WorldWideScience

Sample records for underlying virtual signer

  1. Neuroanatomical differences in visual, motor, and language cortices between congenitally deaf signers, hearing signers, and hearing non-signers

    Directory of Open Access Journals (Sweden)

    John S. Allen

    2013-08-01

    Full Text Available We investigated effects of sign language use and auditory deprivation from birth on the volumes of three cortical regions of the human brain: the visual cortex surrounding the calcarine sulcus in the occipital lobe; the language-related cortex in the inferior frontal gyrus (pars triangularis and pars opercularis; and the motor hand region in the precentral gyrus. The study included 25 congenitally deaf participants and 41 hearing participants (of which 16 were native sign language users; all were right-handed. Deaf participants exhibited a larger calcarine volume than hearing participants, which we interpret as the likely result of cross-modal compensation and/or dynamic interactions within sensory neural networks. Deaf participants also had increased volumes of the pars triangularis bilaterally compared to hearing signers and non-signers, which we interpret is related to the increased linguistic demands of speech processing and/or text reading for deaf individuals. Finally, although no statistically significant differences were found in the motor hand region for any of the groups, the deaf group was leftward asymmetric, the hearing signers essentially symmetric and the hearing non-signers were rightward asymmetric – results we interpret as the possible result of activity-dependent change due to life-long signing. The brain differences we observed in visual, motor, and language related areas in adult deaf native signers provide evidence for the plasticity available for cognitive adaptation to varied environments during development.

  2. Similar digit-based working memory in deaf signers and hearing non-signers despite digit span differences

    Directory of Open Access Journals (Sweden)

    Josefine eAndin

    2013-12-01

    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.

  3. Signed Language Working Memory Capacity of Signed Language Interpreters and Deaf Signers

    Science.gov (United States)

    Wang, Jihong; Napier, Jemina

    2013-01-01

    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…

  4. Visual memory for shapes in deaf signers and nonsigners and in hearing signers and nonsigners: atypical lateralization and enhancement.

    Science.gov (United States)

    Cattani, Allegra; Clibbens, John; Perfect, Timothy J

    2007-01-01

    Deaf and hearing individuals who either used sign language (signers) or not (nonsigners) were tested on visual memory for objects and shapes that were difficult to describe verbally with a same/different matching paradigm. The use of 4 groups was designed to permit a separation of effects related to sign language use (signers vs. nonsigners) and effects related to auditory deprivation (deaf vs. hearing). Forty deaf native signers and nonsigners and 51 hearing signers and nonsigners participated in the study. Signing individuals (both deaf and hearing) were more accurate than nonsigning individuals (deaf and hearing) at memorizing shapes. For the shape memory task but not the object task, deaf signers and nonsigners displayed right hemisphere (RH) advantage over the left hemisphere (LH). Conversely, both hearing groups displayed a memory advantage for shapes in the LH over the RH. Results indicate that enhanced memory performance for shapes in signers (deaf and hearing) stems from the visual skills acquired through sign language use and that deafness, irrespective of language background, leads to the use of a visually based strategy for memory of difficult-to-describe items. (c) 2007 APA, all rights reserved.

  5. Successful Insular Glioma Removal in a Deaf Signer Patient During an Awake Craniotomy Procedure.

    Science.gov (United States)

    Metellus, Philippe; Boussen, Salah; Guye, Maxime; Trebuchon, Agnes

    2017-02-01

    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.

  6. When should virtual cybercrime be brought under the scope of the criminal law?

    NARCIS (Netherlands)

    Strikwerda, Litska; Rogers, Marcus; Seigfried-Spellar, Kathryn C.

    2012-01-01

    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

  7. Volumes of virtual modifications and virtual polymorphous transformations in transition metals under pressure

    International Nuclear Information System (INIS)

    Zil'bershtejn, V.A.; Zaretskij, L.B.; Ehstrin, Eh.I.

    1975-01-01

    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

  8. The effects of spatial attention on motion processing in deaf signers, hearing signers, and hearing nonsigners.

    Science.gov (United States)

    Bosworth, Rain G; Dobkins, Karen R

    2002-06-01

    Visual abilities in deaf individuals may be altered as a result of auditory deprivation and/or because the deaf rely heavily on a sign language (American Sign Language, or ASL). In this study, we asked whether attentional abilities of deaf subjects are altered. Using a direction of motion discrimination task in the periphery, we investigated three aspects of spatial attention: orienting of attention, divided attention, and selective attention. To separate influences of auditory deprivation and sign language experience, we compared three subject groups: deaf and hearing native signers of ASL and hearing nonsigners. To investigate the ability to orient attention, we compared motion thresholds obtained with and without a valid spatial precue, with the notion that subjects orient to the stimulus prior to its appearance when a precue is presented. Results suggest a slight advantage for deaf subjects in the ability to orient spatial attention. To investigate divided attention, we compared motion thresholds obtained when a single motion target was presented to thresholds obtained when the motion target was presented among confusable distractors. The effect of adding distractors was found to be identical across subject groups, suggesting that attentional capacity is not altered in deaf subjects. Finally, to investigate selective attention, we compared performance for a single, cued motion target with that of a cued motion target presented among distractors. Here, deaf, but not hearing, subjects performed better when the motion target was presented among distractors than when it was presented alone, suggesting that deaf subjects are more affected by the presence of distractors. In sum, our results suggest that attentional orienting and selective attention are altered in the deaf and that these effects are most likely due to auditory deprivation as opposed to sign language experience. Copyright 2002 Elsevier Science (USA).

  9. Scalable Arbitrated Quantum Signature of Classical Messages with Multi-Signers

    International Nuclear Information System (INIS)

    Yang Yuguang; Wang Yuan; Teng Yiwei; Chai Haiping; Wen Qiaoyan

    2010-01-01

    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)

  10. Dissociating Neural Correlates of Meaningful Emblems from Meaningless Gestures in Deaf Signers and Hearing Non-Signers

    Science.gov (United States)

    Husain, Fatima T.; Patkin, Debra J.; Kim, Jieun; Braun, Allen R.; Horwitz, Barry

    2012-01-01

    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

  11. Dissociating neural correlates of meaningful emblems from meaningless gestures in deaf signers and hearing non-signers.

    Science.gov (United States)

    Husain, Fatima T; Patkin, Debra J; Kim, Jieun; Braun, Allen R; Horwitz, Barry

    2012-10-10

    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.

  12. Effects of Attention and Laterality on Motion and Orientation Discrimination in Deaf Signers

    Science.gov (United States)

    Bosworth, Rain G.; Petrich, Jennifer A. F.; Dobkins, Karen R.

    2013-01-01

    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…

  13. Do Sign Language Videos Improve Web Navigation for Deaf Signer Users?

    Science.gov (United States)

    Fajardo, Inmaculada; Parra, Elena; Canas, Jose J.

    2010-01-01

    The efficacy of video-based sign language (SL) navigation aids to improve Web search for Deaf Signers was tested by two experiments. Experiment 1 compared 2 navigation aids based on text hyperlinks linked to embedded SL videos, which differed in the spatial contiguity between the text hyperlink and SL video (contiguous vs. distant). Deaf Signers'…

  14. Visual stimuli and written production of deaf signers.

    Science.gov (United States)

    Jacinto, Laís Alves; Ribeiro, Karen Barros; Soares, Aparecido José Couto; Cárnio, Maria Silvia

    2012-01-01

    To verify the interference of visual stimuli in written production of deaf signers with no complaints regarding reading and writing. The research group consisted of 12 students with education between the 4th and 5th grade of elementary school, with severe or profound sensorineural hearing loss, users of LIBRAS and with alphabetical writing level. The evaluation was performed with pictures in a logical sequence and an action picture. The analysis used the communicative competence criteria. There were no differences in the writing production of the subjects for both stimuli. In all texts there was no title and punctuation, verbs were in the infinitive mode, there was lack of cohesive links and inclusion of created words. The different visual stimuli did not affect the production of texts.

  15. Do sign language videos improve Web navigation for Deaf Signer users?

    Science.gov (United States)

    Fajardo, Inmaculada; Parra, Elena; Cañas, José J

    2010-01-01

    The efficacy of video-based sign language (SL) navigation aids to improve Web search for Deaf Signers was tested by two experiments. Experiment 1 compared 2 navigation aids based on text hyperlinks linked to embedded SL videos, which differed in the spatial contiguity between the text hyperlink and SL video (contiguous vs. distant). Deaf Signers' performance was similar in Web search using both aids, but a positive correlation between their word categorization abilities and search efficiency appeared in the distant condition. In Experiment 2, the contiguous condition was compared with a text-only hyperlink condition. Deaf Signers became less disorientated (used shorter paths to find the target) in the text plus SL condition than in the text-only condition. In addition, the positive correlation between word categorization abilities and search only appeared in the text-only condition. These findings suggest that SL videos added to text hyperlinks improve Web search efficiency for Deaf Signers.

  16. Sign language ability in young deaf signers predicts comprehension of written sentences in English.

    Science.gov (United States)

    Andrew, Kathy N; Hoshooley, Jennifer; Joanisse, Marc F

    2014-01-01

    We investigated the robust correlation between American Sign Language (ASL) and English reading ability in 51 young deaf signers ages 7;3 to 19;0. Signers were divided into 'skilled' and 'less-skilled' signer groups based on their performance on three measures of ASL. We next assessed reading comprehension of four English sentence structures (actives, passives, pronouns, reflexive pronouns) using a sentence-to-picture-matching task. Of interest was the extent to which ASL proficiency provided a foundation for lexical and syntactic processes of English. Skilled signers outperformed less-skilled signers overall. Error analyses further indicated greater single-word recognition difficulties in less-skilled signers marked by a higher rate of errors reflecting an inability to identify the actors and actions described in the sentence. Our findings provide evidence that increased ASL ability supports English sentence comprehension both at the levels of individual words and syntax. This is consistent with the theory that first language learning promotes second language through transference of linguistic elements irrespective of the transparency of mapping of grammatical structures between the two languages.

  17. Sign language ability in young deaf signers predicts comprehension of written sentences in English.

    Directory of Open Access Journals (Sweden)

    Kathy N Andrew

    Full Text Available We investigated the robust correlation between American Sign Language (ASL and English reading ability in 51 young deaf signers ages 7;3 to 19;0. Signers were divided into 'skilled' and 'less-skilled' signer groups based on their performance on three measures of ASL. We next assessed reading comprehension of four English sentence structures (actives, passives, pronouns, reflexive pronouns using a sentence-to-picture-matching task. Of interest was the extent to which ASL proficiency provided a foundation for lexical and syntactic processes of English. Skilled signers outperformed less-skilled signers overall. Error analyses further indicated greater single-word recognition difficulties in less-skilled signers marked by a higher rate of errors reflecting an inability to identify the actors and actions described in the sentence. Our findings provide evidence that increased ASL ability supports English sentence comprehension both at the levels of individual words and syntax. This is consistent with the theory that first language learning promotes second language through transference of linguistic elements irrespective of the transparency of mapping of grammatical structures between the two languages.

  18. Assessing surgical skill training under hazardous conditions in a virtual environment.

    Science.gov (United States)

    Scerbo, Mark W; Bliss, James P; Schmidt, Elizabeth A; Hanner-Bailey, Hope S; Weireter, Leonard J

    2005-01-01

    The present study examined the performance of a surgical procedure under simulated combat conditions. Eleven residents performed a cricothyroidotomy on a mannequin-based simulator in a fully immersive virtual environment running a combat simulation with a virtual sniper under both day and night time lighting conditions. The results showed that completion times improved between the first and second attempt and that differences between day and night time conditions were minimal. However, three participants were killed by the virtual sniper before completing the procedure. These results suggest that some participants' ability to allocate attention to the task and their surroundings was inappropriate even under simulated hazardous conditions. Further, this study shows that virtual environments offer the chance to study a wider variety of medical procedures performed under an unlimited number of conditions.

  19. Measuring inflation under rationing: A virtual price approach

    OpenAIRE

    Christophe Starzec; François Gardes

    2014-01-01

    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...

  20. Analysis of the Detectability of Sonar Under the Virtual Battlefield

    Directory of Open Access Journals (Sweden)

    Hou Chengyu

    2014-08-01

    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.

  1. An Examination of Surgical Skill Performance under Combat Conditions Using a Mannequin-Based Simulator in a Virtual Environment

    National Research Council Canada - National Science Library

    Scerbo, Mark W; Weireter, Jr., Leonard J; Bliss, James P; Schmidt, Elizabeth A; Hanner, Hope

    2004-01-01

    .... The participants then performed the procedure in a fully immersive CAVE virtual environment running a combat simulation including gunfire, explosions, and a virtual sniper under both daylight and nighttime conditions...

  2. Ligand-based virtual screening under partial shape constraints

    Science.gov (United States)

    von Behren, Mathias M.; Rarey, Matthias

    2017-04-01

    Ligand-based virtual screening has proven to be a viable technology during the search for new lead structures in drug discovery. Despite the rapidly increasing number of published methods, meaningful shape matching as well as ligand and target flexibility still remain open challenges. In this work, we analyze the influence of knowledge-based sterical constraints on the performance of the recently published ligand-based virtual screening method mRAISE. We introduce the concept of partial shape matching enabling a more differentiated view on chemical structure. The new method is integrated into the LBVS tool mRAISE providing multiple options for such constraints. The applied constraints can either be derived automatically from a protein-ligand complex structure or by manual selection of ligand atoms. In this way, the descriptor directly encodes the fit of a ligand into the binding site. Furthermore, the conservation of close contacts between the binding site surface and the query ligand can be enforced. We validated our new method on the DUD and DUD-E datasets. Although the statistical performance remains on the same level, detailed analysis reveal that for certain and especially very flexible targets a significant improvement can be achieved. This is further highlighted looking at the quality of calculated molecular alignments using the recently introduced mRAISE dataset. The new partial shape constraints improved the overall quality of molecular alignments especially for difficult targets with highly flexible or different sized molecules. The software tool mRAISE is freely available on Linux operating systems for evaluation purposes and academic use (see http://www.zbh.uni-hamburg.de/raise).

  3. Absence of Sublexical Representations in Late-Learning Signers? A Statistical Critique of Lieberman et al. (2015)

    Science.gov (United States)

    Salverda, Anne Pier

    2016-01-01

    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…

  4. Mechanism Design of Fashion Virtual Enterprise under Monitoring Strategy

    Directory of Open Access Journals (Sweden)

    Min Huang

    2014-01-01

    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.

  5. Modeling the Virtual Machine Launching Overhead under Fermicloud

    Energy Technology Data Exchange (ETDEWEB)

    Garzoglio, Gabriele [Fermilab; Wu, Hao [Fermilab; Ren, Shangping [IIT, Chicago; Timm, Steven [Fermilab; Bernabeu, Gerard [Fermilab; Noh, Seo-Young [KISTI, Daejeon

    2014-11-12

    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.

