Full Text Available Similar working memory (WM for lexical items has been demonstrated for signers and non-signers while short-term memory (STM is regularly poorer in deaf than hearing individuals. In the present study, we investigated digit-based WM and STM in Swedish and British deaf signers and hearing non-signers. To maintain good experimental control we used printed stimuli throughout and held response mode constant across groups. We showed that deaf signers have similar digit-based WM performance, despite shorter digit spans, compared to well-matched hearing non-signers. We found no difference between signers and non-signers on STM span for letters chosen to minimize phonological similarity or in the effects of recall direction. This set of findings indicates that similar WM for signers and non-signers can be generalized from lexical items to digits and suggests that poorer STM in deaf signers compared to hearing non-signers may be due to differences in phonological similarity across the language modalities of sign and speech.
Wang, Jihong; Napier, Jemina
This study investigated the effects of hearing status and age of signed language acquisition on signed language working memory capacity. Professional Auslan (Australian sign language)/English interpreters (hearing native signers and hearing nonnative signers) and deaf Auslan signers (deaf native signers and deaf nonnative signers) completed an…
Metellus, Philippe; Boussen, Salah; Guye, Maxime; Trebuchon, Agnes
Resection of tumors located within the insula of the dominant hemisphere represents a technical challenge because of the complex anatomy, including the surrounding vasculature, and the relationship to functional (motor and language) structures. We report here the case of a successful resection of a left insular glioma in a native deaf signer during an awake craniotomy. The patient, a congenitally deaf right-handed patient who is a native user of sign language, presented with a seizure 1 week before he was referred to our department. Magnetic resonance imaging revealed a left heterogeneous insular tumor enhanced after intravenous gadolinium infusion. Because of its deep and dominant hemisphere location, an awake craniotomy was decided. The patient was evaluated intraoperatively using object naming, text reading, and sign repetition tasks. An isolated inferior frontal gyrus site evoked repeated object naming errors. A transopercular parietal approach was performed and allowed the successful removal of the tumor under direct electric stimulation and electrocorticography. To our knowledge, this is the first report of successful removal of a left insular tumor without any functional sequelae in a native deaf signer using intraoperative direct cerebral stimulation during an awake craniotomy. The methodology used also provides the first evidence of the actual anatomo-functional organization of language in deaf signers. Copyright © 2016 Elsevier Inc. All rights reserved.
Strikwerda, Litska; Rogers, Marcus; Seigfried-Spellar, Kathryn C.
This paper is about the question when virtual cybercrime should be brought under the scope of the criminal law. By virtual cybercrime I mean crime that involves a specific aspect of computers or computer networks: virtuality. Examples of virtual cybercrime are: virtual child pornography, theft of
Emmorey, Karen; Korpics, Franco; Petronio, Karen
The role of visual feedback during the production of American Sign Language was investigated by comparing the size of signing space during conversations and narrative monologues for normally sighted signers, signers with tunnel vision due to Usher syndrome, and functionally blind signers. The interlocutor for all groups was a normally sighted deaf…
Zil'bershtejn, V.A.; Zaretskij, L.B.; Ehstrin, Eh.I.
To find out what phases are likely to occur under pressure, it is necessary to know the relative density of various modifications, that is the ratio of the volumes of stable and virtual modifications and generally speaking the ratio of the phase compressibility. If the virtual phase volume is less than the volume of the stable phase, then such a phase is likely to appear under pressure. A method has been developed for computing the volumes of the virtual modifications from the data on the solid solutions lattice parameters. Testing the applicability of the method for a number of systems with a complete mutual solubility has shown, that the method proposed permits to estimate the volumes of the transition metals virtual modifications with the error probably not exceeding 1%. The analysis was made of the data available on the solid solutions of transition metals with fcc-, bcc- and hcp-lattices. The virtual volumes have been computed for hcp-iridium, hcp-rhodium, hcp-molybdenum, fcc-molybdenum, fcc-chromium, bcc-rhenium, bcc-ruthenium and bcc-technetium. The data obtained on the virtual modifications volumes permit to assume that the pressure increase is likely to result in the phase transformations of fcc-hcp in iridium and rhodium, and bcc-hcp in molybdenum, while evidently the transformations of bcc-fcc in molybdenum and chromium, hcp-bcc in technetium, rhenium and ruthenium are impossible. The pressure resulting in the transformations in the metals investigated equals approximately hundreds of kbar, or even approximately 1 Mbar for Ir
Emmorey, Karen; Thompson, Robin; Colvin, Rachael
An eye-tracking experiment investigated where deaf native signers (N = 9) and hearing beginning signers (N = 10) look while comprehending a short narrative and a spatial description in American Sign Language produced live by a fluent signer. Both groups fixated primarily on the signer's face (more than 80% of the time) but differed with respect to fixation location. Beginning signers fixated on or near the signer's mouth, perhaps to better perceive English mouthing, whereas native signers tended to fixate on or near the eyes. Beginning signers shifted gaze away from the signer's face more frequently than native signers, but the pattern of gaze shifts was similar for both groups. When a shift in gaze occurred, the sign narrator was almost always looking at his or her hands and was most often producing a classifier construction. We conclude that joint visual attention and attention to mouthing (for beginning signers), rather than linguistic complexity or processing load, affect gaze fixation patterns during sign language comprehension.
Yang Yuguang; Wang Yuan; Teng Yiwei; Chai Haiping; Wen Qiaoyan
Unconditionally secure signature is an important part of quantum cryptography. Usually, a signature scheme only provides an environment for a single signer. Nevertheless, in real applications, many signers may collaboratively send a message to the verifier and convince the verifier that the message is actually transmitted by them. In this paper, we give a scalable arbitrated signature protocol of classical messages with multi-signers. Its security is analyzed and proved to be secure even with a compromised arbitrator. (general)
Husain, Fatima T.; Patkin, Debra J.; Kim, Jieun; Braun, Allen R.; Horwitz, Barry
Emblems are meaningful, culturally-specific hand gestures that are analogous to words. In this fMRI study, we contrasted the processing of emblematic gestures with meaningless gestures by pre-lingually Deaf and hearing participants. Deaf participants, who used American Sign Language, activated bilateral auditory processing and associative areas in the temporal cortex to a greater extent than the hearing participants while processing both types of gestures relative to rest. The hearing non-signers activated a diverse set of regions, including those implicated in the mirror neuron system, such as premotor cortex (BA 6) and inferior parietal lobule (BA 40) for the same contrast. Further, when contrasting the processing of meaningful to meaningless gestures (both relative to rest), the Deaf participants, but not the hearing, showed greater response in the left angular and supramarginal gyri, regions that play important roles in linguistic processing. These results suggest that whereas the signers interpreted emblems to be comparable to words, the non-signers treated emblems as similar to pictorial descriptions of the world and engaged the mirror neuron system. PMID:22968047
Husain, Fatima T; Patkin, Debra J; Kim, Jieun; Braun, Allen R; Horwitz, Barry
Emblems are meaningful, culturally-specific hand gestures that are analogous to words. In this fMRI study, we contrasted the processing of emblematic gestures with meaningless gestures by pre-lingually Deaf and hearing participants. Deaf participants, who used American Sign Language, activated bilateral auditory processing and associative areas in the temporal cortex to a greater extent than the hearing participants while processing both types of gestures relative to rest. The hearing non-signers activated a diverse set of regions, including those implicated in the mirror neuron system, such as premotor cortex (BA 6) and inferior parietal lobule (BA 40) for the same contrast. Further, when contrasting the processing of meaningful to meaningless gestures (both relative to rest), the Deaf participants, but not the hearing, showed greater response in the left angular and supramarginal gyri, regions that play important roles in linguistic processing. These results suggest that whereas the signers interpreted emblems to be comparable to words, the non-signers treated emblems as similar to pictorial descriptions of the world and engaged the mirror neuron system. Copyright © 2012 Elsevier B.V. All rights reserved.
Campbell, Ruth; Capek, Cheryl M; Gazarian, Karine; MacSweeney, Mairéad; Woll, Bencie; David, Anthony S; McGuire, Philip K; Brammer, Michael J
In this study, the first to explore the cortical correlates of signed language (SL) processing under point-light display conditions, the observer identified either a signer or a lexical sign from a display in which different signers were seen producing a number of different individual signs. Many of the regions activated by point-light under these conditions replicated those previously reported for full-image displays, including regions within the inferior temporal cortex that are specialised for face and body-part identification, although such body parts were invisible in the display. Right frontal regions were also recruited - a pattern not usually seen in full-image SL processing. This activation may reflect the recruitment of information about person identity from the reduced display. A direct comparison of identify-signer and identify-sign conditions showed these tasks relied to a different extent on the posterior inferior regions. Signer identification elicited greater activation than sign identification in (bilateral) inferior temporal gyri (BA 37/19), fusiform gyri (BA 37), middle and posterior portions of the middle temporal gyri (BAs 37 and 19), and superior temporal gyri (BA 22 and 42). Right inferior frontal cortex was a further focus of differential activation (signer>sign). These findings suggest that the neural systems supporting point-light displays for the processing of SL rely on a cortical network including areas of the inferior temporal cortex specialized for face and body identification. While this might be predicted from other studies of whole body point-light actions (Vaina, Solomon, Chowdhury, Sinha, & Belliveau, 2001) it is not predicted from the perspective of spoken language processing, where voice characteristics and speech content recruit distinct cortical regions (Stevens, 2004) in addition to a common network. In this respect, our findings contrast with studies of voice/speech recognition (Von Kriegstein, Kleinschmidt, Sterzer
Bosworth, Rain G.; Petrich, Jennifer A. F.; Dobkins, Karen R.
Previous studies have asked whether visual sensitivity and attentional processing in deaf signers are enhanced or altered as a result of their different sensory experiences during development, i.e., auditory deprivation and exposure to a visual language. In particular, deaf and hearing signers have been shown to exhibit a right visual field/left…
Arnold, P; Murray, C
The memory of 11 deaf and 11 hearing British Sign Language users and 11 hearing nonsigners for pictures of faces of and verbalizable objects was measured using the game Concentration. The three groups performed at the same level for the objects. In contrast the deaf signers were better for faces than the hearing signers, who in turn were superior to the hearing nonsigners, who were the worst. Three hypotheses were made: That there would be no significant difference in terms of the number of attempts between the three groups on the verbalizable object task, that the hearing and deaf signers would demonstrate superior performance to that of the hearing nonsigners on the matching faces task, and that the hearing and deaf signers would exhibit similar performance levels on the matching faces task. The first two hypotheses were supported, but the third was not. Deaf signers were found to be superior for memory for faces to hearing signers and hearing nonsigners. Possible explanations for the findings are discussed, including the possibility that deafness and the long use of sign language have additive effects.
Emmorey, Karen; Xu, Jiang; Gannon, Patrick; Goldin-Meadow, Susan; Braun, Allen
Deaf signers have extensive experience using their hands to communicate. Using fMRI, we examined the neural systems engaged during the perception of manual communication in 14 deaf signers and 14 hearing non-signers. Participants passively viewed blocked video clips of pantomimes (e.g., peeling an imaginary banana) and action verbs in American Sign Language (ASL) that were rated as meaningless by non-signers (e.g., TO-DANCE). In contrast to visual fixation, pantomimes strongly activated fronto-parietal regions (the mirror neuron system, MNS) in hearing non-signers, but only bilateral middle temporal regions in deaf signers. When contrasted with ASL verbs, pantomimes selectively engaged inferior and superior parietal regions in hearing non-signers, but right superior temporal cortex in deaf signers. The perception of ASL verbs recruited similar regions as pantomimes for deaf signers, with some evidence of greater involvement of left inferior frontal gyrus for ASL verbs. Functional connectivity analyses with left hemisphere seed voxels (ventral premotor, inferior parietal lobule, fusiform gyrus) revealed robust connectivity with the MNS for the hearing non-signers. Deaf signers exhibited functional connectivity with the right hemisphere that was not observed for the hearing group for the fusiform gyrus seed voxel. We suggest that life-long experience with manual communication, and/or auditory deprivation, may alter regional connectivity and brain activation when viewing pantomimes. We conclude that the lack of activation within the MNS for deaf signers does not support an account of human communication that depends upon automatic sensorimotor resonance between perception and action.
Koh, Byungmarn; Lee, Nayoung
Member State Support Program (MSSP) is comprised of various programs such as development of safeguards approach, training, information analysis and so on. Each support programs would be evaluated biennially through coordinators' meeting. IAEA publish 'Development and Implementation Support Programme for Nuclear Verification' so that the member state can review it. In the program, IAEA specify the need to develop the virtual reality based training tools. The objective of this project is to develop comprehensive training software dedicated to verification activities in the field based on the virtual environment. The training for the IAEA inspector is indispensable to maintain or improve their verification capability and to be prepared for the inspection of the complicated facilities. However, the grabbing of the available facility is not easy due to following limitations such as security, confidentiality, interference of the commercial operation and so on. Therefore, the virtual environment, which can replace a real facility, is required for the IAEA training. The objective of this software is to support the IAEA's verification capability. It is useful for the trainer and trainee to better understand how nuclear materials are processed in the fuel fabrication facility and what kind safeguards approaches are needed at each process before inspections. The final product will be integrated in the IAEA safeguards training courses to improve the efficiency of the safeguards training. Also we are going to make a decision if additional projects such as CANDU fuel parts or other facilities depending on evaluation results at the IAEA training course will be held on Korea in this year
Koh, Byungmarn; Lee, Nayoung [Korea Institute of Nuclear Non-proliferation and Control, Daejeon (Korea, Republic of)
Member State Support Program (MSSP) is comprised of various programs such as development of safeguards approach, training, information analysis and so on. Each support programs would be evaluated biennially through coordinators' meeting. IAEA publish 'Development and Implementation Support Programme for Nuclear Verification' so that the member state can review it. In the program, IAEA specify the need to develop the virtual reality based training tools. The objective of this project is to develop comprehensive training software dedicated to verification activities in the field based on the virtual environment. The training for the IAEA inspector is indispensable to maintain or improve their verification capability and to be prepared for the inspection of the complicated facilities. However, the grabbing of the available facility is not easy due to following limitations such as security, confidentiality, interference of the commercial operation and so on. Therefore, the virtual environment, which can replace a real facility, is required for the IAEA training. The objective of this software is to support the IAEA's verification capability. It is useful for the trainer and trainee to better understand how nuclear materials are processed in the fuel fabrication facility and what kind safeguards approaches are needed at each process before inspections. The final product will be integrated in the IAEA safeguards training courses to improve the efficiency of the safeguards training. Also we are going to make a decision if additional projects such as CANDU fuel parts or other facilities depending on evaluation results at the IAEA training course will be held on Korea in this year.
Christophe Starzec; François Gardes
URL des Documents de travail : http://ces.univ-paris1.fr/cesdp/cesdp2014.html; Documents de travail du Centre d'Economie de la Sorbonne 2014.01 - ISSN : 1955-611X; The presence of rationing or more generally of the situations of constrained demand can make the traditional methods of measuring inflation questionable and give an erroneous image of the reality. In this paper, we use the virtual price approach (Neary, Roberts, 1980) to estimate the real inflation level in a centrally planned econ...
Full Text Available Due to the high propagation speed and the low attenuation in the water, the sonar has played a crucial role in developing the ocean resources and the marine target detection. Therefore, simulation of the sonar detectability is indispensable to the virtual battlefield. This paper will combine the background noise model of the ocean, the reverberation model, the target strength model and the transmission loss to build the sonar performance model, and realize the calculation of the sonar detectability. Ultimately, the parameters’ effect in the sonar equation on the performance of the sonar detection is analyzed, and the validity of this model is verified by two serving sonars parameters.
Bavelier, D; Newman, A J; Mukherjee, M; Hauser, P; Kemeny, S; Braun, A; Boutla, M
Short-term memory (STM), or the ability to hold verbal information in mind for a few seconds, is known to rely on the integrity of a frontoparietal network of areas. Here, we used functional magnetic resonance imaging to ask whether a similar network is engaged when verbal information is conveyed through a visuospatial language, American Sign Language, rather than speech. Deaf native signers and hearing native English speakers performed a verbal recall task, where they had to first encode a list of letters in memory, maintain it for a few seconds, and finally recall it in the order presented. The frontoparietal network described to mediate STM in speakers was also observed in signers, with its recruitment appearing independent of the modality of the language. This finding supports the view that signed and spoken STM rely on similar mechanisms. However, deaf signers and hearing speakers differentially engaged key structures of the frontoparietal network as the stages of STM unfold. In particular, deaf signers relied to a greater extent than hearing speakers on passive memory storage areas during encoding and maintenance, but on executive process areas during recall. This work opens new avenues for understanding similarities and differences in STM performance in signers and speakers.
Full Text Available Designing a revenue sharing contract to prevent the moral hazard is one of the most important issues in virtual enterprise (VE. As the partners’ productive effort level cannot be observed by the owner and other partners, there is usually moral hazard problem in VE. To mitigate the moral hazard, the owner sets the monitoring effort with monitoring cost. Considering a risk-neutral owner and multiple downside risk-averse partners, the owner’s problem of determining the monitoring effort and incentive intensity to maximize his profit while the partners determine their productive effort to maximize their profit is addressed. The principal agent based model of this problem is proposed. By solving the model, the optimal strategy of owner and partner is derived. By comparing with the no monitoring scenario, we find that implementing suitable monitoring strategy can reduce the moral hazard effectively. Finally, by analyzing the partners’ risk attitude, the result reveals that the lower the risk level of the partner is, the more the owner wants. These results suggest that VE should not only focus on the risk attitude but also on monitoring.
Garzoglio, Gabriele [Fermilab; Wu, Hao [Fermilab; Ren, Shangping [IIT, Chicago; Timm, Steven [Fermilab; Bernabeu, Gerard [Fermilab; Noh, Seo-Young [KISTI, Daejeon
FermiCloud is a private cloud developed by the Fermi National Accelerator Laboratory for scientific workflows. The Cloud Bursting module of the FermiCloud enables the FermiCloud, when more computational resources are needed, to automatically launch virtual machines to available resources such as public clouds. One of the main challenges in developing the cloud bursting module is to decide when and where to launch a VM so that all resources are most effectively and efficiently utilized and the system performance is optimized. However, based on FermiCloud’s system operational data, the VM launching overhead is not a constant. It varies with physical resource (CPU, memory, I/O device) utilization at the time when a VM is launched. Hence, to make judicious decisions as to when and where a VM should be launched, a VM launch overhead reference model is needed. The paper is to develop a VM launch overhead reference model based on operational data we have obtained on FermiCloud and uses the reference model to guide the cloud bursting process.
Salverda, Anne Pier
Lieberman, Borovsky, Hatrak, and Mayberry (2015) used a modified version of the visual-world paradigm to examine the real-time processing of signs in American Sign Language. They examined the activation of phonological and semantic competitors in native signers and late-learning signers and concluded that their results provide evidence that the…
Skotara, Nils; Salden, Uta; Kügow, Monique; Hänel-Faulhaber, Barbara; Röder, Brigitte
To examine which language function depends on early experience, the present study compared deaf native signers, deaf non-native signers and hearing German native speakers while processing German sentences. The participants watched simple written sentences while event-related potentials (ERPs) were recorded. At the end of each sentence they were asked to judge whether the sentence was correct or not. Two types of violations were introduced in the middle of the sentence: a semantically implausible noun or a violation of subject-verb number agreement. The results showed a similar ERP pattern after semantic violations (an N400 followed by a positivity) in all three groups. After syntactic violations, native German speakers and native signers of German sign language (DGS) with German as second language (L2) showed a left anterior negativity (LAN) followed by a P600, whereas no LAN but a negativity over the right hemisphere instead was found in deaf participants with a delayed onset of first language (L1) acquisition. The P600 of this group had a smaller amplitude and a different scalp distribution as compared to German native speakers. The results of the present study suggest that language deprivation in early childhood alters the cerebral organization of syntactic language processing mechanisms for L2. Semantic language processing instead was unaffected.
Costello, B.; Fernández, J.; Landa, A.; Quadros, R.; Möller de Quadros,
This paper examines the concept of a native language user and looks at the different definitions of native signer within the field of sign language research. A description of the deaf signing population in the Basque Country shows that the figure of 5-10% typically cited for deaf individuals born
Quinto-Pozos, David; Parrill, Fey
Gestural viewpoint research suggests that several dimensions determine which perspective a narrator takes, including properties of the event described. Events can evoke gestures from the point of view of a character (CVPT), an observer (OVPT), or both perspectives. CVPT and OVPT gestures have been compared to constructed action (CA) and classifiers (CL) in signed languages. We ask how CA and CL, as represented in ASL productions, compare to previous results for CVPT and OVPT from English-speaking co-speech gesturers. Ten ASL signers described cartoon stimuli from Parrill (2010). Events shown by Parrill to elicit a particular gestural strategy (CVPT, OVPT, both) were coded for signers' instances of CA and CL. CA was divided into three categories: CA-torso, CA-affect, and CA-handling. Signers used CA-handling the most when gesturers used CVPT exclusively. Additionally, signers used CL the most when gesturers used OVPT exclusively and CL the least when gesturers used CVPT exclusively. Copyright © 2014 Cognitive Science Society, Inc.
Hauser, Peter C.; Cohen, Julie; Dye, Matthew W. G.; Bavelier, Daphne
Visual constructive and visual-motor skills in the deaf population were investigated by comparing performance of deaf native signers (n = 20) to that of hearing nonsigners (n = 20) on the Beery-Buktenica Developmental Test of Visual-Motor Integration, Rey-Osterrieth Complex Figure Test, Wechsler Memory Scale Visual Reproduction subtest, and…
Full Text Available In behavioral sports sciences, knowledge of athletic performance and underlying sensorimotor processing remains limited, because most data is obtained in the laboratory. In laboratory experiments we can strictly control the measurement conditions, but the action we can target may be limited and differ from actual sporting action. Thus, the obtained data is potentially unrealistic. We propose using virtual reality (VR technology to compensate for the lack of actual reality. We have developed a head mounted display (HMD-based VR system for application to baseball batting where the user can experience hitting a pitch in a virtual baseball stadium. The batter and the bat movements are measured using nine-axis inertial sensors attached to various parts of the body and bat, and they are represented by a virtual avatar in real time. The pitched balls are depicted by computer graphics based on previously recorded ball trajectories and are thrown in time with the motion of a pitcher avatar based on simultaneously recorded motion capture data. The ball bounces depending on its interaction with the bat. In a preliminary measurement where the VR system was combined with measurement equipment we found some differences between the behavioral and physiological data (i.e., the body movements and respiration of experts and beginners and between the types of pitches during virtual batting. This VR system with a sufficiently real visual experience will provide novel findings as regards athletic performance that were formerly hard to obtain and allow us to elucidate their sensorimotor processing in detail.
Bavelier, Daphne; Newport, Elissa L.; Hall, Matt; Supalla, Ted; Boutla, Mrim
Capacity limits in linguistic short-term memory (STM) are typically measured with forward span tasks in which participants are asked to recall lists of words in the order presented. Using such tasks, native signers of American Sign Language (ASL) exhibit smaller spans than native speakers (Boutla, Supalla, Newport, & Bavelier, 2004). Here, we test the hypothesis that this population difference reflects differences in the way speakers and signers maintain temporal order information in short-te...
Orlowsky, B; Gudmundsson, L; Seneviratne, Sonia I; Hoekstra, A Y
The populations of most nations consume products of both domestic and foreign origin, importing together with the products the water which is expended abroad for their production (termed ‘virtual water’). Therefore, any investigation of the sustainability of present-day water consumption under future climate change needs to consider the effects of potentially reduced water availability both on domestic water resources and on the trades of virtual water. Here we use combinations of Global Climate and Global Impact Models from the ISI–MIP ensemble to derive patterns of future water availability under the RCP2.6 and RCP8.5 greenhouse gas (GHG) concentrations scenarios. We assess the effects of reduced water availability in these scenarios on national water consumptions and virtual water trades through a simple accounting scheme based on the water footprint concept. We thereby identify countries where the water footprint within the country area is reduced due to a reduced within-area water availability, most prominently in the Mediterranean and some African countries. National water consumption in countries such as Russia, which are non-water scarce by themselves, can be affected through reduced imports from water scarce countries. We find overall stronger effects of the higher GHG concentrations scenario, although the model range of climate projections for single GHG concentrations scenarios is in itself larger than the differences induced by the GHG concentrations scenarios. Our results highlight that, for both investigated GHG concentration scenarios, the current water consumption and virtual water trades cannot be sustained into the future due to the projected patterns of reduced water availability. (letter)
Lorenz, Mario; Brade, Jennifer; Diamond, Lisa; Sjölie, Daniel; Busch, Marc; Tscheligi, Manfred; Klimant, Philipp; Heyde, Christoph-E; Hammer, Niels
Virtual Reality (VR) is used for a variety of applications ranging from entertainment to psychological medicine. VR has been demonstrated to influence higher order cognitive functions and cortical plasticity, with implications on phobia and stroke treatment. An integral part for successful VR is a high sense of presence - a feeling of 'being there' in the virtual scenario. The underlying cognitive and perceptive functions causing presence in VR scenarios are however not completely known. It is evident that the brain function is influenced by drugs, such as ethanol, potentially confounding cortical plasticity, also in VR. As ethanol is ubiquitous and forms part of daily life, understanding the effects of ethanol on presence and user experience, the attitudes and emotions about using VR applications, is important. This exploratory study aims at contributing towards an understanding of how low-dose ethanol intake influences presence, user experience and their relationship in a validated VR context. It was found that low-level ethanol consumption did influence presence and user experience, but on a minimal level. In contrast, correlations between presence and user experience were strongly influenced by low-dose ethanol. Ethanol consumption may consequently alter cognitive and perceptive functions related to the connections between presence and user experience.
Grove, Nicola; Woll, Bencie
Manual signing is one of the most widely used approaches to support the communication and language skills of children and adults who have intellectual or developmental disabilities, and problems with communication in spoken language. A recent series of papers reporting findings from this population raises critical issues for professionals in the assessment of multimodal language skills of key word signers. Approaches to assessment will differ depending on whether key word signing (KWS) is viewed as discrete from, or related to, natural sign languages. Two available assessments from these different perspectives are compared. Procedures appropriate to the assessment of sign language production are recommended as a valuable addition to the clinician's toolkit. Sign and speech need to be viewed as multimodal, complementary communicative endeavours, rather than as polarities. Whilst narrative has been shown to be a fruitful context for eliciting language samples, assessments for adult users should be designed to suit the strengths, needs and values of adult signers with intellectual disabilities, using materials that are compatible with their life course stage rather than those designed for young children. Copyright © 2017 Elsevier Ltd. All rights reserved.
Papageorgiou, Eleni; Hardiess, Gregor; Ackermann, Hermann; Wiethoelter, Horst; Dietz, Klaus; Mallot, Hanspeter A; Schiefer, Ulrich
The aim of the present study was to examine the effect of homonymous visual field defects (HVFDs) on collision avoidance of dynamic obstacles at an intersection under virtual reality (VR) conditions. Overall performance was quantitatively assessed as the number of collisions at a virtual intersection at two difficulty levels. HVFDs were assessed by binocular semi-automated kinetic perimetry within the 90° visual field, stimulus III4e and the area of sparing within the affected hemifield (A-SPAR in deg(2)) was calculated. The effect of A-SPAR, age, gender, side of brain lesion, time since brain lesion and presence of macular sparing on the number of collisions, as well as performance over time were investigated. Thirty patients (10 female, 20 male, age range: 19-71 years) with HVFDs due to unilateral vascular brain lesions and 30 group-age-matched subjects with normal visual fields were examined. The mean number of collisions was higher for patients and in the more difficult level they experienced more collisions with vehicles approaching from the blind side than the seeing side. Lower A-SPAR and increasing age were associated with decreasing performance. However, in agreement with previous studies, wide variability in performance among patients with identical visual field defects was observed and performance of some patients was similar to that of normal subjects. Both patients and healthy subjects displayed equal improvement of performance over time in the more difficult level. In conclusion, our results suggest that visual-field related parameters per se are inadequate in predicting successful collision avoidance. Individualized approaches which also consider compensatory strategies by means of eye and head movements should be introduced. Copyright © 2011 Elsevier Ltd. All rights reserved.
Bavelier, Daphne; Newport, Elissa L.; Hall, Matt; Supalla, Ted; Boutla, Mrim
Capacity limits in linguistic short-term memory (STM) are typically measured with forward span tasks in which participants are asked to recall lists of words in the order presented. Using such tasks, native signers of American Sign Language (ASL) exhibit smaller spans than native speakers ([Boutla, M., Supalla, T., Newport, E. L., & Bavelier, D.…
Full Text Available With the growing influence of fog and haze (F-H weather and the rapid development of distributed energy resources (DERs and smart grids, the concept of the virtual power plant (VPP employed in this study would help to solve the dispatch problem caused by multiple DERs connected to the power grid. The effects of F-H weather on photovoltaic output forecast, load forecast and power system dispatch are discussed according to real case data. The wavelet neural network (WNN model was employed to predict photovoltaic output and load, considering F-H weather, based on the idea of “similar days of F-H”. The multi-objective optimal dispatch model of a power system adopted in this paper contains several VPPs and conventional power plants, under F-H weather, and the mixed integer linear programming (MILP and the Yalmip toolbox of MATLAB were adopted to solve the dispatch model. The analysis of the results from a case study proves the validity and feasibility of the model and the algorithms.
Sangani, Samir; Lamontagne, Anouk; Fung, Joyce
Sensorimotor integration is a complex process in the central nervous system that produces task-specific motor output based on selective and rapid integration of sensory information from multiple sources. This chapter reviews briefly the role of haptic cues in postural control during tandem stance and locomotion, focusing on sensorimotor enhancement of locomotion post stroke. The use of mixed-reality systems incorporating both haptic cues and virtual reality technology in gait rehabilitation post stroke is discussed. Over the last decade, researchers and clinicians have shown evidence of cerebral reorganization that underlies functional recovery after stroke based on results from neuroimaging techniques such as positron emission tomography and functional magnetic resonance imaging. These imaging modalities are however limited in their capacity to measure cortical changes during extensive body motions in upright stance. Functional near-infrared spectroscopy (fNIRS) on the other hand provides a unique opportunity to measure cortical activity associated with postural control during locomotion. Evidence of cortical changes associated with sensorimotor enhancement induced by haptic touch during locomotion is revealed through fNIRS in a pilot study involving healthy individuals and a case study involving a chronic stroke patient. © 2015 Elsevier B.V. All rights reserved.
Full Text Available Attribute-Based Signcryption (ABSC is a natural extension of Attribute-Based Encryption (ABE and Attribute-Based Signature (ABS, where one can have the message confidentiality and authenticity together. Since the signer privacy is captured in security of ABS, it is quite natural to expect that the signer privacy will also be preserved in ABSC. In this paper, first we propose an ABSC scheme which is weak existential unforgeable and IND-CCA secure in adaptive-predicates models and, achieves signer privacy. Then, by applying strongly unforgeable one-time signature (OTS, the above scheme is lifted to an ABSC scheme to attain strong existential unforgeability in adaptive-predicates model. Both the ABSC schemes are constructed on common setup, i.e the public parameters and key are same for both the encryption and signature modules. Our first construction is in the flavor of CtE&S paradigm, except one extra component that will be computed using both signature components and ciphertext components. The second proposed construction follows a new paradigm (extension of CtE&S , we call it “Commit then Encrypt and Sign then Sign” (CtE&S . The last signature is generated using a strong OTS scheme. Since, the non-repudiation is achieved by CtE&S paradigm, our systems also achieve the same.
Mitchell, Teresa V.; Letourneau, Susan M.; Maslin, Melissa T.
Purpose This study examined the effects of deafness and sign language use on the distribution of attention across the top and bottom halves of faces. Methods In a composite face task, congenitally deaf signers and typically hearing controls made same/different judgments of the top or bottom halves of faces presented with the halves aligned or spatially misaligned, while event-related potentials (ERPs) were recorded. Results Both groups were more accurate when judging misaligned than aligned faces, which indicates holistic face processing. Misalignment affected all ERP components examined, with effects on the N170 resembling those of face inversion. Hearing adults were similarly accurate when judging the top and bottom halves of the faces, but deaf signers were more accurate when attending to the bottom than the top. Attending to the top elicited faster P1 and N170 latencies for both groups; within the deaf group, this effect was greatest for individuals who produced the highest accuracies when attending to the top. Conclusions These findings dovetail with previous research by providing behavioral and neural evidence of increased attention to the bottom half of the face in deaf signers, and by documenting that these effects generalize to a speeded task, in the absence of gaze shifts, with neutral facial expressions. PMID:23142816
Alexey E. Sulavko
Full Text Available At present, while various mechanisms to ensure information security are actively being improved, particular attention is paid to prevent unauthorized access to information resources. The human factor and process of identification still remain the most problematic, as well as user authentication. A progress in the technology of information resources protection from internal security threats paves its way towards biometric systems of hidden identification of computer users and their psychophysiological state. A change in psychophysiological state results in the person's handwriting. The influence of the signer’s state of fatigue and excitation on the results of its identification both by a person and by pattern recognition methods on reproduced signatures are studied. Capabilities of human and artificial intelligence are compared in equal conditions. When the state of the signer changes, the probability of erroneous recognition by artificial intelligence increases by factor 3.3 to 3.7. A person identifies a handwritten image with fewer errors in case when the signer is agitated, and with higher error rate if the signer is tired.
