Lönn, Lars; Edmond, John J; Marco, Jean

    2012-01-01

    To assess the face and content validity of a novel, full physics, full procedural, virtual reality simulation housed in a hybrid procedure suite.......To assess the face and content validity of a novel, full physics, full procedural, virtual reality simulation housed in a hybrid procedure suite....

  10. Physical and cognitive effects of virtual reality integrated training.

    Science.gov (United States)

    Stone, Richard T; Watts, Kristopher P; Zhong, Peihan; Wei, Chen-Shuang

    2011-10-01

    The objective of this study was to evaluate the cognitive and physical impact of virtual reality (VR) integrated training versus traditional training methods in the domain of weld training. Weld training is very important in various industries and represents a complex skill set appropriate for advanced training intervention. As such, there has been a long search for the most successful and most cost-effective method for training new welders. Participants in this study were randomly assigned to one of two separate training courses taught by sanctioned American Welding Society certified welding instructors; the duration of each course was 2 weeks. After completing the training for a specific weld type, participants were given the opportunity to test for the corresponding certification. Participants were evaluated in terms of their cognitive and physical parameters, total training time exposure, and welding certification awards earned. Each of the four weld types taught in this study represented distinct levels of difficulty and required the development of specialized knowledge and skills. This study demonstrated that participants in the VR integrated training group (VR50) performed as well as, and in some cases, significantly outperformed, the traditional welding (TW) training group.The VR50 group was found to have a 41.6% increase in overall certifications earned compared with the TW group. VR technology is a valuable tool for the production of skilled welders in a shorter time and often with more highly developed skills than their traditionally trained counterparts. These findings strongly support the use ofVR integrated training in the welding industry.

  11. Using Virtual Worlds to Identify Multidimensional Student Engagement in High School Foreign Language Learning Classrooms

    Science.gov (United States)

    Jacob, Laura Beth

    2012-01-01

    Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…

  12. Newly blind persons using virtual environment system in a traditional orientation and mobility rehabilitation program: a case study.

    Science.gov (United States)

    Lahav, Orly; Schloerb, David W; Srinivasan, Mandayam A

    2012-09-01

    This paper presents a virtual reality system (the BlindAid) developed for orientation and mobility training of people who are newly blind. The BlindAid allows users to interact with different virtual structures and objects via auditory and haptic feedback. This case study aims to examine if and how the BlindAid, in conjunction with a traditional rehabilitation programme, can help people who are newly blind develop new orientation and mobility methods. Follow-up research based on this study, with a large experiment and control group, could contribute to the area of orientation and mobility rehabilitation training for the newly blind. The case study research focused on A., a woman who is newly blind, for 17 virtual sessions spanning ten weeks, during the 12 weeks of her traditional orientation and mobility rehabilitation programme. The research was implemented by using virtual environment (VE) exploration and orientation tasks in VE and physical spaces. The research methodology used both qualitative and quantitative methods, including interviews, questionnaire, videotape recording, and user computer logs. The results of this study helped elucidate several issues concerning the contribution of the BlindAid system to the exploration strategies and learning processes experienced by the participant in her encounters with familiar and unfamiliar physical surroundings. [Box: see text].

  13. 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...

  14. Atomic and molecular databases in the context of virtual observatories

    International Nuclear Information System (INIS)

    Dubernet, Marie-Lise; Roueff, Evelyne

    2006-01-01

    Numerical and bibliographic Databases in Atomic and Molecular Physics are essential for both the modelling of various astrophysical media and the interpretation of astrophysical spectra provided by ground or space-based telescopes. We report here on our current project concerning the access to Atomic and Molecular Databases within the Virtual Observatories. This presentation aims at informing people about interoperability matters, in order to put together the efforts which have already started in this domain, to evaluate the needs and requirements of the targeted interrelation between atomic and molecular data bases and VO projects. Collaborations in this domain are welcome. (author)

  15. Use of the Remote Access Virtual Environment Network (RAVEN) for coordinated IVA-EVA astronaut training and evaluation.

    Science.gov (United States)

    Cater, J P; Huffman, S D

    1995-01-01

    This paper presents a unique virtual reality training and assessment tool developed under a NASA grant, "Research in Human Factors Aspects of Enhanced Virtual Environments for Extravehicular Activity (EVA) Training and Simulation." The Remote Access Virtual Environment Network (RAVEN) was created to train and evaluate the verbal, mental and physical coordination required between the intravehicular (IVA) astronaut operating the Remote Manipulator System (RMS) arm and the EVA astronaut standing in foot restraints on the end of the RMS. The RAVEN system currently allows the EVA astronaut to approach the Hubble Space Telescope (HST) under control of the IVA astronaut and grasp, remove, and replace the Wide Field Planetary Camera drawer from its location in the HST. Two viewpoints, one stereoscopic and one monoscopic, were created all linked by Ethernet, that provided the two trainees with the appropriate training environments.