  6. SIS and SIR Epidemic Models Under Virtual Dispersal.

    Science.gov (United States)

    Bichara, Derdei; Kang, Yun; Castillo-Chavez, Carlos; Horan, Richard; Perrings, Charles

    2015-11-01

    We develop a multi-group epidemic framework via virtual dispersal where the risk of infection is a function of the residence time and local environmental risk. This novel approach eliminates the need to define and measure contact rates that are used in the traditional multi-group epidemic models with heterogeneous mixing. We apply this approach to a general n-patch SIS model whose basic reproduction number [Formula: see text] is computed as a function of a patch residence-time matrix [Formula: see text]. Our analysis implies that the resulting n-patch SIS model has robust dynamics when patches are strongly connected: There is a unique globally stable endemic equilibrium when [Formula: see text], while the disease-free equilibrium is globally stable when [Formula: see text]. Our further analysis indicates that the dispersal behavior described by the residence-time matrix [Formula: see text] has profound effects on the disease dynamics at the single patch level with consequences that proper dispersal behavior along with the local environmental risk can either promote or eliminate the endemic in particular patches. Our work highlights the impact of residence-time matrix if the patches are not strongly connected. Our framework can be generalized in other endemic and disease outbreak models. As an illustration, we apply our framework to a two-patch SIR single-outbreak epidemic model where the process of disease invasion is connected to the final epidemic size relationship. We also explore the impact of disease-prevalence-driven decision using a phenomenological modeling approach in order to contrast the role of constant versus state-dependent [Formula: see text] on disease dynamics.

  7. The influence of language deprivation in early childhood on L2 processing: An ERP comparison of deaf native signers and deaf signers with a delayed language acquisition.

    Science.gov (United States)

    Skotara, Nils; Salden, Uta; Kügow, Monique; Hänel-Faulhaber, Barbara; Röder, Brigitte

    2012-05-03

    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.

  8. The influence of language deprivation in early childhood on L2 processing: An ERP comparison of deaf native signers and deaf signers with a delayed language acquisition

    Directory of Open Access Journals (Sweden)

    Skotara Nils

    2012-05-01

    Full Text Available Abstract Background 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. Results 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. Conclusions 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.

  9. The non- (existent) native signer: sign language research in a small deaf population

    NARCIS (Netherlands)

    Costello, B.; Fernández, J.; Landa, A.; Quadros, R.; Möller de Quadros,

    2008-01-01

    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

  10. The Development of Sensitivity to Grammatical Violations in American Sign Language: Native versus Nonnative Signers

    Science.gov (United States)

    Novogrodsky, Rama; Henner, Jon; Caldwell-Harris, Catherine; Hoffmeister, Robert

    2017-01-01

    Factors influencing native and nonnative signers' syntactic judgment ability in American Sign Language (ASL) were explored for 421 deaf students aged 7;6-18;5. Predictors for syntactic knowledge were chronological age, age of entering a school for the deaf, gender, and additional learning disabilities. Mixed-effects linear modeling analysis…

  11. A Case of Specific Language Impairment in a Deaf Signer of American Sign Language

    Science.gov (United States)

    Quinto-Pozos, David; Singleton, Jenny L.; Hauser, Peter C.

    2017-01-01

    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…

  12. Utilizing Virtual Reality to Understand Athletic Performance and Underlying Sensorimotor Processing

    Directory of Open Access Journals (Sweden)

    Toshitaka Kimura

    2018-02-01

    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.

  13. Today's virtual water consumption and trade under future water scarcity

    International Nuclear Information System (INIS)

    Orlowsky, B; Gudmundsson, L; Seneviratne, Sonia I; Hoekstra, A Y

    2014-01-01

    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)

  14. buna - Automated Administration tool for Hosts and Virtual Machines under Libvirt Environment

    OpenAIRE

    Habtu, Solomon Ayanaw

    2011-01-01

    Virtualization is very common and widely used in many data-centers nowadays. Easy management and administration of virtual machines and hosts is a crucial part of Virtualization. Currently there are automated virtual machine management systems that are in use. But the tools lack consideration of the needs of organizations with dynamically changing virtual machine environment, like Universities and Collages. They are also limited to specific virtualization platforms and don’t have host managem...

  15. A theoretical model of virtual water trade under increasing water scarcity conditions

    Science.gov (United States)

    de Vos, Lotte; Pande, Saket

    2016-04-01

    This paper proposes a virtual water trade model to obtain a better understanding of how hydro-climatic change affects societies through changes in virtual water trade. In previous studies it has been shown that global trade patterns can be influenced by water scarcity and vice-versa. The extent to which this relationship holds is still a topic under discussion. With the model introduced in this paper, the dynamics behind these trade patterns are further explored. First, a model is constructed of a society suffering from an increase in water scarcity. This model is shown to be capable of replicating patterns of technological, population, production and consumption per capita changes. In order to incorporate the effects of globalization and trade, the model has been extended to a toy model of virtual water trade between two societies. The two societies are represented by overlapping generations models. The individuals of each generation provide the labour needed for the production of the composite goods. In addition to this labour, water and technology are also incorporated as factors of production. There are two goods being produced; one is labour intensive and the other water intensive. Trade emerges from the principle of comparative advantage, with differences in labour-abundance and water resources availability between the two societies. Using this model of two societies interconnected by trade, it is examined how trade of water-intensive commodities alters under changing scarcity conditions. In particular we explore the conditions under which trade emerges, and to what extent. Furthermore, we present the conditions for the sustainable development within these two societies.

  16. Assessing language skills in adult key word signers with intellectual disabilities: Insights from sign linguistics.

    Science.gov (United States)

    Grove, Nicola; Woll, Bencie

    2017-03-01

    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.

  17. Ordered Short-Term Memory Differs in Signers and Speakers: Implications for Models of Short-Term Memory

    Science.gov (United States)

    Bavelier, Daphne; Newport, Elissa L.; Hall, Matt; Supalla, Ted; Boutla, Mrim

    2008-01-01

    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.…

  18. An Investigation of the Stroop Effect among Deaf Signers in English and Japanese: Automatic Processing or Memory Retrieval?

    Science.gov (United States)

    Flaherty, Mary; Moran, Aidan

    2007-01-01

    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…

  19. HAPPEN CAN'T HEAR: An Analysis of Code-Blends in Hearing, Native Signers of American Sign Language

    Science.gov (United States)

    Bishop, Michele

    2011-01-01

    Hearing native signers often learn sign language as their first language and acquire features that are characteristic of sign languages but are not present in equivalent ways in English (e.g., grammatical facial expressions and the structured use of space for setting up tokens and surrogates). Previous research has indicated that bimodal…

  20. Neural Activity During Mental Rotation in Deaf Signers: The Influence of Long-Term Sign Language Experience.

    Science.gov (United States)

    Le, Hong-Bo; Zhang, Hui-Hong; Wu, Qiu-Lin; Zhang, Jiong; Yin, Jing-Jing; Ma, Shu-Hua

    2018-01-02

    Mental rotation is the brain's visuospatial understanding of what objects are and where they belong. Previous research indicated that deaf signers showed behavioral enhancement for nonlinguistic visual tasks, including mental rotation. In this study, we investigated the neural difference of mental rotation processing between deaf signers and hearing nonsigners using blood oxygen level-dependent (BOLD) functional magnetic resonance imaging (fMRI). The participants performed a block-designed experiment, consisting of alternating blocks of comparison and rotation periods, separated by a baseline or fixation period. Mental rotation tasks were performed using three-dimensional figures. fMRI images were acquired during the entire experiment, and the fMRI data were analyzed with Analysis of Functional NeuroImages. A factorial design analysis of variance was designed for fMRI analyses. The differences of activation were analyzed for the main effects of group and task, as well as for the interaction of group by task. The study showed differences in activated areas between deaf signers and hearing nonsigners on the mental rotation of three-dimensional figures. Subtracting activations of fixation from activations of rotation, both groups showed consistent activation in bilateral occipital lobe, bilateral parietal lobe, and bilateral posterior temporal lobe. There were different main effects of task (rotation versus comparison) with significant activation clusters in the bilateral precuneus, the right middle frontal gyrus, the bilateral medial frontal gyrus, the right interior frontal gyrus, the right superior frontal gyrus, the right anterior cingulate, and the bilateral posterior cingulate. There were significant interaction effects of group by task in the bilateral anterior cingulate, the right inferior frontal gyrus, the left superior frontal gyrus, the left posterior cingulate, the left middle temporal gyrus, and the right inferior parietal lobe. In simple effects of deaf

  1. Cortical mechanisms underlying sensorimotor enhancement promoted by walking with haptic inputs in a virtual environment.

    Science.gov (United States)

    Sangani, Samir; Lamontagne, Anouk; Fung, Joyce

    2015-01-01

    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.

  2. The Optimal Dispatch of a Power System Containing Virtual Power Plants under Fog and Haze Weather

    Directory of Open Access Journals (Sweden)

    Yajing Gao

    2016-01-01

    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.

  3. Engagement of neural circuits underlying 2D spatial navigation in a rodent virtual reality system

    OpenAIRE

    Aronov, Dmitriy; Tank, David W.

    2014-01-01

    Virtual reality (VR) enables precise control of an animal’s environment and otherwise impossible experimental manipulations. Neural activity in navigating rodents has been studied on virtual linear tracks. However, the spatial navigation system’s engagement in complete two-dimensional environments has not been shown. We describe a VR setup for rats, including control software and a large-scale electrophysiology system, which supports 2D navigation by allowing animals to rotate and walk in any...

  4. Behavioral and neural evidence of increased attention to the bottom half of the face in deaf signers

    Science.gov (United States)

    Mitchell, Teresa V.; Letourneau, Susan M.; Maslin, Melissa T.

    2013-01-01

    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

  5. Influence of the signer's psychophysiological state on the results of his identification using handwritten pattern by natural and artificial intelligence

    Directory of Open Access Journals (Sweden)

    Alexey E. Sulavko

    2017-11-01

    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.

  6. A Case of Specific Language Impairment in a Deaf Signer of American Sign Language.

    Science.gov (United States)

    Quinto-Pozos, David; Singleton, Jenny L; Hauser, Peter C

    2017-04-01

    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: journals.permissions@oup.com.

  7. Engagement of neural circuits underlying 2D spatial navigation in a rodent virtual reality system

    Science.gov (United States)

    Aronov, Dmitriy; Tank, David W.

    2015-01-01

    SUMMARY Virtual reality (VR) enables precise control of an animal’s environment and otherwise impossible experimental manipulations. Neural activity in navigating rodents has been studied on virtual linear tracks. However, the spatial navigation system’s engagement in complete two-dimensional environments has not been shown. We describe a VR setup for rats, including control software and a large-scale electrophysiology system, which supports 2D navigation by allowing animals to rotate and walk in any direction. The entorhinal-hippocampal circuit, including place cells, grid cells, head direction cells and border cells, showed 2D activity patterns in VR similar to those in the real world. Hippocampal neurons exhibited various remapping responses to changes in the appearance or the shape of the virtual environment, including a novel form in which a VR-induced cue conflict caused remapping to lock to geometry rather than salient cues. These results suggest a general-purpose tool for novel types of experimental manipulations in navigating rats. PMID:25374363

  8. Virtual Labs and Virtual Worlds

    Science.gov (United States)

    Boehler, Ted

    2006-12-01

    Virtual Labs and Virtual Worlds Coastline Community College has under development several virtual lab simulations and activities that range from biology, to language labs, to virtual discussion environments. Imagine a virtual world that students enter online, by logging onto their computer from home or anywhere they have web access. Upon entering this world they select a personalized identity represented by a digitized character (avatar) that can freely move about, interact with the environment, and communicate with other characters. In these virtual worlds, buildings, gathering places, conference rooms, labs, science rooms, and a variety of other “real world” elements are evident. When characters move about and encounter other people (players) they may freely communicate. They can examine things, manipulate objects, read signs, watch video clips, hear sounds, and jump to other locations. Goals of critical thinking, social interaction, peer collaboration, group support, and enhanced learning can be achieved in surprising new ways with this innovative approach to peer-to-peer communication in a virtual discussion world. In this presentation, short demos will be given of several online learning environments including a virtual biology lab, a marine science module, a Spanish lab, and a virtual discussion world. Coastline College has been a leader in the development of distance learning and media-based education for nearly 30 years and currently offers courses through PDA, Internet, DVD, CD-ROM, TV, and Videoconferencing technologies. Its distance learning program serves over 20,000 students every year. sponsor Jerry Meisner

  9. Spatial-memory deficit in schizophrenia spectrum disorders under viewpoint-independent demands in the virtual courtyard task.

    Science.gov (United States)

    Wilkins, Leanne K; Girard, Todd A; King, Jelena; King, Matthew J; Herdman, Katherine A; Christensen, Bruce K; King, John

    2013-01-01

    This study builds upon our previous work indicating that impaired hippocampal-dependent forms of memory are core to schizophrenia. Using a virtual-reality courtyard task, we presented participants with schizophrenia spectrum disorders (SSD; n = 20) and a healthy community comparison group (n = 20) with objects to remember within a town square, followed by a recognition test of the location of objects from either the same viewpoint or a shifted viewpoint relative to initial presentation. The SSD group demonstrated a relative deficit under shifted- compared to same-view conditions. These findings provide further support for deficient hippocampal-dependent cognition in SSD.

  10. Is micro-CHP price controllable under price signal controlled Virtual Power Plants?

    DEFF Research Database (Denmark)

    You, Shi; Træholt, Chresten; Poulsen, Bjarne

    2011-01-01

    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...

  11. IMPROVED VIRTUAL CIRCUIT ROUTING ALGORITHM FOR WIRELESS SENSOR NETWORKS UNDER THE ASPECT OF POWER AWARENESS

    Directory of Open Access Journals (Sweden)

    Abid Ali Minhas

    2006-06-01

    Full Text Available Routing algorithms have shown their importance in the power aware wireless micro-sensor networks. In this paper first we present virtual circuit algorithm (VCRA, a routing algorithm for wireless sensor networks. We analyze the power utilized by nodes to lengthen the battery life and thus improving the lifetime of wireless sensor network. We discuss VCRA in comparison with the Multihoprouter, an algorithm developed by UC Berkeley. Then we present Improved Virtual Circuit Routing Algorithm (IVCRA which is an improved form of VCRA. In IVCRA node failure detection and path repairing scheme has been implemented. We also present the energy analysis of IVCRA and prove that IVCRA is the best choice. We first implement our routing algorithms in simulator TOSSIM and then on real hardware of mica2 mote-sensor network platform and prove the reliable routing of the data packets from different nodes to the base station. The motes used as nodes in our mote-sensor network are from Berkeley USA. By using simulator POWERTOSSIM, we estimate and present the energy utilized by different nodes of the network. At the end we present a comparison of our work with the network layer of Zigbee/IEEE 802.15.4, which is an emerging standard for wireless sensor networks and then compare its energy efficiency with the packet size chosen for our algorithm.