Quinto-Pozos, David; Singleton, Jenny L; Hauser, Peter C
This article describes the case of a deaf native signer of American Sign Language (ASL) with a specific language impairment (SLI). School records documented normal cognitive development but atypical language development. Data include school records; interviews with the child, his mother, and school professionals; ASL and English evaluations; and a comprehensive neuropsychological and psychoeducational evaluation, and they span an approximate period of 7.5 years (11;10-19;6) including scores from school records (11;10-16;5) and a 3.5-year period (15;10-19;6) during which we collected linguistic and neuropsychological data. Results revealed that this student has average intelligence, intact visual perceptual skills, visuospatial skills, and motor skills but demonstrates challenges with some memory and sequential processing tasks. Scores from ASL testing signaled language impairment and marked difficulty with fingerspelling. The student also had significant deficits in English vocabulary, spelling, reading comprehension, reading fluency, and writing. Accepted SLI diagnostic criteria exclude deaf individuals from an SLI diagnosis, but the authors propose modified criteria in this work. The results of this study have practical implications for professionals including school psychologists, speech language pathologists, and ASL specialists. The results also support the theoretical argument that SLI can be evident regardless of the modality in which it is communicated. © The Author 2016. Published by Oxford University Press. All rights reserved. For Permissions, please email: email@example.com.
Dye, Matthew W G; Seymour, Jenessa L; Hauser, Peter C
Deafness results in cross-modal plasticity, whereby visual functions are altered as a consequence of a lack of hearing. Here, we present a reanalysis of data originally reported by Dye et al. (PLoS One 4(5):e5640, 2009) with the aim of testing additional hypotheses concerning the spatial redistribution of visual attention due to deafness and the use of a visuogestural language (American Sign Language). By looking at the spatial distribution of errors made by deaf and hearing participants performing a visuospatial selective attention task, we sought to determine whether there was evidence for (1) a shift in the hemispheric lateralization of visual selective function as a result of deafness, and (2) a shift toward attending to the inferior visual field in users of a signed language. While no evidence was found for or against a shift in lateralization of visual selective attention as a result of deafness, a shift in the allocation of attention from the superior toward the inferior visual field was inferred in native signers of American Sign Language, possibly reflecting an adaptation to the perceptual demands imposed by a visuogestural language.
Okada, Kayoko; Rogalsky, Corianne; O'Grady, Lucinda; Hanaumi, Leila; Bellugi, Ursula; Corina, David; Hickok, Gregory
Since the discovery of mirror neurons, there has been a great deal of interest in understanding the relationship between perception and action, and the role of the human mirror system in language comprehension and production. Two questions have dominated research. One concerns the role of Broca's area in speech perception. The other concerns the role of the motor system more broadly in understanding action-related language. The current study investigates both of these questions in a way that bridges research on language with research on manual actions. We studied the neural basis of observing and executing American Sign Language (ASL) object and action signs. In an fMRI experiment, deaf signers produced signs depicting actions and objects as well as observed/comprehended signs of actions and objects. Different patterns of activation were found for observation and execution although with overlap in Broca's area, providing prima facie support for the claim that the motor system participates in language perception. In contrast, we found no evidence that action related signs differentially involved the motor system compared to object related signs. These findings are discussed in the context of lesion studies of sign language execution and observation. In this broader context, we conclude that the activation in Broca's area during ASL observation is not causally related to sign language understanding. Copyright © 2016 Elsevier Ltd. All rights reserved.
You, Shi; Træholt, Chresten; Poulsen, Bjarne
As micro-combined heat and power (micro-CHP) systems move towards mass deployment together with other kinds of distributed energy resources (DER), an increasing emphasis has been placed on how to coordinate such a large diversified DER portfolio in an efficient way by the Virtual Power Plant (VPP...... for three different micro-CHP systems to investigate the feasibility of being controlled by price. Such analysis is relevant for both controller designs for micro-CHP systems and VPP related operations. The results indicate that controlling the micro-CHP systems by price is feasible but could result...
You, Shi; Træholt, Chresten; Poulsen, Bjarne
The emergence of Virtual Power Plant (VPP) can be attributed to the major boost of distributed energy resources (DER), which satisfies the changing needs of modern society on energy industry. Based on this concept, DER units disregarding the differences in each individualtechnology are loosely...... aggregated with a unique interface to the external grid and energy market. This paper gives a broad overview of state-of-the-art VPP concepts and proposes a detailed generic VPP (GVPP) model running in liberalized electricity market environment. An attempt is made to provide an outline of the main functions...
Macroscopic constitutive laws are developed not only because they allow for large-scale computations but also because refine dissipative mechanisms observed at lower scales. Within the framework of this study, the development of such models is carried out in the context of seismic loading, that is to say reverse cyclic loading, applied to the quasi-brittle materials and more precisely, concrete-like materials. Nowadays, robust and predictive macroscopic constitutive laws are still rare because of the complexity of cracking related phenomena. Among the challenges to face, the material parameters identification is far from being the easiest due to the lack of experimental data. Indeed, the difficulties to carry out cyclic tests on concrete-like materials are numerous. To overcome these difficulties, a virtual testing approach based on a refine model is proposed in this study in order to feed continuum models with the missing material parameters. Adopting a microscopic point of view, a representative volume element is seen as a structure. The microscopic model has been developed with the aim to require a minimal number of material parameters which only need basic mechanical tests to be identified. From an existing lattice model developed to deal with monotonic loading, several enhancements have been realized in order to extend its range of applicability, making it capable of dealing with complex multi-axial cyclic loadings. The microscopic model has been validated as a virtual testing machine that is able to help the identification procedure of continuous constitutive laws. This identification approach has been applied on a new constitutive law developed within the framework of isotropic continuum damage mechanics accounting for cyclic related effects. In particular, the concept of regularized unilateral effect has been introduced to describe the progressive crack closure. The macroscopic model has been calibrated with the help from the aforementioned virtual testing
Adolfo Tanzi Neto
Full Text Available Grounded on the conceptual framework of Bakhtin's architectonic form, we seek to demonstrate that the dimensions of a genre practiced in a virtual learning environment (VLE are directly related to its design (conception, idealization, and form, that is, to its architectonic form as the design of a VLE, which can foster (new multiliteracies, provide flexibility or not for multisemiotic genre practices in the contemporary world. To achieve this aim, we observed the design of two tools from two distinct VLEs; in one of them we found the influence of traditional school relationships of time and space (and power, generating an architectonic form of the traditional school characterized by its genres and literacies. In the other VLE, considering its architectonic form, we concluded that the design tends to favor the use of different modes of language - textual, graphic, sound, with static and dynamic images with easy communication/interaction in the contemporary technological media.
Russo, Marta; Cesqui, Benedetta; La Scaleia, Barbara; Ceccarelli, Francesca; Maselli, Antonella; Moscatelli, Alessandro; Zago, Myrka; Lacquaniti, Francesco; d'Avella, Andrea
To accurately time motor responses when intercepting falling balls we rely on an internal model of gravity. However, whether and how such a model is also used to estimate the spatial location of interception is still an open question. Here we addressed this issue by asking 25 participants to intercept balls projected from a fixed location 6 m in front of them and approaching along trajectories with different arrival locations, flight durations, and gravity accelerations (0 g and 1 g ). The trajectories were displayed in an immersive virtual reality system with a wide field of view. Participants intercepted approaching balls with a racket, and they were free to choose the time and place of interception. We found that participants often achieved a better performance with 1 g than 0 g balls. Moreover, the interception points were distributed along the direction of a 1 g path for both 1 g and 0 g balls. In the latter case, interceptions tended to cluster on the upper half of the racket, indicating that participants aimed at a lower position than the actual 0 g path. These results suggest that an internal model of gravity was probably used in predicting the interception locations. However, we found that the difference in performance between 1 g and 0 g balls was modulated by flight duration, the difference being larger for faster balls. In addition, the number of peaks in the hand speed profiles increased with flight duration, suggesting that visual information was used to adjust the motor response, correcting the prediction to some extent. NEW & NOTEWORTHY Here we show that an internal model of gravity plays a key role in predicting where to intercept a fast-moving target. Participants also assumed an accelerated motion when intercepting balls approaching in a virtual environment at constant velocity. We also show that the role of visual information in guiding interceptive movement increases when more time is available. Copyright © 2017 the American Physiological
Krystyna Anna Mathiak
Full Text Available The interaction of low perceptual stimulation or goal-directed behavior with a negative subjective evaluation may lead to boredom. This contribution to boredom may shed light on its neural correlates, which are poorly characterized so far. A video game served as simulation of free interactive behavior without interruption of the game’s narrative. Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror during functional magnetic resonance imaging (fMRI. Two independent coders performed the time-based analysis of the audio-visual game content. Boredom was operationalized as interaction of prolonged absence of goal-directed behavior with lowered affect in the Positive and Negative Affect Schedule (PANAS.A decrease of positive affect correlated with response amplitudes in bilateral insular clusters extending into the amygdala to prolonged inactive phases in a game play and an increase in negative affect was associated with higher responses in bilateral ventromedial prefrontal cortex. Precuneus and hippocampus responses were negatively correlated with changes in negative affect.We describe for the first time neural contributions to boredom, using a video game as complex virtual environment. Further our study confirmed that positive and negative affect are separable constructs, reflected by distinct neural patterns. Positive affect may be associated with afferent limbic activity whereas negative affect with affective control.
Dalin, C.; Hanasaki, N.; Qiu, H.; Mauzerall, D. L.; Rodriguez-Iturbe, I.
China's economic growth is expected to continue into the next decades, accompanied by a sustained urbanization and industrialization. The associated increase in demand for land, water resources and rich foods will deepen the challenge to sustainably feed the population and balance environmental and agricultural policies. In previous work, Inner Mongolia was identified as a target province for trade or agricultural policies aimed at water-use efficiency improvements, due to its large production relying on particularly significant irrigation water use. In addition, water scarcity issues may arises in the greater Beijing area, which represents the largest urban area of arid Northern China. Increasing residential and industrial water demand in this region may lead to fewer available water for irrigation. For these reasons, it is important to estimate the impacts of specific policies aiming at reducing excessive water use for crop production in Inner Mongolia, as well as exploring ways to mitigate pressure on water resources in dry urban areas. In this study, we use socio-economic projections to assess the future state of China's virtual water trade (VWT) network. We then quantify the effects of agricultural policies on the national VWT system and on the efficiency of food trade in terms of water resources. This study addresses the following questions: (1) How future socio-economic changes will affect China's food trade and associated water transfers? (2) To which extent localized reductions of irrigated area can decrease agricultural water use while maintaining national food security? (3) How would these policies affect China's domestic and international VWT network and induced water resources savings (losses)?
Ma, Yi; Lee, Eric Wai Ming; Shi, Meng; Kwok Kit Yuen, Richard
Spatial memory is a critical navigation support tool for disoriented evacuees during evacuation under adverse environmental conditions such as dark or smoky conditions. Owing to the complexity of memory, it is challenging to understand the effect of spatial memory on pedestrian evacuation quantitatively. In this study, we propose a simple method to quantitatively represent the evacueeʼs spatial memory about the emergency exit, model the evacuation of pedestrians under the guidance of the spatial memory, and investigate the effect of the evacueeʼs spatial memory on the evacuation from theoretical and physical perspectives. The result shows that (i) a good memory can significantly assist the evacuation of pedestrians under poor visibility conditions, and the evacuation can always succeed when the degree of the memory exceeds a threshold (\\varphi > 0.5); (ii) the effect of memory is superior to that of “follow-the-crowd” under the same environmental conditions; (iii) in the case of multiple exits, the difference in the degree of the memory between evacuees has a significant effect (the greater the difference, the faster the evacuation) for the evacuation under poor visibility conditions. Our study provides a new quantitative insight into the effect of spatial memory on crowd evacuation under poor visibility conditions. Project supported by the Research Grants Council of the Hong Kong Special Administrative Region, China (Grant No. 11203615).
Li, Yongrui; Li, Ye; Jackson, Alan; Li, Xiaodong; Huang, Ning; Guo, Chunjie; Zhang, Huimao
To assess the effect of varying iodine flow rate (IFR) and iodine concentration on the quality of virtual unenhanced (VUE) images of the abdomen obtained with dual-energy CT. 94 subjects underwent unenhanced and triphasic contrast-enhanced CT scan of the abdomen, including arterial phase, portal venous phase, and delayed phase using dual-energy CT. Patients were randomized into 4 groups with different IFRs or iodine concentrations. VUE images were generated at 70 keV. The CT values, image noise, SNR and CNR of aorta, portal vein, liver, liver lesion, pancreatic parenchyma, spleen, erector spinae, and retroperitoneal fat were recorded. Dose-length product and effective dose for an examination with and without plain phase scan were calculated to assess the potential dose savings. Two radiologists independently assessed subjective image quality using a five-point scale. The Kolmogorov-Smirnov test was used first to test for normal distribution. Where data conformed to a normal distribution, analysis of variance was used to compare mean HU values, image noise, SNRs and CNRs for the 4 image sets. Where data distribution was not normal, a nonparametric test (Kruskal-Wallis test followed by stepwise step-down comparisons) was used. The significance level for all tests was 0.01 (two-sided) to allow for type 2 errors due to multiple testing. The CT numbers (HU) of VUE images showed no significant differences between the 4 groups (p > 0.05) or between different phases within the same group (p > 0.05). VUE images had equal or higher SNR and CNR than true unenhanced images. VUE images received equal or lower subjective image quality scores than unenhanced images but were of acceptable quality for diagnostic use. Calculated dose-length product and estimated dose showed that the use of VUE images in place of unenhanced images would be associated with a dose saving of 25%. VUE images can replace conventional unenhanced images. VUE images are not affected by varying iodine
Flaherty, Mary; Moran, Aidan
Most studies on the Stroop effect (unintentional automatic word processing) have been restricted to English speakers using vocal responses. Little is known about this effect with deaf signers. The study compared Stroop task responses among four different samples: deaf participants from a Japanese-language environment and from an English-language environment; and hearing individuals from Japan and from Australia. Color words were prepared in both English and Japanese and were presented in three conditions: congruent (e.g., the word red printed in red), incongruent (e.g., red printed in blue), and neutral. The magnitude of the effect was greater with the deaf participants than with the hearing participants. The deaf individuals experienced more interference in English than in Japanese.
Full Text Available Radiofrequency ablation (RFA is an effective and real-time targeting modality for small hepatocellular carcinomas (HCCs. However, mistargeting may occur when the target tumor is confused with cirrhotic nodules or because of the poor conspicuity of the index tumor under ultrasonography (US. Real-time virtual sonography (RVS can provide the same reconstruction computed tomography images as US images. The aim of this study is to investigate the usefulness of RVS-assisted RFA for HCCs that are inconspicuous or conspicuous under US. A total of 21 patients with 28 HCC tumors—divided into US inconspicuous and high-risk subgroup (3 tumors in 3 patients, US inconspicuous and nonhigh-risk subgroup (5 tumors in 4 patients, US conspicuous and high-risk subgroup (16 tumors in 14 patients, and US conspicuous and nonhigh-risk subgroup (4 tumors in 3 patients—underwent RVS-assisted RFA between May 2012 and June 2014 in our institution. The mean diameter of the nodules was 2.0 ± 1.1 cm. The results showed that the complete ablation rate is 87.5% (7/8 in the US undetectable group and 75% (15/20 in the US detectable group. A comparison between six tumors with incomplete ablation and 22 tumors with complete ablation showed higher alpha-fetoprotein level (mean, 1912 ng/mL vs. 112 ng/mL and larger tumor size (mean diameter, 26 mm vs. 16 mm in the incomplete ablation nodules (both p < 0.05. In conclusion, RVS-assisted RFA is useful for tumors that are difficult to detect under conventional US and may also be useful for tumors in high-risk locations because it may prevent complication induced by mistargeting.
Henriksen, Thomas Duus; Nielsen, Rikke Kristine; Børgesen, Kenneth
This paper seeks to investigate the challenges to virtual collaboration and leadership on basis of findings from a virtual course on collaboration and leadership. The course used for this experiment was designed as a practical approach, which allowed participants to experience curriculum phenomena....... This experimental course provided insights into the challenges involved in virtual processes, and those experiences where used for addressing the challenges that virtual leadership is confronted with. Emphasis was placed on the reduction of undesired virtual distance and its consequences through affinity building....... We found that student scepticism appeared when a breakdown resulted in increasing virtual distance, and raises questions on how leaders might translate or upgrade their understandings of leadership to handling such increased distance through affinity building....
Ren, Yilong; Duan, Xitong; Wu, Lei; He, Jin; Xu, Wu
With the development of the “VR+” era, the traditional virtual assembly system of power equipment has been unable to satisfy our growing needs. In this paper, based on the analysis of the traditional virtual assembly system of electric power equipment and the application of VR technology in the virtual assembly system of electric power equipment in our country, this paper puts forward the scheme of establishing the virtual assembly system of power equipment: At first, we should obtain the information of power equipment, then we should using OpenGL and multi texture technology to build 3D solid graphics library. After the completion of three-dimensional modeling, we can use the dynamic link library DLL package three-dimensional solid graphics generation program to realize the modularization of power equipment model library and power equipment model library generated hidden algorithm. After the establishment of 3D power equipment model database, we set up the virtual assembly system of 3D power equipment to separate the assembly operation of the power equipment from the space. At the same time, aiming at the deficiency of the traditional gesture recognition algorithm, we propose a gesture recognition algorithm based on improved PSO algorithm for BP neural network data glove. Finally, the virtual assembly system of power equipment can really achieve multi-channel interaction function.
Suul, Jon Are
Three-Phase Voltage Source Converters (VSCs) are finding widespread applications in grid integrated power conversion systems. The control systems of such VSCs are in an increasing number of these applications required to operate during voltage disturbances and unbalanced conditions. Control systems designed for grid side voltagesensor-less operation are at the same time becoming attractive due to the continuous drive for cost reduction and increased reliability of VSCs, but are not commonly applied for operation during unbalanced conditions. Methods for voltage-sensor-less grid synchronization and control of VSCs under unbalanced grid voltage conditions will therefore be the main focus of this Thesis. Estimation methods based on the concept of Virtual Flux, considering the integral of the converter voltage in analogy to the flux of an electric machine, are among the simplest and most well known techniques for achieving voltage-sensor-less grid synchronization. Most of the established techniques for Virtual Flux estimation are, however, either sensitive to grid frequency variations or they are not easily adaptable for operation under unbalanced grid voltage conditions. This Thesis addresses both these issues by proposing a simple approach for Virtual Flux estimation by utilizing a frequency-adaptive filter based on a Second Order Generalized Integrator (SOGI). The proposed approach can be used to achieve on-line frequency-adaptive varieties of conventional strategies for Virtual Flux estimation. The main advantage is, however, that the SOGI-based Virtual Flux estimation can be arranged in a structure that achieves inherent symmetrical component sequence separation under unbalanced conditions. The proposed method for Virtual Flux estimation can be used as a general basis for voltage-sensor-less grid synchronization and control during unbalanced conditions. In this Thesis, the estimated Virtual Flux signals are used to develop a flexible strategy for control of active
Gutierrez-Sigut, Eva; Daws, Richard; Payne, Heather; Blott, Jonathan; Marshall, Chloë; MacSweeney, Mairéad
Neuroimaging studies suggest greater involvement of the left parietal lobe in sign language compared to speech production. This stronger activation might be linked to the specific demands of sign encoding and proprioceptive monitoring. In Experiment 1 we investigate hemispheric lateralization during sign and speech generation in hearing native users of English and British Sign Language (BSL). Participants exhibited stronger lateralization during BSL than English production. In Experiment 2 we investigated whether this increased lateralization index could be due exclusively to the higher motoric demands of sign production. Sign naïve participants performed a phonological fluency task in English and a non-sign repetition task. Participants were left lateralized in the phonological fluency task but there was no consistent pattern of lateralization for the non-sign repetition in these hearing non-signers. The current data demonstrate stronger left hemisphere lateralization for producing signs than speech, which was not primarily driven by motoric articulatory demands. Copyright © 2015 The Authors. Published by Elsevier Inc. All rights reserved.
Woolfe, Tyron; Herman, Rosalind; Roy, Penny; Woll, Bencie
There is a dearth of assessments of sign language development in young deaf children. This study gathered age-related scores from a sample of deaf native signing children using an adapted version of the MacArthur-Bates CDI (Fenson et al., 1994). Parental reports on children's receptive and expressive signing were collected longitudinally on 29 deaf native British Sign Language (BSL) users, aged 8-36 months, yielding 146 datasets. A smooth upward growth curve was obtained for early vocabulary development and percentile scores were derived. In the main, receptive scores were in advance of expressive scores. No gender bias was observed. Correlational analysis identified factors associated with vocabulary development, including parental education and mothers' training in BSL. Individual children's profiles showed a range of development and some evidence of a growth spurt. Clinical and research issues relating to the measure are discussed. The study has developed a valid, reliable measure of vocabulary development in BSL. Further research is needed to investigate the relationship between vocabulary acquisition in native and non-native signers.
Colonoscopy - virtual; CT colonography; Computed tomographic colonography; Colography - virtual ... Differences between virtual and conventional colonoscopy include: VC can view the colon from many different angles. This is not as easy ...
The ubiquity of large virtual worlds and their growing complexity in computer graphics require efficient representations. This means that we need smart solutions for the underlying storage of these complex environments, but also for their visualization. How the virtual world is best stored and how
Calzolari, Federico; Arezzini, Silvia; Ciampa, Alberto; Mazzoni, Enrico; Domenici, Andrea; Vaglini, Gigliola
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.
Petpairote, Chayanut; Madarasmi, Suthep; Chamnongthai, Kosin
The practical identification of individuals using facial recognition techniques requires the matching of faces with specific expressions to faces from a neutral face database. A method for facial recognition under varied expressions against neutral face samples of individuals via recognition of expression warping and the use of a virtual expression-face database is proposed. In this method, facial expressions are recognized and the input expression faces are classified into facial expression groups. To aid facial recognition, the virtual expression-face database is sorted into average facial-expression shapes and by coarse- and fine-featured facial textures. Wrinkle information is also employed in classification by using a process of masking to adjust input faces to match the expression-face database. We evaluate the performance of the proposed method using the CMU multi-PIE, Cohn-Kanade, and AR expression-face databases, and we find that it provides significantly improved results in terms of face recognition accuracy compared to conventional methods and is acceptable for facial recognition under expression variation.
Bowling, Shannon Raye
The aircraft maintenance industry is a complex system consisting of human and machine components, because of this; much emphasis has been placed on improving aircraft-inspection performance. One proven technique for improving inspection performance is the use of training. There are several strategies that have been implemented for training, one of which is feedforward information. The use of prior information (feedforward) is known to positively affect inspection performance. This information can consist of knowledge about defect characteristics (types, severity/criticality, and location) and the probability of occurrence. Although several studies have been conducted that demonstrate the usefulness of feedforward as a training strategy, there are certain research issues that need to be addressed. This study evaluates the effect of feedforward information in a simulated 3-dimensional environment by the use of virtual reality. A controlled study was conducted to evaluate the effectiveness of feedforward information in a simulated aircraft inspection environment. The study was conducted in two phases. The first phase evaluated the difference between general and detailed inspection at different pacing levels. The second phase evaluated the effect of feedforward information pertaining to severity, probability and location. Analyses of the results showed that subjects performing detailed inspection performed significantly better than while performing general inspection. Pacing also had the effect of reducing performance for both general and detailed inspection. The study also found that as the level of feedforward information increases, performance also increases. In addition to evaluating performance measures, the study also evaluated process and subjective measures. It was found that process measures such as number of fixation points, fixation groups, mean fixation duration, and percent area covered were all affected by the treatment levels. Analyses of the subjective
until exhausted. SECURITY CLASSIFICATION OF THIS PAGE All other editions are obsolete. UNCLASSIFIED " VIRTUAL REALITY JAMES F. DAILEY, LIEUTENANT COLONEL...US" This paper reviews the exciting field of virtual reality . The author describes the basic concepts of virtual reality and finds that its numerous...potential benefits to society could revolutionize everyday life. The various components that make up a virtual reality system are described in detail
Davis, Hilary; Skov, Mikael B.; Stougaard, Malthe
. 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...
Wen, Heming; Le-Ngoc, Tho
This SpringerBriefs is an overview of the emerging field of wireless access and mobile network virtualization. It provides a clear and relevant picture of the current virtualization trends in wireless technologies by summarizing and comparing different architectures, techniques and technologies applicable to a future virtualized wireless network infrastructure. The readers are exposed to a short walkthrough of the future Internet initiative and network virtualization technologies in order to understand the potential role of wireless virtualization in the broader context of next-generation ubiq
Ale Ebrahim, Nader; Fattahi, Hamaid Ali; Golnam, Arash
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...
Provine, Robert R.; Emmorey, Karen
The placement of laughter in the speech of hearing individuals is not random but "punctuates" speech, occurring during pauses and at phrase boundaries where punctuation would be placed in a transcript of a conversation. For speakers, language is dominant in the competition for the vocal tract since laughter seldom interrupts spoken phrases. For…
Jensen, Sisse Siggaard
-systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued.......  The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported...
Jonker, Catholijn; Broekens, Joost; Plaat, Aske
Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including emotions, gaze, and keeping distance. The behavior must be realistic and real-time. Current approaches consist of four steps: 1) trainee social signal detection, 2) cognitive-affective interpretation, 3) determination of the appropriate bodily responses, and...
Silva, A. Christian; Prange, Richard E.
We introduce the concept of virtual volatility. This simple but new measure shows how to quantify the uncertainty in the forecast of the drift component of a random walk. The virtual volatility also is a useful tool in understanding the stochastic process for a given portfolio. In particular, and as an example, we were able to identify mean reversion effect in our portfolio. Finally, we briefly discuss the potential practical effect of the virtual volatility on an investor asset allocation strategy.
Rogalla, P.; Meiri, N.; Hamm, B.; Rueckert, J.C.; Schmidt, B.; Witt, C.
Flexible bronchoscopy represents a clinically well-established invasive diagnostic tool. Virtual bronchoscopies, calculated from thin-slice CT sections, allow astonishing immitations of reality although principal differences exist between both technologies: the Fact that colour representation is artificial and concommitant interventions are impossible limits the clinical use of virtual bronchoscopy. However, its value increases when calculations can be attained within minutes due to technological advancements, and when virtually any chest CT is suitable for further postprocessing. Indications, findings and the clinical role of virtual bronchoscopy are discussed. (orig.) [de
Svejvig, Per; Commisso, Trine Hald
that the best practice knowledge has not permeated sufficiently to the practice. Furthermore, the appropriate application of information and communication technology (ICT) remains a big challenge, and finally project managers are not sufficiently trained in organizing and conducting virtual projects....... The overall implications for research and practice are to acknowledge virtual project management as very different to traditional project management and to address this difference.......Virtual projects are common with global competition, market development, and not least the financial crisis forcing organizations to reduce their costs drastically. Organizations therefore have to place high importance on ways to carry out virtual projects and consider appropriate practices...
Buus, Lillian; Bygholm, Ann
In relation to the Tutor course in the Mediterranean Virtual University (MVU) project, a virtual workshop “Getting experiences with different synchronous communication media, collaboration, and group work” was held with all partner institutions in January 2006. More than 25 key-tutors within MVU...
Virtual work teams scattered around the globe are becoming a feature of corporate workplaces. Although most people prefer face-to-face meetings and interactions, reality often requires telecommuting. (JOW)
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
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.
The Virtual Beach Manager Toolset (VB) is a set of decision support software tools developed to help local beach managers make decisions as to when beaches should be closed due to predicted high levels of water borne pathogens. The tools are being developed under the umbrella of...
Hughes, John A.; O'Brien, Jon; Randall, Dave; Rouncefield, Mark; Tolmie, Peter
An ethnographic study of organizational change in a bank considered issues surrounding virtual teamwork in virtual organizations. Problems in communication, management control, and approach to customer service were found. An underlying cause is that "virtual" work involves "real" customers, workers, and problems. (Contains 36 references.) (SK)
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.
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.
William Sims Bainbridge
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.
The primary responsibility of an intrusion detection system (IDS) operator is to monitor the system, assess alarms, and summon and coordinate the response team when a threat is acknowledged. The tools currently provided to the operator are somewhat limited: monitors must be switched, keystrokes must be entered to call up intrusion sensor data, and communication with the response force must be maintained. The Virtual tower is an operator interface assembled from low-cost commercial-off-the-shelf hardware and software; it enables large amounts of data to be displayed in a virtual manner that provides instant recognition for the operator and increases assessment accuracy in alarm annunciator and control systems. This is accomplished by correlating and fusing the data into a 360-degree visual representation that employs color, auxiliary attributes, video, and directional audio to prompt the operator. The Virtual Tower would be a valuable low-cost enhancement to existing systems
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....
Jacobus, Charles J.; Jacobus, Heidi N.; Mitchell, Brian T.; Riggs, A. J.; Taylor, Mark J.
At least three of the five senses must be fully addressed in a successful virtual reality (VR) system. Sight, sound, and touch are the most critical elements for the creation of the illusion of presence. Since humans depend so much on sight to collect information about their environment, this area has been the focus of much of the prior art in virtual reality, however, it is also crucial that we provide facilities for force, torque, and touch reflection, and sound replay and 3-D localization. In this paper we present a sampling of hardware and software in the virtual environment maker's `toolbox' which can support rapidly building up of customized VR systems. We provide demonstrative examples of how some of the tools work and we speculate about VR applications and future technology needs.
Panina, G Yu; Streinu, I
Originating in diverse branches of mathematics, from polytope algebra and toric varieties to the theory of stressed graphs, virtual polytopes represent a natural algebraic generalization of convex polytopes. Introduced as elements of the Grothendieck group associated to the semigroup of convex polytopes, they admit a variety of geometrizations. The present survey connects the theory of virtual polytopes with other geometrical subjects, describes a series of geometrizations together with relations between them, and gives a selection of applications. Bibliography: 50 titles
Rodil, Kasper; Eskildsen, Søren; Rehm, Matthias
Virtual Savannah is constructed to visualize parts of a curriculum, which the educational service at Aalborg Zoo has difficulties in teaching children visiting the zoo. It contains rich media like audio, text, video and picture galleries about African ecology, but some of this episodic information...
Newby, Gregory B.
Discusses the current state of the art in virtual reality (VR), its historical background, and future possibilities. Highlights include applications in medicine, art and entertainment, science, business, and telerobotics; and VR for information science, including graphical display of bibliographic data, libraries and books, and cyberspace.…
Waters, John K.
John Abdelmalak, director of technology for the School District of the Chathams, was pretty sure it was time to jump on the virtualization bandwagon last year when he invited Dell to conduct a readiness assessment of his district's servers. When he saw just how little of their capacity was being used, he lost all doubt. Abdelmalak is one of many…
In the Scandinavian countries: Sweden, Norway and Denmark, the project GNU (Grænseoverskridende Nordisk Undervisning, i.e. Transnational Nordic Teaching) is experimenting with ways of conducting teaching across the borders in the elementary schools. The cloud classes are organised with one class...... and benefits in regard to learning and pedagogy with virtual classroom....
Tong, Yubing; Udupa, Jayaram K.; Odhner, Dewey; Bai, Peirui; Torigian, Drew A.
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.
Pappas, Marjorie L.
Virtual libraries are becoming more and more common. Most states have a virtual library. A growing number of public libraries have a virtual presence on the Web. Virtual libraries are a growing addition to school library media collections. The next logical step would be personal virtual libraries. A personal virtual library (PVL) is a collection…
Garbaya, S.; Miraoui, C.; Wendrich, Robert E.; Lim, T.; Stanescu, I.A.; Hauge, J.B.
Virtual reality and virtualization are currently used to design complex systems and demonstrate that they represent the functionalities of real systems. However, the design refinement of the virtual environment (VE) and distributed virtual environment (DVE) are still time consuming and costly, as it
Nijholt, Antinus; Cappellini, V.; Hemsley, J.
We discuss having virtual presenters in virtual environments that present information to visitors of these environments. Some current research is surveyed and we will look in particular to our research in the context of a virtual meeting room where a virtual presenter uses speech, gestures, pointing
Søndergaard, Dorte Marie
as their recounts of them and 3. the consumption of other media products like movies, reality shows, YouTube videos etc. How do we theorize ‘matter’ in such dimensions? Is it possible to theorize virtual matter as ‘materiality’ in line with any real life materiality? What conceptualization will help us understand......? These questions become crucial when we follow matter in and across real life, virtual experience, recounted imagery, night dreams, YouTube videos and even further. Some may already have recognized Phillip’s skeleton army as a transport/transformation from Lord of the Rings, DVD 3, the army which Aragon calls out....... Butler, J. (1993) Bodies that Matter. On the Discursive Limits of “Sex”. London: Routledge. Durkin, K. et al. (1998) Children, Media and Agression. Current Research in Australia and New Zealand. In: Carlson, U. & von Feilitzen, C. (red): Children and Media Violence. Yearbook from the UNESCO International...