  16. The Use of Virtual Ethnography in Distance Education Research

    Science.gov (United States)

    Uzun, Kadriye; Aydin, Cengiz Hakan

    2012-01-01

    3D virtual worlds can and have been used as a meeting place for distance education courses. Virtual worlds allow for group learning of the kind enjoyed by students gathered in a virtual classroom, where they know they are in a communal space, they are aware of the social process of learning and are affected by the presence and behaviour of their…

  17. Psychological influences on distance estimation in a virtual reality environment

    Directory of Open Access Journals (Sweden)

    Kohske eTakahashi

    2013-09-01

    Full Text Available Researches on embodied perception have revealed that social, psychological and physiological factors influence perception of space. While many of these influences were observed with real or highly realistic stimuli, the present work showed that even the orientation of abstract geometric objects with a non-realistic virtual environment could influence distance perception. Observers wore a head mounted display and watched virtual cones moving within an invisible cube for five seconds with their head movement recorded. Subsequently, observers estimated the distance to the cones or evaluated their friendliness. The cones either faced the observer, a target behind the cones, or random orientations. Average viewing distance to the cones varied between 1.2 and 2.0 m. At a viewing distance of 1.6 m, observers perceived cones facing them as closer than cones facing an opposite target or random orientations. Furthermore, irrespective of viewing distance, observers moved their head away from the cones more strongly and evaluated the cones as less friendly when the cones were facing observers. Similar results of distance estimation were obtained with a 3D projection onto a large screen, although the effective viewing distance was farther away. These results suggest that factors other than physical distance could influence distance perception even with non-realistic geometric objects within a virtual environment. Furthermore, the modulation of distance perception was also accompanied by changes in subjective impression and avoidance movement. We propose that cones facing an observer are perceived as socially discomforting or threatening and potentially violate an observer’s personal space, which might influence the perceived distance of cones.

  18. Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation

    DEFF Research Database (Denmark)

    Lewis Brooks, Anthony

    2011-01-01

    and the ‘Hermeneutic Action Research Recursive Reflection’ model have emerged from a body of virtual reality research called SoundScapes. The work targets all ages and all abilities through gesture-control of responsive multimedia within Virtual Interactive Space (VIS). VIS is an interactive information environment...

  19. Understanding space weather with new physical, mathematical and philosophical approaches

    Science.gov (United States)

    Mateev, Lachezar; Velinov, Peter; Tassev, Yordan

    2016-07-01

    The actual problems of solar-terrestrial physics, in particular of space weather are related to the prediction of the space environment state and are solved by means of different analyses and models. The development of these investigations can be considered also from another side. This is the philosophical and mathematical approach towards this physical reality. What does it constitute? We have a set of physical processes which occur in the Sun and interplanetary space. All these processes interact with each other and simultaneously participate in the general process which forms the space weather. Let us now consider the Leibniz's monads (G.W. von Leibniz, 1714, Monadologie, Wien; Id., 1710, Théodicée, Amsterdam) and use some of their properties. There are total 90 theses for monads in the Leibniz's work (1714), f.e. "(1) The Monad, of which we shall here speak, is nothing but a simple substance, which enters into compounds. By 'simple' is meant 'without parts'. (Theod. 10.); … (56) Now this connexion or adaptation of all created things to each and of each to all, means that each simple substance has relations which express all the others, and, consequently, that it is a perpetual living mirror of the universe. (Theod. 130, 360.); (59) … this universal harmony, according to which every substance exactly expresses all others through the relations it has with them. (63) … every Monad is, in its own way, a mirror of the universe, and the universe is ruled according to a perfect order. (Theod. 403.)", etc. Let us introduce in the properties of monads instead of the word "monad" the word "process". We obtain the following statement: Each process reflects all other processes and all other processes reflect this process. This analogy is not formal at all, it reflects accurately the relation between the physical processes and their unity. The category monad which in the Leibniz's Monadology reflects generally the philosophical sense is fully identical with the

  20. Quantum probability ranking principle for ligand-based virtual screening

    Science.gov (United States)

    Al-Dabbagh, Mohammed Mumtaz; Salim, Naomie; Himmat, Mubarak; Ahmed, Ali; Saeed, Faisal

    2017-04-01

    Chemical libraries contain thousands of compounds that need screening, which increases the need for computational methods that can rank or prioritize compounds. The tools of virtual screening are widely exploited to enhance the cost effectiveness of lead drug discovery programs by ranking chemical compounds databases in decreasing probability of biological activity based upon probability ranking principle (PRP). In this paper, we developed a novel ranking approach for molecular compounds inspired by quantum mechanics, called quantum probability ranking principle (QPRP). The QPRP ranking criteria would make an attempt to draw an analogy between the physical experiment and molecular structure ranking process for 2D fingerprints in ligand based virtual screening (LBVS). The development of QPRP criteria in LBVS has employed the concepts of quantum at three different levels, firstly at representation level, this model makes an effort to develop a new framework of molecular representation by connecting the molecular compounds with mathematical quantum space. Secondly, estimate the similarity between chemical libraries and references based on quantum-based similarity searching method. Finally, rank the molecules using QPRP approach. Simulated virtual screening experiments with MDL drug data report (MDDR) data sets showed that QPRP outperformed the classical ranking principle (PRP) for molecular chemical compounds.