  12. Quasi-brittle material behavior under cyclic loading: from virtual testing to structural computation

    International Nuclear Information System (INIS)

    Vassaux, Maxime

    2015-01-01

    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

  13. The architecture of Virtual Learning Environments under the conceptions of Bakhtinian studies

    Directory of Open Access Journals (Sweden)

    Adolfo Tanzi Neto

    2014-11-01

    Full Text Available Grounded on the conceptual framework of Bakhtin's architectonic form, we seek to demonstrate that the dimensions of a genre practiced in a virtual learning environment (VLE are directly related to its design (conception, idealization, and form, that is, to its architectonic form as the design of a VLE, which can foster (new multiliteracies, provide flexibility or not for multisemiotic genre practices in the contemporary world. To achieve this aim, we observed the design of two tools from two distinct VLEs; in one of them we found the influence of traditional school relationships of time and space (and power, generating an architectonic form of the traditional school characterized by its genres and literacies. In the other VLE, considering its architectonic form, we concluded that the design tends to favor the use of different modes of language - textual, graphic, sound, with static and dynamic images with easy communication/interaction in the contemporary technological media.

  14. Projections of Virtual Water Trade Under Agricultural Policy Scenarios in China

    Science.gov (United States)

    Dalin, C.; Hanasaki, N.; Qiu, H.; Mauzerall, D. L.; Rodriguez-Iturbe, I.

    2014-12-01

    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)?

  15. Spatial memory enhances the evacuation efficiency of virtual pedestrians under poor visibility condition

    Science.gov (United States)

    Ma, Yi; Lee, Eric Wai Ming; Shi, Meng; Kwok Kit Yuen, Richard

    2018-03-01

    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).

  16. Comparison of virtual unenhanced CT images of the abdomen under different iodine flow rates.

    Science.gov (United States)

    Li, Yongrui; Li, Ye; Jackson, Alan; Li, Xiaodong; Huang, Ning; Guo, Chunjie; Zhang, Huimao

    2017-01-01

    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

  17. An investigation of the Stroop effect among deaf signers in English and Japanese: automatic processing or memory retrieval?

    Science.gov (United States)

    Flaherty, Mary; Moran, Aidan

    2007-01-01

    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.

  18. A common neural system is activated in hearing non-signers to process French sign language and spoken French.

    Science.gov (United States)

    Courtin, Cyril; Jobard, Gael; Vigneau, Mathieu; Beaucousin, Virginie; Razafimandimby, Annick; Hervé, Pierre-Yves; Mellet, Emmanuel; Zago, Laure; Petit, Laurent; Mazoyer, Bernard; Tzourio-Mazoyer, Nathalie

    2011-01-15

    We used functional magnetic resonance imaging to investigate the areas activated by signed narratives in non-signing subjects naïve to sign language (SL) and compared it to the activation obtained when hearing speech in their mother tongue. A subset of left hemisphere (LH) language areas activated when participants watched an audio-visual narrative in their mother tongue was activated when they observed a signed narrative. The inferior frontal (IFG) and precentral (Prec) gyri, the posterior parts of the planum temporale (pPT) and of the superior temporal sulcus (pSTS), and the occipito-temporal junction (OTJ) were activated by both languages. The activity of these regions was not related to the presence of communicative intent because no such changes were observed when the non-signers watched a muted video of a spoken narrative. Recruitment was also not triggered by the linguistic structure of SL, because the areas, except pPT, were not activated when subjects listened to an unknown spoken language. The comparison of brain reactivity for spoken and sign languages shows that SL has a special status in the brain compared to speech; in contrast to unknown oral language, the neural correlates of SL overlap LH speech comprehension areas in non-signers. These results support the idea that strong relationships exist between areas involved in human action observation and language, suggesting that the observation of hand gestures have shaped the lexico-semantic language areas as proposed by the motor theory of speech. As a whole, the present results support the theory of a gestural origin of language. Copyright © 2010 Elsevier Inc. All rights reserved.

  19. Radiofrequency ablation assisted by real-time virtual sonography for hepatocellular carcinoma inconspicuous under sonography and high-risk locations

    Directory of Open Access Journals (Sweden)

    Cheng-Han Lee

    2015-08-01

    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.

  20. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  1. Research on multi - channel interactive virtual assembly system for power equipment under the “VR+” era

    Science.gov (United States)

    Ren, Yilong; Duan, Xitong; Wu, Lei; He, Jin; Xu, Wu

    2017-06-01

    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.

  2. Organizaciones Virtuales Organizaciones Virtuales

    Directory of Open Access Journals (Sweden)

    Gladis Cecilia Villegas Arias

    2003-06-01

    Full Text Available Virtual Organizations are new organizational forms originated from both the replacementof face to face communications by remote communications supported by electronic means,and from the accesibility of real time information about the operation of the company, forall employees.This article pursues the following goals: 1 To define virtual organization, review its sociotechnical antecedents and propose a preliminary classification into inter-organizationaland intra-organizational forms.  2 To discuss the characteristics of virtual organizationsand their impact on organizational design, and 3 To compare virtual organizations toother organizational forms.Las organizaciones virtuales son formas organizativas nuevas, que resultan de: primero, reemplazar las interacciones cara a cara con interacciones remotas, soportadas por comunicaciones electrónicas y segundo,  proveer acceso en tiempo real a toda la información de la empresa para todos los trabajadores.En este artículo se busca: 1 Definir organización virtual, revisar sus antecedentes y proponeruna clasificación básica preliminar de las mismas  2 Discutir las características de las organizaciones virtuales y sus implicaciones para el diseño organizativo 3 Comparar estaforma organizativa a las formas organizativas no virtuales.

  3. High availability using virtualization

    Science.gov (United States)

    Calzolari, Federico

    2009-10-01

    High availability has always been one of the main problems for a data center. Till now high availability was achieved by host per host redundancy, a highly expensive method in terms of hardware and human costs. A new approach to the problem can be offered by virtualization. Using virtualization, it is possible to achieve a redundancy system for all the services running on a data center. This new approach to high availability allows to share the running virtual machines over the servers up and running, by exploiting the features of the virtualization layer: start, stop and move virtual machines between physical hosts. The system (3RC) is based on a finite state machine with hysteresis, 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. As extension of the 3RC architecture, several storage solutions have been tested to store and centralize all the virtual disks, from NAS to SAN, to grant data safety and access from everywhere. Exploiting virtualization and ability to automatically reinstall a host, we provide a sort of host on-demand, where the action on a virtual machine is performed only when a disaster occurs.

  4. Control of grid integrated voltage source converters under unbalanced conditions: development of an on-line frequency-adaptive virtual flux-based approach

    Energy Technology Data Exchange (ETDEWEB)

    Suul, Jon Are

    2012-03-15

    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

  5. Early vocabulary development in deaf native signers: a British Sign Language adaptation of the communicative development inventories.

    Science.gov (United States)

    Woolfe, Tyron; Herman, Rosalind; Roy, Penny; Woll, Bencie

    2010-03-01

    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.

  6. Language lateralization of hearing native signers: A functional transcranial Doppler sonography (fTCD) study of speech and sign production.

    Science.gov (United States)

    Gutierrez-Sigut, Eva; Daws, Richard; Payne, Heather; Blott, Jonathan; Marshall, Chloë; MacSweeney, Mairéad

    2015-12-01

    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.

  7. Representing Large Virtual Worlds

    NARCIS (Netherlands)

    Kol, T.R.

    2018-01-01

    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

  8. High availability using virtualization

    International Nuclear Information System (INIS)

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

    2010-01-01

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

  9. Virtual Box

    DEFF Research Database (Denmark)

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

    2007-01-01

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

  10. Wireless virtualization

    CERN Document Server

    Wen, Heming; Le-Ngoc, Tho

    2013-01-01

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

  11. Virtual marketing in virtual enterprises

    OpenAIRE

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

    2008-01-01

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

  12. Virtual volatility

    Science.gov (United States)

    Silva, A. Christian; Prange, Richard E.

    2007-03-01

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

  13. Virtual bronchoscopy

    International Nuclear Information System (INIS)

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

    2001-01-01

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

  14. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

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

  15. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    -systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued......, the sense-making ontology and triangle (Dervin et al., 2003), the video-interaction analysis (Henderson & Jordan, 1994), and the method of videoviews (Jensen, 2001, 2005). Also the two analytical concepts ‘intermediaries’ and ‘mediators’ that come from the actor-network theory (Latour, 2005) are introduced...

  16. Virtual Savannah

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    It is a daunting task to visualize square kilometers of African savannah and currently in zoos it is impossible to present true African ecology to visitors. Virtual Savannah is a dynamic virtual world that introduces school children to a 3D representation of the wildlife sanctuaries Serengeti...... and the navigation. The test depicted how they managed to search the virtual world for answers in patterns related to restrictions in the system and using graphical points of interest as reference points. Collecting information about the complete interaction provides teachers with a tool to assess the individual...

  17. Virtual care

    DEFF Research Database (Denmark)

    Kamp, Annette; Aaløkke Ballegaard, Stinne

    of retrenchment, promising better quality, empowerment of citizens and work that is smarter and more qualified. Through ethnographic field studies we study the introduction of virtual home care in Danish elderly care, focusing on the implications for relational work and care relations. Virtual home care entails...... and professionals, and they instigate change in organization and professional identities. Studies, which more specifically deal with telecare, stress how virtualization alters the character of the observations care workers are able to make, and how the validity of the patients’ own measurements and observations...... point out how issues of trust and surveillance, which are always negotiated in care relations, are in fact accentuated in this kind of virtual care work. Moreover, we stress that the contemporary institutional context, organization and time schedules have a vast impact on the practices developed....

  18. Virtual Savannah

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    It is a daunting task to visualize square kilometers of African savannah and currently in zoos it is impossible to present true African ecology to visitors. Virtual Savannah is a dynamic virtual world that introduces school children to a 3D representation of the wildlife sanctuaries Serengeti...... and Masai Mara. The objective is to substitute supplementary textual information currently used in schools and provide the teacher with information about each pupil. The Virtual Savannah was tested in situ on 19 pupils age 10-11 with the purpose of logging all interaction with animals, GUI...... and the navigation. The test depicted how they managed to search the virtual world for answers in patterns related to restrictions in the system and using graphical points of interest as reference points. Collecting information about the complete interaction provides teachers with a tool to assess the individual...

  19. Virtual data

    International Nuclear Information System (INIS)

    Bjorklund, E.

    1993-01-01

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

  20. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

    In relation to the Tutor course in the Mediterranean Virtual University (MVU) project, a virtual workshop “Getting experiences with different synchronous communication media, collaboration, and group work” was held with all partner institutions in January 2006. More than 25 key-tutors within MVU...... participated from different institutions in the workshop. The result of the workshop was experiences with different communication tools and media. Facing the difficulties and possibilities in collaborateting virtually concerned around group work and development of a shared presentation. All based on getting...... experiences for the learning design of MVU courses. The workshop intented to give the participants the possibility to draw their own experiences with issues on computer supported collaboration, group work in a virtual environment, synchronous and asynchronous communication media, and different perspectives...

  1. Virtual Worlds for Virtual Organizing

    Science.gov (United States)

    Rhoten, Diana; Lutters, Wayne

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

  2. Virtual-World Naturalism

    Directory of Open Access Journals (Sweden)

    Daniel Reynolds

    2010-07-01

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

  3. Virtual Tower

    International Nuclear Information System (INIS)

    Wayne, R.A.

    1997-01-01

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

  4. Virtual Sustainability

    Directory of Open Access Journals (Sweden)

    William Sims Bainbridge

    2010-09-01

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

  5. Virtual toolbox

    Science.gov (United States)

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

    1993-04-01

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

  6. Virtualize Me!

    Science.gov (United States)

    Waters, John K.

    2009-01-01

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

  7. Virtual patrolling.

    NARCIS (Netherlands)

    van der Vlist, M.; Wismans, Luc Johannes Josephus; van Beek, P.; Suijs, L.C.W.

    2016-01-01

    Approximately 25 per cent of all congestion on motorways is caused by incidents. By virtual patrolling, incidents e.g. queues, accidents and car breakdowns on a road network, can be predicted or detected in an early stage. This early detection and prediction of an incident likely to happen, offers

  8. Virtual patrolling

    NARCIS (Netherlands)

    van der Vlist, M.; Wismans, Luc Johannes Josephus; van Beek, P.; Suijs, L.C.W.

    2016-01-01

    Approximately 25 per cent of all congestion on motorways is caused by incidents. By virtual patrolling, incidents e.g. queues, accidents and car breakdowns on a road network, can be predicted or detected in an early stage. This early detection and prediction of an incident likely to happen, offers

  9. Virtual modeling

    NARCIS (Netherlands)

    Flores, J.; Kiss, S.; Cano, P.; Nijholt, Antinus; Zwiers, Jakob

    2003-01-01

    We concentrate our efforts on building virtual modelling environments where the content creator uses controls (widgets) as an interactive adjustment modality for the properties of the edited objects. Besides the advantage of being an on-line modelling approach (visualised just like any other on-line

  10. THE USE OF VIRTUAL ETHNOGRAPHY THE USE OF VIRTUAL ETHNOGRAPHY

    Directory of Open Access Journals (Sweden)

    Kadriye UZUN

    2012-04-01

    Full Text Available 3D virtual worlds can and have been used as a meeting place for distance education courses. Virtual worlds allow for group learning of the kind enjoyed by students gathered in a virtual classroom, where they know they are in a communal space, they are aware of the social process of learning and are affected by the presence and behaviour of their fellow students and tutor.Traditional ethnography has been adjusted to virtual environments and much research on this issue has been carried out under the umbrella of virtual ethnography. The increase in diverse Internet applications can be pointed out as the cause of this inclination and increase.In this study, the authors explain the method of virtual ethnography in detail, inform about data gathering instruments such as participatory virtual observation, online and offline (face to face interviews touch upon ethical questions related to field studies and highlight the elements that call for attention in the use of virtual ethnography in distance education studies.

  11. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

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

    2014-01-01

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

  12. Virtual anthropology.

    Science.gov (United States)

    Weber, Gerhard W

    2015-02-01

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

  13. Virtual crimes

    OpenAIRE

    Pobořilová, Michaela

    2010-01-01

    Virtual crimes are a new specific area in the law system, which is associated with information technologies (mobile, Internet etc.). These are crimes that can be committed in cyberspace or in connection with it. Generally, cyberspace can be defined from different perspectives most often as social, technological and legal environment in which there is mutual interaction of its users. This environment, in particular the Internet, due to its characteristics such as unlimited local, speed, low co...

  14. Dynamic Virtual Credit Card Numbers

    Science.gov (United States)

    Molloy, Ian; Li, Jiangtao; Li, Ninghui

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

  15. Virtual Cystoscopy

    International Nuclear Information System (INIS)

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

    2011-01-01

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

  16. Virtual Sensor Test Instrumentation

    Science.gov (United States)

    Wang, Roy

    2011-01-01

    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

  17. Periodismo virtual

    Directory of Open Access Journals (Sweden)

    Carlos Morales

    2015-01-01

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

  18. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

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

  19. Virtual Touch

    DEFF Research Database (Denmark)

    Stenslie, Ståle

    The central focus of this thesis is the use and experience of touch in artistic, multimodal and computer-based environments. The haptic experience of touch is an area that has only received limited research-based interest. Touch is too often seen as the effect, and not the cause of our everyday...... experiences. The study aims to provide an improved knowledge of how touch functions and how haptic storytelling can be used as an artistic medium. This thesis is divided into seven parts. The introductory chapter presents the structure of the study and the history leading up the formulation of research...... Erotogod. The third chapter investigates the foundations of touch through a physiological and psychological approach. Chapter four presents an alternative haptic history of Virtual Realities through the presentation and discussion of several technological and artistic works that are computer...