Weber, Gerhard W
Comparative morphology, dealing with the diversity of form and shape, and functional morphology, the study of the relationship between the structure and the function of an organism's parts, are both important subdisciplines in biological research. Virtual anthropology (VA) contributes to comparative morphology by taking advantage of technological innovations, and it also offers new opportunities for functional analyses. It exploits digital technologies and pools experts from different domains such as anthropology, primatology, medicine, paleontology, mathematics, statistics, computer science, and engineering. VA as a technical term was coined in the late 1990s from the perspective of anthropologists with the intent of being mostly applied to biological questions concerning recent and fossil hominoids. More generally, however, there are advanced methods to study shape and size or to manipulate data digitally suitable for application to all kinds of primates, mammals, other vertebrates, and invertebrates or to issues regarding plants, tools, or other objects. In this sense, we could also call the field "virtual morphology." The approach yields permanently available virtual copies of specimens and data that comprehensively quantify geometry, including previously neglected anatomical regions. It applies advanced statistical methods, supports the reconstruction of specimens based on reproducible manipulations, and promotes the acquisition of larger samples by data sharing via electronic archives. Finally, it can help identify new, hidden traits, which is particularly important in paleoanthropology, where the scarcity of material demands extracting information from fragmentary remains. This contribution presents a current view of the six main work steps of VA: digitize, expose, compare, reconstruct, materialize, and share. The VA machinery has also been successfully used in biomechanical studies which simulate the stress and strains appearing in structures. Although
Molloy, Ian; Li, Jiangtao; Li, Ninghui
Theft of stored credit card information is an increasing threat to e-commerce. We propose a dynamic virtual credit card number scheme that reduces the damage caused by stolen credit card numbers. A user can use an existing credit card account to generate multiple virtual credit card numbers that are either usable for a single transaction or are tied with a particular merchant. We call the scheme dynamic because the virtual credit card numbers can be generated without online contact with the credit card issuers. These numbers can be processed without changing any of the infrastructure currently in place; the only changes will be at the end points, namely, the card users and the card issuers. We analyze the security requirements for dynamic virtual credit card numbers, discuss the design space, propose a scheme using HMAC, and prove its security under the assumption the underlying function is a PRF.
Casis, E; Garrido, A; Uranga, B; Vives, A; Zufiaurre, C
Total laboratory automation (TLA) can be substituted in mid-size laboratories by a computer sample workflow control (virtual automation). Such a solution has been implemented in our laboratory using PSM, software developed in cooperation with Roche Diagnostics (Barcelona, Spain), to this purpose. This software is connected to the online analyzers and to the laboratory information system and is able to control and direct the samples working as an intermediate station. The only difference with TLA is the replacement of transport belts by personnel of the laboratory. The implementation of this virtual automation system has allowed us the achievement of the main advantages of TLA: workload increase (64%) with reduction in the cost per test (43%), significant reduction in the number of biochemistry primary tubes (from 8 to 2), less aliquoting (from 600 to 100 samples/day), automation of functional testing, drastic reduction of preanalytical errors (from 11.7 to 0.4% of the tubes) and better total response time for both inpatients (from up to 48 hours to up to 4 hours) and outpatients (from up to 10 days to up to 48 hours). As an additional advantage, virtual automation could be implemented without hardware investment and significant headcount reduction (15% in our lab).
Mejia Restrepo, Jorge; Aldana S, Natalia; Munoz Sierra, Juan; Lopez Amaya, Juan
Introduction: virtual cystoscopy is a minimally invasive procedure that facilitates the evaluation of the urinary tract, allowing intraluminal navigation through the urinary tract structures on the basis of CT imaging reconstructions. it allows detection of various pathologies of the system, through high-sensitivity, three-dimensional lesion visualization with some advantages over conventional cystoscopy. Objective: to describe the technique used for virtual cystoscopy at our institution,and present some representative cases. Materials and methods: We describe the main indications, advantages and limitations of the method, followed by a description of the technique used in our institution, and finally, we present five representative cases of bladder and urethral pathology. Conclusion: virtual cystoscopy is a sensitive technique for the diagnosis of bladder tumors, even those smaller than 5mm. it is the preferred method in patients who have contraindications for conventional cystoscopy, such as prostate hyperplasia, urethral stenoses and active haematuria.it is less invasive and has a lower complication rate when compared with conventional cystoscopy. It has limited use in the assessment of the mucosa and of small, flat lesions.
Courtin, C; Hervé, P-Y; Petit, L; Zago, L; Vigneau, M; Beaucousin, V; Jobard, G; Mazoyer, B; Mellet, E; Tzourio-Mazoyer, N
"Highly iconic" structures in Sign Language enable a narrator to act, switch characters, describe objects, or report actions in four-dimensions. This group of linguistic structures has no real spoken-language equivalent. Topographical descriptions are also achieved in a sign-language specific manner via the use of signing-space and spatial-classifier signs. We used functional magnetic resonance imaging (fMRI) to compare the neural correlates of topographic discourse and highly iconic structures in French Sign Language (LSF) in six hearing native signers, children of deaf adults (CODAs), and six LSF-naïve monolinguals. LSF materials consisted of videos of a lecture excerpt signed without spatially organized discourse or highly iconic structures (Lect LSF), a tale signed using highly iconic structures (Tale LSF), and a topographical description using a diagrammatic format and spatial-classifier signs (Topo LSF). We also presented texts in spoken French (Lect French, Tale French, Topo French) to all participants. With both languages, the Topo texts activated several different regions that are involved in mental navigation and spatial working memory. No specific correlate of LSF spatial discourse was evidenced. The same regions were more activated during Tale LSF than Lect LSF in CODAs, but not in monolinguals, in line with the presence of signing-space structure in both conditions. Motion processing areas and parts of the fusiform gyrus and precuneus were more active during Tale LSF in CODAs; no such effect was observed with French or in LSF-naïve monolinguals. These effects may be associated with perspective-taking and acting during personal transfers. 2010 Elsevier Inc. All rights reserved.
Virtual Sensor Test Instrumentation is based on the concept of smart sensor technology for testing with intelligence needed to perform sell-diagnosis of health, and to participate in a hierarchy of health determination at sensor, process, and system levels. A virtual sensor test instrumentation consists of five elements: (1) a common sensor interface, (2) microprocessor, (3) wireless interface, (4) signal conditioning and ADC/DAC (analog-to-digital conversion/ digital-to-analog conversion), and (5) onboard EEPROM (electrically erasable programmable read-only memory) for metadata storage and executable software to create powerful, scalable, reconfigurable, and reliable embedded and distributed test instruments. In order to maximize the efficient data conversion through the smart sensor node, plug-and-play functionality is required to interface with traditional sensors to enhance their identity and capabilities for data processing and communications. Virtual sensor test instrumentation can be accessible wirelessly via a Network Capable Application Processor (NCAP) or a Smart Transducer Interlace Module (STIM) that may be managed under real-time rule engines for mission-critical applications. The transducer senses the physical quantity being measured and converts it into an electrical signal. The signal is fed to an A/D converter, and is ready for use by the processor to execute functional transformation based on the sensor characteristics stored in a Transducer Electronic Data Sheet (TEDS). Virtual sensor test instrumentation is built upon an open-system architecture with standardized protocol modules/stacks to interface with industry standards and commonly used software. One major benefit for deploying the virtual sensor test instrumentation is the ability, through a plug-and-play common interface, to convert raw sensor data in either analog or digital form, to an IEEE 1451 standard-based smart sensor, which has instructions to program sensors for a wide variety of
Full Text Available El periodismo virtual se produce en diarios que no ofrecen noticias (concebidas como versión o reflejo de la realidad sino que crean sus propias ficciones, especialmente en primeras planas. El autor del artículo señala que esto esta sucediendo en LA NACIÓN de San José de Costa Rica, diario premiado por la inefable Sociedad Interamericana de Prensa - SIP - y periódico económicamente más importante del país.
Ess, Charles; Thorseth, May
We collect diverse philosophical analyses of the issues and problems clustering around trust online with specific attention to establishing trust in virtual environments. The book moves forward important discussions of how virtual worlds and virtuality are to be defined and understood; the role o...... by virtuality, such as virtual child pornography. The introduction further develops a philosophical anthropology, rooted in Kantian ethics, phenomenology, virtue ethics, and feminist perspectives, that grounds a specific approach to ethical issues in virtual environments....
Pérez Herranz, Fernando Miguel
1. Fenomenología de partida: Real / Simbólico / Imaginario 2. Realidad 3. Virtual 3.1. Virtual / real / posible / probable 3.2. Los contextos de la realidad virtual A) REALIDAD VIRTUAL INMERSIVA B) REALIDAD VIRTUAL NO INMERSIVA C) REALIDAD VIRTUAL Y DIGITALIZACIÓN 3.3. Cruce virtual / real 3.4. Cuestiones filosóficas 4. Materialidad 5. Materialidad y descentramiento 5.1. Ejemplos de descentramiento en los contextos de Realidad Virtual A’) DUALISMO CARTESIANO, CUERPO Y «CIBORG » B’) EL ESPÍRIT...
García García, Alberto Luis
Las nuevas tecnologías, basadas en el mundo digital propuesto por la informática, están cambiando nuestra forma de entender el mundo, tanto desde el punto de vista sociocultural como económico. La realidad virtual se vale de códigos icónicos, y con ello se convierte en un paso más hacia la supresión de toda barrera linguística, para llegar a conseguir la gran comunidad global. Es necesario conocer en toda su extensión, una tecnología que está cambiando el modo de comunicarnos. Estos son, a gr...
Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…
Nijholt, Antinus; Terano, Takao; Nishida, Toyoaki; Namatame, Akira; Tsumoto, Syusaku; Ohsawa, Yukido; Washio, Takashi
We discuss a virtual reality theater environment and its transition to a virtual community by adding domain agents and by allowing multiple users to visit this environment. The environment has been built using VRML (Virtual Reality Modeling Language). We discuss how our ideas about this environment
Olzak, Thomas; Boomer, Jason; Keefer, Robert M
Microsoft Virtualization helps you understand and implement the latest virtualization strategies available with Microsoft products. This book focuses on: Server Virtualization, Desktop Virtualization, Application Virtualization, and Presentation Virtualization. Whether you are managing Hyper-V, implementing desktop virtualization, or even migrating virtual machines, this book is packed with coverage on all aspects of these processes. Written by a talented team of Microsoft MVPs, Microsoft Virtualization is the leading resource for a full installation, migration, or integration of virtual syste
Abercrombie, S. P.; Menzies, A.; Goddard, C.
Virtual and augmented reality enable scientists to visualize environments that are very difficult, or even impossible to visit, such as the surface of Mars. A useful immersive visualization begins with a high quality reconstruction of the environment under study. This presentation will discuss a photogrammetry pipeline developed at the Jet Propulsion Laboratory to reconstruct 3D models of the surface of Mars using stereo images sent back to Earth by the Curiosity Mars rover. The resulting models are used to support a virtual reality tool (OnSight) that allows scientists and engineers to visualize the surface of Mars as if they were standing on the red planet. Images of Mars present challenges to existing scene reconstruction solutions. Surface images of Mars are sparse with minimal overlap, and are often taken from extremely different viewpoints. In addition, the specialized cameras used by Mars rovers are significantly different than consumer cameras, and GPS localization data is not available on Mars. This presentation will discuss scene reconstruction with an emphasis on coping with limited input data, and on creating models suitable for rendering in virtual reality at high frame rate.
McMenemy , Karen
A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important s
Kornelius, L.; Wamelink, J.W.F.
Manufacturing organisations are evolving towards virtual corporations, under the influence of an increasing need for specialisation. In the literature and in management the virtual corporation is advocated as the way of doing business for the twenty-first century. However, in the construction
Ernst, Erik; Ostermann, Klaus; Cook, William Randall
Virtual classes are class-valued attributes of objects. Like virtual methods, virtual classes are defined in an object's class and may be redefined within subclasses. They resemble inner classes, which are also defined within a class, but virtual classes are accessed through object instances...... model for virtual classes has been a long-standing open question. This paper presents a virtual class calculus, vc, that captures the essence of virtual classes in these full-fledged programming languages. The key contributions of the paper are a formalization of the dynamic and static semantics of vc...
Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper
reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENCE]. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual...... trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation [CHECK END OF SENTENCE], which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake......'s virtual trackball is inhomogeneous and discontinuous with consequences for usability. Finally, we review Bell's virtual trackball [CHECK END OF SENTENCE] and discuss studies of the usability of virtual trackballs....
Mohammed, Aza; Simpson, Adam; Zamora, Ignacio; Gilliland, Leslie
Bladder cancer is a common problem facing urologists worldwide. The gold standard for its diagnosis and follow-up is the direct visualization of the tumor using conventional cystoscopy. Despite having high sensitivity and specificity for detecting bladder cancer, conventional cystoscopy is regarded as an invasive procedure which is associated with several complications. In addition, regular follow-up of patients with bladder cancer is a financial burden on the health system. With the progressive development in diagnostic imaging and medical computer software technologies, it was possible to generate virtual reality images to aid the clinician to inspect the interior of the bladder in real time. This technology is considered as a safe test for bladder cancer diagnosis and follow-up, and it is associated with cancer detection rates comparable with conventional cystoscopy. However, it is associated with some drawbacks that limit its use in routine clinical practice at the current time. In this paper, we review the development and clinical applications of this technology.
In this paper we propose an application of software agents to provide Virtual Web Services. A Virtual Web Service is a linked collection of several real and/or virtual Web Services, and public and private agents, accessed by the user in the same way as a single real Web Service. A Virtual Web Service allows unrestricted comparison, information merging, pipelining, etc., of data coming from different sources and in different forms. Detailed architecture and functionality of a single Virtual We...
An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.
Minocha, Shailey; Tudor, Ana-Despina
In this workshop-presentation, we described the evolution of virtual reality technologies and our research from 3D virtual worlds, 3D virtual environments built in gaming environments such as Unity 3D, 360-degree videos, and mobile virtual reality via Google Expeditions. For each of these four technologies, we discussed the affordances of the technologies and how they contribute towards learning and teaching. We outlined the significance of students being aware of the different virtual realit...
In the present work we study aesthetic consequences of virtual reality. Exploring the fringe between fictional and virtual is one of the key goals, that will be achieved through etymologic and technologic definition of both fiction and virtual reality, fictional and virtual worlds. Both fiction and virtual reality will be then studied from aesthetic distance and aesthetic pleasure point of view. At the end, we will see the main difference as well as an common grounds between fiction and virtu...
Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren
Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.
Badger, Merete; Prag, Sidsel-Marie Winther; Monaco, Lucio
of Technology in Sweden, Politecnico di Torino in Italy, and Eindhoven University of Technology in the Netherlands. The project is partially funded by the European Commission under the 7th Framework Programme (project no. RI-283746). This report describes the final concept of Virtual Campus Hub. It gives...
Farooq, Muhammad Junaid; Ghazzai, Hakim; Yaacoub, Elias; Kadri, Abdullah; Alouini, Mohamed-Slim
This paper proposes and investigates a green virtualization framework for infrastructure sharing among multiple cellular operators whose networks are powered by a combination of conventional and renewable sources of energy. Under the proposed
Shen, L.R.; Liu, D.K.; Wan, T.M.
In large scale distributed control system, there are lots of common service composed an environment for the entire control system, such as the server system for the common software base library, application server, archive server and so on. This paper gives a description of a virtualization realization for control system environment including the virtualization for server, storage, network system and application for the control system. With a virtualization instance of the EPICS based control system environment that was built by the VMware vSphere v4, we tested the whole functionality of this virtualization environment in the SSRF control system, including the common server of the NFS, NIS, NTP, Boot and EPICS base and extension library tools, we also have applied virtualization to application servers such as the Archive, Alarm, EPICS gateway and all of the network based IOC. Specially, we test the high availability and VMotion for EPICS asynchronous IOC successful under the different VLAN configuration of the current SSRF control system network. (authors)
This paper is about the question of whether or not virtual rape should be considered a crime under current law. A virtual rape is the rape of an avatar (a person’s virtual representation) in a virtual world. In the future, possibilities for virtual rape of a person him- or herself will arise in
Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper
Udgivelsesdato: March/April Rotation of three-dimensional objects by a two-dimensional mouse is a typical task in computer-aided design, operation simulations, and desktop virtual reality. The most commonly used rotation technique is a virtual trackball surrounding the object and operated by the mouse pointer. This article reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENC...
Currently in the information technology sector that is responsible for a server infrastructure is a huge development in the field of server virtualization on x86 computer architecture. As a prerequisite for such a virtualization development is growth in server productivity and underutilization of available computing power. Several companies in the market are working on two virtualization architectures – hypervizor and hosting. In this paper several of virtualization products that use host...
The European Central Bank defines virtual currencies as ”unregulated, digital money, which is issued and usually controlled by its developers, and used and accepted among the members of a specific virtual community.” (European Central Bank, 2012, p. 5) The interest in virtual currencies has increased immensely over the last few years as they become increasingly prevalent in our society across many different industries. Up until now, the field of virtual currencies has been mainly uncharted ...
Rothbaum, BO; Hodges, L; Kooper, R
It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer- generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first control...
A virtual camera represents the point-of-view of the player through which sheperceives the game world and gets feedback on her actions. Thus, the virtualcamera plays a vital role in 3D computer games and aects player experienceand enjoyability in games. Interactive virtual cinematography is the process ofvisualising the content of a virtual environment by positioning and animatingthe virtual camera in the context of interactive applications such as a computergame.Camera placement and animatio...
Cafaro, Massimo; Aloisio, Giovanni
This chapter introduces and puts in context Grids, Clouds, and Virtualization. Grids promised to deliver computing power on demand. However, despite a decade of active research, no viable commercial grid computing provider has emerged. On the other hand, it is widely believed - especially in the Business World - that HPC will eventually become a commodity. Just as some commercial consumers of electricity have mission requirements that necessitate they generate their own power, some consumers of computational resources will continue to need to provision their own supercomputers. Clouds are a recent business-oriented development with the potential to render this eventually as rare as organizations that generate their own electricity today, even among institutions who currently consider themselves the unassailable elite of the HPC business. Finally, Virtualization is one of the key technologies enabling many different Clouds. We begin with a brief history in order to put them in context, and recall the basic principles and concepts underlying and clearly differentiating them. A thorough overview and survey of existing technologies provides the basis to delve into details as the reader progresses through the book.
Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)
Nijholt, Antinus; Traum, D.; Zhai, Sh.; Kellogg, W.
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
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…
Gammer, Christoph; Burak Ozdol, V.; Liebscher, Christian H.; Minor, Andrew M.
Two methods on how to obtain the full diffraction information from a sample region and the associated reconstruction of images or diffraction patterns using virtual apertures are demonstrated. In a STEM-based approach, diffraction patterns are recorded for each beam position using a small probe convergence angle. Similarly, a tilt series of TEM dark-field images is acquired. The resulting datasets allow the reconstruction of either electron diffraction patterns, or bright-, dark- or annular dark-field images using virtual apertures. The experimental procedures of both methods are presented in the paper and are applied to a precipitation strengthened and creep deformed ferritic alloy with a complex microstructure. The reconstructed virtual images are compared with conventional TEM images. The major advantage is that arbitrarily shaped virtual apertures generated with image processing software can be designed without facing any physical limitations. In addition, any virtual detector that is specifically designed according to the underlying crystal structure can be created to optimize image contrast. - Highlights: • A dataset containing all structural information of a given position is recorded. • The dataset allows reconstruction of virtual diffraction patterns or images. • Specific virtual apertures are designed to image precipitates in a complex alloy. • Virtual diffraction patterns from arbitrarily small regions can be established. • Using STEM diffraction to record the dataset is more efficient than TEM dark-field
What exactly is virtualization? As this concise book explains, virtualization is a smorgasbord of technologies that offer organizations many advantages, whether you're managing extremely large stores of rapidly changing data, scaling out an application, or harnessing huge amounts of computational power. With this guide, you get an overview of the five main types of virtualization technology, along with information on security, management, and modern use cases. Topics include: Access virtualization-Allows access to any application from any deviceApplication virtualization-Enables applications
Chollet, Mathieu; Scherer, Stefan
A growing body of evidence shows that virtual audiences are a valuable tool in the treatment of social anxiety, and recent works show that it also a useful in public-speaking training programs. However, little research has focused on how such audiences are perceived and on how the behavior of virtual audiences can be manipulated to create various types of stimuli. The authors used a crowdsourcing methodology to create a virtual audience nonverbal behavior model and, with it, created a dataset of videos with virtual audiences containing varying behaviors. Using this dataset, they investigated how virtual audiences are perceived and which factors affect this perception.
Full Text Available The main aim of the presented research was to check mechanical response of human body model under loads that can occur during airplane accidents and compare results of analysis with some results of experimental tests described in literature. In simulations, new multi-purpose human body model, the VIRTHUMAN, was used. The whole model, as well as its particular segments, was earlier validated based on experimental data, which proved its accuracy to simulate human body dynamic response under condition typical for car crashes, but it was not validated for loads with predominant vertical component (loads acting along spinal column, typical for airplane crashes. Due to limitation of available experimental data, the authors focused on conducting calculations for the case introduced in 14 CFR: Parts 23.562 and 25.562, paragraph (b(1, knowing as the 60° pitch test. The analysis consists in comparison of compression load measured in lumbar section of spine of the FAA HIII Dummy (experimental model and in the Virthuman (numerical model. The performed analyses show numerical stability of the model and satisfactory agreement between experimental data and simulated Virthuman responses. In that sense, the Virthuman model, although originally developed for automotive analyses, shows also great potential to become valuable tool for applications in aviation crashworthiness and safety analyses, as well.
Virtual-reality glasses might still be on the starting blocks, but plenty of companies are working on the technology. Margaret Harris tries on some examples at the Photonics West show in San Francisco
Bamiah, Mervat Adib; Brohi, Sarfraz Nawaz; Chuprat, Suriayati
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.
van den Berg, Thomas J.; Smeenk, Roland J. M.; Mazy, Alain; Jacques, Patrick; Arguello, Luis; Mills, Simon
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.
MÉRIENNE , Frédéric
Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory...
Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S
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.
Investigating virtual team collaboration in industry using grounded theory this paper presents the in-dept analysis of empirical work conducted in a global organization of 100.000 employees where a global virtual team with participants from Sweden, United Kingdom, Canada, and North America were...... studied. The research question investigated is how collaboration is negotiated within virtual teams? This paper presents findings concerning how collaboration is negotiated within a virtual team and elaborate the difficulties due to invisible articulation work and managing multiple communities...... in transforming the virtual team into a community. It is argued that translucence in communication structures within the virtual team and between team and management is essential for engaging in a positive transformation process of trustworthiness supporting the team becoming a community, managing the immanent...
This chapter is an attempt to explain the important impact that contract theory delivers with respect to the concept of virtual organization. The author believes that not enough research has been conducted in order to transfer theoretical foundations for networking to the phenomena of virtual organizations and open autonomic computing environment to ensure the controllability and management of them. The main research problem of this chapter is to explain the significance of agreements for virtual organizations governance. The first part of this chapter comprises explanations of differences among virtual machines and virtual organizations for further descriptions of the significance of the first ones to the development of the second. Next, the virtual organization development tendencies are presented and problems of IT governance in highly distributed organizational environment are discussed. The last part of this chapter covers analysis of contracts and agreements management for governance in open computing environments.
AbstractThe European Central Bank defines virtual currencies as ”unregulated, digital money, which is issued and usuallycontrolled by its developers, and used and accepted among the members of a specific virtual community.”(European Central Bank, 2012, p. 5) The interest in virtual currencies has increased immensely over the last fewyears as they become increasingly prevalent in our society across many different industries. Up until now, the field ofvirtual currencies has been mainly uncharte...
Electrodisintegration cross sections related to the corresponding photonuclear process through virtual-photon spectra. A brief review of virtual-photon theory is presented. Calculations of DWBA virtual-photon spectra for finite nuclei are compared with experimental results. The multipole decomposition of electrodisintegration cross sections using these spectra is discussed and several experimental results are presented. A brief review for the bremsstrahlung cross section is also presented. (author) [pt
Vercoulen, Frank; Badger, Merete; Monaco, Lucio
This deliverable briefly describes which technological components have been delivered for the Virtual Campus Hub and how they can be used. A detailed discussion of the technical details of the components, how they were realized and how they fit the VCH concept can be found in deliverables D5.......4. Virtual Campus Hub Technology Evaluation Report and D6.7 The Virtual Campus Hub Concept....
Gueron, Shay; Seifert, Jean-Pierre
Virtualization based upon Virtual Machines is a central building block of Trusted Computing, and it is believed to offer isolation and confinement of privileged instructions among other security benefits. However, it is not necessarily bullet-proof — some recent publications have shown that Virtual Machine technology could potentially allow the installation of undetectable malware root kits. As a result, it was suggested that such virtualization attacks could be mitigated by checking if a threatened system runs in a virtualized or in a native environment. This naturally raises the following problem: Can a program determine whether it is running in a virtualized environment, or in a native machine environment? We prove here that, under a classical VM model, this problem is not decidable. Further, although our result seems to be quite theoretic, we also show that it has practical implications on related virtualization problems.
The Secure Virtual Enclaves (SVE) collaboration infrastructure allows multiple organizations to share their distributed application resources, while respecting organizational autonomy over local resources...
.... Progress on productization of the VET Training Studio software includes increased robustness for Vista virtual environment display and interaction services, a new capability to use the STEVE visual...
Inoue, J.; Ohtaka, K.
We study virtual bound states in photonics, which are a vectorial extension of electron virtual bound states. The condition for these states is derived. It is found that the Mie resonant state which satisfies the condition that the size parameter is less than the angular momentum should be interpreted as a photon virtual bound state. In order to confirm the validity of the concept, we compare the photonic density of states, the width of which represents the lifetime of the photon virtual bound states, with numerical results
Federal Laboratory Consortium — The Virtual Training Devices (VTD) Laboratory at the Life Cycle Software Engineering Center, Picatinny Arsenal, provides a software testing and support environment...
Federal Laboratory Consortium — FUNCTION: Performs basic and applied research in interactive 3D computer graphics, including visual analytics, virtual environments, and augmented reality (AR). The...
Andreasen, Anastassia; Nilsson, Niels Chr.; Serafin, Stefania
This poster describes a within-subject study of agency´s influence on virtual body ownership (VBO) using anatomically similar but morphologically different body of a virtual bat. Paricipants were exposed to flight under four conditions: voluntary movement through virtual environment (VE......) with avatar present, voluntary movement through virtual environment (VE) with avatar absent, voluntary limbs movement without movements through VE, and finally involuntary movement of the avatar through VE. The results suggest that agency enhances VBO illusion the most under participants´ full control during...
Virtual colonoscopy (VC), also known as computed tomography Colonography (CTC), is a non-invasive test for the examination of the colon based on volumetric, thin-collimation CT acquisition of a cleansed and air-distended colon. The technique is easy, less labour-intensive than barium enema and conventional colonoscopy, and is inherently safer. Several studies demonstrate the ability of VC in the detection of colonic neoplastic lesions, not only large carcinomas, but also polyps. Currently, the most widely accepted clinical indication is incomplete or unsuccessful colonoscopy, which may be the result of redundant colon, patient intolerance to the procedure, spasm not resolving even with the use of spasmolytics, obstructing colo-rectal cancer. VC is also used to detect cancer in frail and immobile patients to avoid sedation during colonoscopy or the turning required during barium enema. The use of VC in patients under surveillance following colo-rectal cancer surgery is under investigation. Further studies are necessary in order to assess the cost-effectiveness of this approach. For colo-rectal cancer screening, a practical approach is to consider VC as a currently credible alternative screening method and as a reasonable alternative to the other colo-rectal cancer screening tests when a patient is unable or unwilling to undergo conventional colonoscopy. (orig.)
Laghi, A. [Univ. of Rome La Sapienza, Polo Didattico Pontino, Latina (Italy)
Virtual colonoscopy (VC), also known as computed tomography Colonography (CTC), is a non-invasive test for the examination of the colon based on volumetric, thin-collimation CT acquisition of a cleansed and air-distended colon. The technique is easy, less labour-intensive than barium enema and conventional colonoscopy, and is inherently safer. Several studies demonstrate the ability of VC in the detection of colonic neoplastic lesions, not only large carcinomas, but also polyps. Currently, the most widely accepted clinical indication is incomplete or unsuccessful colonoscopy, which may be the result of redundant colon, patient intolerance to the procedure, spasm not resolving even with the use of spasmolytics, obstructing colo-rectal cancer. VC is also used to detect cancer in frail and immobile patients to avoid sedation during colonoscopy or the turning required during barium enema. The use of VC in patients under surveillance following colo-rectal cancer surgery is under investigation. Further studies are necessary in order to assess the cost-effectiveness of this approach. For colo-rectal cancer screening, a practical approach is to consider VC as a currently credible alternative screening method and as a reasonable alternative to the other colo-rectal cancer screening tests when a patient is unable or unwilling to undergo conventional colonoscopy. (orig.)
Duan, Lingjie; Shou, Biying
This SpringerBrief provides an overview of cognitive mobile virtual network operator's (C-MVNO) decisions under investment flexibility, supply uncertainty, and market competition in cognitive radio networks. This is a new research area at the nexus of cognitive radio engineering and microeconomics. The authors focus on an operator's joint spectrum investment and service pricing decisions. The readers will learn how to tradeoff the two flexible investment choices (dynamic spectrum leasing and spectrum sensing) under supply uncertainty. Furthermore, if there is more than one operator, we present
Askay, Shelley Wiechman; Patterson, David R; Sharar, Sam R
Scientific evidence for the viability of hypnosis as a treatment for pain has flourished over the past two decades (Rainville, Duncan, Price, Carrier and Bushnell, 1997; Montgomery, DuHamel and Redd, 2000; Lang and Rosen, 2002; Patterson and Jensen, 2003). However its widespread use has been limited by factors such as the advanced expertise, time and effort required by clinicians to provide hypnosis, and the cognitive effort required by patients to engage in hypnosis.The theory in developing virtual reality hypnosis was to apply three-dimensional, immersive, virtual reality technology to guide the patient through the same steps used when hypnosis is induced through an interpersonal process. Virtual reality replaces many of the stimuli that the patients have to struggle to imagine via verbal cueing from the therapist. The purpose of this paper is to explore how virtual reality may be useful in delivering hypnosis, and to summarize the scientific literature to date. We will also explore various theoretical and methodological issues that can guide future research.In spite of the encouraging scientific and clinical findings, hypnosis for analgesia is not universally used in medical centres. One reason for the slow acceptance is the extensive provider training required in order for hypnosis to be an effective pain management modality. Training in hypnosis is not commonly offered in medical schools or even psychology graduate curricula. Another reason is that hypnosis requires far more time and effort to administer than an analgesic pill or injection. Hypnosis requires training, skill and patience to deliver in medical centres that are often fast-paced and highly demanding of clinician time. Finally, the attention and cognitive effort required for hypnosis may be more than patients in an acute care setting, who may be under the influence of opiates and benzodiazepines, are able to impart. It is a challenge to make hypnosis a standard part of care in this environment
Full Text Available This paper presents an analysis of the main problems associated with data and command communications in virtualized environments. This aspect is very important in determining the performance and functionality of such systems. In this regard, an effective data communication brings obvious advantages for volume data transfer (images, backups, checkpointing information. If we are to refer to resource administration overhead, we can notice that direct connectivity - although important - is not the only factor which defines the performance of data transfers; resource administration, resource loading and load balancing are also extremely important. Furthermore, a command structure is very important to expand the capabilities of underlying software (platform. Even if a platform supports various functions, the system should have the capability to discover, asses, command, deploy and monitor various dynamic virtualized resources in order to correctly (and efficiently use those resources, either via predefined protocols or via a set of mission-defined parameters that are transferred and intelligently parsed and processed.
Hélio Costa Lima
Full Text Available This text is about a virtual anastylosis of Felipéia, capital of Paraíba, the first city founded in Brazil under the Spanish Crown in 1585, during the Iberic Union. Recently, infographics resources enabled the reconstruction, with great precision, of the old city’s ground plans from Dutch maps from 1634-37, and establish the first hypothesis of a tridimensional configuration of the city. Now, measuring and studies are being done to make possible a piece by piece virtual anastylosis of the buildings and, after that, a tridimensional virtual reconstruction of the historical city, which will enable virtual walkabouts on the streets, squares and buildings.
University of Mauritius, Réduit, Mauritius. 116. A Virtual History ... out will be presented. Keywords: Virtual Heritage, Virtual Reality, Archaeology, Mauritius ... money would better be spent on other major education and IT development projects ...
Trappl, R.; Nijholt, Antinus; Stuk, M.; Zwiers, Jakob
In this paper we discuss our virtual reality project Gulliver. This project is part of a more comprehensive project conceived by two artists, Matjaž Štuk and Alena Hudcovicová, called “Gulliver’s Museum of Living Art��?. Our part of the project involves a virtual reality version of Swift’s Gulliver
School districts across the country have always had to do more with less. Funding goes only so far, leaving administrators and IT staff to find innovative ways to save money while maintaining a high level of academic quality. Creating virtual servers accomplishes both tasks, district technology personnel say. Virtual environments not only allow…
Half of servers in higher ed are virtualized. But that number's not high enough for Link Alander, interim vice chancellor and CIO at the Lone Star College System (Texas). He aspires to see 100 percent of the system's infrastructure requirements delivered as IT services from its own virtualized data centers or other cloud-based operators. Back in…
Veirum, Niels Einar
The main objective of this working paper is to present a conceptual model for media integrated communication in virtual learning environments. The model for media integrated communication is very simple and identifies the necessary building blocks for virtual place making in a synthesis of methods...
Madalina - Cristina Marian
Full Text Available Two cadastrale plans of buildings, can overlap virtual. Overlap is highlighted when digital reception. According to Law no. 7/1996 as amended and supplemented, to solve these problems is by updating the database graphs, the repositioning. This paper addresses the issue of overlapping virtual cadastre in the history of the period 1999-2012.
Bal, Aleksandra Marta
The Information Age has created a new concept of money – virtual currencies existing solely in the cyberspace in the form of intangible computer code. The most prominent virtual currency scheme, Bitcoin, grabbed the public attention as its value skyrocketed at the beginning of 2012. Whereas Bitcoin
Ansøgning til Socrates programmet vedr. Tematisk netværk inden for området Virtual Company and Modelbank......Ansøgning til Socrates programmet vedr. Tematisk netværk inden for området Virtual Company and Modelbank...
... Thoracopaedia - An Imaging Encyclopedia of Pediatric Thoracic Disease Virtual Pediatric Hospital is the Apprentice's Assistant Last revised ... pediatric resources: GeneralPediatrics.com | PediatricEducation.org | SearchingPediatrics.com Virtual Pediatric Hospital is curated by Donna M. D' ...
Osborn, Debra S.; Peterson, Gary W.; Hale, Rebecca R.
The advent of virtual schools opens doors to opportunity for delivery of student services via the Internet. Through the use of structured interviews with four practicing Florida virtual school counselors, and a follow-up survey, the authors examined the experiences and reflections of school counselors who are employed full time in a statewide…
Pappas, Marjorie L.
Virtual library? Electronic library? Digital library? Online information network? These all apply to the growing number of Web-based resource collections managed by consortiums of state library entities. Some, like "INFOhio" and "KYVL" ("Kentucky Virtual Library"), have been available for a few years, but others are just starting. Searching for…
Harper, Barry; Hedberg, John G.; Wright, Rob
Discusses the use of constructivist frameworks to develop effective and successful learning environments, including educational software. Topics include technology supporting reform; virtuality and multimedia; attributes of interactive multimedia and virtual reality; and examples of context and learner active participation. (Contains 35…
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…
Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj
The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...
Forchhammer, Søren Otto; Fosgerau, Anders; Hansen, Peter Søren Kirk
The initial design considerations and research goals for an ATM network based virtual seminar room with 5 sites are presented.......The initial design considerations and research goals for an ATM network based virtual seminar room with 5 sites are presented....
This article is based on the convictions that peace education is the basis for any sustainable non-violent relations between parties in a conflict, and that virtual peace education is almost the only feasible way to practise peace education in an open violent conflict as is the current Israeli/Palestinians one. Moreover, virtual peace education…
Tølle, Martin; Vesterager, Johan
This chapter presents a virtual enterprise methodology (VEM) that outlines activities to consider when setting up and managing virtual enterprises (VEs). As a methodology the VEM helps companies to ask the right questions when preparing for and setting up an enterprise network, which works...
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.
Full Text Available Purpose—to present distinction between “virtual organization” and “networked organization”; giving their definitions.Design/methodology/approach—review of previous researches, systemic analyses of their findings and synthesis of distinctive characteristics of ”virtual organization” and “networked organization.”Findings—the main result of the research is key diverse features separating ”virtual organization” and ”networked organization.” Definitions of “virtual organization” and “networked organization” are presented.Originality/Value—distinction between “virtual organization” and “networked organization” creates possibilities to use all advantages of those types of organizations and gives foundation for deeper researches in this field.Research type: general review.
Gürsimsek, Remzi Ates
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...
In this paper a generic virtual reality comprehensive system focusing on the operation and maintenance in Nuclear Power Plant (NPP) is proposed. Under this layout, some key topics and means of the system are discussed. As example 'Virtual Nuclear Island' comprehensive system and its typical applications in NPP are set up. In the end, it prospects the applications of virtual reality technology in NPP operation, training and maintenance. (author)
Richart, Matias; Baliosian De Lazzari, Javier Ernesto; Serrat Fernández, Juan; Gorricho Moreno, Juan Luis
New architectural and design approaches for radio access networks have appeared with the introduction of network virtualization in the wireless domain. One of these approaches splits the wireless network infrastructure into isolated virtual slices under their own management, requirements, and characteristics. Despite the advances in wireless virtualization, there are still many open issues regarding the resource allocation and isolation of wireless slices. Because of the dynamics and share...
Liviu Gabriel CRETU
Full Text Available One of the most used buzz-words in (e-business literature of the last decade is virtual organization. The term "virtual" can be identified in all sorts of combinations regarding the business world. From virtual products to virtual processes or virtual teams, everything that is “touched” by the computer’s processing power instantly becomes virtual. Moreover, most of the literature treats virtual and network organizations as being synonyms. This paper aims to draw a much more distinctive line between the two concepts. Providing a more coherent description of what virtual organization might be is also one of our intentions.
Mitrousia, V; Giotakos, O
wishes and under the supervision of the therapist. The technique takes place in the therapist's office which ensures confidentiality and privacy. The therapist is able to control unpredicted events that can occur during patient's exposure in real environments. Mainly the therapist can control the intensity of exposure and adapt it to the patient's needs. Virtual reality can be proven particularly useful in some specific psychological states. For instance, patients with post-traumatic stress disorder (PTSD) who prone to avoid the reminders of the traumatic events. Exposure in virtual reality can solve this problem providing to the patient a large number of stimuli that activate the senses causing the necessary physiological and psychological anxiety reactions, regardless of his willingness or ability to recall in his imagination the traumatic event.
Yao Yushu; Calafiura, Paolo; Leggett, Charles; Poffet, Julien; Cavalli, Andrea; Frederic, Bapst
ATLAS software has been developed mostly on CERN linux cluster lxplus or on similar facilities at the experiment Tier 1 centers. The fast rise of virtualization technology has the potential to change this model, turning every laptop or desktop into an ATLAS analysis platform. In the context of the CernVM project we are developing a suite of tools and CernVM plug-in extensions to promote the use of virtualization for ATLAS analysis and software development. The Virtual Machine Logbook (VML), in particular, is an application to organize work of physicists on multiple projects, logging their progress, and speeding up ''context switches'' from one project to another. An important feature of VML is the ability to share with a single 'click' the status of a given project with other colleagues. VML builds upon the save and restore capabilities of mainstream virtualization software like VMware, and provides a technology-independent client interface to them. A lot of emphasis in the design and implementation has gone into optimizing the save and restore process to makepractical to store many VML entries on a typical laptop disk or to share a VML entry over the network. At the same time, taking advantage of CernVM's plugin capabilities, we are extending the CernVM platform to help increase the usability of ATLAS software. For example, we added the ability to start the ATLAS event display on any computer running CernVM simply by clicking a button in a web browser. We want to integrate seamlessly VML with CernVM unique file system design to distribute efficiently ATLAS software on every physicist computer. The CernVM File System (CVMFS) download files on-demand via HTTP, and cache it locally for future use. This reduces by one order of magnitude the download sizes, making practical for a developer to work with multiple software releases on a virtual machine.
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.
Alexander, Keith; Taylor, Alexander J.; Dennis, Mark R.
Long, flexible physical filaments are naturally tangled and knotted, from macroscopic string down to long-chain molecules. The existence of knotting in a filament naturally affects its configuration and properties, and may be very stable or disappear rapidly under manipulation and interaction. Knotting has been previously identified in protein backbone chains, for which these mechanical constraints are of fundamental importance to their molecular functionality, despite their being open curves in which the knots are not mathematically well defined; knotting can only be identified by closing the termini of the chain somehow. We introduce a new method for resolving knotting in open curves using virtual knots, which are a wider class of topological objects that do not require a classical closure and so naturally capture the topological ambiguity inherent in open curves. We describe the results of analysing proteins in the Protein Data Bank by this new scheme, recovering and extending previous knotting results, and identifying topological interest in some new cases. The statistics of virtual knots in protein chains are compared with those of open random walks and Hamiltonian subchains on cubic lattices, identifying a regime of open curves in which the virtual knotting description is likely to be important.
Tsekeridou, Sofia; Tiropanis, Thanassis; Christou, Ioannis; Vakilzadeh, Haleh
Virtual campuses are gradually becoming a reality with the advances in e-learning and Web technologies, distributed systems and broadband communication, as well as the emerging needs of remote Universities for collaboration on offering common programs. The advances in grid-based distributed infrastructures have further significantly contributed to this fact providing optimized and real-time system performance and support for virtual communities even under synchronous distributed multi-user us...
Win, Thu Yein; Tianfield, Huaglory; Mair, Quentin
Virtualization has become a target for attacks in cloud computing environments. Existing approaches to protecting the virtualization environment against the attacks are limited in protection scope and are with high overheads. This paper proposes a novel virtualization security solution which aims to provide comprehensive protection of the virtualization environment.
Holte, Michael Boelstoft
This paper presents a review of recent developments and future perspectives, addressing the problem of creating a virtual dressing room. First, we review the current state-of-the-art of exiting solutions and discuss their applicability and limitations. We categorize the exiting solutions into three...... kinds: (1) virtual real-time 2D image/video techniques, where the consumer gets to superimpose the clothes on their real-time video to visualize themselves wearing the clothes. (2) 2D and 3D mannequins, where a web-application uses the body measurements provided by the customer, to superimpose...... and their demands to a virtual dressing room....
Holte, Michael Boelstoft; Gao, Yi; Petersson, Eva
This paper presents the design and evaluation of a usability and user experience test of a virtual dressing room. First, we motivate and introduce our recent developed prototype of a virtual dressing room. Next, we present the research and test design grounded in related usability and user...... experience studies. We give a description of the experimental setup and the execution of the designed usability and user experience test. To this end, we report interesting results and discuss the results with respect to user-centered design and development of a virtual dressing room....
Overgaard, Julie Hougaard; Bruun, Jesper; May, Michael
. In the last week of the course, students travel to a large-scale neutron scattering facility to perform real neutron scattering experiments. Through student interviews and survey answers, we argue, that the virtual training prepares the students to engage more fruitfully with experiments by letting them focus......We describe how virtual experiments can be utilized in a learning design that prepares students for hands-on experiments at large-scale facilities. We illustrate the design by showing how virtual experiments are used at the Niels Bohr Institute in a master level course on neutron scattering...
Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj
The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments......, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field...
The objective of the thesis was to implement or modify an existing Java virtual machine (JVM) in a way that it will allow insight into statistics of the executed Java instructions of an executed user program. The functionality will allow analysis of the algorithms in Java environment. After studying the theory of Java and Java virtual machine, we decided to modify an existing Java virtual machine. We chose JamVM which is a lightweight, open-source Java virtual machine under GNU license. The i...
Pescarin, S.; Pagano, A.; Wallergård, M.; Hupperetz, W.; Ray, C.; Guidi, G.; Addison, A.C.
November 2011 saw the opening of the exhibition "Archeovirtual" organized by CNR ITABC - Virtual Heritage Lab - and V-MusT Network of Excellence, in Paestum, Italy, under the general direction of BMTA1. The event, that was part of a wider European project focus on virtual museums, turned to be a
van der Wal, C.N.; Hermans, A.; Bosse, T.
A Virtual Reality based training can be an interesting method to teach crowd managers and emergency responders how to act in emergency situations under pressure. Compared to watching Two-Dimensional Video, Virtual Reality is assumed to induce stronger emotions and a more real-life experience of the
Jense, G.J.; Donkers, K.
In order to achieve true 3D user interaction with geographic information, an interface between a virtual environment system and a geographic information system has been designed and implemented. This VE/GIS interface is based on a loose coupling of the underlying geographic database and the virtual
Jose, Dawn Alphonse
The purpose of this study is to investigate whether educational activities in tourism can be supported by virtual reality technologies, using virtual world frameworks. Settings of virtual world of SecondLife and a recent Virtual Reality technology known as Oculus Rift were used in the thesis work with the city of Trondheim as the main context. Theoretical studies on Virtual Reality systems were conducted and data for the research were obtained through empirical studies condu...
Huang Hongmei; Zhang Chengjun
Setting up virtual private network for business enterprise provides a low cost network foundation, increases enterprise's network function and enlarges its private scope. The text introduces virtual private network's principal, privileges and protocols that use in virtual private network. At last, this paper introduces several setting up virtual private network's technologies which based on LAN
Huang Hongmei; Zhang Chengjun
Setting up virtual private network for business enterprise provides a low cost network foundation, increases enterprise network function and enlarges its private scope. This text introduces virtual private network principal, privileges and protocols applied in virtual private network. At last, this paper introduces several setting up virtual private network technologies which is based on LAN
Virtual Museums as Educational Tool On this web site you will find a collection of resources on virtual museums. The web site is meant to be a knowledge base for people with interest in museums, virtuality and education, and how virtual museums may contribute to adult education and lifelong...
Lee, J M; Kim, H; Oh, M J; Ku, J H; Jang, D P; Kim, I Y; Kim, S I
The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology has enabled the use of virtual reality (VR) for the treatment of the fear of public speaking. There are two techniques for building virtual environments for the treatment of this fear: a model-based and a movie-based method. Both methods have the weakness that they are unrealistic and not controllable individually. To understand these disadvantages, this paper presents a virtual environment produced with Image Based Rendering (IBR) and a chroma-key simultaneously. IBR enables the creation of realistic virtual environments where the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma-keys puts virtual audience members under individual control in the environment. In addition, real time capture technique is used in constructing the virtual environments enabling spoken interaction between the subject and a therapist or another subject.
Uranüs, Selman; Yanik, Mustafa; Bretthauer, Georg
Although the many advantages of laparoscopic surgery have made it an established technique, training in laparoscopic surgery posed problems not encountered in conventional surgical training. Virtual reality simulators open up new perspectives for training in laparoscopic surgery. Under realistic conditions in real time, trainees can tailor their sessions with the VR simulator to suit their needs and goals, and can repeat exercises as often as they wish. VR simulators reduce the number of experimental animals needed for training purposes and are suited to the pursuit of research in laparoscopic surgery.
Overgaard, Julie Hougaard; Bruun, Jesper; May, Michael
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...
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...
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...
technology in six real-life virtual teams, two in industry and four in education, applying interpretative research and action research methods. Two main lines of investigation are pursued: the first involves an examination of the organisational issues related to groupware adaptation in virtual project teams......, professional disciplines, time differences and technology. This thesis comprises a general introduction, referred to as the summary report, and seven research papers, which deal in detail with the results and findings of the empirical cases. The summary report provides a general introduction to the research......, while the second looks at the social context and practices of virtual project teams. Two of the key findings are 1) that the process of groupware adaptation by virtual project teams can be viewed as a process of expanding and aligning the technological frames of the participants, which includes mutual...
de Paor, D. G.; Whitmeyer, S. J.; Bailey, J. E.; Schott, R. C.; Treves, R.; Scientific Team Of Www. Digitalplanet. Org
Saha, Hrishikesh; Palmer, Timothy A.
Virtual Reality Lab Assistant (VRLA) demonstration model is aligned for engineering and material science experiments to be performed by undergraduate and graduate students in the course as a pre-lab simulation experience. This will help students to get a preview of how to use the lab equipment and run experiments without using the lab hardware/software equipment. The quality of the time available for laboratory experiments can be significantly improved through the use of virtual reality technology.
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.
Bal, Aleksandra Marta
The Information Age has created a new concept of money – virtual currencies existing solely in the cyberspace in the form of intangible computer code. The most prominent virtual currency scheme, Bitcoin, grabbed the public attention as its value skyrocketed at the beginning of 2012. Whereas Bitcoin has many proper ties that could make it an ideal currency for mainstream consumers and merchants, its main drawback is lack of clarity regarding its legal status and tax treatment. The European Cen...
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...
Gennaro, Silvano De
The VENUS (Virtual Environment Navigation in the Underground Sites) project is probably the largest Virtual Reality application to Engineering design in the world. VENUS is just over one year old and offers a fully immersive and stereoscopic "flythru" of the LHC pits for the proposed experiments, including the experimental area equipment and the surface models that are being prepared for a territorial impact study. VENUS' Virtual Prototypes are an ideal replacement for the wooden models traditionally build for the past CERN machines, as they are generated directly from the EUCLID CAD files, therefore they are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, in a one-to-one scale. Navigation can be performed on the computer screen, on a stereoscopic large projection screen, or in immersive conditions, with an helmet and 3D mouse. By using specialised collision detection software, the computer can find optimal paths to lower each detector part into the pits and position it to destination, letting us visualize the whole assembly probess. During construction, these paths can be fed to a robot controller, which can operate the bridge cranes and build LHC almost without human intervention. VENUS is currently developing a multiplatform VR browser that will let the whole HEP community access LHC's Virtual Protoypes over the web. Many interesting things took place during the conference on Virtual Reality. For more information please refer to the Virtual Reality section.
University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.
There is a new trend of change in today's IT industry. It's called virtualization. In datacenter virtualization can occur on several levels, but the type of virtualization has created this trend change is the operating system offered or server virtualization. OS virtualization technologies come in two forms. First, there is a software component that is used to simulate a natural machine that has total control of an operating system operating on the host equipment. The second is a hypervisor, ...
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...
This paper analyses basic onto-epistemological properties of the virtual reality and suggests these theses. First, the virtual reality establishes a new nature; its essential feature is to be an organic world of emancipated techno-theories. Second, the virtual reality doesn’t substitutes the traditional book; it substitutes the world. Third, the experience of the world in the virtual reality excludes the natural world experience. Fourth, the ontology of virtual reality is build without an act...
This paper discusses the competence required in the leadership of virtual organization. The specics of virtual organization presents a challenge to traditional managerial styles. In order to achieve success in virtual environment, a leader must develop specic abilities. This analysis examines the uniqueness of the virtual organization, including team work and management. The last part presents ndings and summaries regarding e€ective e-leadership requirement. A virtual leader ma...
In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This
Arbree, A. et al.
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
Arbree, A; Bourilkov, D; Cavanaugh, R J; Graham, G; Katageri, S; Rodríguez, J; Voeckler, J; Wilde, M
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.
Full Text Available Virtualized environments can make forensics investigation more difficult. Technological advances in virtualization tools essentially make removable media a PC that can be carried around in a pocket or around a neck. Running operating systems and applications this way leaves very little trace on the host system. This paper will explore all the newest methods for virtualized environments and the implications they have on the world of forensics. It will begin by describing and differentiating between software and hardware virtualization. It will then move on to explain the various methods used for server and desktop virtualization. Next, it will explain how virtualization affects the basic forensic process. Finally, it will describe the common methods to find virtualization artifacts and identify virtual activities that affect the examination process of certain virtualized user environments.
Isemonger, Alan G.
While it is possible that multi-settlement markets can exist without virtual trading, it is equally clear that virtual trading can provide many market benefits. The main one: In the absence of explicit virtual bidding (EVB), the price arbitrage trades that are benign in other commodity markets affect the reliability of the underlying electricity markets, resulting in a situation where EVB is most useful when it neutralizes the deleterious reliability effects of implicit virtual bidding and physical arbitrage. (author)
25 2.7.2. Virtual Distributed Ethernet ( VDE ) ...................................................... 26 2.7.3...ability to work with the network independent of the actual underlying physical topology. 26 2.7.2. Virtual Distributed Ethernet ( VDE ) 126.96.36.199...Virtual Distributed Ethernet ( VDE ) is an abstraction of the networking components involved in a typical Ethernet network . It allows for virtual
Tarakanov Sergey Anatolevich
This article discusses the impact of computer virtual reality to education as a social institution. Author gives a description of education as a social institution. Outlines the main changes of the institute of education under the influence of a virtual online-environment. Author makes the following conclusions: 1. Computer virtual reality expands sphere of activity of social institution of education. 2. Computer virtual reality deletes status and role differences. It influences on the system...
Full Text Available Abstract Introduction: Library is one of the essential elements of universities which provide some important educational needs of students. Virtual education can not be exempted and virtual libraries are important support for virtual training programs. The purpose of this study is to evaluate the viewpoint of administrators and students in virtual education centers about the virtual library, its role and resources. Methods: This study was a descriptive survey. The research instrument was a researcher made questionnaire that its validity and reliability was confirmed. The study population consisted of 19 virtual training centers in Tehran city. Out of 19 centers, simple randomized sampling was done in five Centers. The sample size was 360 students. Data collection was conducted online and descriptive statistics using SPSS 18 and Excel software were used. Results: The results showed that viewpoints of administrators and students about the mission and services of virtual libraries in some cases were similar and in some cases were different. One of the administrators’ reasons for setting up a virtual learning system was lifelong learning, and lack of knowledge about virtual libraries was the reason for inadequate use of virtual libraries. The best format of virtual library from the administrators’ and students’ viewpoint, was portal document format (PDF. Conclusion: One of the most important function of a virtual library, is lifelong learning and empowering users to provide information and educational needs. The main reason for not setting up a virtual library is t lack of knowledge about it.
Ellis, Stephen R.
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.
Lytton, William W; Neymotin, Samuel A; Hines, Michael L
In an effort to design a simulation environment that is more similar to that of neurophysiology, we introduce a virtual slice setup in the NEURON simulator. The virtual slice setup runs continuously and permits parameter changes, including changes to synaptic weights and time course and to intrinsic cell properties. The virtual slice setup permits shocks to be applied at chosen locations and activity to be sampled intra- or extracellularly from chosen locations. By default, a summed population display is shown during a run to indicate the level of activity and no states are saved. Simulations can run for hours of model time, therefore it is not practical to save all of the state variables. These, in any case, are primarily of interest at discrete times when experiments are being run: the simulation can be stopped momentarily at such times to save activity patterns. The virtual slice setup maintains an automated notebook showing shocks and parameter changes as well as user comments. We demonstrate how interaction with a continuously running simulation encourages experimental prototyping and can suggest additional dynamical features such as ligand wash-in and wash-out-alternatives to typical instantaneous parameter change. The virtual slice setup currently uses event-driven cells and runs at approximately 2 min/h on a laptop.
Full Text Available For cloud service providers, lightweight virtualization is a more economical way of virtualization. While the user is worried about the safety of applications and data of the container, due to the container sharing the underlying interface and the kernel, therefore the security and trusted degree of lightweight virtualization container isolation mechanism is critical for the promotion of lightweight virtualization service. Because the user cannot directly participate in the process of the construction and management of container isolation mechanism, it is difficult for them to establish confidence in the security and trusted degree of container isolation mechanism. Based on the research and analysis of system credible and virtualization isolation mechanism, this paper puts forward a set of lightweight virtualization security isolation strategy mechanism, divides lightweight virtualization container storage address space into several parts, puts forward the definition of lightweight virtualization security isolation, gives the formal description and proof of container security isolation strategy, and combines with related technology to verify the feasibility of lightweight virtualization security isolation strategy mechanism. The mechanism has important guiding significance for cloud services providers to deploy container security isolation.
Full Text Available The integration of the human brain with computers is an interesting new area of applied neuroscience, where one application is replacement of a person’s real body by a virtual representation. Here we demonstrate that a virtual limb can be made to feel part of your body if appropriate multisensory correlations are provided. We report an illusion that is invoked through tactile stimulation on a person’s hidden real right hand with synchronous virtual visual stimulation on an aligned 3D stereo virtual arm projecting horizontally out of their shoulder. An experiment with 21 male participants showed displacement of ownership towards the virtual hand, as illustrated by questionnaire responses and proprioceptive drift. A control experiment with asynchronous tapping was carried out with a different set of 20 male participants who did not experience the illusion. After 5 minutes of stimulation the virtual arm rotated. Evidence suggests that the extent of the illusion was also correlated with the degree of muscle activity onset in the right arm as measured by EMG during this period that the arm was rotating, for the synchronous but not the asynchronous condition. A completely virtual object can therefore be experienced as part of one’s self, which opens up the possibility that an entire virtual body could be felt as one’s own in future virtual reality applications or online games, and be an invaluable tool for the understanding of the brain mechanisms underlying body ownership.
Gilardoni, Francois; Arvanites, Anthony C
This editorial looks at how a fully integrated structure that performs all aspects in the drug discovery process, under one company, is slowly disappearing. The steps in the drug discovery paradigm have been slowly increasing toward virtuality or outsourcing at various phases of product development in a company's candidate pipeline. Each step in the process, such as target identification and validation and medicinal chemistry, can be managed by scientific teams within a 'virtual' company. Pharmaceutical companies to biotechnology start-ups have been quick in adopting this new research and development business strategy in order to gain flexibility, access the best technologies and technical expertise, and decrease product developmental costs. In today's financial climate, the term virtual drug discovery has an organizational meaning. It represents the next evolutionary step in outsourcing drug development.
Oki, Taikan; Yano, Shinjiro; Hanasaki, Naota
Although water is rarely traded over long distances by itself, the total weight of the water consumed to produce traded commodities exceeds the weight of any other commodity traded in the world. This concept is known as virtual water trade. Although space-/time-/commodity-based quantification has been conducted extensively, the underlying causes of this peculiar feature have thus far received little exploration. Here, we use estimates of water consumption from a global hydrological model and statistical data related to food trade to elucidate three facts that explain the fundamental nature of virtual water trade with respect to alleviating water scarcity. First, we quantitatively illustrate the unique position of water among commodities based on its unit price and quantity of sales. Water has an extremely low unit price, and a tremendous volume of water is consumed per person each day. Second, we show that rich but water-scarce countries tend to reduce local water consumption by importing virtual water. Third, we demonstrate that nations characterized by net virtual water exports have higher water resources and income per capita and that no countries fall below a certain threshold with respect to both GDP and water resources. These points suggest that the virtual water trade is explained by economic characteristics of water and that sustainable development depends on promoting the co-development of poverty alleviation and water resource development.
Park, Jae Hyun; Guan, Weihua; Reed, Mark A; Krstić, Predrag S
A charged microparticle can be trapped in an aqueous environment by forming a narrow virtual pore--a cylindrical space region in which the particle motion in the radial direction is limited by forces emerging from dynamical interactions of the particle charge and dipole moment with an external radiofrequency quadrupole electric field. If the particle satisfies the trap stability criteria, its mean motion is reduced exponentially with time due to the viscosity of the aqueous environment; thereafter the long-time motion of particle is subject only to random, Brownian fluctuations, whose magnitude, influenced by the electrophoretic and dielectrophoretic effects and added to the particle size, determines the radius of the virtual pore, which is demonstrated by comparison of computer simulations and experiment. The measured size of the virtual nanopore could be utilized to estimate the charge of a trapped micro-object. Copyright © 2012 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.
Kruse Aagaard, Anders
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....
Interpreting the excesses around 750 GeV in the diphoton spectra to be the signal of a new heavy scalar decaying to photons, we point out the possibility of looking for correlated signals with virtual photons. In particular, we emphasize that the effective operator that generates the diphoton decay will also generate decays to two leptons and a photon, as well as to four leptons, independently of the new resonance couplings to $Z\\gamma$ and $ZZ$. Depending on the relative sizes of these effective couplings, we show that the virtual diphoton component can make up a sizable, and sometimes dominant, contribution to the total $2\\ell \\gamma$ and $4\\ell$ partial widths. We also discuss modifications to current experimental cuts in order to maximize the sensitivity to these virtual photon effects. Finally, we briefly comment on prospects for channels involving other Standard Model fermions as well as more exotic decay possibilities of the putative resonance.
The first Indico virtual event will take place on February 4th 15:00 and will focus on two main topics The release of Indico v1.2 The migration of the OO Indico backend database (ZODB) to a more standard DBMS It will be fully virtual using the CERN Vidyo service and will foster discussions between developers and administrators of Indico servers worldwide. Connections to the virtual room will be open, but attendees are encouraged to register to the event, in order to be informed of any changes in the organisation if any. If you would like to add a topic of discussion or propose yourself a contribution, please let us know at firstname.lastname@example.org. Connection to Vidyo Vidyo connection details are available here CERN Vidyo service documentation can be found here First-time users are encouraged to try the service before connecting to the real event
Yule, I.Y.; Lee, D.J.
To reduce plant down time during irradiated fuel cell dismantling at Torness Power Station, a new visualisation technique has been used for the manipulator. Complex computer graphics packages were used to provide a ''Virtual Reality'' environment which allowed the Irradiated Fuel Dismantling Cell to be simulated. Significant cost savings have been achieved due to reductions in lost output. The virtual reality environment is at present being extended to the design and deployment of a new manipulator for in-vessel inspection of the boiler. (UK)
Fisher, S. S.; Wenzel, E. M.; Coler, C.; Mcgreevy, M. W.
A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed at NASA's Ames Research Center for use as a multipurpose interface environment. This Virtual Interface Environment Workstation (VIEW) system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, research scenarios, and research directions are described.
Erolin, Caroline; Wilkinson, Caroline; Soames, Roger
This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist, and investigate cross-discipline collaborations in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills, before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.
Curcio Igor D.D.
Full Text Available The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.
Ausubel, Lawrence M.; Cramton, Peter
Since their advent in 2001, virtual power plant (VPP) auctions have been implemented widely. In this paper, we describe the simultaneous ascending-clock auction format that has been used for virtually all VPP auctions to date, elaborating on other design choices that most VPP auctions have had in common as well as discussing a few aspects that have varied significantly among VPP auctions. We then evaluate the various objectives of regulators in requiring VPP auctions, concluding that the auctions have been effective devices for facilitating new entry into electricity markets and for developing wholesale power markets. (author)
Ausubel, Lawrence M.; Cramton, Peter [Department of Economics, University of Maryland, College Park, MD 20742 (United States)
Since their advent in 2001, virtual power plant (VPP) auctions have been implemented widely. In this paper, we describe the simultaneous ascending-clock auction format that has been used for virtually all VPP auctions to date, elaborating on other design choices that most VPP auctions have had in common as well as discussing a few aspects that have varied significantly among VPP auctions. We then evaluate the various objectives of regulators in requiring VPP auctions, concluding that the auctions have been effective devices for facilitating new entry into electricity markets and for developing wholesale power markets. (author)
Roth, D.; Warner, J.F.
“Virtual water,” water needed for crop production, is now being mainstreamed in the water policy world. Relying on virtual water in the form of food imports is increasingly recommended as good policy for water-scarce areas. Virtual water globalizes discussions on water scarcity, ecological
虚拟财产是以数字化、非物化的形式存储在虚拟网络空间中，被网友或者游戏玩家利用网络服务器拥有、支配的有价值的一种财产形式。虚拟财产具备刑法意义上的财产属性，属于盗窃罪的犯罪对象。网络背景下，对盗窃虚拟财产犯罪客观方面的危害行为、危害后果等要件的司法认定应结合其自身特点进行，以准确地打击该种犯罪。%Virtual property is a valuable form of property which stored by the form of digital, nonmaterialized in the space of virtual network and used or controlled by users or game players with the help of network server. It has the property attribute in Sense of criminal law and belongs the target of larceny. Under the network background, the identification of the objective of stealing virtual property about the elements such as the evil acts of crime and the harmful consequences should be combined with its own characteristics for against this crime accurately.
Bergström, Ilias; Kilteni, Konstantina; Slater, Mel
In immersive virtual reality (IVR) it is possible to replace a person’s real body by a life-sized virtual body that is seen from first person perspective to visually substitute their own. Multisensory feedback from the virtual to the real body (such as the correspondence of touch and also movement) can also be present. Under these conditions participants typically experience a subjective body ownership illusion (BOI) over the virtual body, even though they know that it is not their real one. In most studies and applications the posture of the real and virtual bodies are as similar as possible. Here we were interested in whether the BOI is diminished when there are gross discrepancies between the real and virtual body postures. We also explored whether a comfortable or uncomfortable virtual body posture would induce feelings and physiological responses commensurate with the posture. We carried out an experiment with 31 participants in IVR realized with a wide field-of-view head-mounted display. All participants were comfortably seated. Sixteen of them were embodied in a virtual body designed to be in a comfortable posture, and the remainder in an uncomfortable posture. The results suggest that the uncomfortable body posture led to lesser subjective BOI than the comfortable one, but that participants in the uncomfortable posture experienced greater awareness of their autonomic physiological responses. Moreover their heart rate, heart rate variability, and the number of mistakes in a cognitive task were associated with the strength of their BOI in the uncomfortable posture: greater heart rate, lower heart rate variability and more mistakes were associated with higher levels of the BOI. These findings point in a consistent direction—that the BOI over a body that is in an uncomfortable posture can lead to subjective, physiological and cognitive effects consistent with discomfort that do not occur with the BOI over a body in a comfortable posture. PMID:26828365
M. A. deLamare
The objective of this document is to establish a design for the virtual library user and administrative layers that complies with the requirements of the virtual library software specification and subordinate module specification
Valenzuela González, Jaime R.
1. Introducción; 2. Modalidades educativas; 3. Concepto y características de las universidades virtuales; 4. Un modelo de universidad virtual; 5. Universidades virtuales ¿aprendizaje real?; 6. Tensiones de las universidades virtuales; 7. Referencias
Full Text Available This paper presents virtual training worlds that are relatively low-cost distributed collaborative learning environments suitable for corporate training. A virtual training world allows a facilitator, experts and trainees communicating and acting in the virtual environment for practicing skills during collaborative problem solving. Using these environments is beneficial to both trainees and corporations. Two system prototypes – the sales training and the leadership training virtual worlds – are described. The leadership training course design is discussed in details.
Minocha, Shailey; Tudor, Ana-Despina
We showed a variety of virtual reality technologies, and through examples, we discussed how virtual reality technology is transforming work styles and workplaces. Virtual reality is becoming pervasive in almost all domains starting from arts, environmental causes to medical education and disaster management training, and to supporting patients with Dementia. Thus, an awareness of the virtual reality technology and its integration in curriculum design will provide and enhance employability ski...
Runnels, Tyson D.