  20. Realidad virtual

    OpenAIRE

    García García, Alberto Luis

    2000-01-01

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

  1. Atelier Virtual

    OpenAIRE

    Leite, Luzirene do Rego

    2007-01-01

    Esta dissertação trata da proposição de um atelier virtual que contribua para arte-educação a distância. A origem desta idéia foi definida no trabalho desenvolvido durante minha experiência no Grupo Arteduca, formado por professores que atuam no Instituto de Artes da Universidade de Brasília e, mais especificamente, no curso "Arteduca: Arte, Educação e Tecnologias Contemporâneas". O foco desta dissertação está direcionado para a produção artística em ambientes virtuais de aprendizagem, por me...

  2. From virtual environment to virtual community

    NARCIS (Netherlands)

    Nijholt, Antinus; Terano, Takao; Nishida, Toyoaki; Namatame, Akira; Tsumoto, Syusaku; Ohsawa, Yukido; Washio, Takashi

    2001-01-01

    We discuss a virtual reality theater environment and its transition to a virtual community by adding domain agents and by allowing multiple users to visit this environment. The environment has been built using VRML (Virtual Reality Modeling Language). We discuss how our ideas about this environment

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

    CERN Document Server

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

    2010-01-01

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

  4. Virtual patients in geriatric education.

    Science.gov (United States)

    Tan, Zaldy S; Mulhausen, Paul L; Smith, Stephen R; Ruiz, Jorge G

    2010-01-01

    The virtual patient is a case-based computer program that combines textual information with multimedia elements such as audio, graphics, and animation. It is increasingly being utilized as a teaching modality by medical educators in various fields of instruction. The inherent complexity of older patients and the shortage of geriatrics educators have spurred the development of virtual patient programs to teach geriatrics at the medical undergraduate, graduate, and postgraduate levels. As an instructional tool, the Virtual Patient must be placed in the correct educational context to help educators identify opportunities for its proper use in the curriculum. In this review, the experiences of three medical schools in the development and application of geriatric virtual patients are described as case studies. In each case study, the challenges encountered and solutions developed are presented. Areas of future research in the use of virtual patients in geriatrics education include the determination of the optimal combination of features, the settings of use of virtual patient programs, the underlying pedagogy, and the limitations in its application in clinical instruction.

  5. A hitchhiker's guide to virtual reality

    CERN Document Server

    McMenemy , Karen

    2007-01-01

    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

  6. Manipulation performance in interactive virtual environments

    NARCIS (Netherlands)

    Werkhoven, P.J.; Groen, J.

    1998-01-01

    We have studied manipulation performance in virtual environments using two types of controllers: virtual hand control and 3D mouse-cursor control. These manipulation methods were tested under monoscopic and stereoscopic viewing conditions. Participants were asked to discriminate, grasp, pitch, roll

  7. Virtual cystoscopy.

    Science.gov (United States)

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

    2008-07-01

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

  8. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

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

  9. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

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

  10. Virtual Goods Recommendations in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Kuan-Yu Chen

    2015-01-01

    Full Text Available 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.

  11. Agency Enhances Body Ownership Illusion of Being a Virtual Bat

    DEFF Research Database (Denmark)

    Andreasen, Anastassia; Nilsson, Niels Chr.; Serafin, Stefania

    2018-01-01

    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 ava...

  12. Developing Activities for Teaching Cloud Computing and Virtualization

    OpenAIRE

    E. Erturk; B. Maharjan

    2014-01-01

    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....

  13. The Virtual Campus Hub Concept

    DEFF Research Database (Denmark)

    Badger, Merete; Prag, Sidsel-Marie Winther; Monaco, Lucio

    The research infrastructure project Virtual Campus Hub (VCH) runs from October 1, 2011 to September 30, 2013. Four technical universities in Europe, who are all active in the field of sustainable energy, form the project consortium: the Technical University of Denmark, The Royal Institute...... 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...

  14. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    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 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...

  15. Virtualization in control system environment

    International Nuclear Information System (INIS)

    Shen, L.R.; Liu, D.K.; Wan, T.M.

    2012-01-01

    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)

  16. Present and future instances of virtual rape in light of three categories of legal philosophical theories on rape

    NARCIS (Netherlands)

    Strikwerda, Litska

    2015-01-01

    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

  17. Virtual Trackballs Revisited

    OpenAIRE

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

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

  18. Server virtualization solutions

    OpenAIRE

    Lodziņš, Gunārs Ernests

    2007-01-01

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

  19. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

    It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer- generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first control...

  20. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

    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...... the audio-visual characteristics of designing in multi-user virtual environments generate experiential, interpersonal and textual meaning potentials....

  1. Grids, Clouds, and Virtualization

    Science.gov (United States)

    Cafaro, Massimo; Aloisio, Giovanni

    This chapter introduces and puts in context Grids, Clouds, and Virtualization. Grids promised to deliver computing power on demand. However, despite a decade of active research, no viable commercial grid computing provider has emerged. On the other hand, it is widely believed - especially in the Business World - that HPC will eventually become a commodity. Just as some commercial consumers of electricity have mission requirements that necessitate they generate their own power, some consumers of computational resources will continue to need to provision their own supercomputers. Clouds are a recent business-oriented development with the potential to render this eventually as rare as organizations that generate their own electricity today, even among institutions who currently consider themselves the unassailable elite of the HPC business. Finally, Virtualization is one of the key technologies enabling many different Clouds. We begin with a brief history in order to put them in context, and recall the basic principles and concepts underlying and clearly differentiating them. A thorough overview and survey of existing technologies provides the basis to delve into details as the reader progresses through the book.

  2. Comparison between virtual museums

    Directory of Open Access Journals (Sweden)

    Simona Caraceni

    2014-04-01

    Full Text Available Drawing a taxonomy of virtual museum, that can fit to represent all the known cases of virtual museum in the last years, I tried to try my meta-model of classification in two very different examples of virtual museums, to prove the validity of my taxonomical meta-model.

  3. A Virtual Class Calculus

    DEFF Research Database (Denmark)

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

    2006-01-01

    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...

  4. From Cognitive Capability to Social Reform? Shifting Perceptions of Learning in Immersive Virtual Worlds

    Science.gov (United States)

    Savin-Baden, Maggi

    2008-01-01

    Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and…

  5. Diffraction contrast imaging using virtual apertures

    International Nuclear Information System (INIS)

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

    2015-01-01

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

  6. METRIC OF VIRTUAL WORLDS

    OpenAIRE

    Trunev A. P.

    2013-01-01

    We investigate the hypothesis of a plurality of parallel and virtual worlds. It is assumed that sentient beings in each virtual world reach a stage of development that can create a virtual world to simulate the history of their own development. In this case, the virtual worlds are nested within each other, which put a severe restriction on the possible geometry of space-time. Discussed the draft geometry virtual worlds consistently displayed from one world to another. It is shown that in this...

  7. Virtualization A Manager's Guide

    CERN Document Server

    Kusnetzky, Dan

    2011-01-01

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

  8. Numerical Tests of the Virtual Human Model Response Under Dynamic Load Conditions Defined in Federal Aviation Regulation Part 23.562 and 25.562 – Preliminary Study

    Directory of Open Access Journals (Sweden)

    Lindstedt Lukasz

    2016-12-01

    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.

  9. Technical Evaluation Report 34: Growing Virtual Communities

    Directory of Open Access Journals (Sweden)

    Debbie Garber

    2004-08-01

    Full Text Available As online collaborative technologies become easier to use, an increasing range of “virtual communities” are being established, often for educational purposes. This report stresses that an efficient technology is only part of the process underlying a successful online community. It considers the social process on which an online learning community must be founded if it is to flourish and be useful. Definitions of community, learning community, and virtual learning community are reviewed, and the experience of an online community member is discussed. The importance of nurturing the community’s health, and the natural life cycle of a virtual community, are examined.

  10. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

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

  11. Technical Evaluation Report 34: Growing Virtual Communities

    OpenAIRE

    Debbie Garber

    2004-01-01

    As online collaborative technologies become easier to use, an increasing range of “virtual communities” are being established, often for educational purposes. This report stresses that an efficient technology is only part of the process underlying a successful online community. It considers the social process on which an online learning community must be founded if it is to flourish and be useful. Definitions of community, learning community, and virtual learning community are reviewed, and t...

  12. Key Enabling Technologies for Virtual Private Clouds

    Science.gov (United States)

    Nick, Jeffrey M.; Cohen, David; Kaliski, Burton S.

    The concept of a virtual private cloud (VPC) has emerged recently as a way of managing information technology resources so that they appear to be operated for a single organization from a logical point of view, but may be built from underlying physical resources that belong to the organization, an external service provider, or a combination of both. Several technologies are essential to the effective implementation of a VPC. Virtual data centers provide the insulation that sets one organization's virtual resources apart from those of other organizations and from the underlying physical infrastructure. Virtual applications collect those resources into separately manageable units. Policy-based deployment and policy compliance offer a means of control and verification of the operation of the virtual applications across the virtual data centers. Finally, service management integration bridges across the underlying resources to give an overall, logical and actionable view. These key technologies enable cloud providers to offer organizations the cost and efficiency benefits of cloud computing as well as the operational autonomy and flexibility to which they have been accustomed.

  13. Virtual reality for engineering

    CERN Document Server

    De Gennaro, Silvano; CERN. Geneva

    1996-01-01

    Virtual Reality for Engineers. Virtual Reality is a very powerful visualization technique for 3D data, which can bring enormous benefits to engineering design. CAD models can be exported to a VR application and used as "Virtual Prototypes". Virtual Prototypes are an ideal replacement for wooden models as they can be generated automatically from most CAD products. They are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, on a one-to-one scale and using a 3D-stereo vision. Navigation can be performed using a number of instinctive tools, such as joysticks, spaceballs, VR helmets and 3D mice. The lectures will cover today's Virtual Reality products and methods, and describe how to transform CAD models into Virtual Prototypes. A "hands on" VR experience featuring the LHC detectors models can be organized for people interested.

  14. Transforming Virtual Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    2005-01-01

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

  15. Learning by doing virtually.

    Science.gov (United States)

    von Sternberg, N; Bartsch, M S; Petersik, A; Wiltfang, J; Sibbersen, W; Grindel, T; Tiede, U; Warnke, P H; Heiland, M; Russo, P A J; Terheyden, H; Pohlenz, P; Springer, I N

    2007-05-01

    Selective reduction of bone without collateral damage (nerves, teeth) is essential in apicectomy. To test whether skills acquired on a virtual apicectomy simulator (VOXEL-MAN system with integrated force-feedback) are transferable from virtual to physical reality, two groups of trainees were compared. Group 1 received computer-based virtual surgical training before performing an apicectomy in a pig cadaver model. The probability of preserving vital neighboring structures was improved significantly, i.e. six-fold, after virtual surgical training (P<0.001). The average volume of the bony defects created by the trainees of Group 2 (mean: 0.47 ml) was significantly (P<0.001) larger than by the trainees of Group 1 (mean: 0.25 ml). Most importantly, the ability to objectively self-assess performance was significantly improved after virtual training. Training with a virtual apicectomy simulator appears to be effective, and the skills acquired are transferable to physical reality.

  16. Virtual Campus Hub technology

    DEFF Research Database (Denmark)

    Vercoulen, Frank; Badger, Merete; Monaco, Lucio

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

  17. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

    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....... of embodiment in establishing trust in (primarily) disembodied venues; how far artificial agents and other forms of machine intelligence can be trusted in any strong sense; and how diverse ethical frameworks, as developed in embodied contexts and histories, may (not) be applied to ethical issues evoked...

  18. On the Impossibility of Detecting Virtual Machine Monitors

    Science.gov (United States)

    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.

  19. Photon virtual bound state

    International Nuclear Information System (INIS)

    Inoue, J.; Ohtaka, K.

    2004-01-01

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

  20. Secure Virtual Enclaves

    National Research Council Canada - National Science Library

    Shands, Deborah

    2002-01-01

    The Secure Virtual Enclaves (SVE) collaboration infrastructure allows multiple organizations to share their distributed application resources, while respecting organizational autonomy over local resources...

  1. Virtual Training Devices Laboratory

    Data.gov (United States)

    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...

  2. Virtual Environments for Training

    National Research Council Canada - National Science Library

    Stiles, R

    1998-01-01

    .... 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...

  3. Virtual Reality Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — FUNCTION: Performs basic and applied research in interactive 3D computer graphics, including visual analytics, virtual environments, and augmented reality (AR). The...

  4. Virtual colonoscopy: clinical application

    Energy Technology Data Exchange (ETDEWEB)

    Laghi, A. [Univ. of Rome La Sapienza, Polo Didattico Pontino, Latina (Italy)

    2005-11-15

    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.)

  5. Virtual colonoscopy: clinical application

    International Nuclear Information System (INIS)

    Laghi, A.

    2005-01-01

    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.)

  6. Cognitive virtual network operator games

    CERN Document Server

    Duan, Lingjie; Shou, Biying

    2014-01-01

    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

  7. VIRTUAL REALITY HYPNOSIS.

    Science.gov (United States)

    Askay, Shelley Wiechman; Patterson, David R; Sharar, Sam R

    2009-03-01

    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

  8. Real oscillations of virtual neutrinos

    International Nuclear Information System (INIS)

    Grimus, W.; Stockinger, P.

    1996-01-01

    We study the conditions for neutrino oscillations in a field-theoretical approach by taking into account that only the neutrino production and detection processes, which are localized in space around the coordinates x searrow P and x searrow D , respectively, can be manipulated. In this sense the neutrinos whose oscillations are investigated appear as virtual lines connecting production with detection in the total Feynman graph and all neutrino fields or states to be found in the discussion are mass eigenfields or eigenstates. We perform a thorough examination of the integral over the spatial components of the inner neutrino momentum and show that in the asymptotic limit L=|x searrow D -x searrow P |→∞ the virtual neutrinos become open-quote open-quote real close-quote close-quote and under certain conditions the usual picture of neutrino oscillations emerges without ambiguities. copyright 1996 The American Physical Society

  9. Intersystem Communications between Virtualized Agents

    Directory of Open Access Journals (Sweden)

    Ovidiu Gherman

    2015-12-01

    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.

  10. Anastilosis Virtual de Felipéia

    Directory of Open Access Journals (Sweden)

    Hélio Costa Lima

    2011-04-01

    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.