This is a case study. It deals with the use of a 'virtual file system' (VFS) for Boeing's UNIX-based Product Standards Data System (PSDS). One of the objectives of PSDS is to store digital standards documents. The file-storage requirements are that the files must be rapidly accessible, stored for long periods of time - as though they were paper, protected from disaster, and accumulative to about 80 billion characters (80 gigabytes). This volume of data will be approached in the first two years of the project's operation. The approach chosen is to install a hierarchical file migration system using optical disk cartridges. Files are migrated from high-performance media to lower performance optical media based on a least-frequency-used algorithm. The optical media are less expensive per character stored and are removable. Vital statistics about the removable optical disk cartridges are maintained in a database. The assembly of hardware and software acts as a single virtual file system transparent to the PSDS user. The files are copied to 'backup-and-recover' media whose vital statistics are also stored in the database. Seventeen months into operation, PSDS is storing 49 gigabytes. A number of operational and performance problems were overcome. Costs are under control. New and/or alternative uses for the VFS are being considered.
Papstel, Jyri; Saks, Alo
SMEs play an important role in manufacturing industry. But from time to time there is a shortage in resources to complete the particular order in time. Number of systems is introduced to produce digital information in order to support product and process development activities. Main problem is lack of opportunity for direct data transition within design system modules when needed temporary extension of design capacity (virtuality) or to implement integrated concurrent product development principles. The planning experience in the field is weakly used as well. The concept of virtual manufacturing is a supporting idea to solve this problem. At the same time a number of practical problems should be solved like information conformity, data transfer, unified technological concepts acceptation etc. In the present paper the proposed ways to solve the practical problems of virtual manufacturing are described. General objective is to introduce the knowledge-based CAPP system as missing module for Virtual Manufacturing in the selected product domain. Surface-centered planning concept based on STEP- based modeling principles, and knowledge-based process planning methodology will be used to gain the objectives. As a result the planning module supplied by design data with direct access, and supporting advising environment is expected. Mould producing SME would be as test basis.
Bergren, Martha Dewey
Frequently, a nurse's first and only contact with a graduate school, legislator, public health official, professional organization, or school nursing colleague is made through e-mail. The format, the content, and the appearance of the e-mail create a virtual first impression. Nurses can manage their image and the image of the profession by…
This paper discusses client service issues to be considered when transitioning to a virtual library situation. Themes related to the transitional nature of society in the knowledge era are presented, including: paradox and a contradictory nature; blurring of boundaries; networks, systems, and holistic thinking; process/not product, becoming/not…
Mitts, Charles R.
This design/problem-solving activity challenges students to design a replacement bridge for one that has been designated as either structurally deficient or functionally obsolete. The Aycock MS Technology/STEM Magnet Program Virtual Bridge Design Challenge is an authentic introduction to the engineering design process. It is a socially relevant…
This book contains the proceedings of the joint 9th International Immersive Projection Technologies Workshop and the 11th EUROGRAPHICS Virtual Environments Workshop (IPTEGVE). The event was held in Aalborg, Denmark the 6. and 7. October 2005. It was organized at the VR Media Lab, Aalborg University...
Langer, Steve G; French, Todd
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.
Brooks, Anthony Lewis
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...
The way in which virtual reality technology has so dramatically developed over the last few years has opened up the possibility of its application to various industrial processes. This article describes the possible uses of such a technique in nuclear power plants in various phases such as design, construction, operation or dismantling. (Author)
Discussion of changes in society that have resulted from information and communication technologies focuses on changes in libraries and a new market for library services with new styles of clients. Highlights client service issues to be considered when transitioning to a virtual library situation. (Author/LRW)
Valenza, Joyce Kasman
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,…
New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.
In a three-dimensional virtual environment aspects such as narrative and interaction completely depend on the camera since the camera defines the player’s point of view. Most research works in automatic camera control aim to take the control of this aspect from the player to automatically gen- er...
Thoma, George R.
The virtual digital library, a concept that is quickly becoming a reality, offers rapid and geography-independent access to stores of text, images, graphics, motion video and other datatypes. Furthermore, a user may move from one information source to another through hypertext linkages. The projects described here further the notion of such an information paradigm from an end user viewpoint.
Shore, Bruce W.
Presents an examination of graphical displays of solutions to time-dependent Schrodinger equation modeling a laser-excited three-level atom. It suggests that an energy level may be regarded as virtual when it is detuned from resonance by more than two Rabi frequencies. (Author/HM)
Increasingly, college teachers and instructional designers are exploring use of the technology of virtual reality to enhance student learning in math, science, and the social sciences. It is found particularly useful for teaching psychomotor skills and may have potential to make scientific concepts and abstract subjects more accessible to…
4 KB of data is read or written, data is copied back and forth using trampoline buffers — pages that are shared during proxy initialization — because...in 2008. CIO Magazine. 104 · File system virtual appliances  Megiddo, N. and Modha, D. S. 2003. ARC: A Self-Tuning, Low Over- head Replacement
Intended to provide a basic understanding of virtual reality (VR) from an educational perspective, this article describes the debate between conceptual and technological orientations to VR; the conceptual orientation to VR; technological definitions of VR, artificial reality, and cyberspace; dimensions of VR; and VR's impact on education. (11…
Pantelidis, Veronica S.
Considers the concept of virtual reality; reviews its history; describes general uses of virtual reality, including entertainment, medicine, and design applications; discusses classroom uses of virtual reality, including a software program called Virtus WalkThrough for use with a computer monitor; and suggests future possibilities. (34 references)…
Bos, Pieter; Reidsma, Dennis; Ruttkay, Zsófia; Nijholt, Anton; Harper, Richard; Rauterberg, Matthias; Combetto, Marco
This paper presents a virtual embodied agent that can conduct musicians in a live performance. The virtual conductor conducts music specified by a MIDI file and uses input from a microphone to react to the tempo of the musicians. The current implementation of the virtual conductor can interact with
Shumar, Wesley; Madison, Nora
This article situates the discussion of virtual ethnography within the larger political/economic changes of twenty-first century consumer capitalism and suggests that increasingly our entire social world is a virtual world and that there were very particular utopian and dystopian framings of virtual community growing out of that history. The…
Parsons, T. D.; Riva, G.; Parsons, S. J.; Mantovani, F.; Newbutt, N.; Lin, L.; Venturini, E.; Hall, T.
Virtual reality technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context virtual reality can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disab...
Banerjee, Ananda; Kreit, Eric; Liu, Yuguang; Heikenfeld, Jason; Papautsky, Ian
Lab-on-a-chip systems rely on several microfluidic paradigms. The first uses a fixed layout of continuous microfluidic channels. Such lab-on-a-chip systems are almost always application specific and far from a true "laboratory." The second involves electrowetting droplet movement (digital microfluidics), and allows two-dimensional computer control of fluidic transport and mixing. The merging of the two paradigms in the form of programmable electrowetting channels takes advantage of both the "continuous" functionality of rigid channels based on which a large number of applications have been developed to date and the "programmable" functionality of digital microfluidics that permits electrical control of on-chip functions. In this work, we demonstrate for the first time programmable formation of virtual microfluidic channels and their continuous operation with pressure driven flows using an electrowetting platform. Experimental, theoretical, and numerical analyses of virtual channel formation with biologically relevant electrolyte solutions and electrically-programmable reconfiguration are presented. We demonstrate that the "wall-less" virtual channels can be formed reliably and rapidly, with propagation rates of 3.5-3.8 mm s(-1). Pressure driven transport in these virtual channels at flow rates up to 100 μL min(-1) is achievable without distortion of the channel shape. We further demonstrate that these virtual channels can be switched on-demand between multiple inputs and outputs. Ultimately, we envision a platform that would provide rapid prototyping of microfluidic concepts and would be capable of a vast library of functions and benefitting applications from clinical diagnostics in resource-limited environments to rapid system prototyping to high throughput pharmaceutical applications.
Kind, Tobias; Leamy, Tim; Leary, Julie A; Fiehn, Oliver
Modern chemistry laboratories operate with a wide range of software applications under different operating systems, such as Windows, LINUX or Mac OS X. Instead of installing software on different computers it is possible to install those applications on a single computer using Virtual Machine software. Software platform virtualization allows a single guest operating system to execute multiple other operating systems on the same computer. We apply and discuss the use of virtual machines in chemistry research and teaching laboratories. Virtual machines are commonly used for cheminformatics software development and testing. Benchmarking multiple chemistry software packages we have confirmed that the computational speed penalty for using virtual machines is low and around 5% to 10%. Software virtualization in a teaching environment allows faster deployment and easy use of commercial and open source software in hands-on computer teaching labs. Software virtualization in chemistry, mass spectrometry and cheminformatics is needed for software testing and development of software for different operating systems. In order to obtain maximum performance the virtualization software should be multi-core enabled and allow the use of multiprocessor configurations in the virtual machine environment. Server consolidation, by running multiple tasks and operating systems on a single physical machine, can lead to lower maintenance and hardware costs especially in small research labs. The use of virtual machines can prevent software virus infections and security breaches when used as a sandbox system for internet access and software testing. Complex software setups can be created with virtual machines and are easily deployed later to multiple computers for hands-on teaching classes. We discuss the popularity of bioinformatics compared to cheminformatics as well as the missing cheminformatics education at universities worldwide.
Marcus, Kelvin; Cannata, Jess
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.
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.
Nielsen, Anders Bach; Ernst, Erik
This paper describes how virtual classes can be supported in a virtual machine. Main-stream virtual machines such as the Java Virtual Machine and the .NET platform dominate the world today, and many languages are being executed on these virtual machines even though their embodied design choices...... conflict with the design choices of the virtual machine. For instance, there is a non-trivial mismatch between the main-stream virtual machines mentioned above and dynamically typed languages. One language concept that creates an even greater mismatch is virtual classes, in particular because fully...... general support for virtual classes requires generation of new classes at run-time by mixin composition. Languages like CaesarJ and ObjectTeams can express virtual classes restricted to the subset that does not require run-time generation of classes, because of the restrictions imposed by the Java...
Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.
Full Text Available In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.
Lynnes, Chris; Leon, Amanda; Ramapriyan, Hampapuram; Tsontos, Vardis; Shie, Chung-Lin; Liu, Zhong
NASAs Earth Observing System Data and Information System (EOSDIS) contains a rich set of datasets and related services throughout its many elements. As a result, locating all the EOSDIS data and related resources relevant to particular science theme can be daunting. This is largely because EOSDIS data's organizing principle is affected more by the way they are produced than around the expected end use. Virtual collections oriented around science themes can overcome this by presenting collections of data and related resources that are organized around the user's interest, not around the way the data were produced. Virtual collections consist of annotated web addresses (URLs) that point to data and related resource addresses, thus avoiding the need to copy all of the relevant data to a single place. These URL addresses can be consumed by a variety of clients, ranging from basic URL downloaders (wget, curl) and web browsers to sophisticated data analysis programs such as the Integrated Data Viewer.
is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct...... control of the camera by the player increases the complexity of the interaction and reduces the designer's control on game storytelling. A completely designer-driven camera releases the player from the burden of controlling the point of view, but might generate undesired camera behaviours. Furthermore......, if the content of the game is procedurally generated, the designer might not have the necessary information to dene a priori the camera positions and movements. Automatic camera control aims to dene an abstraction layer that permits to control the camera using high-level and environment-independent rules...
Brooks, Frederick P., Jr.
The utility of virtual reality computer graphics in telepresence applications is not hard to grasp and promises to be great. When the virtual world is entirely synthetic, as opposed to real but remote, the utility is harder to establish. Vehicle simulators for aircraft, vessels, and motor vehicles are proving their worth every day. Entertainment applications such as Disney World's StarTours are technologically elegant, good fun, and economically viable. Nevertheless, some of us have no real desire to spend our lifework serving the entertainment craze of our sick culture; we want to see this exciting technology put to work in medicine and science. The topics covered include the following: testing a force display for scientific visualization -- molecular docking; and testing a head-mounted display for scientific and medical visualization.
Concepción Rodríguez Ruza
Full Text Available This project, Cuenca, realidad virtual, was created so that the key periods of the historical evolution of Cuenca could be explained, where the Islamic Cuenca, Christian Cuenca and Cuenca in the 18th Century are comprised. The reconstruction of these different ages is represented by different routes through a threedimensional environment by means of this application .In order to be put into practice, 3D geometries, 3D polygon models, texturin, 3D illumination and threedimensional geometries animation of all of these elements have been implemented. Virtual visits are introduced by some texts, hearings, plans, archive and current pictures. These routes allow the visitor to get to know the past of this town through a recreational and easy going method
Yule, I.Y.; Lee, D.J.
An early experience in deploying a manipulator to the Irradiated Fuel Dismantling Cell at Torness Power Station, quickly highlighted that special visualisation techniques were required to achieve a successful deployment and reduce plant system down time. This visualisation was later realised through the IGRIP software pakcage operating on a Silicon Graphics computing engine, which provides a 'Non-Immersive' Virtual Reality environment. Within this environment, models of the Irradiated Fuel Dismantling cell were generated along with a model of the manipulator, allowing manipulator deployment to the Irradiated Fuel Dismantling Cell be modelled. It is estimated that the first use of this new environment provided a significant saving to Scottish Nuclear in potential lost output. The use of this virtual reality environment is currently being extended into the design and deployment of a new manipulator for Torness in vessel inspection, the Boiler Inspection Manipulator. (author)
Lindberg, Frank; Pettersson, Michael
professors most often decide what and when one could learn by providing the context and substance. In this perspective, the student has a role which is close to the one of a passive receiver, and s/he is mainly preoccupied with the problem of generating substance in memory most efficiently. Today, technology......-time educational logic. There are fewer attempts to use ICT according to a different pedagogical perspective than the old professor authoritarian model. The purpose of this paper is to illuminate some challenges virtual students experience when facing a new ICT-based learning situation. We will try to explore...... and develop understandings of what it might mean to be a student when learning occurs within a virtual problem based learning landscape. When students are used to the traditional classroom, challenges appear in the twilight zone between two pedagogical practices. How do the students cope with challenges...
Vergmann, Anna Stage; Vestergaard, Anders Højslet; Grauslund, Jakob
PURPOSE: To test the validity of the eyesi surgical simulator as an assessment tool in a virtual reality vitreoretinal training programme. METHODS: In collaboration with an experienced vitreoretinal surgeon, a virtual vitreoretinal training programme was composed on the eyesi surgical simulator......, software version 2.9.2 (VRmagic GmbH, Manheim, Germany). It was completed twice by three groups: 20 medical students, ten residents of ophthalmology and five trained vitreoretinal surgeons. The programme contained six training modules: navigation level 2 (Nav2), forceps training level 5 (ForT5), bimanual...... and microscope handling), and it was possible to achieve 100 points in each module. RESULTS: At the final training session, the highest overall median score was found for the vitreoretinal surgeons (vitreoretinal surgeons: 434 points, residents: 394.5 points, medical students: 272.5 points, p
Ejsing, Sebastian Kirkegaard; Vintersborg, Kathrine Mosbæk; Benford-Brown, Cory George; Turner, Daniel Severin Pohl
This paper details the findings of a qualitative reception analysis performed in collaboration with Hospice Sjælland, as to the potentials of Virtual Reality technology in providing entertainment and respite. The analysis was performed utilizing a theoretical analytical model based on Kim Schrøder’s ‘Multidimensional Model of Mass Media Reception’ to discourse gathered from six interviews with four patients from Hospice Sjælland. Supporting this model was supplementary literature on cognitive...
Full Text Available Virtual tourism has been through at least three generations. The first is a special form of e-commerce, and no doubt it has much changed the way you plan your travel. Second generation of virtual tourism has exploited georeference: the user can know the services offered nearby and, with appropriate apps and augmented reality, receive information about places. An important contribution has been made in this field by social media (see Flickr, as well as Tripadvisor. The third generation of virtual tourism even replaces the travel experience: first proposing visits in virtual worlds, then in the real world. That allows tourism to social classes that are excluded. The goal is to send in the real place an "avatar", that can perform what tourist wants. Some experiments have been recently performed with robots, here a visit by drones is proposed. In particular, indoor visits are difficult because it is necessary to re-create a microgeodetic reference system in a closed and confined environment, to allow remote control and to ensure the protection of the cultural property. It has also to be considered the issue of the size of the drone, its autonomy and shooting video (which must be 360 degrees and high definition. The real experience is irreplaceable, but this form of tourism can find many interesting applications and strengthen real tourism. In conclusion, we believe that not only this performances are now within the reach of our technical capabilities, but they also represent an effective response to certain social and cultural issues.
Imrie, Peter; Bednar, Peter
Abstract This report discusses ways in which new technology could be harnessed to create an intelligent Virtual Personal Assistant (VPA) with a focus on user-based information. It will look at examples of intelligent programs with natural language processing that are currently available, with different categories of support, and examine the potential usefulness of one specific piece of software as a VPA. This engages the ability to communicate socially through natural language processing, hol...
Garibaldi, C.A.; Haney, R.M.; Ross, C.E.
In anticipation of continuing declines in upstream activity levels over the next 15 years, the virtual oil company model articulates a vision of fewer, leaner, but financially stronger firms that concentrate only on their core competencies and outsource the rest through well-structured partnering arrangements. Freed from the ''clutter,'' these leading companies will be in better position to focus on those opportunities that offer the potential for renewed reserve and revenue growth
The physical resources available to access and manipulate the degrees of freedom of a quantum system define the set A of operationally relevant observables. The algebraic structure of A selects a preferred tensor product structure, i.e., a partition into subsystems. The notion of compoundness for quantum systems is accordingly relativized. Universal control over virtual subsystems can be achieved by using quantum noncommutative holonomies
The term virtual nuclear weapons proliferation and arsenals, as opposed to actual weapons and arsenals, has entered in recent years the American lexicon of nuclear strategy, arms control, and nonproliferation. While the term seems to have an intuitive appeal, largely due to its cyberspace imagery, its current use is still vague and loose. The author believes, however, that if the term is clearly delineated, it might offer a promising approach to conceptualizing certain current problems of proliferation. The first use is in a reference to an old problem that has resurfaced recently: the problem of growing availability of weapon-usable nuclear materials in civilian nuclear programs along with materials made `excess` to defense needs by current arms reduction and dismantlement. It is argued that the availability of these vast materials, either by declared nuclear-weapon states or by technologically advanced nonweapon states, makes it possible for those states to rapidly assemble and deploy nuclear weapons. The second use has quite a different set of connotations. It is derived conceptually from the imagery of computer-generated reality. In this use, one thinks of virtual proliferation and arsenals not in terms of the physical hardware required to make the bomb but rather in terms of the knowledge/experience required to design, assemble, and deploy the arsenal. Virtual weapons are a physics reality and cannot be ignored in a world where knowledge, experience, materials, and other requirements to make nuclear weapons are widespread, and where dramatic army reductions and, in some cases, disarmament are realities. These concepts are useful in defining a continuum of virtual capabilities, ranging from those at the low end that derive from general technology diffusion and the existence of nuclear energy programs to those at the high end that involve conscious decisions to develop or maintain militarily significant nuclear-weapon capabilities.
A virtual private network (VPN) is the essential security feature that allows remote monitoring systems to take advantage of the low communications cost of the internet. This paper introduces the VPN concept and summarizes the networking and security principles. The mechanics of security, for example, types of encryption and protocols for exchange of keys between partners, are explained. Important issues for partners in different countries include the interoperability and mutual accreditations of systems. (author)
Full Text Available Virtual tourism has been through at least three generations.The first is a special form of e-commerce, and no doubt it has much changed the way you plan your travel. Second generation of virtual tourism has exploited georeference: the user can know the services offered nearby and, with appropriate apps and augmented reality, receive information about places.An important contribution has been made in this field by social media (see Flickr, as well as Tripadvisor. The third generation of virtual tourism even replaces the travel experience: first proposing visits in virtual worlds, then in the real world. That allows tourism to social classes that are excluded.The goal is to send in the real place an "avatar", that can perform what tourist wants. Some experiments have been recently performed with robots, here a visit by drones is proposed. In particular, indoor visits are difficult because it is necessary to re-create a microgeodetic reference system in a closed and confined environment, to allow remote control and to ensure the protection of the cultural property. It has also to be considered the issue of the size of the drone, its autonomy and shooting video (which must be 360 degrees and high definition.The real experience is irreplaceable, but this form of tourism can find many interesting applications and strengthen real tourism.In conclusion, we believe that not only this performances are now within the reach of our technical capabilities, but they also represent an effective response to certain social and cultural issues.
Sun, Shi-Kun; Wu, Pu-Te; Wang, Yu-Bao; Zhao, Xi-Ning
The disproportionate distribution of arable land and water resources has become a bottleneck for guaranteeing food security in China. Virtual water and virtual water trade theory have provided a potential solution to improve water resources management in agriculture and alleviate water crises in water-scarce regions. The present study evaluates the green and blue virtual water content of wheat, maize and rice at the regional scale in China. It then assesses the water-saving benefits of virtual water flows related to the transfer of the three crops between regions. The national average virtual water content of wheat, maize and rice were 1071 m(3) per ton (50.98% green water, 49.02% blue water ), 830 m(3) per ton (76.27% green water, 23.73% blue water) and 1294 m(3) per ton (61.90% green water, 38.10% blue water), respectively. With the regional transfer of wheat, maize and rice, virtual water flows reached 30.08 Gm(3) (59.91% green water, 40.09% blue water). Meanwhile, China saved 11.47 Gm(3) green water, while it consumed 7.84 Gm(3) more blue water than with a no-grain transfer scenario in 2009. In order to guarantee food security in China, the government should improve water productivity (reduce virtual water content of crops) during the grain production process. Meanwhile, under the preconditions of economic feasibility and land-water resources availability, China should guarantee the grain-sown area in southern regions for taking full advantage of green water resources and to alleviate the pressure on water resources. © 2012 Society of Chemical Industry.
Schmitz, G. J.; Prahl, U.
Any production is based on materials eventually becoming components of a final product. Material properties being determined by the microstructure of the material thus are of utmost importance both for productivity and reliability of processing during production and for application and reliability of the product components. A sound prediction of materials properties therefore is highly important. Such a prediction requires tracking of microstructure and properties evolution along the entire component life cycle starting from a homogeneous, isotropic and stress-free melt and eventually ending in failure under operational load. This article will outline ongoing activities at the RWTH Aachen University aiming at establishing a virtual platform for materials processing comprising a virtual, integrative numerical description of processes and of the microstructure evolution along the entire production chain and even extending further toward microstructure and properties evolution under operational conditions.
Full Text Available The healthcare enterprises are very disconnected. This paper intends to propose a solution that will provide citizens, businesses and medical enterprises with improved access to medical virtual public services. Referred medical services are based on existing national medical Web services and which support medically required services provided by physicians and supplementary health care practitioners, laboratory services and diagnostic procedures, clinics and hospitalsÃ¢Â€Â™ services. Requirements and specific rules of these medical services are considered, and personalization of user preferences will to be supported. The architecture is based on adaptable process management technologies, allowing for virtual services which are dynamically combined from existing national medical services. In this way, a comprehensive workflow process is set up, allowing for service-level agreements, an audit trail and explanation of the process to the end user. The process engine operates on top of a virtual repository, providing a high-level semantic view of information retrieved from heterogeneous information sources, such as national sources of medical services. The system relies on a security framework to ensure all high-level security requirements are met. SystemÃ¢Â€Â™s architecture is business oriented: it focuses on Service Oriented Architecture - SOA concepts, asynchronously combining Web services, Business Process Management Ã¢Â€Â“ BPM rules and BPEL standards.
In the future, remote images sent over communication lines will be reproduced in virtual reality (VR). This form of virtual telecommunications, which will allow observers to engage in an activity as though it were real, is the focus of considerable attention. Taken a step further, real and unreal objects will be placed in a single space to create an extremely realistic environment. Here, imaginary and other life forms as well as people and animals in remote locations will gather via telecommunication lines that create a common environment where life forms can work and interact together. Words, gestures, diagrams and other forms of communication will be used freely in performing work. Actual construction of a system based on this new concept will not only provide people with experiences that would have been impossible in the past, but will also inspire new applications in which people will function in environments where it would have been difficult if not impossible for them to function until now. This paper describes Tele Hyper Virtuality concept, its definition, applications, the key technologies to accomplish it and future prospects.
Kit Fai Wong
Full Text Available Virtual blood bank is the computer-controlled, electronically linked information management system that allows online ordering and real-time, remote delivery of blood for transfusion. It connects the site of testing to the point of care at a remote site in a real-time fashion with networked computers thus maintaining the integrity of immunohematology test results. It has taken the advantages of information and communication technologies to ensure the accuracy of patient, specimen and blood component identification and to enhance personnel traceability and system security. The built-in logics and process constraints in the design of the virtual blood bank can guide the selection of appropriate blood and minimize transfusion risk. The quality of blood inventory is ascertained and monitored, and an audit trail for critical procedures in the transfusion process is provided by the paperless system. Thus, the virtual blood bank can help ensure that the right patient receives the right amount of the right blood component at the right time.
DongJinmei; YuanYoujin; ZhengJianhua
A Virtual Accelerator is a computer process which simulates behavior of beam in an accelerator and responds to the accelerator control program under development in a same way as an actual accelerator. To realize Virtual Accelerator, control system should provide the same program interface to top layer Application Control Program, it can make 'Real Accelerator' and 'Virtual Accelerator'use the same GUI, so control system should have a layer to hide hardware details, Application Control Program access control devices through logical name but not through coded hardware address. Without this layer, it is difficult to develop application program which can access both 'Virtual' and 'Real' Accelerators using same program interfaces. For this reason, we can create CSR Runtime Database which allows application program to access hardware devices and data on a simulation process in a unified way. A device 'is represented as a collection of records in CSR Runtime Database. A control program on host computer can access devices in the system only through names of record fields, called channel.
Full Text Available In the knowledge society, when there is a rapidly evolving information technology, the virtual markets, namely the online transactions, have created the premises emergence and development of new technologies of using of finances, namely virtual coin (Bitcoin. Use of this coin appears as an alternative to traditional currencies, but they are not under the control of no body, are devoid of inflation and maintain the anonymity of users. Following the evolution of this new type of coin, we proposed in this paper to present some general aspects of this coin focusing on global controversies on using Bitcoin. We have reviewed several myths that have arisen with the development and penetration of its on market and because it is a volatile coin can generate huge gains but and huge losses, we have studied fluctuation and implications for users and investors and the attraction of the drug dealers and criminals for using virtual currency, Bitcoin. At the end of the paper, based on the analysis we have tried to outline the future of this modern payment system. Thus, we found that lately, in that its value has fluctuated strongly, and increased buyer confidence, but appeared and increased cyber attacks, and the fear that if the state has no a role in protecting citizens from fraud, we can assist at the development of financial schemes extremely dangerous. The financial experts believe that if the world banks would jointly solve all the problems, the virtual money will have a real chance of life.
Farooq, Muhammad Junaid
This paper proposes and investigates a green virtualization framework for infrastructure sharing among multiple cellular operators whose networks are powered by a combination of conventional and renewable sources of energy. Under the proposed framework, the virtual network formed by unifying radio access infrastructures of all operators is optimized for minimum energy consumption by deactivating base stations (BSs) with low traffic loads. The users initially associated to those BSs are off-loaded to neighboring active ones. A fairness criterion for collaboration based on roaming prices is introduced to cover the additional energy costs incurred by host operators. The framework also ensures that any collaborating operator is not negatively affected by its participation in the proposed virtualization. A multi-objective linear programming problem is formulated to achieve energy and cost efficiency of the networks\\' operation by identifying the set of inter-operator roaming prices. For the case when collaboration among all operators is infeasible due to profitability, capacity, or power constraints, an iterative algorithm is proposed to determine the groups of operators that can viably collaborate. Results show significant energy savings using the proposed virtualization as compared to the standalone case. Moreover, collaborative operators exploiting locally generated renewable energy are rewarded more than traditional ones.
Cloud computing is a big buzzwords today. Just watch the commercials on TV and I can promise that you will hear the word cloud service at least once. With the growth of cloud technology steadily rising, and everything from cellphones to cars connected to the cloud, how secure is cloud technology? What are the caveats of using cloud technology? And how does it all work? This thesis will discuss cloud security and the underlying technology called Virtualization to ...
Calls to investigate leadership development in the nonprofit and voluntary sector have been put forth as concerns about leadership succession have increased. To respond to this call to investigate this under-researched area, this design-based, multiple case study provides rich, thick descriptions of the development of the mentoring relationships, between mentor and mentee pairs, over the course of a virtual mentoring program for volunteer leadership development, in a Catholic nonprofit. I exp...
Maria Elena Nenni
safety stock effectiveness through simulation in an inventory system using a base stock policy with periodic reviews and backorders. This approach can be useful for researchers as well as practitioners who want to model the behaviour of an inventory system under uncertain conditions and verify the opportunity for setting up a virtual safety stock on top of, or instead of, the traditional physical safety stock.
Melo, Roberto Correia de
This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)
Realistic Virtual View Visualization is a new field of research which has received increasing attention in recent years. It is strictly related to the increased popularity of virtual reality and the spread of its applications, among which virtual photography and cinematography. The use of computer...... generated characters, "virtual actors", in the motion picture production increases every day. While the most known computer graphics techniques have largely been adopted successfully in nowadays fictions, it still remains very challenging to implement virtual actors which would resemble, visually, human...... beings. Interestingly, film directors have been looking at the recent progress achieved by the research community in the field of realistic visualization of virtual views, and they have successfully implemented state of the art research approaches in their productions. An innovative concept...
M. Yu. Semenov
Full Text Available Introduction. Nowadays, the use of information and communication technologies (ICT has become an integral part both of every individual’s life and of the society in general. It is no longer possible to deny the impact of virtual environment on socialisation and development of the identity of young people. In this regard, the investigation of young people’s view on virtual social networks, and the possibility of students’ own competitiveness realization through various web services. The aim of the research presented in the article is to study the factors of students’ assessment of virtual social networks as a tool of personal fulfillment. Methodology and research methods. Content analysis and synthesis of scientific publications studies were carried out at a theoretical stage of the research; secondary sampling analysis of sociologic data material sources was conducted. The empirical research stage involved the instrument of questionnaire surveys, statistical data processing and interpretation of the results. Results and scientific novelty. The social survey conducted in 2017 with the participation of 1087 high school students and 1196 college students of the Tyumen Region shown that the more competitive students consider themselves, the more competitive they perceive the people having great popularity on the Internet. At that, compared to girls, young people are more inclined to consider the people having great popularity on the Internet competitive. It is determined that having a popular virtual media account for the young person is less worthwhile than for female respondents. The author explains this fact: male representatives regard it as “social capital” which can contribute to growth of their competitiveness in society as well as to achieve some profit. The author concludes that youth views on competitiveness are not directly related to the activity in virtual social networks. Frequent use by respondents of the Internet and
Khalafi, F.; Landshoff, P.V.
One loop virtual corrections to the quark photon vertex are calculated under various assumptions and their sensitivity to the manner in which infra-red and mass singularities are regularized is studied. A method based on the use of Mellin-transforms in the Feynman parametric space is developed and shown to be convenient in calculating virtual diagrams beyond the leading logarithm in perturbative QCD. (orig.)
Drescher, Michael Stuart
The recent trend of migrating legacy computer systems to a virtualized, cloud-based environment has expanded to real-time systems. Unfortunately, modern hypervisors have no mechanism in place to guarantee the real-time performance of applications running on virtual machines. Past solutions to this problem rely on either spatial or temporal resource partitioning, both of which under-utilize the processing capacity of the host system. Paravirtualized solutions in which the guest communicates it...
Full Text Available Virtual Geographic Environment Cognition is the attempt to understand the human cognition of surface features, geographic processes, and human behaviour, as well as their relationships in the real world. From the perspective of human cognition behaviour analysis and simulation, previous work in Virtual Geographic Environments (VGEs has focused mostly on representing and simulating the real world to create an ‘interpretive’ virtual world and improve an individual’s active cognition. In terms of reactive cognition, building a user ‘evaluative’ environment in a complex virtual experiment is a necessary yet challenging task. This paper discusses the outlook of VGEs and proposes a framework for virtual cognitive experiments. The framework not only employs immersive virtual environment technology to create a realistic virtual world but also involves a responsive mechanism to record the user’s cognitive activities during the experiment. Based on the framework, this paper presents two potential implementation methods: first, training a deep learning model with several hundred thousand street view images scored by online volunteers, with further analysis of which visual factors produce a sense of safety for the individual, and second, creating an immersive virtual environment and Electroencephalogram (EEG-based experimental paradigm to both record and analyse the brain activity of a user and explore what type of virtual environment is more suitable and comfortable. Finally, we present some preliminary findings based on the first method.
Wang, Jianzong; Hu, Huaixiang; Wan, Jiguang; Wang, Peng
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.
Mortensen, Steffen; Madsen, Ole
The introduction of reconfigurable manufacturing systems (RMS), Industry 4.0 and the associated technologies requires the establishment of new competencies. Towards that goal, Aalborg University (AAU) has developed an Industry 4.0 learning factory, the AAU Smart Production Lab. The AAU Smart...... Production Lab integrates a number of Industry 4.0 technologies for learning and research purposes. One of the many techniques is virtual commissioning. Virtual commissioning uses a virtual plant model and real controllers (PLCs) enabling a full emulation of the manufacturing system for verification. Virtual...... commissioning can lower the commissioning time up to 63%, allowing faster time to market. However, virtual commission is still missing industrial impact one of the reasons being lack of competencies and integration experiences. The paper presents the setup of the virtual commissioning learning platform...
Mihelj, Matjaž; Beguš, Samo
As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of diff...
Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.
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.
Gavrilović Ljiljana 1
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.
Gullaksen, Rasmus; Nielsen, Kristoffer Merrild; Siegel, Viktor; Labuz, Patrick Ravn
This project is sparked by the contemporary evolvement that has been happening with consumer Virtual Reality technology and an interest for looking into the military industrial complex. The paper describes how Virtual Reality as a concept has evolved historically since the 19th century and how it has since entered the military and consumer market. The implementation of Virtual Reality is described in order to analyse it by using Technology-Oriented Scenario Analysis, as described by Francesco...
Mcgreevy, Michael W.
Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.
Maria V Sanchez-Vives
Full Text Available BACKGROUND: Our body schema gives the subjective impression of being highly stable. However, a number of easily-evoked illusions illustrate its remarkable malleability. In the rubber-hand illusion, illusory ownership of a rubber-hand is evoked by synchronous visual and tactile stimulation on a visible rubber arm and on the hidden real arm. Ownership is concurrent with a proprioceptive illusion of displacement of the arm position towards the fake arm. We have previously shown that this illusion of ownership plus the proprioceptive displacement also occurs towards a virtual 3D projection of an arm when the appropriate synchronous visuotactile stimulation is provided. Our objective here was to explore whether these illusions (ownership and proprioceptive displacement can be induced by only synchronous visuomotor stimulation, in the absence of tactile stimulation. METHODOLOGY/PRINCIPAL FINDINGS: To achieve this we used a data-glove that uses sensors transmitting the positions of fingers to a virtually projected hand in the synchronous but not in the asynchronous condition. The illusion of ownership was measured by means of questionnaires. Questions related to ownership gave significantly larger values for the synchronous than for the asynchronous condition. Proprioceptive displacement provided an objective measure of the illusion and had a median value of 3.5 cm difference between the synchronous and asynchronous conditions. In addition, the correlation between the feeling of ownership of the virtual arm and the size of the drift was significant. CONCLUSIONS/SIGNIFICANCE: We conclude that synchrony between visual and proprioceptive information along with motor activity is able to induce an illusion of ownership over a virtual arm. This has implications regarding the brain mechanisms underlying body ownership as well as the use of virtual bodies in therapies and rehabilitation.
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.
Full Text Available Virtual organisation is a strategic paradigm that is centred on the use of information and ICT to create value. Virtual organisation is presented as a metamanagement strategy that has application in all value oriented organisations. Within the concept of Virtual organisation, the business model is an ICT based construct that bridges and integrates enterprise strategic and operational concerns. Firms try to ameliorate the impacts of risk and product complexity by forming alliances and partnerships with others to spread the risk of new products and new ventures and to increase organisational competence. The result is a networked virtual organization.
Full Text Available This article includes current information on the use of modern IT solutions and virtual-reality (VR-based technologies in medical rehabilitation. A review of current literature on VR-based interventions and their indications, benefits and limitations in patients with nervous system diseases was conducted. The popularity of VR-based training as a tool used for rehabilitation of patients with acute and chronic deficits in both sensory-motor and cognitive disorders is increasing. Still, there is a need for large randomized trials to evaluate the efficacy and safety of VR-based rehabilitation techniques in different disease entities. .
Pulkkis, Göran; Grahn, Kaj; Mårtens, Mathias; Mattsson, Jonny
Mobile Virtual Private Networking (VPN) solutions based on the Internet Security Protocol (IPSec), Transport Layer Security/Secure Socket Layer (SSL/TLS), Secure Shell (SSH), 3G/GPRS cellular networks, Mobile IP, and the presently experimental Host Identity Protocol (HIP) are described, compared and evaluated. Mobile VPN solutions based on HIP are recommended for future networking because of superior processing efficiency and network capacity demand features. Mobile VPN implementation issues associated with the IP protocol versions IPv4 and IPv6 are also evaluated. Mobile VPN implementation experiences are presented and discussed.
Fisher, Scott S.
A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed for use as a multipurpose interface environment. The system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, application scenarios, and research directions are described.
Luis Gómez Encinas
Full Text Available El propósito de este artículo es abordar una serie de cuestiones relacionadas con las interacciones virtuales. En concreto, nos centraremos en el IRC, los comúnmente llamados chats, para a partir de una crítica a ciertos posicionamientos analíticos, expresar la necesidad de indagar en esa faceta del ciberespacio desde el punto de vista de las relaciones sociales. Nuevas relaciones sociales, que acontecen en un espacio nuevo, y que por tanto se desarrollan bajo reglas y motivaciones que desbordan los viejos esquemas de observación.
Research into grid computing has been driven by the need to solve large-scale, increasingly complex problems for scientific applications. Yet the applications of grid computing for business and casual users did not begin to emerge until the development of the concept of cloud computing, fueled by advances in virtualization techniques, coupled with the increased availability of ever-greater Internet bandwidth. The appeal of this new paradigm is mainly based on its simplicity, and the affordable price for seamless access to both computational and storage resources. This timely text/reference int
Hawking, Stephen W.
One would expect spacetime to have a foam-like structure on the Planck scale with a very high topology. If spacetime is simply connected (which is assumed in this paper), the non-trivial homology occurs in dimension two, and spacetime can be regarded as being essentially the topological sum of $S^2\\times S^2$ and $K3$ bubbles. Comparison with the instantons for pair creation of black holes shows that the $S^2\\times S^2$ bubbles can be interpreted as closed loops of virtual black holes. It is ...
Liu, Xuan; Yang, Yi
Laboratory experiences are essential for optics education. However, college students have limited access to advanced optical equipment that is generally expensive and complicated. Hence there is a need for innovative solutions to expose students to advanced optics laboratories. Here we describe a novel approach, interactive virtual optical laboratory (IVOL) that allows unlimited number of students to participate the lab session remotely through internet, to improve laboratory education in photonics. Although students are not physically conducting the experiment, IVOL is designed to engage students, by actively involving students in the decision making process throughout the experiment.
Bateman Pinzón, Allen
Lavidita proporciona al alumno de un entorno que le permitirá potenciar tanto su capacidad científica, mejorar su productividad académica, mediante una herramienta docente didáctica, de fácil uso que le resulte práctica y eficaz para introducirse en el campo de La hidráulica, hidrodinámica, morfodinámica fluvial y otros fenómenos de flujos asociados al medio ambiente. Este proyecto virtual a su vez vence las barreras prácticas en la docencia experimental y permite al alumno el acceso a experi...
The aim of this thesis is to create a functional application for the Android environment that allows the user to do simple virtual drawings without the use of the touch screen, but rather through hand motions caught by the camera. There is a variety of approaches to this end, which vary by complexity and performance. This piece of work attempts to find a middle ground among the existing algorithms, as well as to build on and improve them specifically for this particular task. The idea is ...
Ray, Subhankar; Shamanna, J
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
Ioffe, B.L.; Shushpanov, I.A.
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
Luz Santamaría Granados
Full Text Available El grupo GIBRANT centró sus esfuerzos en la investigación de realidad virtual, al experimentar en el uso de herramientas del consorcio Web3D (VRML y X3D, para el diseño y modelamiento de mundos virtuales en 3D, así pudo evidenciar el trabajo de estudiantes y docentes en el proyecto USTA en 3D; como tambien en algunas prácticas de formación en colegios de educación media, que involucran el uso de TIC, en el desarrollo de competencias de ubicación espacial, trigonométrica y rotación de objetos; y la construcción de escenaios que afianzan el proceso de enseñanza - aprendizaje en cuanquier área del saber. Este articulo quiere hacer ver la facilidad y la potencialidad de las MTIC e invita a la comunidad de educacion básica y media a apropiarse de estas tecnologías para su propio beneficio.
We investigate the extension of the deeply virtual Compton scattering process into the weak interaction sector. Standard electromagnetic Compton scattering provides a unique tool for studying hadrons, which is one of the most fascinating frontiers of modern science. In this process the relevant Compton scattering amplitude probes the hadron structure by means of two quark electromagnetic currents. We argue that replacing one of the currents with the weak interaction current can promise a new insight. The paper is organized as follows. In Sec. II we briefly discuss the features of the handbag factorization scheme. We introduce a new set of phenomenological functions, known as generalized parton distributions (GPDs) [1-6], and discuss some of their basic properties in Sec. III. An application of the GPD formalism to the neutrino-induced deeply virtual Compton scattering in the kinematics relevant to future high-intensity neutrino experiments is given in Sec. IV. The cross section results are presented in Sec. V. Finally, in Sec. VI we draw some conclusions and discuss future prospects. Some of the formal results in this paper have appeared in preliminary reports in Refs.  and , whereas a comprehensive analysis of the weak neutral and weak charged current DVCS reactions in collaboration with W. Melnitchouk and A. Radyushkin has been presented in Ref. [9
Bainbridge, William Sims
The future of a virtual world depends on whether it can grow in subjective size, cultural content, and numbers of human participants. In one form of growth, exemplified by Second Life, the scope of a world increases gradually as new sponsors pay for new territory and inhabitants create content. A very different form of growth is sudden expansion, as when World of Warcraft (WoW) added entire new continents in its Burning Crusade and Lich King expansions (Lummis and Kern 2006, 2008; Corneliussen and Rettberg 2008; Sims et al. 2008). Well-established gamelike worlds have often undergone many expansions. Both the pioneer science fiction game Anarchy Online, which was launched in 2001, and Star Wars Galaxies dating from 2003, have had three, and EVE Online also from 2003 has had nine, although smaller ones. This chapter reports research on WoW's 2008 Lich King expansion, using both quantitative and qualitative methods, in order to develop theoretical ideas of the implications of expansion for virtual worlds.
Zahrt, John D.; Papcun, George; Childers, Randy A.; Rubin, Naama
We wish to walk into a photograph just as Alice walked into the looking glass. From a mathematical perspective, this problem is exceedingly ill-posed (e.g. Is that a large, distant object or a small, nearby object?). A human expert can supply a large amount of a priori information that can function as mathematical constraints. The constrained problem can then be attacked with photogrammetry to obtain a great deal of quantitative information which is otherwise only qualitatively apparent. The user determines whether the object to be analyzed contains two or three vanishing points, then selects an appropriate number of points from the photon to enable the code to compute the locations of the vanishing points. Using this information and the standard photogrammetric geometric algorithms, the location of the camera, relative to the structure, is determined. The user must also enter information regarding an absolute sense of scale. As the vectors from the camera to the various points chosen from the photograph are determined, the vector components (coordinates) are handed to a virtual reality software package. Once the objects are entered, the appropriate surfaces of the 3D object are `wallpapered' with the surface from the photograph. The user is then able to move through the virtual scene. A video will demonstrate our work.
Full Text Available Recent studies on fluxes of virtual water are showing how the global food and goods trade interconnects the water resources of different and distant countries, conditioning the local water balances. This paper presents and discusses the assessment of virtual water fluxes between a single country and its network of trading partners, delineating a country's virtual water budget in space and time (years 1986–2010. The fluxes between the country under study and its importing/exporting partners are visualized with a geographical representation shaping the trade network as a virtual river/delta. Time variations of exchanged fluxes are quantified to show possible trends in the virtual water balance, while characterizing the time evolution of the trade network and its composition in terms of product categories (plant-based, animal-based, luxury food, and non-edible. The average distance traveled by virtual water to arrive to the place of consumption is also introduced as a new measure for the analysis of globalization of the virtual water trade. Using Italy as an example, we find that food trade has a steadily growing importance compared to domestic production, with a major component represented by plant-based products, and luxury products taking an increasingly larger share (26% in 2010. In 2010 Italy had an average net import of 55 km3 of virtual water (38 km3 in 1986, a value which poses the country among the top net importers in the world. On average each cubic meter of virtual water travels nearly 4000 km before entering Italy, while export goes to relatively closer countries (average distance: 2600 km, with increasing trends in time which are almost unique among the world countries. Analyses proposed for Italy are replicated for 10 other world countries, triggering similar investigations on different socio-economic actualities.
Tamea, S.; Allamano, P.; Carr, J. A.; Claps, P.; Laio, F.; Ridolfi, L.
Recent studies on fluxes of virtual water are showing how the global food and goods trade interconnects the water resources of different and distant countries, conditioning the local water balances. This paper presents and discusses the assessment of virtual water fluxes between a single country and its network of trading partners, delineating a country's virtual water budget in space and time (years 1986-2010). The fluxes between the country under study and its importing/exporting partners are visualized with a geographical representation shaping the trade network as a virtual river/delta. Time variations of exchanged fluxes are quantified to show possible trends in the virtual water balance, while characterizing the time evolution of the trade network and its composition in terms of product categories (plant-based, animal-based, luxury food, and non-edible). The average distance traveled by virtual water to arrive to the place of consumption is also introduced as a new measure for the analysis of globalization of the virtual water trade. Using Italy as an example, we find that food trade has a steadily growing importance compared to domestic production, with a major component represented by plant-based products, and luxury products taking an increasingly larger share (26% in 2010). In 2010 Italy had an average net import of 55 km3 of virtual water (38 km3 in 1986), a value which poses the country among the top net importers in the world. On average each cubic meter of virtual water travels nearly 4000 km before entering Italy, while export goes to relatively closer countries (average distance: 2600 km), with increasing trends in time which are almost unique among the world countries. Analyses proposed for Italy are replicated for 10 other world countries, triggering similar investigations on different socio-economic actualities.
Manuel Travassos Valdez
Full Text Available The use of Virtual Reality Systems (VRS, as a learning aid, encourages the creation of tools that allow users/students to simulate educational environments on a computer. This article presents a way of building a VRS system with Software Packages to support Electrical Engineering Virtual Laboratories to be used in a near future in the teaching of the curriculum unit of Circuit Theory. The steps required for the construction of a project are presented in this paper. The simulation is still under construction and intends to use a three-dimensional virtual environment laboratory electric measurement, which will allow users/students to experiment and test the modeled equipment. Therefore, there are still no links available for further examination. The result may demonstrate the future potential of applications of Virtual Reality Systems as an efficient and cost-effective learning system.
Durgin, Frank H; Li, Zhi
Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations.
Discusses issues surrounding virtual reality and "virtual books." Suggests that those who are exploring the territory of virtual realities are already helping to expand and enrich expectations and visions for integrating technology into reading and writing. (RS)
Dolev, Shlomi; Gilbert, Seth; Lahiani, Limor; Lynch, Nancy; Nolte, Tina
We define a programming abstraction for mobile networks called the Virtual Stationary Automata programming layer, consisting of real mobile clients, virtual timed I/O automata called virtual stationary automata (VSAs...
Thrush, Emily Austin; Bodary, Michael
Presents a brief examination of the evolution of virtual reality devices that illustrates how the development of this new medium is influenced by emerging technologies and by marketing pressures. Notes that understanding these influences may help prepare for the role of technical communicators in building virtual reality applications for education…
Husain, Dilshad D.
In rural towns where sparse population and few business are barriers, virtual reality may be the only way to bring work-based learning to students. A partnership between a small-town high school, the Ohio Supercomputer Center, and a high-tech business will enable students to explore the workplace using virtual reality. (JOW)
Mariano Flores Gutiérrez
Full Text Available In this article we give an overview of the production process of the virtual reconstrucción virtual archeology. While Referring to the Roman town of Lorca Limerick show the proper steps virtualizatión purchase.
Rapid globalization, advances in technology, flatter organizational structures, synergistic cooperation among firms, and a shift to knowledge work environments have led to the increasing use of virtual teams in organizations. Selecting, training, and socializing employees in virtual teamwork has therefore become an important human resource…
Entrepreneurship education is ripe for utilizing experiential learning methods. Experiential methods are best learned when there is constant immersion into the subject matter. One such transformative learning methodology is Virtual Enterprise (VE). Virtual Enterprise is a multi-faceted, experiential learning methodology disseminated by the City…
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.)
Virtual Grower is a free decision-support software program available from USDA-ARS that allows growers to build a virtual greenhouse. It was initially designed to help greenhouse growers estimate heating costs and conduct simple simulations to figure out where heat savings could be achieved. Featu...
In the article it was important to consider two basic moments i.e., impact mode of using virtual environment at training process within one faculty of the University, directly at training quality and what outcomes can be reached therewith. The work significance consists of studying the virtual environment effect instead of traditional educational…
Jeffs, Tara L.
The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…
Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…
Reinhard, CarrieLynn D.
The analysis of recollections of experiencing two types of virtual worlds where the recollections were in the form of metaphors.......The analysis of recollections of experiencing two types of virtual worlds where the recollections were in the form of metaphors....
Martín-Gutiérrez, Jorge; Mora, Carlos Efrén; Añorbe-Díaz, Beatriz; González-Marrero, Antonio
Virtual reality captures people's attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has been leisure and entertainment. Regardless the sector, the introduction of virtual or augmented reality had several constraints: it was expensive, it…
Dangwal, Kiran Lata; Singh, Shireesh Pal
Spiritualism is one word which puts man on the highest plinth of life. Spirituality is the way we find meaning, hope, comfort and inner peace in life. Spirituality in the virtual World is generally known as Virtual Spirituality. A goldmine of wisdom from all kinds of religious and spiritual philosophies, traditions and practices can be found in…
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...
Cremers, A. B.; Hibbard, T. N.
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.
Mooney, E.; Kempf, W.; Jemec, G.B.E.
Background Virtual microscopy is used for teaching medical students and residents and for in-training and certification examinations in the United States. However, no existing studies compare diagnostic accuracy using virtual slides and photomicrographs. The objective of this study was to compare...... diagnostic accuracy of dermatopathologists and pathologists using photomicrographs vs. digitized images, through a self-assessment examination, and to elucidate assessment of virtual dermatopathology. Methods Forty-five dermatopathologists and pathologists received a randomized combination of 15 virtual...... slides and photomicrographs with corresponding clinical photographs and information in a self-assessment examination format. Descriptive data analysis and comparison of groups were performed using a chi-square test. Results Diagnostic accuracy in dermatopathology using virtual dermatopathology...
Lange, T; Indelicato, D J; Rosen, J M
Virtual reality in surgery and, more specifically, in surgical training, faces a number of challenges in the future. These challenges are building realistic models of the human body, creating interface tools to view, hear, touch, feel, and manipulate these human body models, and integrating virtual reality systems into medical education and treatment. A final system would encompass simulators specifically for surgery, performance machines, telemedicine, and telesurgery. Each of these areas will need significant improvement for virtual reality to impact medicine successfully in the next century. This article gives an overview of, and the challenges faced by, current systems in the fast-changing field of virtual reality technology, and provides a set of specific milestones for a truly realistic virtual human body.
Vesterager, Johan; Bernus, Peter; Larsen, Lars B
In the IMS-project Globeman21, the enterprise reference architecture GERAM was used as basis for creation of a virtual enterprise framework model. The model was used to map different industrial pilot projects, to classify virtual en-terprise concepts, and as underlying structure for a virtual...... enterprise manage-ment methodology. The paper gives a survey of the use of GERAM and the re-sults obtained....
Min Chen; Li He; Hui Lin; Chunxiao Zhang; Mingyuan Hu
Existing online virtual worlds, or electronic environments, are of great significance to social science research, but are somewhat lacking in rigour. One reason is that users might not participate in those virtual worlds in the way they act in real daily life, communicating with each other in familiar environments and interacting with natural phenomena under the constraints of the human–land relationship. To help solve this problem we propose the real-geographic-scenario-based virtual social ...
Rovira i Pérez, A.
The goal of this research is to show how immersive virtual reality (IVR) can be used to study human responses to extreme emergencies in social situations. Participants interact realistically with animated virtual humans. We show this through experimental studies of bystander responses to a violent confrontation, and find that there are conditions under which people intervene to help virtual characters that are threatened. We go on to show that a reinforcement learning (RL) method can capture ...
Santa-Rosa, José Guilherme da Silva
This present article describes a research on the development, under the approach of participatory design, a virtual teaching-learning of Histology in which students and teachers participated actively in all stages of development of the educational environment. We postulates that the development of virtual learning environment of Histology, through the Participatory Design approach, contributes to greater acceptance and use by students and that the adoption of virtual environment for teaching ...
Rogowitz, Bernice E.; Borrel, Paul
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.
Full Text Available A virtual meteorological center, computer based with Internet possibility transmission of the information is presented. Circumstance data is collected with logging field meteorological station. The station collects and automatically save data about the temperature in the air, relative humidity, pressure, wind speed and wind direction, rain gauge, solar radiation and air quality. Also can perform sensors test, analyze historical data and evaluate statistical information. The novelty of the system is that it can publish data over the Internet using LabVIEW Web Server capabilities and deliver a video signal to the School TV network. Also the system performs redundant measurement of temperature and humidity and was improved using new sensors and an original signal conditioning module.
Al-Shuwaili, A.; Simone, O.; Kliewer, J.
Network function virtualization (NFV) prescribes the instantiation of network functions on general-purpose network devices, such as servers and switches. While yielding a more flexible and cost-effective network architecture, NFV is potentially limited by the fact that commercial off......-the-shelf hardware is less reliable than the dedicated network elements used in conventional cellular deployments. The typical solution for this problem is to duplicate network functions across geographically distributed hardware in order to ensure diversity. In contrast, this letter proposes to leverage channel...... coding in order to enhance the robustness on NFV to hardware failure. The proposed approach targets the network function of uplink channel decoding, and builds on the algebraic structure of the encoded data frames in order to perform in-network coding on the signals to be processed at different servers...
Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.
Honda, Naofumi; Takei, Yoshitsugu
The discovery of a virtual turning point truly is a breakthrough in WKB analysis of higher order differential equations. This monograph expounds the core part of its theory together with its application to the analysis of higher order Painlevé equations of the Noumi–Yamada type and to the analysis of non-adiabatic transition probability problems in three levels. As M.V. Fedoryuk once lamented, global asymptotic analysis of higher order differential equations had been thought to be impossible to construct. In 1982, however, H.L. Berk, W.M. Nevins, and K.V. Roberts published a remarkable paper in the Journal of Mathematical Physics indicating that the traditional Stokes geometry cannot globally describe the Stokes phenomena of solutions of higher order equations; a new Stokes curve is necessary.
Full Text Available The most recent technological revolution, concerning web and “ICT”, not only changed individual and collective behaviors, but also allowed experiences no possible before: a real time communication, regardless of the distances; an extended access to disjointed data and sources; the shift in different realities – missing or entirely imaginary. Nowadays, we can think about a new concept of museum, much more inclusive than “objects container”: now the museum involves entire countries, entire ecosystems, entire regions. We can speak of “museum outside of the museum”, to extend museum “storytelling” to a regional scale, beyond the walls of the traditional museum. On a regional scale experiments entirely convincing have not yet been carried out, but from this point of view cultural lands can be visited as great open air museums, to find objects, artworks or signs: the whole land is a “collection” to be preserved, to be presented and to be interpreted. Thus the visit allows to elicit outstanding objects, to read into landscapes with different filters. Both the physical and virtual visit seem to be a “tour” (Minucciani and Garnero, 2013. To create a virtual tourism prototypal station, we need several and unconventional geometrical data (shared geographic databases, DTMs, digital orthoimages and angle shots, modeling with spherical cameras, ..., thematic data (related to cultural content and no conventional input units to move and to observe how and where the observer prefers. Authors report here their experience to carry out a prototypal station, able to relate geomatics references to cultural content and to offer a whole experience, involving users also from the sensory point of view. That’s nowadays a specific purpose of new technologies applied to cultural heritage.
Recheis, Wolfgang; Weber, Gerhard W.; Schaefer, Katrin; Knapp, Rudolf; Seidler, Horst; Zur Nedden, Dieter
Since the discovery of the Tyrolean Iceman in 1991 advanced imaging and post processing techniques were successfully applied in anthropology. Specific techniques include spiral computed tomography and 3-dimensional reconstructions including stereolithographic and fused deposition modeling of volume data sets. The Iceman's skull was the first to be reproduced using stereolithography, before this method was successfully applied in preoperative planning. With the advent of high-end graphics workstations and biomedical image processing software packages, 3-dimensional reconstructions were established as a routine tool for analyzing volume data sets. These techniques opened totally new insights in the field of physical anthropology. Computed tomography became the ideal research tool to access the internal structures of various precious fossils without damaging or even touching them. Many of the most precious specimens from the species Autralopithecus (1.8-3.5 Myears), Homo heidelbergensis (200-600 kyears) or Homo neanderthalensis (40-100 kyears) were scanned during the last 5 years. Often the fossils are filled with a stone matrix or other materials. During the postprocessing routines highly advanced algorithms were used to remove virtually these incrustations. Thus it was possible to visualize the morphological structures that lie beneath the matrix. Some specimens were partially destroyed, so the missing parts were reconstructed on computer screen in order to get estimations of the brain volume and endocranial morphology, both major fields of interest in physical anthropology. Moreover the computerized form of the data allows new descriptions of morphologic structures by the means of 'geometric morphometrics'. Some of the results may change aspects and interpretations in human evolution. The introduction of new imaging and post processing techniques created a new field of research: Virtual Anthropology
Aithagani Rama Chandraiah
Full Text Available BACKGROUND Current options available in the investigations of colorectal carcinoma include screening using digital rectal examination, sigmoidoscopy, barium enema and fiberoptic colonoscopy, virtual colonoscopy. The aim of the study was to prospectively evaluate patient acceptance of virtual colonoscopy compared with that of conventional colonoscopy when performed in patients with or suspected of having colorectal disease. MATERIALS AND METHODS The study had been conducted on patients attending Department of Radiology for a period of 1 year. Patients with primary or secondary complaints of pain abdomen, lump in abdomen, bleeding per rectum, loose motions/constipation, altered bowel habits, loss of appetite and weight and anaemia, so total number of cases were 51. RESULTS In our study, the patients were in age groups of 21-70 years. Both sexes were represented in our study. Male preponderance was noted in 51 patients. Cases of adenoma were more commonly found 37 (72.78%. The sensitivity of the CT colonography for the polyps more than 10 mm is 100%, polyps 6-9 mm is 90%, less than 6 mm is 80%. Our study consists of 51 patients; among them, 30 patients showed acceptance for CT colonography, 10 patients for optical colonoscopy. Our study consists of 51 patients, the polyps (more than 10 mm detected in 2D viewing were 24, 2D and 3D viewing of 24, the polyps (less than 10 mm detected in 2D viewing were 15, 2D and 3D viewing were 17. 3D viewing resulted in increased sensitivity for identification of patients with larger polyps more than 1 cm, (70-85% sensitivity and patients with smaller polyps less than 1 cm (increased sensitivity 75-88%. CONCLUSIONS Multislice CT (64 colonography is a good alternative to other colorectal screening tests because it has high sensitivity for polyps 10 mm or more in diameter is relatively safe, clinical effective, minimally invasive, cost effective and filter for therapeutic optical colonoscopy.
In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of
Ma, Jonathan; Israel, Stephen
The success of the Internet and the proliferation of the Internet of Things (IoT) devices is forcing telecommunications carriers to re-architecture a central office as a datacenter (CORD) so as to bring the datacenter economics and cloud agility to a central office (CO). The Open Network Operating System (ONOS) is the first open-source software-defined network (SDN) operating system which is capable of managing and controlling network, computing, and storage resources to support CORD infrastructure and network virtualization. The virtualized Optical Line Termination (vOLT) is one of the key components in such virtualized networks.
Kulabukhova, N.; Ivanov, A.; Korkhov, V.; Lazarev, A.
The article discusses appropriate technologies for software implementation of the Virtual Accelerator. The Virtual Accelerator is considered as a set of services and tools enabling transparent execution of computational software for modeling beam dynamics in accelerators on distributed computing resources. Distributed storage and information processing facilities utilized by the Virtual Accelerator make use of the Service-Oriented Architecture (SOA) according to a cloud computing paradigm. Control system tool-kits (such as EPICS, TANGO), computing modules (including high-performance computing), realization of the GUI with existing frameworks and visualization of the data are discussed in the paper. The presented research consists of software analysis for realization of interaction between all levels of the Virtual Accelerator and some samples of middle-ware implementation. A set of the servers and clusters at St.-Petersburg State University form the infrastructure of the computing environment for Virtual Accelerator design. Usage of component-oriented technology for realization of Virtual Accelerator levels interaction is proposed. The article concludes with an overview and substantiation of a choice of technologies that will be used for design and implementation of the Virtual Accelerator. (authors)
Harald Barreiro Megino, Fernando; Van der Ster, Daniel; Benjamin, Doug; De, Kaushik; Gable, Ian; Paterson, Michael; Taylor, Ryan; Hendrix, Val; Vitillo, Roberto A; Panitkin, Sergey; De Silva, Asoka; Walker, Rod
The ATLAS Computing Model was designed around the concept of grid computing; since the start of data-taking, this model has proven very successful in the federated operation of more than one hundred Worldwide LHC Computing Grid (WLCG) sites for offline data distribution, storage, processing and analysis. However, new paradigms in computing, namely virtualization and cloud computing, present improved strategies for managing and provisioning IT resources that could allow ATLAS to more flexibly adapt and scale its storage and processing workloads on varied underlying resources. In particular, ATLAS is developing a “grid-of-clouds” infrastructure in order to utilize WLCG sites that make resources available via a cloud API. This work will present the current status of the Virtualization and Cloud Computing R and D project in ATLAS Distributed Computing. First, strategies for deploying PanDA queues on cloud sites will be discussed, including the introduction of a “cloud factory” for managing cloud VM instances. Next, performance results when running on virtualized/cloud resources at CERN LxCloud, StratusLab, and elsewhere will be presented. Finally, we will present the ATLAS strategies for exploiting cloud-based storage, including remote XROOTD access to input data, management of EC2-based files, and the deployment of cloud-resident LCG storage elements.
Penumadu, Dayakar; Zhao, Rongda; Frost, David
The details of a test simulator that provides a realistic environment for performing virtual laboratory experimentals in soil mechanics is presented. A computer program Geo-Sim that can be used to perform virtual experiments, and allow for real-time observations of material response is presented. The results of experiments, for a given set of input parameters, are obtained with the test simulator using well-trained artificial neural-network-based soil models for different soil types and stress paths. Multimedia capabilities are integrated in Geo-Sim, using software that links and controls a laser disc player with a real-time parallel processing ability. During the simulation of a virtual experiment, relevant portions of the video image of a previously recorded test on an actual soil specimen are dispalyed along with the graphical presentation of response from the feedforward ANN model predictions. The pilot simulator developed to date includes all aspects related to performing a triaxial test on cohesionless soil under undrained and drained conditions. The benefits of the test simulator are also presented.
Hooper, R. P.; Kirschtl, D.
The hydrologic community has been discussing the concept of a network of observatories for the advancement of hydrologic science in areas of scaling processes, in testing generality of hypotheses, and in examining non-linear couplings between hydrologic, biotic, and human systems. The Consortium of Universities for the Advancement of Hydrologic Science, Inc. (CUAHSI) is exploring the formation of a virtual network of observatories, formed from existing field studies without regard to funding source. Such a network would encourage sharing of data, metadata, field methods, and data analysis techniques to enable multidisciplinary synthesis, meta-analysis, and scientific collaboration in hydrologic and environmental science and engineering. The virtual network would strive to provide both the data and the environmental context of the data through advanced cyberinfrastructure support. The foundation for this virtual network is Water Data Services that enable the publication of time-series data collected at fixed points using a services-oriented architecture. These publication services, developed in the CUAHSI Hydrologic Information Systems project, permit the discovery of data from both academic and government sources through a single portal. Additional services under consideration are publication of geospatial data sets, immersive environments based upon site digital elevation models, and a common web portal to member sites populated with structured data about the site (such as land use history and geologic setting) to permit understanding the environmental context of the data being shared.
North, Max M; Rives, Jason
The treatment for senior citizens suffering from psychological disorders seems to be different from therapeutic procedures used for other populations. This pilot study is the first known in-depth case study of the effectiveness of virtual reality therapy (VRT) as a treatment for senior citizens. The fear of flying treatment was chosen for this study. The subject of the study was a 62-year-old married female, whose anxiety and avoidance behavior was interfering with her normal activities. For treatment, she was placed in the cabin of a virtual commercial aircraft environment accompanied by a virtual therapist. After a few sessions in which she spent time in a virtual airport scene, she spent four sessions in which she was flown over a simulated city. While under the virtual reality treatment, the subject experienced a number of physical and emotional anxiety-related symptoms. These symptoms included sweaty palms, loss of balance, weakness in the knees, etc. In this study, the virtual reality treatment caused a significant reduction in the anxiety symptoms in the subject and enhanced her ability to face phobic situations in the real world. Since termination of the treatment, she has taken several flights to professional conferences and reported feeling more comfortable and has fewer symptoms than those experienced prior to the VRT treatment.
Full Text Available Applying head-mounted displays (HMDs and virtual reality scenarios in virtual reality exposure therapy (VRET promises to alleviate combat-related post-traumatic stress disorders (among others. Its basic premise is that, through virtual scenarios, patients may re-engage immersively with situations that provoke anxiety, thereby reducing fear and psychosomatic stress. In this context, HMDs and visualizations should be considered not merely as devices for entertainment purposes or tools for achieving pragmatic objectives but also as a means to instruct and guide patients’ imagination and visual perception in triggering traumatic experiences. Under what perceptual and therapeutic conditions is virtual therapy to be considered effective? Who is the “ideal” patient for such therapy regimes, both in terms of his/her therapeutic indications and his/her perceptual readiness to engage with VR scenarios? In short, how are “treatable” patients conceptualized by and within virtual therapy? From a media-theory perspective, this essay critically explores various aspects of the VRET application Bravemind in order to shed light on conditions of virtual exposure therapy and conceptions of subjectivity and traumatic experience that are embodied and replicated by such HMD-based technology.