  11. The virtual GULLIVER project

    NARCIS (Netherlands)

    Trappl, R.; Nijholt, Antinus; Stuk, M.; Zwiers, Jakob

    2002-01-01

    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

  12. 10 Myths of Virtualization

    Science.gov (United States)

    Schaffhauser, Dian

    2012-01-01

    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…

  13. A Virtual Good Idea

    Science.gov (United States)

    Bolch, Matt

    2009-01-01

    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…

  14. Virtual Seminar Room

    DEFF Research Database (Denmark)

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

    1999-01-01

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

  15. OVERLAPPING VIRTUAL CADASTRAL DOCUMENTATION

    Directory of Open Access Journals (Sweden)

    Madalina - Cristina Marian

    2013-12-01

    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.

  16. Virtual Peace Education

    Science.gov (United States)

    Firer, Ruth

    2008-01-01

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

  17. Designing Virtual Learning Environments

    DEFF Research Database (Denmark)

    Veirum, Niels Einar

    2003-01-01

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

  18. Digging the Virtual Past

    Science.gov (United States)

    Polymeropoulou, Panagiota

    2014-01-01

    In this paper we will investigate the way that the technological progress and the Informatics contributed greatly to the field of Archaeology. There will be analyzed the terms of virtual archaeology and virtual reality in archaeology and there will be an extended reference to the applications and the computer graphics that archaeologists could use…

  19. Virtual Company and Modelbank

    DEFF Research Database (Denmark)

    Thorsteinsson, Uffe

    1996-01-01

    Ansøgning til Socrates programmet vedr. Tematisk netværk inden for området Virtual Company and Modelbank......Ansøgning til Socrates programmet vedr. Tematisk netværk inden for området Virtual Company and Modelbank...

  20. Taxation of virtual currency

    NARCIS (Netherlands)

    Bal, Aleksandra Marta

    2014-01-01

    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

  1. VEM: Virtual Enterprise Methodology

    DEFF Research Database (Denmark)

    Tølle, Martin; Vesterager, Johan

    2003-01-01

    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 as a b...

  2. The Erasmus Virtual Campus

    Science.gov (United States)

    Isakeit, D.

    2002-02-01

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

  3. Virtual Pediatric Hospital

    Science.gov (United States)

    ... Imaging Encyclopedia of Pediatric Thoracic Disease Virtual Pediatric Hospital is the Apprentice's Assistant™ Last revised on February ... GeneralPediatrics.com | PediatricEducation.org | SearchingPediatrics.com Virtual Pediatric Hospital is curated by Donna M. D'Alessandro, M. ...

  4. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft; Gao, Yi; Petersson, Eva

    2015-01-01

    This paper presents the design and evaluation of a usability and user experience test of a virtual dressing room. First, we motivate and introduce our recent developed prototype of a virtual dressing room. Next, we present the research and test design grounded in related usability and user experi...

  5. The issue of virtual teams

    OpenAIRE

    Fleiberková, Šárka

    2012-01-01

    The aim of this diploma thesis is the introduction of teamwork and virtual teams. The theoretical part of this work describes the birth of teamwork, its definition, properties, advantages and disadvantages. Next part of diploma thesis is dedicated to the virtual team. It describes the difference among virtual and traditional team, definition and characteristics of virtual team as well as tools that are used in virtual team. The second, practical, unit is focused on virtual teams at universiti...

  6. Organization Virtual or Networked?

    Directory of Open Access Journals (Sweden)

    Rūta Tamošiūnaitė

    2013-08-01

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

  7. Virtual reality technology in nuclear power plant operation and maintenance

    International Nuclear Information System (INIS)

    Chen Sen

    2005-01-01

    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)

  8. [Virtual reality therapy in anxiety disorders].

    Science.gov (United States)

    Mitrousia, V; Giotakos, O

    2016-01-01

    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.

  9. Virtual microscopy in virtual tumor banking

    NARCIS (Netherlands)

    Isabelle, M.; Teodorovic, I.; Oosterhuis, J. W.; Riegman, P. H. J.; Passioukov, A.; Lejeune, S.; Therasse, P.; Dinjens, W. N. M.; Lam, K. H.; Oomen, M. H. A.; Spatz, A.; Ratcliffe, C.; Knox, K.; Mager, R.; Kerr, D.; Pezzella, F.; van Damme, B.; van de Vijver, M.; van Boven, H.; Morente, M. M.; Alonso, S.; Kerjaschki, D.; Pammer, J.; López-Guerrero, J. A.; Llombart-Bosch, A.; Carbone, A.; Gloghini, A.; van Veen, E. B.

    2006-01-01

    Many systems have already been designed and successfully used for sharing histology images over large distances, without transfer of the original glass slides. Rapid evolution was seen when digital images could be transferred over the Internet. Nowadays, sophisticated virtual microscope systems can

  10. Virtual Machine Logbook - Enabling virtualization for ATLAS

    International Nuclear Information System (INIS)

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

    2010-01-01

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

  11. Proteins analysed as virtual knots

    Science.gov (United States)

    Alexander, Keith; Taylor, Alexander J.; Dennis, Mark R.

    2017-02-01

    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.

  12. Toward Virtual Campuses: Collaborative Virtual Labs & Personalized Learning Services in a Real-Life Context

    OpenAIRE

    Tsekeridou, Sofia; Tiropanis, Thanassis; Christou, Ioannis; Vakilzadeh, Haleh

    2008-01-01

    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...

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

    OpenAIRE

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

    2014-01-01

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

  14. Virtual Law -- Will real and virtual identity converge or diverge?

    OpenAIRE

    Dave Birch

    2003-01-01

    Some of the differences (conflicts, even) between real and virtual identity are thrown into sharp relief in the world of online games, where vast virtual worlds are already inhabited by millions of virtual characters. While they might be ÒonlyÓ games, they may contain some real insights into the future relationship between real and virtual identities.

  15. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

    Overgaard, Julie Hougaard; Bruun, Jesper; May, Michael

    2016-01-01

    We describe how virtual experiments can be utilized in a learning design that prepares students for hands-on experiments at large-scale facilities. We illustrate the design by showing how virtual experiments are used at the Niels Bohr Institute in a master level course on neutron scattering....... In the last week of the course, students travel to a large-scale neutron scattering facility to perform real neutron scattering experiments. Through student interviews and survey answers, we argue, that the virtual training prepares the students to engage more fruitfully with experiments by letting them focus...

  16. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

    Overgaard, Julie Hougaard; Bruun, Jesper; May, Michael

    2017-01-01

    We describe how virtual experiments can be utilized in a learning design that prepares students for hands-on experiments at large-scale facilities. We illustrate the design by showing how virtual experiments are used at the Niels Bohr Institute in a master level course on neutron scattering....... In the last week of the course, students travel to a large-scale neutron scattering facility to perform real neutron scattering experiments. Through student interviews and survey answers, we argue, that the virtual training prepares the students to engage more fruitfully with experiments by letting them focus...

  17. A modification of Java virtual machine for counting bytecode commands

    OpenAIRE

    Nikolaj, Janko

    2014-01-01

    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...

  18. Dynamic management of geographic data in a virtual environment

    NARCIS (Netherlands)

    Jense, G.J.; Donkers, K.

    1996-01-01

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

  19. An Interactive Mixed Reality Framework for Virtual Humans

    NARCIS (Netherlands)

    Egges, A.; Papagiannakis, G.; Magnenat-Thalmann, M.

    2006-01-01

    In this paper, we present a simple and robust Mixed Reality (MR) framework that allows for real-time interaction with Virtual Humans in real and virtual environments under consistent illumination. We will look at three crucial parts of this system: interaction, animation and global

  20. Archeovirtual 2011: An evaluation approach to virtual museums

    NARCIS (Netherlands)

    Pescarin, S.; Pagano, A.; Wallergård, M.; Hupperetz, W.; Ray, C.; Guidi, G.; Addison, A.C.

    2012-01-01

    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

  1. Inducing Fear: Difference Between Virtual Reality and 2D Video

    NARCIS (Netherlands)

    van der Wal, C.N.; Hermans, A.; Bosse, T.

    2017-01-01

    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

  2. Virtual Museums as Educational Tool

    DEFF Research Database (Denmark)

    2007-01-01

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

  3. Development of a virtual speaking simulator using Image Based Rendering.

    Science.gov (United States)

    Lee, J M; Kim, H; Oh, M J; Ku, J H; Jang, D P; Kim, I Y; Kim, S I

    2002-01-01

    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.

  4. Virtual Organizations: An Overview

    Science.gov (United States)

    Nami, Mohammad Reza

    The need to remain competitive in the open market forces companies to concentrate on their core competencies while searching for alliances when additional skills or resources are needed to fulfill business opportunities. The changing business situation of companies and customer needs have motivated researchers to introduce Virtual Organization (VO) idea. A Virtual Organization 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 base concepts of virtual organizations including properties, management concepts, operational concepts, and main issues in collaboration such as security and authentication.

  5. Virtual Factory Testbed

    Data.gov (United States)

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

  6. Layered Augmented Virtuality

    National Research Council Canada - National Science Library

    Ahuja, G; Pacis, E. B; Sights, B; Fellars, D; Everett, H. R

    2007-01-01

    ... a virtual-world representation with information from onboard sensors and human input. Standard techniques for displaying information, such as embedding information icons from sensor payloads and external systems (e.g. other robots...

  7. Virtual Telescope Alignment System

    Data.gov (United States)

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

  8. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    changes in both the technology structures and the collaborative practice; and 2) that establishing the social context within virtual project teams comprises negotiations of shared meaning bridging discontinuities typically associated with geographical distribution such as culture, work practices...... in virtual project teams whose members are spread across various geographical locations. The aim is to understand the specific factors, conditions and challenges underpinning such situations. This thesis describes, analyses and discusses three in-depth empirical studies on the practices and use of groupware...... 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...

  9. Virtual Reality Lab Assistant

    Science.gov (United States)

    Saha, Hrishikesh; Palmer, Timothy A.

    1996-01-01

    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.

  10. Virtual reality musical instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies 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...... design and evaluation guidelines, and examine historical case studies. Our main contribution is to inform the design and evaluation of the future VRMIs and consider the challenges....

  11. Virtual Prototyping at CERN

    Science.gov (United States)

    Gennaro, Silvano De

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

  12. Virtualization Technologies for the Business

    OpenAIRE

    Sabina POPESCU

    2011-01-01

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

  13. Sobre objetos y experiencias virtuales

    OpenAIRE

    Pacho, Julián

    2009-01-01

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

  14. Virtual Machine in Automation Projects

    OpenAIRE

    Xing, Xiaoyuan

    2010-01-01

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

  15. Theft of virtual items in online multiplayer computer games: an ontological and moral analysis

    NARCIS (Netherlands)

    Strikwerda, Litska

    2012-01-01

    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

  16. Use of GERAM as Basis for a Virtual Enterprise Framework Model

    DEFF Research Database (Denmark)

    Vesterager, Johan; Bernus, Peter; Larsen, Lars B

    2001-01-01

    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 ent...

  17. Virtual Data in CMS Production

    CERN Document Server

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

    2003-01-01

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

  18. Virtual data in CMS production

    International Nuclear Information System (INIS)

    Arbree, A. et al.

    2004-01-01

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

  19. The Benefits and Risks of Virtual Bidding in Multi-Settlement Markets

    International Nuclear Information System (INIS)

    Isemonger, Alan G.

    2006-01-01

    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)

  20. SOCIAL INSTITUTION OF EDUCATION AND COMPUTER VIRTUAL REALITY: POINTS OF INFLUENCE

    OpenAIRE

    Tarakanov Sergey Anatolevich

    2012-01-01

    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...

  1. From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds

    OpenAIRE

    Maggi Savin-Baden

    2008-01-01

    Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and gaming and is largely underpinned by cognitive learning theories that focus on linearity, problem-solving and the importance of attaining the ‘right ...

  2. Varieties of virtualization

    Science.gov (United States)

    Ellis, Stephen R.

    1991-01-01

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

  3. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

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

  4. Towards a Digital Body: The Virtual Arm Illusion

    Science.gov (United States)

    Slater, Mel; Perez-Marcos, Daniel; Ehrsson, H. Henrik; Sanchez-Vives, Maria V.

    2008-01-01

    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 min 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. PMID:18958207

  5. Security Isolation Strategy Mechanism for Lightweight Virtualization Environment

    Directory of Open Access Journals (Sweden)

    Liu Qian

    2017-01-01

    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.

  6. Towards a digital body: the virtual arm illusion

    Directory of Open Access Journals (Sweden)

    2008-08-01

    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.

  7. Virtual drug discovery: beyond computational chemistry?

    Science.gov (United States)

    Gilardoni, Francois; Arvanites, Anthony C

    2010-02-01

    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.

  8. Economic aspects of virtual water trade

    Science.gov (United States)

    Oki, Taikan; Yano, Shinjiro; Hanasaki, Naota

    2017-04-01

    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.

  9. Sensorimotor training in virtual reality: a review.

    Science.gov (United States)

    Adamovich, Sergei V; Fluet, Gerard G; Tunik, Eugene; Merians, Alma S

    2009-01-01

    Recent experimental evidence suggests that rapid advancement of virtual reality (VR) technologies has great potential for the development of novel strategies for sensorimotor training in neurorehabilitation. We discuss what the adaptive and engaging virtual environments can provide for massive and intensive sensorimotor stimulation needed to induce brain reorganization.Second, discrepancies between the veridical and virtual feedback can be introduced in VR to facilitate activation of targeted brain networks, which in turn can potentially speed up the recovery process. Here we review the existing experimental evidence regarding the beneficial effects of training in virtual environments on the recovery of function in the areas of gait,upper extremity function and balance, in various patient populations. We also discuss possible mechanisms underlying these effects. We feel that future research in the area of virtual rehabilitation should follow several important paths. Imaging studies to evaluate the effects of sensory manipulation on brain activation patterns and the effect of various training parameters on long term changes in brain function are needed to guide future clinical inquiry. Larger clinical studies are also needed to establish the efficacy of sensorimotor rehabilitation using VR in various clinical populations and most importantly, to identify VR training parameters that are associated with optimal transfer to real-world functional improvements.

  10. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments......, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field...... overview of VRMIs from the viewpoint of the performer. We propose nine design guidelines, describe evaluation methods, analyze case studies, and consider future challenges....

  11. First Indico Virtual Event

    CERN Multimedia

    CERN. Geneva

    2014-01-01

    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 indico-team@cern.ch. 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

  12. Virtual or Virtually U: Educational Institutions in Second Life

    OpenAIRE

    Nancy Jennings; Chris Collins

    2007-01-01

    Educational institutions are increasingly exploring the affordances of 3D virtual worlds for instruction and research, but few studies have been done to document current practices and uses of this emerging technology. This observational survey examines the virtual presences of 170 accredited educational institutions found in one such 3D virtual world called Second Life®, created by San- Francisco based Linden Lab®. The study focuses on what educational institutions look like in this virtual e...