Zhou Shaona; Wang Xiaojun; Xiao Hua; Han Jing; Pelz, Nathaniel; Peng Liangyu; Bao Lei
Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop robust understandings of correct physics concepts, we have developed interactive virtual experiment simulations that have the unique feature of enabling students to experience force and motion via an analogue joystick, allowing them to feel the applied force and simultaneously see its effects. The simulations provide students learning experiences that integrate both scientific representations and low-level sensory cues such as haptic cues under a single setting. In this paper, we introduce a virtual experiment module on circular motion. A controlled study has been conducted to evaluate the impact of using this virtual experiment on students' learning of force and motion in the context of circular motion. The results show that the interactive virtual experiment method is preferred by students and is more effective in helping students grasp the physics concepts than the traditional education method such as problem-solving practices. Our research suggests that well-developed interactive virtual experiments can be useful tools in teaching difficult concepts in science.
Zhou Shaona; Wang Xiaojun; Xiao Hua [School of Physics and Telecommunication Engineering, South China Normal University, Guangzhou 510006 (China); Han Jing; Pelz, Nathaniel; Peng Liangyu; Bao Lei, E-mail: email@example.com, E-mail: firstname.lastname@example.org [Department of Physics, Ohio State University, Columbus, OH 43210 (United States)
Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop robust understandings of correct physics concepts, we have developed interactive virtual experiment simulations that have the unique feature of enabling students to experience force and motion via an analogue joystick, allowing them to feel the applied force and simultaneously see its effects. The simulations provide students learning experiences that integrate both scientific representations and low-level sensory cues such as haptic cues under a single setting. In this paper, we introduce a virtual experiment module on circular motion. A controlled study has been conducted to evaluate the impact of using this virtual experiment on students' learning of force and motion in the context of circular motion. The results show that the interactive virtual experiment method is preferred by students and is more effective in helping students grasp the physics concepts than the traditional education method such as problem-solving practices. Our research suggests that well-developed interactive virtual experiments can be useful tools in teaching difficult concepts in science.
Dalin, Carole; Konar, Megan; Hanasaki, Naota; Rinaldo, Andrea; Rodriguez-Iturbe, Ignacio
Global freshwater resources are under increasing pressure from economic development, population growth, and climate change. The international trade of water-intensive products (e.g., agricultural commodities) or virtual water trade has been suggested as a way to save water globally. We focus on the virtual water trade network associated with international food trade built with annual trade data and annual modeled virtual water content. The evolution of this network from 1986 to 2007 is analyzed and linked to trade policies, socioeconomic circumstances, and agricultural efficiency. We find that the number of trade connections and the volume of water associated with global food trade more than doubled in 22 years. Despite this growth, constant organizational features were observed in the network. However, both regional and national virtual water trade patterns significantly changed. Indeed, Asia increased its virtual water imports by more than 170%, switching from North America to South America as its main partner, whereas North America oriented to a growing intraregional trade. A dramatic rise in China's virtual water imports is associated with its increased soy imports after a domestic policy shift in 2000. Significantly, this shift has led the global soy market to save water on a global scale, but it also relies on expanding soy production in Brazil, which contributes to deforestation in the Amazon. We find that the international food trade has led to enhanced savings in global water resources over time, indicating its growing efficiency in terms of global water use.
is functional abstraction, yielding more precise knowledge about the outcome; the prime ex- ample is type parameterized classes. This paper argues that they should be clearly separated to work optimally. We have applied this design philosophy to a lan- guage based on an extension mechanism, namely virtual...... classes. As a result, a kind of type parameters have been introduced, but they are simple and only used where they excel. Conversely, final definitions of virtual classes have been re- moved from the language, thus making virtual classes more flexible. The result- ing language presents a clearer and more...
Pallavi Halarnkar; Sahil Shah; Harsh Shah; Hardik Shah; Anuj Shah
Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and...
Ekdahl, David; Ravn, Susanne
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...
Cerqueira, Nuno M F S A; Sousa, Sérgio F; Fernandes, Pedro A; Ramos, Maria João
During the last decade, Virtual Screening (VS) has definitively established itself as an important part of the drug discovery and development process. VS involves the selection of likely drug candidates from large libraries of chemical structures by using computational methodologies, but the generic definition of VS encompasses many different methodologies. This chapter provides an introduction to the field by reviewing a variety of important aspects, including the different types of virtual screening methods, and the several steps required for a successful virtual screening campaign within a state-of-the-art approach, from target selection to postfilter application. This analysis is further complemented with a small collection important VS success stories.
Pilarczyk, Rafal; Skarbek, Władysław
Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.
Kozlov, Michail D; Johansen, Mark K
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the presence/absence of a small number of bystanders did not significantly moderate helping. The second experiment increased the number of virtual bystanders, and participants were instructed to imagine that these were real people. Participants helped significantly less in rooms with large numbers of bystanders compared to rooms with no bystanders, thus demonstrating a bystander effect. These results indicate that even sophisticated high-level social behaviors can be observed and experimentally manipulated in simple VEs, thus implying the broad usefulness of this paradigm in psychological research as a good compromise between experimental control and ecological validity.
Chutnik, Monika; Grzesik, Katarzyna
Increasing number of companies operate in the setup of teams whose members are geographically scattered and have different cultural origins. They work through access to the same digital network and communicate by means of modern technology. Sometimes they are located in different time zones and have never met each other face to face. This is the age of a virtual team leader. Virtual leadership in intercultural groups requires special skills from leaders. Many of these reflect leadership s...
VERONA G; PRANDELLI E.; SAWHNEY M.
The authors examine the implications of virtual customer environments for supporting the innovation process. By building on the literature of knowledge brokers, they introduce the concept of virtual knowledge brokers — actors who leverage the internet to support third parties’ innovation activities. These actors enable firms to extend their reach in engaging with customers and they also allow firms to have a richer dialogue with customers because of their perceived neutrality. Consequently...
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).
The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....
Virtual enterprise is a new form of organization in recent years which adapt to the IT environment. Information resources management implemented in the virtual enterprise is determined by the form of business organization and information exchange mechanisms. According to the present characteristics of virtual enterprise management, it puts forward the strategies and measures of information resources management framework for virtual enterprise.
US Department of Education, 2015
The Common Education Data Standards (CEDS) common data vocabulary supports the collection and use of information about virtual and blended learning. The data element "Virtual Indicator", introduced in version 3 of CEDS, supports a range of virtual learning-related use cases. The Virtual Indicator element may be related to a Course…
Emotional virtual characters are essential to digital entertainment, an emotion is related to virtual environment and a virtual character's inner variables, emotion model of virtual character is a hot topic in many fields, domain knowledge is very important for modeling emotion, and the current research of emotion expression in the world was also summarized, and some new research directions of emotion model are presented.
Bottalico, Pasquale; Pelegrin Garcia, David
This work shows the results of a preliminary study about the determination of the optimal acoustical conditions for speakers in small classrooms. An experiment was carried out in a laboratory facility with 22 untrained talkers, who read a text passage from “Goldilocks” during two minutes under 13...... different acoustical conditions, that combined different kind of background noise and virtual classroom acoustics. Readings from the vocal fold vibrations were registered with an Ambulatory Phonation Monitor device. The speech signal from the talker in the center of the facility was picked up with a head...
Full Text Available We report our developments on metaphor and affect sensing for several metaphorical language phenomena including affects as external entities metaphor, food metaphor, animal metaphor, size metaphor, and anger metaphor. The metaphor and affect sensing component has been embedded in a conversational intelligent agent interacting with human users under loose scenarios. Evaluation for the detection of several metaphorical language phenomena and affect is provided. Our paper contributes to the journal themes on believable virtual characters in real-time narrative environment, narrative in digital games and storytelling and educational gaming with social software.
Osbaldo Turpo Gebera
Full Text Available The potential generated by ICT in education raises reflect on the underlying frameworks. In this sense, the fractal is an opportunity to explain how it organizes and manages virtual education.This approach recognizes that educational dynamics are recursive and iterative processes instituted as progressive sequences, by way of fractals. This understanding enables becoming as mediated and articulated successive levels. In each dimension are embodied own activities and in turn, involves the recurrence of subsequent levels as possible solving of problem situations. Thus, the knowledge built in response to a collaborative action, participation in networks, ranging from autonomous to the cultural level or conversely.
Ames Research Center granted Reality Capture Technologies (RCT), Inc., a license to further develop NASA's Mars Map software platform. The company incorporated NASA#s innovation into software that uses the Virtual Plant Model (VPM)(TM) to structure, modify, and implement the construction sites of industrial facilities, as well as develop, validate, and train operators on procedures. The VPM orchestrates the exchange of information between engineering, production, and business transaction systems. This enables users to simulate, control, and optimize work processes while increasing the reliability of critical business decisions. Engineers can complete the construction process and test various aspects of it in virtual reality before building the actual structure. With virtual access to and simulation of the construction site, project personnel can manage, access control, and respond to changes on complex constructions more effectively. Engineers can also create operating procedures, training, and documentation. Virtual Plant Model(TM) is a trademark of Reality Capture Technologies, Inc.
Hahn, James K; Gritz, Larry; Darken, Rudolph; Geigel, Joseph; Lee, Jong W
.... A joint research at the George Washington University and the Naval Research Laboratory is bringing together issues from these domains to study the factors that contribute to an integrated virtual environment...
Full Text Available This study serves as an introduction to how virtual reality systems could be applied in public administration and what research tasks would be necessary to accomplish a project. E-government solutions began to emerge in public administration approximately a decade ago all over the developed world. Administration service facilities via the Internet did not attract many customers, because of the digital divide. E-government solutions were extended to mobile devices as well, but the expected breakthrough of usage has not ensued. The virtual reality form of public administration services recommended in this study has the most attractive outlay and the simplest navigation tools if compared to ‘traditional’ Internet based e-government. Thus, in accordance with the worldwide amazingly quick spread of the virtual reality systems of Second Life and 3 D types of entertainment, virtual reality applications in public administration could rely on a wide range of acceptance as well.
Some virtual worlds are geared towards exploration; interaction with inert objects and avatars ... These are typical of games where the player is a character inside a more .... Interface, Application, and Design, Morgan Kaufmann, San Francisco,.
Puffitsch, Wolfgang; Schoeberl, Martin
Virtual memory is an important feature of modern computer architectures. For hard real-time systems, memory protection is a particularly interesting feature of virtual memory. However, current memory management units are not designed for time-predictability and therefore cannot be used...... in such systems. This paper investigates the requirements on virtual memory from the perspective of hard real-time systems and presents the design of a time-predictable memory management unit. Our evaluation shows that the proposed design can be implemented efficiently. The design allows address translation...... and address range checking in constant time of two clock cycles on a cache miss. This constant time is in strong contrast to the possible cost of a miss in a translation look-aside buffer in traditional virtual memory organizations. Compared to a platform without a memory management unit, these two additional...
Interactive navigable 3D visualisations of built and natural environments have become commonplace in design and planning of urban environments and landscapes, and are regarded as potent prototyping and communication tools. In training applications, for instance for fire fighters, virtual
... of map representation as an aid in performing navigation tasks. The approach taken was first to determine and then investigate the parameters that affect virtual map representation through an experiment designed specifically for this thesis...
This report provides a summary of a peer-to-peer videoconference sponsored by : the Federal Highway Administration (FHWA) Office of Safety. The : videoconference, which piloted a virtual event format, is part of a series of : roadway departure-focuse...
Caporaso, George James; Chen, Yu-Jiuan; Nelson, Scott; Sullivan, Jim; Hawkins, Steven A
A virtual, moving accelerating gap is formed along an insulating tube in a dielectric wall accelerator (DWA) by locally controlling the conductivity of the tube. Localized voltage concentration is thus achieved by sequential activation of a variable resistive tube or stalk down the axis of an inductive voltage adder, producing a "virtual" traveling wave along the tube. The tube conductivity can be controlled at a desired location, which can be moved at a desired rate, by light illumination, or by photoconductive switches, or by other means. As a result, an impressed voltage along the tube appears predominantly over a local region, the virtual gap. By making the length of the tube large in comparison to the virtual gap length, the effective gain of the accelerator can be made very large.
Lehtonen, Miikka; Kampf, Constance Elizabeth
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...
Suson, Daniel J.; Hewett, Lionel D.; McCoy, Jim; Nelson, Vaughn
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)
Kiran Lata DANGWAL
Full Text Available Spiritualism is one word which puts man on the highest plinth of life. Spirituality is the way we find meaning, hope, comfort and inner peace in life. Spirituality in the virtual World is generally known as Virtual Spirituality. A goldmine of wisdom from all kinds of religious and spiritual philosophies, traditions and practices can be found in virtual World now. Technology and Spirituality together forms the material to which man can incline on to and work for the development of a globe in which war will be considered a taboo and violence a rejected dogma. Therefore there is an urgent nee to made the world a safe place to live in and the spiritual reconstruction can help us in achieving this.Spiritualism, Virtual World, Online Technology.
.... Instead, we can determine the parameters that affect virtual map representation and that help to construct a mental map, and then manipulate these parameters in order to increase the effectiveness...
Microsoft Virtual Server 2005 consistently proves to be worth its weight in gold, with new implementations thought up every day. With this product now a free download from Microsoft, scores of new users are able to experience what the power of virtualization can do for their networks. This guide is aimed at network administrators who are interested in ways that Virtual Server 2005 can be implemented in their organizations in order to save money and increase network productivity. It contains information on setting up a virtual network, virtual consolidation, virtual security, virtual honeypo
Ales Psaker; Wolodymyr Melnitchouk; Anatoly Radyushkin
We extend the analysis of the deeply virtual Compton scattering process to the weak interaction sector in the generalized Bjorken limit. The virtual Compton scattering amplitudes for the weak neutral and charged currents are calculated at the leading twist within the framework of the nonlocal light-cone expansion via coordinate space QCD string operators. Using a simple model, we estimate cross sections for neutrino scattering off the nucleon, relevant for future high intensity neutrino beam facilities
Full Text Available This paper presents the results of the design, implementation and evaluation of a platform for rowing training in Virtual Reality called SPRINT. The paper discusses how various aspects of the rowing skill can be analyzed and trained over a single common methodology and system platform. The result is a vision for new directions in the domain of sport training with Virtual Reality.
Kreps , David
International audience; Virtual Technologies have enabled us all to become publishers and broadcasters. The world of information has become saturated with a multitude of opinions, and opportunities to express them. Track 2 "Virtual Technologies and Social Shaping" of the 9th Conference on Human Choice and Computers (HCC9) explores some of the issues that have arisen in this new information society, how we are shaped by it, and how we shape it, through i) two papers addressing issues of identi...
If you are a software developer or administrator who wishes to create simple, reusable environments using Vagrant, this book is the perfect choice for you. Whether you are a system administrator with extensive experience in virtualization or a developer wishing to create development scripts for cloud deployment, you will find easy-to-follow recipes and techniques in this book that will allow you to create robust and reproducible virtual environments.
Virtual reality art at the turn of the millenium saw an explosion of creative exploration around this nascent technoloy. Though VR art has much in common with media art in general, the affordances of the technology gave rise to unique experiences, discourses, and artistic investigations. Women artists were at the forefront of the medium, shaping its aesthetic and technical development, and VR fostered a range of artistic concerns and experimentation that was largely distinct from closely related forms such as digital games. Today, a new wave of consumer technologies including 3D TV's, gestural and motion tracking interfaces, and headmount displays as viable, low-cost gaming peripherals drives a resurgence in interest in VR for interactive art and entertainment. Designers, game developers, and artists working with these technologies are in many cases discovering them anew. This paper explores ways of reconnecting this current moment in VR with its past. Can the artistic investigations begun in previous waves of VR be continued? How do the similarities and differences in contexts, communities, technologies, and discourses affect the development of the medium?
Le Meur, Jean-Yves
Looking for "library" in the usual search engines of the World Wide Web gives: "Infoseek found 3,593,126 pages containing the word library" and it nicely proposes: "Search only within these 3,59 3,126 pages ?" "Yahoo! Found 1299 categories and 8669 sites for library" "LycOs: 1-10 von 512354 relevanten Ergebnissen" "AltaVista: About 14830527 documents match your query" and at the botto m: "Word count: library: 15466897" ! Excite: Top 10 matches and it does not say how many can be browsed... "Library" on the World Wide Web is really popular. At least fiveteen million pages ar e supposed to contain this word. Half of them may have disappeared by now but one more hit will be added once the search robots will have indexed this document ! The notion of Personal Library i s a modest attempt, in a small environment like a library, to give poor users lost in cyber-libraries the opportunity to keep their own private little shelves - virtually. In this paper, we will l ook at the usual functionalities of library systems...
Grasso, Christopher; Page, Dennis; O'Reilly, Taifun; Fteichert, Ralph; Lock, Patricia; Lin, Imin; Naviaux, Keith; Sisino, John
Virtual Machine Language (VML) is a mission-independent, reusable software system for programming for spacecraft operations. Features of VML include a rich set of data types, named functions, parameters, IF and WHILE control structures, polymorphism, and on-the-fly creation of spacecraft commands from calculated values. Spacecraft functions can be abstracted into named blocks that reside in files aboard the spacecraft. These named blocks accept parameters and execute in a repeatable fashion. The sizes of uplink products are minimized by the ability to call blocks that implement most of the command steps. This block approach also enables some autonomous operations aboard the spacecraft, such as aerobraking, telemetry conditional monitoring, and anomaly response, without developing autonomous flight software. Operators on the ground write blocks and command sequences in a concise, high-level, human-readable programming language (also called VML ). A compiler translates the human-readable blocks and command sequences into binary files (the operations products). The flight portion of VML interprets the uplinked binary files. The ground subsystem of VML also includes an interactive sequence- execution tool hosted on workstations, which runs sequences at several thousand times real-time speed, affords debugging, and generates reports. This tool enables iterative development of blocks and sequences within times of the order of seconds.
A method for providing a realistic sense of touch in virtual reality by means of programmable actuator assemblies is disclosed. Each tactile actuator assembly consists of a number of individual actuators whose movement is controlled by a computer and associated drive electronics. When an actuator is energized, the rare earth magnet and the associated contactor, incorporated within the actuator, are set in motion by the opposing electromagnetic field of a surrounding coil. The magnet pushes the contactor forward to contact the skin resulting in the sensation of touch. When the electromagnetic field is turned off, the rare earth magnet and the contactor return to their neutral positions due to the magnetic equilibrium caused by the interaction with the ferrous outer sleeve. The small size and flexible nature of the actuator assemblies permit incorporation into a glove, boot or body suit. The actuator has additional applications, such as, for example, as an accelerometer, an actuator for precisely controlled actuations or to simulate the sensation of braille letters.
George, J.S.; Rector, D.M.; Ranken, D.M. [Los Alamos National Lab., NM (United States). Biophysics Group; Peterson, B. [SciLearn Inc. (United States); Kesteron, J. [VayTech Inc. (United States)
Scanned confocal microscopes enhance imaging capabilities, providing improved contrast and image resolution in 3-D, but existing systems have significant technical shortcomings and are expensive. Researchers at Los Alamos National Laboratory have developed a novel approach--virtual pinhole confocal microscopy--that uses state of the art illumination, detection, and data processing technologies to produce an imager with a number of advantages: reduced cost, faster imaging, improved efficiency and sensitivity, improved reliability and much greater flexibility. Work at Los Alamos demonstrated proof of principle; prototype hardware and software have been used to demonstrate technical feasibility of several implementation strategies. The system uses high performance illumination, patterned in time and space. The authors have built functional confocal imagers using video display technologies (LCD or DLP) and novel scanner based on a micro-lens array. They have developed a prototype system for high performance data acquisition and processing, designed to support realtime confocal imaging. They have developed algorithms to reconstruct confocal images from a time series of spatially sub-sampled images; software development remains an area of active development. These advances allow the collection of high quality confocal images (in fluorescence, reflectance and transmission modes) with equipment that can inexpensively retrofit to existing microscopes. Planned future extensions to these technologies will significantly enhance capabilities for microscopic imaging in a variety of applications, including confocal endoscopy, and confocal spectral imaging.
Pihlman, M.; Dirks, D.H.
The Lawrence Livermore National Laboratory (LLNL) encourages its employees to remotely attend classes given by Stanford University, University of California at Davis, and the National Technological University (NTU). To improve the quality of education for LLNL employees, we are cooperating with Stanford University in upgrading the Stanford Instructional Television Network (SITN). A dedicated high-speed communication link (Tl) between Stanford and LLNL will be used for enhanced services such as videoconferencing, real time classnotes distribution, and electronic distribution of homework assignments. The new network will also allow students to take classes from their offices with the ability to ask the professor questions via an automatically dialed telephone call. As part of this upgrade, we have also proposed a new videoconferencing based classroom environment where students taking remote classes would feel as though they are attending the live class. All paperwork would be available in near real time and students may converse normally with, and see, other remote students as though they were all in the same physical location. We call this the Virtual Classroom.'' 1 ref., 6 figs.
Bose, P.; Zimdars, A.; Hurlburt, N.; Doug, S.
NASA envisions the development of smart sensor webs, intelligent and integrated observation network that harness distributed sensing assets, their associated continuous and complex data sets, and predictive observation processing mechanisms for timely, collaborative hazard mitigation and enhanced science productivity and reliability. This paper presents Virtual Sensor Web Infrastructure for Collaborative Science (VSICS) Architecture for sustained coordination of (numerical and distributed) model-based processing, closed-loop resource allocation, and observation planning. VSICS's key ideas include i) rich descriptions of sensors as services based on semantic markup languages like OWL and SensorML; ii) service-oriented workflow composition and repair for simple and ensemble models; event-driven workflow execution based on event-based and distributed workflow management mechanisms; and iii) development of autonomous model interaction management capabilities providing closed-loop control of collection resources driven by competing targeted observation needs. We present results from initial work on collaborative science processing involving distributed services (COSEC framework) that is being extended to create VSICS.
Kress, R.L.; Love, L.J.
The growth of the Internet has provided a unique opportunity to expand research collaborations between industry, universities, and the national laboratories. The Virtual Robotics Laboratory (VRL) is an innovative program at Oak Ridge National Laboratory (ORNL) that is focusing on the issues related to collaborative research through controlled access of laboratory equipment using the World Wide Web. The VRL will provide different levels of access to selected ORNL laboratory secondary education programs. In the past, the ORNL Robotics and Process Systems Division has developed state-of-the-art robotic systems for the Army, NASA, Department of Energy, Department of Defense, as well as many other clients. After proof of concept, many of these systems sit dormant in the laboratories. This is not out of completion of all possible research topics. but from completion of contracts and generation of new programs. In the past, a number of visiting professors have used this equipment for their own research. However, this requires that the professor, and possibly his/her students, spend extended periods at the laboratory facility. In addition, only a very exclusive group of faculty can gain access to the laboratory and hardware. The VRL is a tool that enables extended collaborative efforts without regard to geographic limitations.
Kress, R.L.; Love, L.J.
The growth of the Internet has provided a unique opportunity to expand research collaborations between industry, universities, and the national laboratories. The Virtual Robotics Laboratory (VRL) is an innovative program at Oak Ridge National Laboratory (ORNL) that is focusing on the issues related to collaborative research through controlled access of laboratory equipment using the World Wide Web. The VRL will provide different levels of access to selected ORNL laboratory equipment to outside universities, industrial researchers, and elementary and secondary education programs. In the past, the ORNL Robotics and Process Systems Division (RPSD) has developed state-of-the-art robotic systems for the Army, NASA, Department of Energy, Department of Defense, as well as many other clients. After proof of concept, many of these systems sit dormant in the laboratories. This is not out of completion of all possible research topics, but from completion of contracts and generation of new programs. In the past, a number of visiting professors have used this equipment for their own research. However, this requires that the professor, and possibly his students, spend extended periods at the laboratory facility. In addition, only a very exclusive group of faculty can gain access to the laboratory and hardware. The VRL is a tool that enables extended collaborative efforts without regard to geographic limitations
N. O. Polovaya
Full Text Available Using technologies of virtual reality in studies caused appearance of virtual studying environment. In its content free, active and creative personality may realize its continuous self-actualization and self-development under conditions of organization and functioning of open study systems based on virtual reality technologies. Interactive self-studying dominates in the studying process having continuous connection in the system «teacher-student» and the organization of self-reliant work is aimed at development of creation, cognitive activity and system thinking skills. The important components are ensuring expediency of study with its priority in comparison with teaching, predominance of active study type, organization of self-reliant study, increase study motivation using means of complex presentation and manipulation of audiovisual information, increasing level of information emotional perception and formation of skills to realize different forms of self-reliant activity for information analysis. Virtual study environment is a typical for self-development of open-minded active person with 2 high self-rating, will and freedom of mind. In the virtual study environment prevles method of interactive self-education with constant cooperation of teaching subjects with study subjects under condition of constant reverse connections between them.
Bogdanovych, Anton; Trescak, Tomas; Simoff, Simeon
In this paper we investigate the concept of believability and make an attempt to isolate individual characteristics (features) that contribute to making virtual characters believable. As the result of this investigation we have produced a formalisation of believability and based on this formalisation built a computational framework focused on simulation of believable virtual agents that possess the identified features. In order to test whether the identified features are, in fact, responsible for agents being perceived as more believable, we have conducted a user study. In this study we tested user reactions towards the virtual characters that were created for a simulation of aboriginal inhabitants of a particular area of Sydney, Australia in 1770 A.D. The participants of our user study were exposed to short simulated scenes, in which virtual agents performed some behaviour in two different ways (while possessing a certain aspect of believability vs. not possessing it). The results of the study indicate that virtual agents that appear resource bounded, are aware of their environment, own interaction capabilities and their state in the world, agents that can adapt to changes in the environment and exist in correct social context are those that are being perceived as more believable. Further in the paper we discuss these and other believability features and provide a quantitative analysis of the level of contribution for each such feature to the overall perceived believability of a virtual agent.
Bonaccorsi, E.; Brarda, L.; Chebbi, M.; Neufeld, N.; Sborzacci, F.
The LHCb experiment, one of the 4 large particle detector at CERN, counts in its Online System more than 2000 servers and embedded systems. As a result of ever-increasing CPU performance in modern servers, many of the applications in the controls system are excellent candidates for virtualization technologies. We see virtualization as an approach to cut down cost, optimize resource usage and manage the complexity of the IT infrastructure of LHCb. Recently we have added a Kernel Virtual Machine (KVM) cluster based on Red Hat Enterprise Virtualization for Servers (RHEV) complementary to the existing Hyper-V cluster devoted only to the virtualization of the windows guests. This paper describes the architecture of our solution based on KVM and RHEV as along with its integration with the existing Hyper-V infrastructure and the Quattor cluster management tools and in particular how we use to run controls applications on a virtualized infrastructure. We present performance results of both the KVM and Hyper-V solutions, problems encountered and a description of the management tools developed for the integration with the Online cluster and LHCb SCADA control system based on PVSS. (authors)
Avneet kaur; Dr. Gaurav Gupta; Dr. Gurjit Singh Bhathal
Cloud Computing is the fundamental change happening in the field of Information Technology.. Virtualization is the key component of cloud computing. With the use of virtualization, cloud computing brings about not only convenience and efficiency benefits, but also great challenges in the field of data security and privacy protection. .In this paper, we are discussing about virtualization, architecture of virtualization technology as well as Virtual Machine Monitor (VMM). Further discussing ab...
Selama ini mikrokontroler yang terhubung ke satu komputer hanya dapat diakses melalui satu IP saja, padahal kebanyakan sistem operasi sekarang dapat memperjanjikan lebih dari satu IP untuk setiap komputer dalam bentuk virtual IP. Penelitian ini mengkaji pemanfaatan virtual IP dari IP aliasing pada sistem operasi Linux sebagai Server Virtual IP untuk mikrokontroler. Prinsip dasar Server Virtual IP adalah pembuatan Virtual Host pada masing-masing IP untuk memproses paket-paket data dan menerjem...
Virtual globes have set the standard for information exchange. Once you've experienced the visually rich and highly compelling nature of data delivered via virtual globes with their highly engaging context of 3D, it's hard to go back to a flat 2D world. Just as the sawbones of not-too-long-ago have given way to sophisticated surgical operating theater, today's medium for information exchange is just beginning to leap from the staid chalkboards and remote libraries to fingertip navigable 3D worlds. How we harness this technology to serve a world inundated with information will describe the quality of our future. Our instincts for discovery and entertainment urge us on. There's so much we could know if the world's knowledge was presented to us in its natural context. Virtual globes are almost magical in their ability to reveal natural wonders. Anyone flying along a chain of volcanoes, a mid-ocean ridge or deep ocean trench, while simultaneously seeing the different depths to the history of earthquakes in those areas, will be delighted to sense Earth's dynamic nature in a way that would otherwise take several paragraphs of "boring" text. The sophisticated concepts related to global climate change would be far more comprehensible when experienced via a virtual globe. There is a large universe of public and private geospatial data sets that virtual globes can bring to light. The benefit derived from access to this data within virtual globes represents a significant return on investment for government, industry, the general public, and especially in the realm of education. Data access remains a key issue. Just as the highway infrastructure allows unimpeded access from point A to point B, an open standards-based infrastructure for data access allows virtual globes to exchange data in the most efficient manner possible. This data can be either free or proprietary. The Open Geospatial Consortium is providing the leadership necessary for this open standards-based data access
Osterlund, Jeffrey; Lawrence, Brad
With the advancements in high spatial and temporal resolution graphics, along with advancements in 3D display capabilities to model, simulate, and analyze human-to-machine interfaces and interactions, the world of virtual environments is being used to develop everything from gaming, movie special affects and animations to the design of automobiles. The use of multiple object motion capture technology and digital human tools in aerospace has demonstrated to be a more cost effective alternative to the cost of physical prototypes, provides a more efficient, flexible and responsive environment to changes in the design and training, and provides early human factors considerations concerning the operation of a complex launch vehicle or spacecraft. United Space Alliance (USA) has deployed this technique and tool under Research and Development (R&D) activities on both spacecraft assembly and ground processing operations design and training on the Orion Crew Module. USA utilizes specialized products that were chosen based on functionality, including software and fixed based hardware (e.g., infrared and visible red cameras), along with cyber gloves to ensure fine motor dexterity of the hands. The key findings of the R&D were: mock-ups should be built to not obstruct cameras from markers being tracked; a mock-up toolkit be assembled to facilitate dynamic design changes; markers should be placed in accurate positions on humans and flight hardware to help with tracking; 3D models used in the virtual environment be striped of non-essential data; high computational capable workstations are required to handle the large model data sets; and Technology Interchange Meetings with vendors and other industries also utilizing virtual reality applications need to occur on a continual basis enabling USA to maintain its leading edge within this technology. Parameters of interest and benefit in human spaceflight simulation training that utilizes virtual reality technologies are to
Weber, M.; Bosnacki, D.; Edelkamp, S.
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
Sotomayor, Gilda E.
This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have appeared under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and…
Hoffman, Helene; Vu, Dzung
Virtual reality-based procedural and surgical simulations promise to revolutionize medical training. A wide range of simulations representing diverse content areas and varied implementation strategies are under development or in early use. The new systems will make broad-based training experiences available for students at all levels without risks…
Full Text Available Virtual reality (VR) has been investigated by SIMRAC and CSIR Miningtek as a means of providing an enhancement to current training methods that will lead to more effective hazard awareness training programmes. A VR training simulator developed under...
The Virtual Beach Managers Tool (VB) is decision-making software developed to help local beach managers make decisions as to when beaches should be closed due to predicted high levels of water borne pathogens. The tool is being developed under the umbrella of EPA's Advanced Monit...
Tølle, Martin; Vesterager, Johan
up an Enterprise Network, which works as a breeding ground for setting up VEs. The VEM applies the Virtual Enterprise Reference Architecture (VERA) as an underlying structure. VERA is a specialisation of GERA, which is a component of the GERAM Framework (Generalised Enterprise Reference Architecture...
Giraldo, Juan S.
market since it became available to be used by financial traders in September 2010. Stylized models are used to determine the optimal bidding strategy for the different virtual bids under different scenarios. The welfare analysis shows that the main impact of virtual bidding is surplus reallocation and that the impact on market efficiency is small by comparison. The market structure is such that it is more likely to see surplus transfers from consumers to producers. The results also show that outcomes with greater price convergence as a result of virtual bidding activity were not necessarily more efficient, nor do they always correct surplus distribution distortions that result from bias in the DA expectation of RT load. Compared to INCs and DECs, the UTC analysis showed that UTCs do not have the same self-corrective incentives towards price convergence and are less likely to lead to nodal price convergence or correct for surplus distribution distortions caused by uncertainty and bias in the DA expectation of RT load. Additionally, the analysis showed that UTCs allow financial traders to engage in low risk high volume trading strategies that, while profitable, may have little to no impact on price convergence or market efficiency.
Hartanto, D.; Brinkman, W.P.; Kampmann, I.L.; Morina, N.; Emmelkamp, P.G.; Neerincx, M.A.
Current developments of virtual reality exposure therapy (VRET) system focus mainly on systems that can be used in health clinics under the direct supervision of a therapist. Offering patients however the possibility to do this treatment at home would make VRET more accessible. In this paper we
Gilda E. Sotomayor
Full Text Available This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have come under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and related concepts taking place in these communities and serving as a basis for sorting them into three types in particular: communities of educational work of professional practice and scientific knowledge. Virtual communities where the activities undertaken and skills acquired are set as important parts of our personal learning development, wich are necessary to build the Knowledge Society.
Stansfield, S.; Sobel, A.
Sandia National Laboratories has developed a distributed, high fidelity simulation system for training and planning small team Operations. The system provides an immersive environment populated by virtual objects and humans capable of displaying complex behaviors. The work has focused on developing the behaviors required to carry out complex tasks and decision making under stress. Central to this work are techniques for creating behaviors for virtual humans and for dynamically assigning behaviors to CGF to allow scenarios without fixed outcomes. Two prototype systems have been developed that illustrate these capabilities: MediSim, a trainer for battlefield medics and VRaptor, a system for planning, rehearsing and training assault operations.
Anne Karin Larsen
Full Text Available This article describes the process of, and considerations taken when Virtual Learning Materials were developed for an international study in Comparative Social Work arranged by the VIRCLASS project. The steps taken and the elements included in the Virtual Book – A Guide to Social Work in Europe are presented in details to inform others who are planning to make virtual learning materials. Students from 11 countries in Europe participated, and their reception of this material and learning outcomes from using it are analysed and presented. Furthermore; the article discuss how the learning material contributes to students’ learning, how a common understanding of practice enhances knowledge-building and in what way audio-visual learning material can contribute to good learning in e-learning courses. The results are discussed in relation to theories about composite texts and community of inquiry, and outlines some challenges for e-teachers’ competences.
LeMoyne, Robert; Mastroianni, Timothy
Wireless inertial sensors enable quantified feedback, which can be applied to evaluate the efficacy of therapy and rehabilitation. In particular eccentric training promotes a beneficial rehabilitation and strength training strategy. Virtual Proprioception for eccentric training applies real-time feedback from a wireless gyroscope platform enabled through a software application for a smartphone. Virtual Proprioception for eccentric training is applied to the eccentric phase of a biceps brachii strength training and contrasted to a biceps brachii strength training scenario without feedback. During the operation of Virtual Proprioception for eccentric training the intent is to not exceed a prescribed gyroscope signal threshold based on the real-time presentation of the gyroscope signal, in order to promote the eccentric aspect of the strength training endeavor. The experimental trial data is transmitted wireless through connectivity to the Internet as an email attachment for remote post-processing. A feature set is derived from the gyroscope signal for machine learning classification of the two scenarios of Virtual Proprioception real-time feedback for eccentric training and eccentric training without feedback. Considerable classification accuracy is achieved through the application of a multilayer perceptron neural network for distinguishing between the Virtual Proprioception real-time feedback for eccentric training and eccentric training without feedback.
Weiss, P L; Jessel, A S
Virtual reality (VR) entails the use of advanced technologies, including computers and various multimedia peripherals, to produce a simulated (i.e. virtual) environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. The unique features and flexibility of VR give it extraordinary potential for use in work-related applications. It permits users to experience and interact with a life-like model or environment, in safety and at convenient times, while providing a degree of control over the simulation that is usually not possible in the real-life situation. The work-related applications that appear to be most promising are those that employ virtual reality for visualization and representation, distance communication and education, hands-on training, and orientation and navigation. This article presents an overview to the concepts of VR focusing on its applications in a variety of work settings. Issues related to potential difficulties in using VR including side effects and the transfer of skills learned in the virtual environment to the real world are also reviewed.
Zhang, Hongliang; Zhou, Chenn Q.; Wu, Bing; Li, Jie
The most important component in the aluminum industry is the aluminum reduction cell; it has received considerable interests and resources to conduct research to improve its productivity and energy efficiency. The current study focused on the integration of numerical simulation data and virtual reality technology to create a scientifically and practically realistic virtual aluminum reduction cell by presenting complex cell structures and physical-chemical phenomena. The multiphysical field simulation models were first built and solved in ANSYS software (ANSYS Inc., Canonsburg, PA, USA). Then, the methodology of combining the simulation results with virtual reality was introduced, and a virtual aluminum reduction cell was created. The demonstration showed that a computer-based world could be created in which people who are not analysis experts can see the detailed cell structure in a context that they can understand easily. With the application of the virtual aluminum reduction cell, even people who are familiar with aluminum reduction cell operations can gain insights that make it possible to understand the root causes of observed problems and plan design changes in much less time.
Edvardsen, O; Steensrud, T
Virtual reality technology has found new applications in industry over the last few years. Medical literature has for several years predicted a break-through in this technology for medical education. Although there is a great potential for this technology in medical education, there seems to be a wide gap between expectations and actual possibilities at present. State of the technology was explored by participation at the conference "Medicine meets virtual reality V" (San Diego Jan. 22-25 1997) and a visit to one of the leading laboratories on virtual reality in medical education. In this paper we introduce some of the basic terminology and technology, review some of the topics covered by the conference, and describe projects running in one of the leading laboratories on virtual reality technology for medical education. With this information in mind, we discuss potential applications of the current technology in medical education. Current virtual reality systems are judged to be too costly and their usefulness in education too limited for routine use in medical education.
Though thin-client spatial visualization software like Google Earth and NASA World Wind enjoy widespread popularity, a common criticism is their general lack of analytical functionality. This concern, however, is rapidly being addressed; standard and advanced geographic information system (GIS) capabilities are being developed for virtual globes--though not centralized into a single implementation or software package. The innovation is mostly originating from the user community. Three such capabilities relevant to the earth science, education, and emergency management communities are modeling dynamic spatial phenomena, real-time data collection and visualization, and multi-input collaborative databases. Modeling dynamic spatial phenomena has been facilitated through joining virtual globe geometry definitions--like KML--to relational databases. Real-time data collection uses short scripts to transform user-contributed data into a format usable by virtual globe software. Similarly, collaborative data collection for virtual globes has become possible by dynamically referencing online, multi-person spreadsheets. Examples of these functions include mapping flows within a karst watershed, real-time disaster assessment and visualization, and a collaborative geyser eruption spatial decision support system. Virtual globe applications will continue to evolve further analytical capabilities, more temporal data handling, and from nano to intergalactic scales. This progression opens education and research avenues in all scientific disciplines.
Feng, Kuishuang; Hubacek, Klaus; Pfister, Stephan; Yu, Yang; Sun, Laixiang
Water footprints and virtual water flows have been promoted as important indicators to characterize human-induced water consumption. However, environmental impacts associated with water consumption are largely neglected in these analyses. Incorporating water scarcity into water consumption allows better understanding of what is causing water scarcity and which regions are suffering from it. In this study, we incorporate water scarcity and ecosystem impacts into multiregional input-output analysis to assess virtual water flows and associated impacts among 30 provinces in China. China, in particular its water-scarce regions, are facing a serious water crisis driven by rapid economic growth. Our findings show that inter-regional flows of virtual water reveal additional insights when water scarcity is taken into account. Consumption in highly developed coastal provinces is largely relying on water resources in the water-scarce northern provinces, such as Xinjiang, Hebei, and Inner Mongolia, thus significantly contributing to the water scarcity in these regions. In addition, many highly developed but water scarce regions, such as Shanghai, Beijing, and Tianjin, are already large importers of net virtual water at the expense of water resource depletion in other water scarce provinces. Thus, increasingly importing water-intensive goods from other water-scarce regions may just shift the pressure to other regions, but the overall water problems may still remain. Using the water footprint as a policy tool to alleviate water shortage may only work when water scarcity is taken into account and virtual water flows from water-poor regions are identified.
Mol, Antonio Carlos de Abreu; Grecco, Claudio Henrique dos Santos; Carvalho, Paulo Victor R.; Oliveira, Mauro Vitor de; Santos, Isaac J.A. Luquetti; Augusto, Silas Cordeiro; Viana Filho, Alfredo Marques
The Immersive Virtual Reality Laboratory under development in Human System Interface Laboratory constitute a powerful general-purpose facility for experimental and computational work on human perception and perceptually guided action. Virtual reality or virtual environment are computer generated environments with and within people can interact. The advantage of VR is that people can be immersed by the simulated environment, which would sometimes be unavailable due to cost, safety, or perceptual restrictions in the real environment. There are many applications of virtual reality on the nuclear area. Training is one of the most common of them. A significant advantage of a virtual training environment over a real one is it's enormous flexibility. A virtual environment can be used as the basis for training in any number of different scenarios, so that trainees can learn to cope with many different situations, some of which may be impossible to prepare for any other way. Another advantage of using virtual environments for training purposes is that trainees learn by actively performing actions. This has a significant effect on their ability to retain what they learn, and is clearly superior to passive training techniques, such as videos and books, for training where spatial understanding is important. This kind of Laboratory is the first in Brazilian nuclear area. A safe virtual environment can be used to simulate a real environment that is either too dangerous, complex, or expensive to training. Virtual environments can therefore be used to increase safety standards, improve efficiency, and reduce overall training costs. (author)
20. nov. esietendub Kumu auditooriumis MTÜ Ühenduse R.A.A.A.M teatriprojekt "Under" poetess Marie Underist. Lavastajad Merle Karusoo ja Raimo Pass, kunstnik Jaagup Roomet, helilooja Urmas Lattikas, peaosas Katrin Saukas
Melissa M. Terras
Full Text Available The use of computers as an educational resource in museums is becoming increasingly popular as more and more institutions realise that multimedia displays are very successful in imparting a broad variety of information. Although three-dimensional reconstructions of sites and structures have been used in archaeology for many years, the majority of museum computer installations have dealt with two-dimensional media because of the costs, equipment and labour involved in producing interactive 3D scenes. The birth of VRML (Virtual Reality Modeling Language has changed the way virtual reality is implemented and viewed. As an internet protocol, VRML can be used on most major platforms and implemented by anyone with a word-processing package, an internet browser, and the relevant plug-in. There is no reason why this new technology cannot be adopted by archaeologists and museums to produce virtual reality models of structures, sites and objects to aid the research of specialists and the education of the public. This project (undertaken at the Humanities Advanced Technology and Information Institute, University of Glasgow, Scotland, between May and October 1998 investigated the practicalities involved in using VRML to create a virtual reality model for use in a public space. A model of the Egyptian tomb of Sen-nedjem was developed for installation in the Egyptian Gallery of the Kelvingrove Museum and Art Gallery, Glasgow, in the hope that the introduction of this computer display would encourage the museum visitor's interest in the gallery's existing artefacts. Creation of the model would also investigate the possibility of using VRML to build accurate archaeological reconstructions cheaply and efficiently using publicly available software and existing archaeological resources. A fully functioning virtual reality model of the tomb of Sen-nedjem has been created, incorporating interactive elements, photorealistic representation, and animation, and this
Proctor, Roger; Gillibrand, Philip; Oke, Peter; Rosebrock, Uwe
In all modelling studies of realistic scenarios, a researcher has to go through a number of steps to set up a model in order to produce a model simulation of value. The steps are generally the same, independent of the modelling system chosen. These steps include determining the time and space scales and processes of the required simulation; obtaining data for the initial set up and for input during the simulation time; obtaining observation data for validation or data assimilation; implementing scripts to run the simulation(s); and running utilities or custom-built software to extract results. These steps are time consuming and resource hungry, and have to be done every time irrespective of the simulation - the more complex the processes, the more effort is required to set up the simulation. The Australian Marine Virtual Laboratory (MARVL) is a new development in modelling frameworks for researchers in Australia. MARVL uses the TRIKE framework, a java-based control system developed by CSIRO that allows a non-specialist user configure and run a model, to automate many of the modelling preparation steps needed to bring the researcher faster to the stage of simulation and analysis. The tool is seen as enhancing the efficiency of researchers and marine managers, and is being considered as an educational aid in teaching. In MARVL we are developing a web-based open source application which provides a number of model choices and provides search and recovery of relevant observations, allowing researchers to: a) efficiently configure a range of different community ocean and wave models for any region, for any historical time period, with model specifications of their choice, through a user-friendly web application, b) access data sets to force a model and nest a model into, c) discover and assemble ocean observations from the Australian Ocean Data Network (AODN, http://portal.aodn.org.au/webportal/) in a format that is suitable for model evaluation or data assimilation, and
Venolia, Dan S.; Williams, Lance
components of a stereo display system with user point-of-view tracking for interactive 3D, and a digital realization of integral composite display which we term virtual integral holography. The primary drawbacks of holographic display - film processing turnaround time, and the difficulties of displaying scenes in full color -are obviated, and motion parallax cues provide easy 3D interpretation even for users who cannot see in stereo.
Wang, J.; Taal, A.; Martin, P.; Hu, Y.; Zhou, H.; Pang, J.; de Laat, C.; Zhao, Z.
Executing time critical applications within cloud environments while satisfying execution deadlines and response time requirements is challenging due to the difficulty of securing guaranteed performance from the underlying virtual infrastructure. Cost-effective solutions for hosting such
Bosse, T.; Gerritsen, C.; de Man, J.; Treur, J.
Learning to regulate one's emotions under threatening circumstances is important, among others, for professionals like police officers and military personnel. To explore the opportunities of Virtual Reality-based training for such professionals, this paper describes an experiment performed to
Antonia Arnoldus Huyzendveld
Full Text Available The aim of the Virtual Museum of the Tiber Valley project is the creation of an integrated digital system for the knowledge, valorisation and communication of the cultural landscape, archaeological and naturalistic sites along the Tiber Valley, in the Sabina area between Monte Soratte and the ancient city of Lucus Feroniae (Capena. Virtual reality applications, multimedia contents, together with a web site, are under construction and they will be accessed inside the museums of the territory and in a central museum in Rome. The different stages of work will cover the building of a geo-spatial archaeological database, the reconstruction of the ancient potential landscape and the creation of virtual models of the major archaeological sites. This paper will focus on the methodologies used and on present and future results.
Full Text Available Cloud computing and virtualization are new but indispensable components of computer engineering and information systems curricula for universities and higher education institutions. Learning about these topics is important for students preparing to work in the IT industry. In many companies, information technology operates under tight financial constraints. Virtualization, (for example storage, desktop, and server virtualization, reduces overall IT costs through the consolidation of systems. It also results in reduced loads and energy savings in terms of the power and cooling infrastructure. Therefore it is important to investigate the practical aspects of this topic both for industry practice and for teaching purposes. This paper demonstrates some activities undertaken recently by students at the Eastern Institute of Technology New Zealand and concludes with general recommendations for IT educators, software developers, and other IT professionals
Zwegers, Arian; Hannus, Matti; Tølle, Martin
, especially concerning integration issues. This paper aims to lay down an architectural framework to support the set-up and operation of virtual enterprises. It supports virtual enterprise engineering. The framework might also be used to identify and position issues that play a role in the set......-up and operation of virtual enterprises. As such, it is useful to classify research projects on virtual enterprises as well.......Enterprises cooperate more extensively with other enterprises during the entire product life cycle. Temporary alliances between various enterprises emerge such as those in virtual enterprises. However, many enterprises experience difficulties in the formation and operation of virtual enterprises...
Full Text Available This essay presents and discusses the developing role of virtual and augmented reality technologies in education. Addressing the challenges in adapting such technologies to focus on improving students’ learning outcomes, the author discusses the inclusion of experiential modes as a vehicle for improving students’ knowledge acquisition. Stakeholders in the educational role of technology include students, faculty members, institutions, and manufacturers. While the benefits of such technologies are still under investigation, the technology landscape offers opportunities to enhance face-to-face and online teaching, including contributions in the understanding of abstract concepts and training in real environments and situations. Barriers to technology use involve limited adoption of augmented and virtual reality technologies, and, more directly, necessary training of teachers in using such technologies within meaningful educational contexts. The author proposes a six-step methodology to aid adoption of these technologies as basic elements within the regular education: training teachers; developing conceptual prototypes; teamwork involving the teacher, a technical programmer, and an educational architect; and producing the experience, which then provides results in the subsequent two phases wherein teachers are trained to apply augmented- and virtual-reality solutions within their teaching methodology using an available subject-specific experience and then finally implementing the use of the experience in a regular subject with students. The essay concludes with discussion of the business opportunities facing virtual reality in face-to-face education as well as augmented and virtual reality in online education.
Dew, Peter M.; Leigh, Christine; Drew, Richard S.; Morris, David; Curson, Jayne
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.
Jeong, KwanSeong; Moon, JeiKwon; Choi, ByungSeon; Hyun, Dongjun; Lee, Jonghwan; Kim, Ikjune; Kim, GeunHo; Seo, JaeSeok
This paper is intended to suggest the method analyze and assess the exposure dose to workers in virtual decommissioning environments. To simulate a lot of decommissioning scenarios, decommissioning environments were designed in virtual reality. To simulate and assess the exposure dose to workers, human model also was designed in virtual environments. These virtual decommissioning environments made it possible to real-time simulate and assess the exposure dose to workers. This work was to be able to simulate scenarios of decommissioning so that exposure dose to workers could be measured and assessed. To establish the plan of exposure dose to workers during decommissioning of nuclear facilities before decommissioning activities are accomplished, the method of simulation assessment was developed in virtual radiological environments. But this work was developed as a tool of simulation for single subject mode. Afterwards, the simulation environment for multi-subjects mode will be upgraded by simultaneous modules with networking environments. Then the much more practical method will be developed by changing number of workers and duration of time under any circumstances of decommissioning
Jeong, KwanSeong; Moon, JeiKwon; Choi, ByungSeon; Hyun, Dongjun; Lee, Jonghwan; Kim, Ikjune; Kim, GeunHo; Seo, JaeSeok [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)
This paper is intended to suggest the method analyze and assess the exposure dose to workers in virtual decommissioning environments. To simulate a lot of decommissioning scenarios, decommissioning environments were designed in virtual reality. To simulate and assess the exposure dose to workers, human model also was designed in virtual environments. These virtual decommissioning environments made it possible to real-time simulate and assess the exposure dose to workers. This work was to be able to simulate scenarios of decommissioning so that exposure dose to workers could be measured and assessed. To establish the plan of exposure dose to workers during decommissioning of nuclear facilities before decommissioning activities are accomplished, the method of simulation assessment was developed in virtual radiological environments. But this work was developed as a tool of simulation for single subject mode. Afterwards, the simulation environment for multi-subjects mode will be upgraded by simultaneous modules with networking environments. Then the much more practical method will be developed by changing number of workers and duration of time under any circumstances of decommissioning.
The article describes potential applications of personal computer-based virtual reality software. The applications are being investigated by Atomic Energy of Canada Limited's (AECL) Chalk River Laboratories for the Canadian deuterium-uranium (Candu) reactor. Objectives include: (1) reduction of outage duration and improved safety, (2) cost-effective and safe maintenance of equipment, (3) reduction of exposure times and identification of overexposure situations, (4) cost-effective training in a virtual control room simulator, (5) human factors evaluation of design interface, and (6) visualization of conceptual and detailed designs of critical nuclear field environments. A demonstration model of a typical reactor control room, the use of virtual reality in outage planning, and safety issues are outlined
Navarro Newball, Andrés A; Hernández, Carlos J; Velez, Jorge A; Munera, Luis E; García, Gregorio B; Gamboa, Carlos A; Reyes, Antonio J
Distance learning can be enhanced with the use of virtual reality; this paper describes the design and initial validation of a Web Environment for Surgery Skills Training on Otolaryngology (WESST-OT). WESST-OT was created aimed to help trainees to gain the skills required in order to perform the Functional Endoscopic Sinus Surgery procedure (FESS), since training centers and specialist in this knowledge are scarce in Colombia; also, it is part of a web based educational cycle which simulates the stages of a real procedure. WESST-OT is one from the WESST family of telesimulators which started to be developed from an architecture proposed at the Medicine Meets Virtual Reality conference 2002; also, it is a step towards the use of virtual reality technologies in Latin America.
Hermund, Anders; Klint, Lars
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....
Pitts, Lee; Lankford, Kim; Felton, Larry; Pruitt, Robert
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.
Full Text Available Nowadays many companies, especially small and medium-sized enterprises (SMEs, specialize in a limited field of production. It requires forming virtual production networks of cooperating enterprises to manufacture better, faster and cheaper. Apart from that, some production orders cannot be realized, because there is not a company of sufficient production potential. In this case the virtual production networks of cooperating companies can realize these production orders. These networks have larger production capacity and many different resources. Therefore it can realize many more production orders together than each of them separately. Such organization allows for executing high quality product. The maintenance costs of production capacity and used resources are not so high. In this paper a methodology of rapid prototyping of virtual production networks is proposed. It allows to execute production orders on time considered existing logistic constraints.
Nami, Mohammad Reza; Malekpour, Abbaas
The Use of ICT in business has changed views about traditional business. With VO, organizations with out physical, geographical, or structural constraint can collaborate with together in order to fulfill customer requests in a networked environment. This idea improves resource utilization, reduces development process and costs, and saves time. Virtual Organization (VO) is always a form of partnership and managing partners and handling partnerships are crucial. Virtual organizations are defined as a temporary collection of enterprises that cooperate and share resources, knowledge, and competencies to better respond to business opportunities. This paper presents an overview of virtual organizations and main issues in collaboration such as security and management. It also presents a number of different model approaches according to their purpose and applications.
Søndergaard, Dorte Marie
, of movies and of dreams as they enter intra-activities in the comprehensive set of apparatuses that enact child agency, subjectivity and relational practices. The analyses and conceptual refinements are based on empirical cases involving interviews with and observations among 8-14 year old children.......How do we conceptualize virtual materiality, in terms of for instance avatars and weapons in computer games, virtual discourse and subjectivity as phenomena intra-acting with real life materiality, discourse and subjectivity in children’s everyday lives? How do we understand the intra......-activity of such elements in children’s night dreams? These are some of the questions discussed in this text. I bring together Karen Barad’s agential realism and Giorgi Agamben’s concept of potentiality to enable and refine an analytical approach to real-virtual enactments, thereby questioning the potentialities of gaming...
Full Text Available This article is based on the importance of using virtual tours in schools as a means to disseminate local cultural heritage, school projects and teaching resources. We want to use virtual tours, involving the school community in its use, through the production of relevant multimedia content as a way to understand and analyze the potential of multimedia resources in schools. With the evolution of new technologies, including the internet, it is up to the schools, as sources of knowledge transmission, to resort to new technologies as a way to encourage students to learn, to promote local heritage and to disclose the work of the school community, using virtual tours in school context as a powerful interdisciplinary technical and educational resource.
Дяченко, Р. О.
It was attempted of the philosophical analysis changing of business activity in the context of the informatization of society in this article. Stated that under the influence of informatization of processes business activities is virtualized. Stated that under the influence of informatization processes business activities virtualized. Indicated that positive changes of business activities connected with innovation and forecasting of the consequences of decisions. Destructive character associa...
Full Text Available EXTENDED ABSTRACTSpecial collections of the National and University Library (NUK hide a lot of items of precious value. The Slovenian cultural heritage is stored on paper or on other media as a part of the library’s Manuscripts, Incunabula and Rare Books Collection, Old Prints Collection, Maps and Pictorial Collection, Music Collection, Ephemera Collection, Serials Collection, and Slovenian Diaspora Publications Collection. Only a small part of the treasures is temporary revealed to the public on special exhibitions. The idea of virtual exhibitions of library treasures was born in 2005. The library aimed to exhibit precious items of special collections of high historical or artistic value. In 2008 the first two virtual exhibitions were created in-house offering access to the rich collections of old postcards of Ljubljana at the beginning of 20th century kept in the Maps and Pictorial Collection of NUK. They were soon followed by other virtual exhibitions. At the beginning they were organised in the same way as physical exhibitions, afterwards different programs were used for creation of special effects (for ex. 3D wall. About two years ago it was decided that the creation of virtual exhibitions will be simplified. Files of digitised and borndigital library materials in jpg format are imported to MS PowerPoint 2010. Each jpg file is now formatted by adding a frame, a description … to the slides which are saved as jpg files. The last step is the import of jpg files into Cooliris application used for NUK web exhibitions. In the paper the virtual exhibition design and creation, the technical point of view and criteria for the selection of exhibition content are explained following the example of the virtual exhibitions the Old Postcards of Ljubljana, Photo Ateliers in Slovenia, a collection of photographs Four Seasons by Fran Krašovec and photos of Post-Earthquake Ljubljana in 1895.
Ángel Torres Velandia
Full Text Available Diversas experiencias de educación superior, virtual y a distancia, en las que hemos participado demuestran que la revolución tecnológica, en el contexto de la sociedad de la información, propicia cambios comunicacionales y educativos que favorecen la preparación profesional de cientos de jóvenes y adultos que, de otra manera, difícilmente llegarían a desarrollar autonomía e iniciativa propias para emprender y autodirigir procesos de aprendizaje personales, así como para trabajar en entornos virtuales colaborativos, mediante el uso racional y crítico de una variedad de herramientas y recursos técnicos y pedagógicos. Por lo que pretendemos: a analizar la naturaleza y aspectos básicos de las comunidades virtuales de aprendizaje (CVA y los grupos virtuales de aprendizaje colaborativo (GVAC, y b registrar los avances y las limitaciones de tres proyectos de investigación y desarrollo de la UAM-Xochimilco: 1 Red electrónica de la UAM para la formación virtual de tutores e investigadores de los sistemas de educación superior a distancia (SESAD. 2 Formación de docentes-tutores para la enseñanza y el aprendizaje en ambientes presenciales, virtuales y a distancia. 3 La experiencia de interacción y cooperación de dos tipos diferentes de grupos de aprendizaje: los del sistema modular de la UAM-Xochimilco y los de la Universitat Oberta de Catalunya, UOC.
Kramer, Gary H; Crowley, Paul
The virtual phantom that was previously designed by the Human Monitoring Laboratory had some limitations. It contained no sternum and the ribs extended all the way round the torso, whereas in reality the central part of the chest is covered with a mixture of cartilage (ribs) and bone (sternum). The ribs were located below the chest wall which added to the thickness of the chest wall. The lungs did not touch the inner surface of the chest wall along their length due to the differences in curvature between the ellipsoidal lungs and the ellipsoidal cylinder that defined the torso. As a result there was extra intervening tissue between the lungs and the chest wall. This was shown to have a noticeable effect on the simulation of low energy photons. The virtual phantom has been redesigned and comparison of measured and calculated counting efficiencies shows that it is a good representation of both of LLNL or JAERI at all photon energies measured. The redesigned virtual phantom agrees to within 11% of the torsos' counting efficiency over the energy range 17 - 240 keV. Before modification, the virtual phantom's counting efficiency was a of factor three lower at 17 keV and a factor of two lower at 20 keV; now it is within 5% at 17 keV and within 10% at 20 keV. This phantom can now be reliably used to simulate lung counting. The virtual phantom still contains no sternum and the ribs extend all the way round the torso, whereas in reality the central part of the chest is covered with cartilage (ribs) and bone (sternum). However, the above results indicate that this is not a major flaw in the design of the virtual phantom, as agreement between the Monte Carlo results and experimental data is good. (author)
The use of virtual environments in geovisualization has become a major topic within the last few years. The main reason for this interest in the growing use of 3D models and visual realizations in a wide range of applications concerned with the geographic element of information. The implementation...... within the geographic domain. A categorization of the virtual environments is offered through which the differences between them are highlighted. It is possible to achieve this categorization in many ways from many perspectives since this is not and will not be research of a purely positive nature...
The article presents a brief introduction to the concept of sonic virtuality, a view of sound as a multi-modal, emergent perception that provides a framework that has since been used to provide an explanation of the formation of environments. Additionally, the article uses such concepts to explain...... the phenomenon of presence, not only in virtual worlds but also in actual worlds. The view put forward is that environment is an emergent perception, formed from the hypothetical modelling of salient worlds of sensory things, and it is in the environment that we feel present. The article ends with some thoughts...
Vesterager, Johan; Tølle, Martin; Bernus, Peter
. To prepare for this is a complex task, in fact all business, management and planning views, and related subject areas and activities, may be involved. In order to deal with this complexity in a systematic way and secure global understanding Globemen has developed a Virtual Enterprise Reference Architecture......Globalisation, outsourcing and customisation are main challenges of today not least for one-of-a-kind producers. A crucial competitive factor will be the ability rapidly to form customer focused virtual enterprises comprised of competencies from different partners by taking full advantage of ICT...
Full Text Available L'ormai indiscutibile il fatto di essere talmente circondati dal virtuale sintetico che quasi si fa fatica a riconoscere la realtà, col suo corollario di fatti “veri” legati alla nostra vita, dalle ricostruzioni digitali che permeano la nostra quotidianità (ogni riferimento al mondo di “Matrix” è puramente casuale; con l’avvento dei moderni sensori è poi veramente impressionante vedere quanto ormai il nostro ambiente sia “contaminato” dal virtuale.
Needham, Caroline; Wilkinson, Caroline; Soames, Roger
This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist and investigate the cross-discipline collaborations required in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.
Collaborative virtual environments (CVEs) are multi-user virtual realities which actively support communication and co-operation. This book offers a comprehensive reference volume to the state-of-the-art in the area of design studies in CVEs. It is an excellent mix of contributions from over 25 leading researcher/experts in multiple disciplines from academia and industry, providing up-to-date insight into the current research topics in this field as well as the latest technological advancements and the best working examples. Many of these results and ideas are also applicable to other areas su
Dev, Parvati; Youngblood, Patricia; Heinrichs, W Leroy; Kusumoto, Laura
An important component of all emergency medicine residency programs is managing trauma effectively as a member of an emergency medicine team, but practice on live patients is often impractical and mannequin-based simulators are expensive and require all trainees to be physically present at the same location. This article describes a project to develop and evaluate a computer-based simulator (the Virtual Emergency Department) for distance training in teamwork and leadership in trauma management. The virtual environment provides repeated practice opportunities with life-threatening trauma cases in a safe and reproducible setting.
Full Text Available The Virtual Observatory (VO for Astronomy is a framework that empowers astronomical research by providing standard methods to find, access, and utilize astronomical data archives distributed around the world. VO projects in the world have been strenuously developing VO software tools and/or portal systems. Interoperability among VO projects has been achieved with the VO standard protocols defined by the International Virtual Observatory Alliance (IVOA. As a result, VO technologies are now used in obtaining astronomical research results from a huge amount of data. We describe typical examples of astronomical research enabled by the astronomical VO, and describe how the VO technologies are used in the research.
Thibault, G.; Smadja, S.
An EDF graphic simulator is based on a three dimensional image built by an optical radar in an EDF PWR power plant. The resulting virtual plant has improved accuracy thanks to radar millimeter range spatial resolution. These performances allow realistic and reliable training of reactor operators, in particular for work in virtual reality. The simulation gives accurate data on the possibility of introducing a tool in a particular place. EDF work resulted in COMPROMIS computer code which optimizes their maintenance. (D.L.). 7 refs., 6 figs
Eakin, Lori; Pomerantz, Jeffrey
Libraries nationwide are in yet another phase of belt tightening. Without an understanding of the economic factors that influence library operations, however, controlling costs and performing cost-benefit analyses on services is difficult. This paper describes a project to develop a cost model for collaborative virtual reference services. This…
In this paper we take a multi-party interaction point of view on our research on multimodal interactions between agents in various virtual environments: an educational environment, a meeting environment, and a storytelling environment. These environments are quite different. All these environments
Ding, D.; Burger, F.; Brinkman, W.P.; Neerincx, M.A.
A number of negotiation training systems have been developed to improve people’s performance in negotiation. They mainly focus on the skills development, and less on negotiation understanding and improving self-efficacy. We propose a virtual reality negotiation training system that exposes users to
Waddell, Stacie; Harkness, Amy; Cohen, Mark L
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.
Nijholt, Antinus; Miyares Bermúdez, E.; Ruiz Miyares, L.
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
Rizzo Albert A
Full Text Available Abstract Background As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. Methods An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. Results The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better
Fidopiastis, Cali M; Rizzo, Albert A; Rolland, Jannick P
As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient
Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria
Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large
Full Text Available Questions of designing and a choice of technologies of creation of virtual laboratory for the distance learning system are considered. Distance learning system «Kherson Virtual University» is used as illustration.
Platform virtualization helps solving major grid computing challenges: share resource with flexible, user-controlled and custom execution environments and in the meanwhile, isolate failures and malicious code. Grid resource management tools will evolve to embrace support for virtual resource. We present two open source projects that transparently supply virtual execution environments. Tycoon has been developed at HP Labs to optimise resource usage in creating an economy where users bid to access virtual machines and compete for CPU cycles. SmartDomains provides a peer-to-peer layer that automates virtual machines deployment using a description language and deployment engine from HP Labs. These projects demonstrate both client-server and peer-to-peer approaches to virtual resource management. The first case makes extensive use of virtual machines features for dynamic resource allocation. The second translates virtual machines capabilities into a sophisticated language where resource management components can b...
VNML: Virtualized Network Management Laboratory for Educational Purposes. ... Journal of Fundamental and Applied Sciences ... In this paper, we implement a Virtualized Network Management Laboratory named (VNML) linked to college ...
If you are a system administrator who is interested in implementing and managing open source virtualization infrastructures, this is the book for you. A basic knowledge of virtualization and basic Linux command line experience is needed.
Ternier, Stefaan; Klemke, Roland; Kalz, Marco; Van Ulzen, Patricia; Specht, Marcus
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.
Molnos, A.M.; Milutinovic, A.; She, D.; Goossens, K.G.W.
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
Louka, Michael N.
This paper is a brief introduction to virtual reality technology. It discusses the meaning of the term 'Virtual Reality', introduces common hardware and software technology, and provides a brief overview of applications and research areas (author) (ml)
Zwegers, Arian; Tølle, Martin; Vesterager, Johan
Nowadays, enterprises cooperate more extensively with other enterprises during the entire product life cycle. Temporary alliances between various enterprises emerge such as those in Virtual Enterprises. However, many enterprises experience difficulties in the formation and operation of virtual en...
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)
Jovanov, E.; Starcevic, D.; Samardzic, A.; Marsh, A.; Obrenovic, Z.
Telemedicine creates virtual medical collaborative environments. We propose here a novel concept of virtual medical devices (VMD) for telemedical applications. VMDs provide different views on biomedical recordings and efficient signal analysis. In this paper we present a telemedical EEG analysis