  13. The virtual knife

    DEFF Research Database (Denmark)

    Hansen, Mads Fogtmann

    and order books. The Danish Meat Research Institute (DMRI) is currently constructing a representative database of virtual representations of pigs using X-ray Computed Tomography (CT). The database will serve as the foundation for the diversity modeling of pigs and for extracting predictors of quality...... and optimal use. This thesis integrates well-known techniques from the medical image analysis into the development of tools for automated analysis of the morphology of pigs. E.g. elastic image matching has been applied to establish spatial correspondence between the virtual representations of pigs...

  14. Coded Network Function Virtualization

    DEFF Research Database (Denmark)

    Al-Shuwaili, A.; Simone, O.; Kliewer, J.

    2016-01-01

    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 ha......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...

  15. Virtual realities and education

    Directory of Open Access Journals (Sweden)

    Curcio Igor D.D.

    2016-12-01

    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.

  16. Laboratorios virtuales colaborativos

    OpenAIRE

    Jara, Carlos A.; Candelas-Herías, Francisco A.; Torres, Fernando; Dormido Bencomo, Sebastián; Esquembre Martínez, Francisco

    2008-01-01

    Comunicación presentada en las XXIX Jornadas de Automática, Tarragona, 3-5 Septiembre 2008. El uso del laboratorio virtual (LV) como herramienta para el aprendizaje y experimentación práctica a distancia, cada vez es mayor en el entorno de educación superior. Este objeto de enseñanza virtual representa actualmente una revolución dentro del ámbito educativo, ya que permite adquirir al alumno habilidades prácticas desde cualquier lugar y en cualquier momento. Por otro lado, el desarrollo ...

  17. Virtual reality haptic dissection.

    Science.gov (United States)

    Erolin, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-12-01

    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.

  18. Designing Virtual Learning Centers

    OpenAIRE

    Paquette, Gilbert

    2002-01-01

    - This paper is a pre-print version of the article whose definitive version can be found on http://www.springer.com/east/home/generic/search/results?SGWID=5-40109-22-2122620-0. Please cite the full reference when referring to the article. - This article is an extended version of a key-note presentation at the Ed-Media 2000 conference.; Virtual universities and work-place virtual institutes are seen, more and more, as a solution to the huge education demand of the knowledge society. I will lim...

  19. Virtual power plant auctions

    International Nuclear Information System (INIS)

    Ausubel, Lawrence M.; Cramton, Peter

    2010-01-01

    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)

  20. Virtual power plant auctions

    Energy Technology Data Exchange (ETDEWEB)

    Ausubel, Lawrence M.; Cramton, Peter [Department of Economics, University of Maryland, College Park, MD 20742 (United States)

    2010-12-15

    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)

  1. A duet (virtually)

    OpenAIRE

    Waeckerlé, Emmanuelle

    2008-01-01

    My practice-based research explores language and related issues of place and identity, such as personal cultural borders and digital-human relationships on the edges of language. With A duo and A duet (virtually) I attempt to push further the interplay between the virtual and the real, and between the visual and sonic representations of my voice. In 2002 I created a unique vocal and visual instrument that I call VINST3, which responds not only to touch but to mood and sensibility. It cons...

  2. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

    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)

  3. First-Person Perspective Virtual Body Posture Influences Stress: A Virtual Reality Body Ownership Study

    Science.gov (United States)

    Bergström, Ilias; Kilteni, Konstantina; Slater, Mel

    2016-01-01

    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

  4. First-Person Perspective Virtual Body Posture Influences Stress: A Virtual Reality Body Ownership Study.

    Directory of Open Access Journals (Sweden)

    Ilias Bergström

    Full Text Available 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.

  5. First-Person Perspective Virtual Body Posture Influences Stress: A Virtual Reality Body Ownership Study.

    Science.gov (United States)

    Bergström, Ilias; Kilteni, Konstantina; Slater, Mel

    2016-01-01

    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.

  6. Universidades virtuales: ¿aprendizaje real?

    OpenAIRE

    Valenzuela González, Jaime R.

    2015-01-01

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

  7. Corporate Training in Virtual Worlds

    OpenAIRE

    Charles Nebolsky; Nicholas K. Yee; Valery A. Petrushin; Anatole V. Gershman

    2004-01-01

    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 worl...

  8. Corporate Training in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Charles Nebolsky

    2004-12-01

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

  9. Virtual Museum Learning

    Science.gov (United States)

    Prosser, Dominic; Eddisford, Susan

    2004-01-01

    This paper examines children's and adults' attitudes to virtual representations of museum objects. Drawing on empirical research data gained from two web-based digital learning environments. The paper explores the characteristics of on-line learning activities that move children from a sense of wonder into meaningful engagement with objects and…

  10. Laboratorio virtual visual

    OpenAIRE

    Torres Medina, Fernando

    2010-01-01

    Presentación del Laboratorio Virtual Visual destinado a la simulación de algoritmos de visión artificial y procesamiento de imágenes desarrollado en el Grupo de Automática, Robótica y Visión Artificial de la Universidad de Alicante.

  11. A virtual nuclear world?

    International Nuclear Information System (INIS)

    Salve, R.

    1998-01-01

    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)

  12. Virtual Libraries: Service Realities.

    Science.gov (United States)

    Novak, Jan

    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…

  13. Virtual Libraries: Service Realities.

    Science.gov (United States)

    Novak, Jan

    2002-01-01

    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)

  14. CMS Virtual Tour Greece

    CERN Document Server

    CERN. Geneva

    2014-01-01

    More than 500 high-school students from 7 locations in Greece visit virtually the CMS experiment. Read more about this record-breaking event here: http://home.web.cern.ch/students-educators/updates/2014/02/students-visit-heart-cms-detector

  15. Adaptivenes in Virtual Teams

    NARCIS (Netherlands)

    S. Qureshi (Sadja); D. Vogel

    2000-01-01

    textabstractComputer supported teams are capturing the attention of academics and practitioners as organisations increasingly put them into practice as virtual teams. The practical relevance of current research into computer supported teams could be increased if greater attention is paid to

  16. Virtual Interactive Space (VIS)

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2015-01-01

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

  17. Virtual machine performance benchmarking.

    Science.gov (United States)

    Langer, Steve G; French, Todd

    2011-10-01

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

  18. Alice - The Virtual Secretary

    DEFF Research Database (Denmark)

    Hansen, Thomas K.

    2009-01-01

    of the primary ideas behind using animated agents is, quoting Wik and Granström (2007), to transform the well-known desktop metaphor of the PC, into a more human metaphor, thereby increasing the authenticity of our interaction with technology. At Knowledge Lab we have combined three different technologies...... in order to create Alice – The virtual secretary....

  19. Adapting Virtual Camera Behaviour

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2013-01-01

    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...

  20. Definition of Virtual Levels.

    Science.gov (United States)

    Shore, Bruce W.

    1979-01-01

    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)

  1. Virtual Reality and Education.

    Science.gov (United States)

    Helsel, Sandra

    1992-01-01

    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…

  2. Virtual Bridge Design Challenge

    Science.gov (United States)

    Mitts, Charles R.

    2013-01-01

    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…

  3. Virtual Environments 2005

    DEFF Research Database (Denmark)

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

  4. A realidade do virtual

    Directory of Open Access Journals (Sweden)

    Eduardo Simonini Lopes

    2005-06-01

    Full Text Available O presente trabalho propõe discutir o conceito de virtual, tendocomo apoio as obras de Pierre Lévy, Jean Baudrillard e Gilles Deleuze.Entendemos que diferentes propostas de realidade do virtualsurgem baseando-se na abordagem de cada um desses autores. E cadauma dessas propostas abre novas perspectivas para o pensamentode enxergar e manipular o conceito de virtual. Partimos, então,neste trabalho, do entendimento do virtual conquanto entidadedesterritorializada (Lévy, 1998, seguindo até sua compreensãoenquanto espaço de potência (Deleuze, 1996. Cada uma dessasabordagens produz um modo de pensar, e, enquanto Lévy situa ovirtual como o espaço de representação da consciência humana,Deleuze já o trabalha como dimensão de intensidades não representacionais, promotora de contínua diferença. Construímos, assim, uma reflexão sobre o modo como alguns pensadores têm trabalhadoo conceito de virtual: utilizando-o como recognição e ignorandoseu entendimento como potência.

  5. A Virtual History of Mauritius

    African Journals Online (AJOL)

    admpather

    while offering numerous advantages over real reconstructions: Virtual Reconstructions. Historical reconstruction of the Aapravasi Ghat and the Grand Port Naval Battle will be considered and finally some preliminary work that has already been carried out will be presented. Keywords: Virtual Heritage, Virtual Reality, ...

  6. Team Development of Virtual Teams

    Science.gov (United States)

    Kim, Sooyoung

    2004-01-01

    Advanced technologies, globalization, the competitiveness of business, flexible working practices, and other rapid changes in the nature of work have all led to the booming of "virtual teams." This paper will provide an overview of virtual teams, including a description of their emergence, a definition and typology of the term "virtual team," an…

  7. Interacting with a Virtual Conductor

    NARCIS (Netherlands)

    Bos, P.; Reidsma, Dennis; Ruttkay, Z.M.; Nijholt, Antinus; Harper, R.; Rauterberg, M; Combetto, M.

    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

  8. Software platform virtualization in chemistry research and university teaching.

    Science.gov (United States)

    Kind, Tobias; Leamy, Tim; Leary, Julie A; Fiehn, Oliver

    2009-11-16

    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.

  9. Software platform virtualization in chemistry research and university teaching

    Directory of Open Access Journals (Sweden)

    Kind Tobias

    2009-11-01

    Full Text Available Abstract Background 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. Results 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. Conclusion 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.

  10. Software platform virtualization in chemistry research and university teaching

    Science.gov (United States)

    2009-01-01

    Background 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. Results 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. Conclusion 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. PMID:20150997

  11. Art in virtual reality 2010

    Science.gov (United States)

    Chang, Ben

    2010-01-01

    For decades, virtual reality artwork has existed in a small but highly influential niche in the world of electronic and new media art. Since the early 1990's, virtual reality installations have come to define an extreme boundary point of both aesthetic experience and technological sophistication. Classic virtual reality artworks have an almost mythological stature - powerful, exotic, and often rarely exhibited. Today, art in virtual environments continues to evolve and mature, encompassing everything from fully immersive CAVE experiences to performance art in Second Life to the use of augmented and mixed reality in public space. Art in Virtual Reality 2010 is a public exhibition of new artwork that showcases the diverse ways that contemporary artists use virtual environments to explore new aesthetic ground and investigate the continually evolving relationship between our selves and our virtual worlds.

  12. Virtual Class Support at the Virtual Machine Level

    DEFF Research Database (Denmark)

    Nielsen, Anders Bach; Ernst, Erik

    2009-01-01

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

  13. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

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

  14. The Herbert Virtual Museum

    Directory of Open Access Journals (Sweden)

    Panagiotis Petridis

    2013-01-01

    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.

  15. Virtual reality systems

    Science.gov (United States)

    Johnson, David W.

    1992-01-01

    Virtual realities are a type of human-computer interface (HCI) and as such may be understood from a historical perspective. In the earliest era, the computer was a very simple, straightforward machine. Interaction was human manipulation of an inanimate object, little more than the provision of an explicit instruction set to be carried out without deviation. In short, control resided with the user. In the second era of HCI, some level of intelligence and control was imparted to the system to enable a dialogue with the user. Simple context sensitive help systems are early examples, while more sophisticated expert system designs typify this era. Control was shared more equally. In this, the third era of the HCI, the constructed system emulates a particular environment, constructed with rules and knowledge about 'reality'. Control is, in part, outside the realm of the human-computer dialogue. Virtual reality systems are discussed.

  16. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    , 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...... 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...

  17. Material and Virtuality

    DEFF Research Database (Denmark)

    Kruse Aagaard, Anders

    2015-01-01

    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....... In this paper investigations in sheet steel form a substance of concrete experiments. The experiments set up shuttling processes in between different domains. Through those processes connections and intermingling between information from digital drawing and materiality is created. The dialogues established...... 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....

  18. Virtual vitreoretinal surgery

    DEFF Research Database (Denmark)

    Vergmann, Anna Stage; Vestergaard, Anders Højslet; Grauslund, Jakob

    2017-01-01

    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...... training level 3 (BimT3), laser coagulation level 3 (LasC3), posterior hyaloid level 3 (PostH3) and internal limiting membrane peeling level 3 (ILMP3). The scores in each module were assessed from two to five different factors (tissue treatment, efficiency, target achievement, instrument handling...

  19. Virtual reality at work

    Science.gov (United States)

    Brooks, Frederick P., Jr.

    1991-01-01

    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.

  20. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

    An early experience in deploying a manipulator to the Irradiated Fuel Dismantling Cell at Torness Power Station, quickly highlighted that special visualisation techniques were required to achieve a successful deployment and reduce plant system down time. This visualisation was later realised through the IGRIP software pakcage operating on a Silicon Graphics computing engine, which provides a 'Non-Immersive' Virtual Reality environment. Within this environment, models of the Irradiated Fuel Dismantling cell were generated along with a model of the manipulator, allowing manipulator deployment to the Irradiated Fuel Dismantling Cell be modelled. It is estimated that the first use of this new environment provided a significant saving to Scottish Nuclear in potential lost output. The use of this virtual reality environment is currently being extended into the design and deployment of a new manipulator for Torness in vessel inspection, the Boiler Inspection Manipulator. (author)

  1. Virtual team collaboration

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Ngwenyama, Ojelanki

    2009-01-01

    as the foundation for building shared meaning at three levels. Also we investigate communication breakdowns that can be attributed to differences in lifeworld structures, organizational structures, and work process structures within a virtual team. We find that all communication breakdowns are manifested...... and experienced by the participants at the work process level; however, resolving breakdowns may require critical reflection at other levels. Where previous research argues that face-to-face interaction is an important variable for virtual team performance, our empirical observations reveal that communication......Managing international teams with geographically distributed participants is a complex task. The risk of communication breakdowns increases due to cultural and organizational differences grounded in the geographical distribution of the participants. Such breakdowns indicate general...

  2. Virtual exertions: evoking the sense of exerting forces in virtual reality using gestures and muscle activity.

    Science.gov (United States)

    Chen, Karen B; Ponto, Kevin; Tredinnick, Ross D; Radwin, Robert G

    2015-06-01

    This study was a proof of concept for virtual exertions, a novel method that involves the use of body tracking and electromyography for grasping and moving projections of objects in virtual reality (VR). The user views objects in his or her hands during rehearsed co-contractions of the same agonist-antagonist muscles normally used for the desired activities to suggest exerting forces. Unlike physical objects, virtual objects are images and lack mass. There is currently no practical physically demanding way to interact with virtual objects to simulate strenuous activities. Eleven participants grasped and lifted similar physical and virtual objects of various weights in an immersive 3-D Cave Automatic Virtual Environment. Muscle activity, localized muscle fatigue, ratings of perceived exertions, and NASA Task Load Index were measured. Additionally, the relationship between levels of immersion (2-D vs. 3-D) was studied. Although the overall magnitude of biceps activity and workload were greater in VR, muscle activity trends and fatigue patterns for varying weights within VR and physical conditions were the same. Perceived exertions for varying weights were not significantly different between VR and physical conditions. Perceived exertion levels and muscle activity patterns corresponded to the assigned virtual loads, which supported the hypothesis that the method evoked the perception of physical exertions and showed that the method was promising. Ultimately this approach may offer opportunities for research and training individuals to perform strenuous activities under potentially safer conditions that mimic situations while seeing their own body and hands relative to the scene. © 2014, Human Factors and Ergonomics Society.

  3. Virtual personal assistant

    OpenAIRE

    Imrie, Peter; Bednar, Peter

    2013-01-01

    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...

  4. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

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

  5. Virtual nuclear weapons

    Energy Technology Data Exchange (ETDEWEB)

    Pilat, J.F.

    1997-08-01

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

  6. Virtual Reality Spectating

    OpenAIRE

    Hemb, Jan Greger

    2017-01-01

    The goal of this master was to assess and evaluate Virtual Reality (VR) spectating. VR spectating refers to spectating someone playing a game in VR. A series of spectating modes (mirroring, 3D and VR) was assessed in a series of experiments, and user testing sessions to determine the preferred mode for spectating VR content. A range of related topics were discussed as well, including spectator placement models, streamers core success values, and the projected success of VR as a platform. ...

  7. Virtual Environments Overview

    Science.gov (United States)

    2009-04-01

    digital form. McQuail , D (2000) McQuail’s Mass Communication Theory (4th edition), Sage, London, pp. 16-34. 5 2. AFFORDANCES OF VIRTUAL... S . (1991). “Grounding in Communication .” In Resnick, L.B., Levine, J., Teasley, S . (Eds.). Perspectives on Socially Shared Cognition. Washington DC...www.cia.gov/library/center-for-the-study-of-intelligence/csi-publications/books-and- monographs/analytic-culture-in-the-u- s -intelligence- community

  8. The virtual oil company

    International Nuclear Information System (INIS)

    Garibaldi, C.A.; Haney, R.M.; Ross, C.E.

    1995-01-01

    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

  9. Virtual private network (VPN)

    International Nuclear Information System (INIS)

    Caskey, Susan

    2006-01-01

    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)

  10. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

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

  11. Virtual Reality in Neurorehabilitation

    OpenAIRE

    Stasieńko Agnieszka; Sarzyńska-Długosz Iwona

    2016-01-01

    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 i...

  12. Tele Hyper Virtuality

    Science.gov (United States)

    Terashima, Nobuyoshi

    1994-01-01

    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.

  13. Medical Virtual Public Services

    Directory of Open Access Journals (Sweden)

    Iulia SURUGIU

    2008-01-01

    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 hospitals’ 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. System’s architecture is business oriented: it focuses on Service Oriented Architecture - SOA concepts, asynchronously combining Web services, Business Process Management – BPM rules and BPEL standards.

  14. The virtual articulator.

    Science.gov (United States)

    Bisler, A; Bockholt, U; Kordass, B; Suchan, M; Voss, G

    2002-01-01

    The virtual articulator (VA) is intended for use as a tool for the analysis fo the complex static and dynamic occlusal relations. Its chief application is in individual diagnosis and the simulation of the mechanical articulator. As entry data, the VA requires digital, 3-dimensional representations of the jaws and patient-specific data on jaw movement. It then simulates jaw movement and provides a dynamic visualization of the occlusal contacts. If no patient-specific data are available, the modus operandi of the mechanical articulator can be simulated. Virtual reality (VR) techniques applied in computer-aided diagnosis are revolutionizing medical routine in many disciplines. Particularly in the field of dental engineering, VR combined with CAD/CAM technology has great potential in implant planning and design in terms of greater precision and shorter treatment duration. The geometry of teeth can be digitized, the implant models can be designed with specialized CAD systems, and the final implants can be manufactured with a CNC machine. In this context, the virtual articulator completes the digital manufacturing process.

  15. Virtual blood bank

    Directory of Open Access Journals (Sweden)

    Kit Fai Wong

    2011-01-01

    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.

  16. Virtual blood bank

    Science.gov (United States)

    Wong, Kit Fai

    2011-01-01

    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. PMID:21383930

  17. VIRTUAL CURRENCY "BITCOIN" – CHALLENGES AND CONTROVERSIES

    Directory of Open Access Journals (Sweden)

    ȘOAVĂ GEORGETA

    2016-06-01

    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.

  18. Towards virtual training of emotion regulation.

    Science.gov (United States)

    Bosse, Tibor; Gerritsen, Charlotte; de Man, Jeroen; Treur, Jan

    2014-12-01

    For professionals in military and law enforcement domains, learning to regulate one's emotions under threatening circumstances is crucial. The STRESS project envisions a virtual reality-based system to enable such professionals to train their emotion regulation skills. To explore the possibilities for such a system, this article describes an experiment performed to investigate the impact of virtual training on participants' experienced emotional responses in threatening situations. A set of 15 participants were asked to rate the subjective emotional intensity of a set of affective pictures at two different time points, separated by 6 h. The participants were divided into three groups: the first group performed a session of virtual training in between, in which they received a choice-reaction task; the second group performed a session of virtual training, in which they had to apply reappraisal strategies; and a control group, that did not have any training session. The results indicate that the reappraisal-based training caused the participants in that group to give significantly lower ratings for the emotional intensity of the negative pictures, whereas the content-based training resulted in significantly higher ratings compared to the group without training. Moreover, a second experiment, performed with the same participants 6 months later, indicated that these effects are fairly persistent over time, and that they transfer to different pictures with similar characteristics.

  19. Green Virtualization for Multiple Collaborative Cellular Operators

    KAUST Repository

    Farooq, Muhammad Junaid

    2017-06-05

    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.

  20. Virtual Mentoring for Volunteer Leadership Development

    OpenAIRE

    Guloy, Sheryl

    2015-01-01

    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...

  1. Validating Virtual Safety Stock Effectiveness through Simulation

    Directory of Open Access Journals (Sweden)

    Maria Elena Nenni

    2013-08-01

    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.

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

    International Nuclear Information System (INIS)

    Melo, Roberto Correia de

    2009-01-01

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

  3. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    Realistic Virtual View Visualization is a new field of research which has received increasing attention in recent years. It is strictly related to the increased popularity of virtual reality and the spread of its applications, among which virtual photography and cinematography. The use of computer...... generated characters, "virtual actors", in the motion picture production increases every day. While the most known computer graphics techniques have largely been adopted successfully in nowadays fictions, it still remains very challenging to implement virtual actors which would resemble, visually, human...... is then gaining consensus: the augmented actor. Fundamental concepts and examples of methods proposed for realistic view synthesis, based on the transfer of photorealism from reference photographs to novel views, will be presented. The application of methods for realistic image synthesis to virtual cinematography...

  4. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    OpenAIRE

    Fan Zhang; Mingyuan Hu; Weitao Che; Hui Lin; Chaoyang Fang

    2018-01-01

    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 ...

  5. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

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

  6. Virtual reality technology and applications

    CERN Document Server

    Mihelj, Matjaž; Beguš, Samo

    2014-01-01

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

  7. The ethnography of virtual reality

    Directory of Open Access Journals (Sweden)

    Gavrilović Ljiljana 1

    2004-01-01

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

  8. Surgery applications of virtual reality

    Science.gov (United States)

    Rosen, Joseph

    1994-01-01

    Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.

  9. A Virtual Commissioning Learning Platform

    DEFF Research Database (Denmark)

    Mortensen, Steffen; Madsen, Ole

    2018-01-01

    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......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...... 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...

  10. Virtual Reality for Anxiety Disorders

    Directory of Open Access Journals (Sweden)

    Elif Uzumcu

    2018-03-01

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

  11. Virtual water management in the Roman world

    Science.gov (United States)

    Dermody, B.; Van Beek, L. P.; Meeks, E.; Klein Goldewijk, K.; Bierkens, M. F.; Scheidel, W.; Wassen, M. J.; Van der Velde, Y.; Dekker, S. C.

    2013-12-01

    Climate change can have extreme societal impacts particularly in regions that are water-limited for agriculture. A society's ability to manage its water resources in such environments is critical to its long-term viability. Water management can involve improving agricultural yields through in-situ irrigation or the redistribution of virtual water resources through trade in food. Here, we explore how such water management strategies improve societal resilience by examining virtual water management during the Roman Empire in the water-limited region of the Mediterranean. Climate was prescribed based on previously published reconstructions which show that during the Roman Empire when the Central Mediterranean was wetter, the West and Southeastern Mediterranean became drier and vice-versa. Evidence indicates that these shifts in the climatic seesaw may have occurred relatively rapidly. Using the Global hydrological model PCR GLOBWB and estimates of landcover based on the HYDE dataset we generate potential agricultural yield maps under two extremes of this climatic seesaw. HYDE estimates of population in conjunction with potential yield estimates are used to identify regions of Mediterranean with a yield surplus or deficit. The surplus and deficit regions form nodes on a virtual water redistribution network with transport costs taken from the Stanford Geospatial Network Model of the Roman World (ORBIS). Our demand-driven, virtual water redistribution network allows us to quantitatively explore the importance of water management strategies such as irrigation and food trade for the Romans. By examining virtual water transport cost anomalies between climate scenarios our analysis highlights regions of the Mediterranean that were most vulnerable to climate change during the Roman Period.

  12. Virtual Vertical Aircraft Signal Training

    National Research Council Canada - National Science Library

    Norling, William

    1998-01-01

    .... Advances in virtual environments may provide a cost effective solution to the current live helicopter operations method of training, provided technical issues associated with hand and wand signal...

  13. Playful mediation and virtual sociality

    Directory of Open Access Journals (Sweden)

    Sihem NAJJAR

    2010-01-01

    Full Text Available As a space of sociability, virtual games, especially online role playing games, allow us to capture the interest of the playfulness in social life, but they are means by which users are able to experiment their relationship to others. The virtual games as a mediation device, constitute a "pretext" to forge friendships, develop love relationships, improve language skills, discover other cultures, etc. Based on a sociological survey of Tunisian Internet users (both sexes fans of virtual games we try to show how playful mediation is producing a multifaceted virtual sociality inherent in our contemporary societies.

  14. Virtual microscopy in pathology education.

    Science.gov (United States)

    Dee, Fred R

    2009-08-01

    Technology for acquisition of virtual slides was developed in 1985; however, it was not until the late 1990s that desktop computers had enough processing speed to commercialize virtual microscopy and apply the technology to education. By 2000, the progressive decrease in use of traditional microscopy in medical student education had set the stage for the entry of virtual microscopy into medical schools. Since that time, it has been successfully implemented into many pathology courses in the United States and around the world, with surveys indicating that about 50% of pathology courses already have or expect to implement virtual microscopy. Over the last decade, in addition to an increasing ability to emulate traditional microscopy, virtual microscopy has allowed educators to take advantage of the accessibility, efficiency, and pedagogic versatility of the computer and the Internet. The cost of virtual microscopy in education is now quite reasonable after taking into account replacement cost for microscopes, maintenance of glass slides, and the fact that 1-dimensional microscope space can be converted to multiuse computer laboratories or research. Although the current technology for implementation of virtual microscopy in histopathology education is very good, it could be further improved upon by better low-power screen resolution and depth of field. Nevertheless, virtual microscopy is beginning to play an increasing role in continuing education, house staff education, and evaluation of competency in histopathology. As Z-axis viewing (focusing) becomes more efficient, virtual microscopy will also become integrated into education in cytology, hematology, microbiology, and urinalysis.

  15. Virtual corporations, enterprise and organisation

    Directory of Open Access Journals (Sweden)

    Carmen RÃDUT

    2009-06-01

    Full Text Available Virtual organisation is a strategic paradigm that is centred on the use of information and ICT to create value. Virtual organisation is presented as a metamanagement strategy that has application in all value oriented organisations. Within the concept of Virtual organisation, the business model is an ICT based construct that bridges and integrates enterprise strategic and operational concerns. Firms try to ameliorate the impacts of risk and product complexity by forming alliances and partnerships with others to spread the risk of new products and new ventures and to increase organisational competence. The result is a networked virtual organization.

  16. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft

    2013-01-01

    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...... the standard sizes to fit a customized 2D or 3D mannequin before buying. (3) 3D camera and laser technologies which acquire 3D information of the costumer, enabling estimation of the body shape and measurements. Additionally, we conduct user studies to investigate the user behavior when buying clothes...

  17. Analizar las interacciones virtuales

    Directory of Open Access Journals (Sweden)

    Luis Gómez Encinas

    2003-11-01

    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.

  18. Grids, Clouds and Virtualization

    CERN Document Server

    Cafaro, Massimo

    2011-01-01

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

  19. Interactive virtual optical laboratories

    Science.gov (United States)

    Liu, Xuan; Yang, Yi

    2017-08-01

    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.

  20. Mobile Virtual Private Networking

    Science.gov (United States)

    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.

  1. The Virtual Monte Carlo

    CERN Document Server

    Hrivnacova, I; Berejnov, V V; Brun, R; Carminati, F; Fassò, A; Futo, E; Gheata, A; Caballero, I G; Morsch, Andreas

    2003-01-01

    The concept of Virtual Monte Carlo (VMC) has been developed by the ALICE Software Project to allow different Monte Carlo simulation programs to run without changing the user code, such as the geometry definition, the detector response simulation or input and output formats. Recently, the VMC classes have been integrated into the ROOT framework, and the other relevant packages have been separated from the AliRoot framework and can be used individually by any other HEP project. The general concept of the VMC and its set of base classes provided in ROOT will be presented. Existing implementations for Geant3, Geant4 and FLUKA and simple examples of usage will be described.

  2. Curso virtual de epilepsia

    OpenAIRE

    García Orjuela, Jemmy Xiomara

    2011-01-01

    El curso virtual de epilepsia es una herramienta informática dirigida a los estudiantes de pregrado de medicina de la Universidad Nacional de Colombia de sexto y séptimo semestre, resultado de la experiencia de la Liga Central Contra la Epilepsia y el esfuerzo mancomunado de los docentes del Departamento de Medicina Interna con la Unidad de Neurología, sus residentes e internos, y su finalidad es facilitar el autoaprendizaje y complementar los conceptos en el área en mención. Siendo de acces...

  3. Virtual Black Holes

    OpenAIRE

    Hawking, Stephen W.

    1995-01-01

    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 ...

  4. Virtual Paint for Android

    OpenAIRE

    Miloeski, Aleksandar

    2017-01-01

    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 ...

  5. Virtual Reality in Neurorehabilitation

    Directory of Open Access Journals (Sweden)

    Stasieńko Agnieszka

    2016-12-01

    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. .

  6. On virtual displacement and virtual work in Lagrangian dynamics

    International Nuclear Information System (INIS)

    Ray, Subhankar; Shamanna, J

    2006-01-01

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

  7. Realidad Virtual: Potencial Educativo

    Directory of Open Access Journals (Sweden)

    Luz Santamaría Granados

    2013-08-01

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

  8. Virtual reality via photogrammetry

    Science.gov (United States)

    Zahrt, John D.; Papcun, George; Childers, Randy A.; Rubin, Naama

    1996-03-01

    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.

  9. Local and global perspectives on the virtual water trade

    Directory of Open Access Journals (Sweden)

    S. Tamea

    2013-03-01

    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.

  10. Software Packages to Support Electrical Engineering Virtual Lab

    Directory of Open Access Journals (Sweden)

    Manuel Travassos Valdez

    2012-03-01

    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.

  11. Virtual Realities and the Future of Text.

    Science.gov (United States)

    Marcus, Stephen

    1992-01-01

    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)

  12. Training Spatial Knowledge Acquisition Using Virtual Environments

    National Research Council Canada - National Science Library

    Koh, Glenn

    1997-01-01

    .... Subjects were trained to recognize key features of a venue using one of: an immersive virtual environment, a nonimmersive virtual environment, an exocentric virtual model of the venue, and a walkthrough of the actual venue...

  13. Virtual Stationary Automata for Mobile Networks

    National Research Council Canada - National Science Library

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

    2005-01-01

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

  14. The metaphors of virtual worlds

    DEFF Research Database (Denmark)

    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....

  15. Realistic Visualization of Virtual Views

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    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...

  16. Virtual Enterprise: Transforming Entrepreneurship Education

    Science.gov (United States)

    Borgese, Anthony

    2011-01-01

    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…

  17. Virtuality and Reality in Science

    International Nuclear Information System (INIS)

    Cohen-Tannoudji, G.

    1995-01-01

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

  18. Virtual Reality and Special Needs

    Science.gov (United States)

    Jeffs, Tara L.

    2009-01-01

    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)…

  19. Virtual Reality, Combat, and Communication.

    Science.gov (United States)

    Thrush, Emily Austin; Bodary, Michael

    2000-01-01

    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…

  20. Learning Experience with Virtual Worlds

    Science.gov (United States)

    Wagner, Christian

    2008-01-01

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

  1. Developing Trust in Virtual Teams

    Science.gov (United States)

    Germain, Marie-Line

    2011-01-01

    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…

  2. Virtual visualization of La Quintilla

    Directory of Open Access Journals (Sweden)

    Mariano Flores Gutiérrez

    2013-11-01

    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.

  3. Virtual Technologies Trends in Education

    Science.gov (United States)

    Martín-Gutiérrez, Jorge; Mora, Carlos Efrén; Añorbe-Díaz, Beatriz; González-Marrero, Antonio

    2017-01-01

    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…

  4. Medical Procedural Training in Virtual Reality

    OpenAIRE

    Gåsbakk, Tarald; Snarby, Håvard

    2017-01-01

    Virtual reality tools have seen a large increase in interest over the last few years. Educators have been early adopters of such tools, and research have shown that students enjoy training in a virtual world using virtual reality devices. New tools for interacting with the virtual world, like the controllers offered by virtual reality products like HTC Vive and Oculus Rift opens for more immersive applications. In addition, the usage of real world medical imaging in virtual applications is a ...

  5. Designing and Embedding Reliable Virtual Infrastructures

    OpenAIRE

    Yeow, Wai-Leong; Westphal, Cédric; Kozat, Ulaş C.

    2010-01-01

    In a virtualized infrastructure where physical resources are shared, a single physical server failure will terminate several virtual servers and crippling the virtual infrastructures which contained those virtual servers. In the worst case, more failures may cascade from overloading the remaining servers. To guarantee some level of reliability, each virtual infrastructure, at instantiation, should be augmented with backup virtual nodes and links that have sufficient capacities. This ensures t...

  6. Diagnostic accuracy in virtual dermatopathology

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  7. Modelling Virtual Environments for Geovisualization

    DEFF Research Database (Denmark)

    Bodum, Lars

    2005-01-01

    and use of virtual environments has developed form being a rather sophisticated type of visualization that demanded extreme computer resources to become an integral part of the software on every desktop computer. This chapter addresses both philosophical and technical issues regarding the modelling......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...... of virtual environments. It specifically focuses on different representational aspects to be taken into consideration when a virtual environment is created. These aspects are data modelling, 3D modelling and level-of-detail. A range of different approaches can be taken to visualize a virtual environment...

  8. Marshall Engineers Use Virtual Reality

    Science.gov (United States)

    1993-01-01

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

  9. Formal modeling of virtual machines

    Science.gov (United States)

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

    1978-01-01

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

  10. Virtual reality in surgical training.

    Science.gov (United States)

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

    2000-01-01

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

  11. Participatory design in the project of virtual learning environment of histology

    OpenAIRE

    Santa-Rosa, José Guilherme da Silva

    2012-01-01

    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 ...

  12. Augmented Virtual Reality Laboratory

    Science.gov (United States)

    Tully-Hanson, Benjamin

    2015-01-01

    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.

  13. Virtual Meteorological Center

    Directory of Open Access Journals (Sweden)

    Marius Brinzila

    2007-10-01

    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.

  14. STUDY ON VIRTUAL COLONOSCOPY

    Directory of Open Access Journals (Sweden)

    Aithagani Rama Chandraiah

    2016-10-01

    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.

  15. Virtual reality and anthropology

    International Nuclear Information System (INIS)

    Recheis, Wolfgang; Weber, Gerhard W.; Schaefer, Katrin; Knapp, Rudolf; Seidler, Horst; Zur Nedden, Dieter

    1999-01-01

    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

  16. Geomatics and virtual tourism

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2013-09-01

    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.

  17. Tracking Virtual Trajectories

    Science.gov (United States)

    Stone, Leland S.; Beutter, Brent R.; Lorenceau, Jean D.; Null, Cynthia H. (Technical Monitor)

    1996-01-01

    Current models of smooth pursuit eye movements assume that it is largely driven by retinal image motion. We tested this hypothesis by measuring pursuit of elliptical motion (3.2s, 0.9 Hz, 1.4 deg x 1.6 deg, 4 randomly interleaved phases) of either a small spot ("real" motion) or of a line-figure diamond viewed through apertures such that only the motion of four isolated oblique line segments was visible ("virtual" motion). Each segment moved sinusoidally along a linear trajectory yet subjects perceived a diamond moving along an elliptical path behind the aperture. We found, as expected, that real motion produced accurate tracking (N = 2) with mean gain (over horizontal and vertical) of 0.9, mean phase of -6 deg (lag), mean relative phase (H vs V) of 90 +/- 8 deg (RMS error). Virtual motion behind an X-shaped aperture (N= 4 with one naive) yielded a mean gain of 0.7, mean phase of -11 deg, mean relative phase of 87 +/- 15 deg. We also measured pursuit with the X-shaped aperture using a higher segment luminance which prevents the segments from being grouped into a coherently moving diamond while keeping the motion otherwise identical. In this incoherent case, the same four subjects no longer showed consistent elliptical tracking (RMS error in relative phase rose to 60 deg) suggesting that perceptual coherence is critical. Furthermore, to rule out tracking of the centroid, we also used vertical apertures so that all segment motion was vertical (N = 3). This stimulus still produced elliptical tracking (mean relative phase of 84 +/- 19 deg), albeit with a lower gain (0.6). These data show that humans can track moving objects reasonably accurately even when the trajectory can only be derived by spatial integration of motion signals. Models that merely seek to minimize retinal or local stimulus motion cannot explain these results.

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

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

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

  19. Virtual water balance estimation in Tunisia

    Science.gov (United States)

    Stambouli, Talel; Benalaya, Abdallah; Ghezal, Lamia; Ali, Chebil; Hammami, Rifka; Souissi, Asma

    2015-04-01

    The water in Tunisia is limited and unevenly distributed in the different regions, especially in arid zones. In fact, the annual rainfall average varies from less than 100 mm in the extreme South to over 1500 mm in the extreme North of the country. Currently, the conventional potential of water resources of the country is estimated about 4.84 billion m³ / year of which 2.7 billion cubic meters / year of surface water and 2.14 billion cubic meters / year of groundwater, characterizing a structural shortage for water safety in Tunisia (under 500m3/inhabitant/year). With over than 80% of water volumes have been mobilized for agriculture. The virtual water concept, defined by Allan (1997), as the amount of water needed to generate a product of both natural and artificial origin, this concept establish a similarity between product marketing and water trade. Given the influence of water in food production, virtual water studies focus generally on food products. At a global scale, the influence of these product's markets with water management was not seen. Influence has appreciated only by analyzing water-scarce countries, but at the detail level, should be increased, as most studies consider a country as a single geographical point, leading to considerable inaccuracies. The main objective of this work is the virtual water balance estimation of strategic crops in Tunisia (both irrigated and dry crops) to determine their influence on the water resources management and to establish patterns for improving it. The virtual water balance was performed basing on farmer's surveys, crop and meteorological data, irrigation management and regional statistics. Results show that the majority of farmers realize a waste of the irrigation water especially at the vegetable crops and fruit trees. Thus, a good control of the cultural package may result in lower quantities of water used by crops while ensuring good production with a suitable economic profitability. Then, the virtual water

  20. A Framework for Virtual Hand Haptic Interaction

    Science.gov (United States)

    Han, Xiaoxia; Wan, Huagen

    Virtual hand interactions play key roles in virtual environments. The recent addition of force feedback to virtual reality simulations has enhanced their realism, especially when dexterous manipulation of virtual objects is concerned. However, though there exist many works on virtual hand modeling regarding computer animation and interaction applications, much less attention is paid on haptic modeling of virtual hand. In this paper, we propose a framework for virtual hand haptic interaction. The modeling of a sophisticated virtual hand for haptic interactions is investigated with special attention paid on issues of visual realism, motion realism as well as force sensation. Specifically, our virtual hand model simulates natural anatomy in its appearance, motion and deformation, and reflects the feature of force feedback datagloves. Besides, virtual hand interactions based on the constructed virtual hand model are discussed. The proposed framework has been tested on a PC with a force feedback dataglove.

  1. Using real data for a virtual crossmatch.

    Science.gov (United States)

    Zachary, Andrea A; Sholander, Jeffrey T; Houp, Julie A; Leffell, Mary S

    2009-08-01

    Virtual crossmatches have been performed for more than 40 years under the guise of unacceptable antigens. Today, solid-phase assays provide the opportunity for more accurate identification and more precise measurement of the strength of donor-specific antibodies. The process of performing a virtual crossmatch begins with establishing a correlation between the antibody testing assay and the results of actual crossmatches. We provide here data indicating that the identity and strength of DSA defined with solid-phase phenotype panels correlates significantly with the outcome of both cytotoxic (CDC; r = 0.83) and flow cytometric (r = 0.85) crossmatches. Based on the threshold established from these correlations, we were able to correctly predict the results of CDC and flow cytometric crossmatches in 92.8 and 92.4% of cases, respectively. The correlations with single antigen panels were substantially lower (82.6-47.9%) and may be caused by a variety of factors, including variability in the amount and condition of different antigens and extremely high sensitivity, which may make the test less robust. We demonstrate that adding additional information to the solid-phase results can increase the frequency of correct crossmatch prediction. We also present data demonstrating an additional use of the virtual crossmatch in posttransplant monitoring.

  2. Exploiting Virtualization and Cloud Computing in ATLAS

    International Nuclear Information System (INIS)

    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

    2012-01-01

    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.

  3. Software for virtual accelerator designing

    International Nuclear Information System (INIS)

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

    2012-01-01

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

  4. ABSTRACT MODELS FOR SYSTEM VIRTUALIZATION

    Directory of Open Access Journals (Sweden)

    M. G. Koveshnikov

    2015-05-01

    Full Text Available The paper is dedicated to issues of system objects securing (system files and user system or application configuration files against unauthorized access including denial of service attacks. We have suggested the method and developed abstract system virtualization models, which are used toresearch attack scenarios for different virtualization modes. Estimation for system tools virtualization technology effectiveness is given. Suggested technology is based on redirection of access requests to system objects shared among access subjects. Whole and partial system virtualization modes have been modeled. The difference between them is the following: in the whole virtualization mode all copies of access system objects are created whereon subjects’ requests are redirected including corresponding application objects;in the partial virtualization mode corresponding copies are created only for part of a system, for example, only system objects for applications. Alternative solutions effectiveness is valued relating to different attack scenarios. We consider proprietary and approved technical solution which implements system virtualization method for Microsoft Windows OS family. Administrative simplicity and capabilities of correspondingly designed system objects security tools are illustrated on this example. Practical significance of the suggested security method has been confirmed.

  5. Evolution of the global virtual water trade network.

    Science.gov (United States)

    Dalin, Carole; Konar, Megan; Hanasaki, Naota; Rinaldo, Andrea; Rodriguez-Iturbe, Ignacio

    2012-04-17

    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.

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

    Directory of Open Access Journals (Sweden)

    Kathrin Friedrich

    2016-09-01

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

  7. Inquiry style interactive virtual experiments: a case on circular motion

    International Nuclear Information System (INIS)

    Zhou Shaona; Wang Xiaojun; Xiao Hua; Han Jing; Pelz, Nathaniel; Peng Liangyu; Bao Lei

    2011-01-01

    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.

  8. Virtual agents in a simulated virtual training environment

    Science.gov (United States)

    Achorn, Brett; Badler, Norman L.

    1993-01-01

    A drawback to live-action training simulations is the need to gather a large group of participants in order to train a few individuals. One solution to this difficulty is the use of computer-controlled agents in a virtual training environment. This allows a human participant to be replaced by a virtual, or simulated, agent when only limited responses are needed. Each agent possesses a specified set of behaviors and is capable of limited autonomous action in response to its environment or the direction of a human trainee. The paper describes these agents in the context of a simulated hostage rescue training session, involving two human rescuers assisted by three virtual (computer-controlled) agents and opposed by three other virtual agents.

  9. Shader Lamps Virtual Patients: the physical manifestation of virtual patients.

    Science.gov (United States)

    Rivera-Gutierrez, Diego; Welch, Greg; Lincoln, Peter; Whitton, Mary; Cendan, Juan; Chesnutt, David A; Fuchs, Henry; Lok, Benjamin

    2012-01-01

    We introduce the notion of Shader Lamps Virtual Patients (SLVP) - the combination of projector-based Shader Lamps Avatars and interactive virtual humans. This paradigm uses Shader Lamps Avatars technology to give a 3D physical presence to conversational virtual humans, improving their social interactivity and enabling them to share the physical space with the user. The paradigm scales naturally to multiple viewers, allowing for scenarios where an instructor and multiple students are involved in the training. We have developed a physical-virtual patient for medical students to conduct ophthalmic exams, in an interactive training experience. In this experience, the trainee practices multiple skills simultaneously, including using a surrogate optical instrument in front of a physical head, conversing with the patient about his fears, observing realistic head motion, and practicing patient safety. Here we present a prototype system and results from a preliminary formative evaluation of the system.

  10. Modeling Virtual Organization Architecture with the Virtual Organization Breeding Methodology

    Science.gov (United States)

    Paszkiewicz, Zbigniew; Picard, Willy

    While Enterprise Architecture Modeling (EAM) methodologies become more and more popular, an EAM methodology tailored to the needs of virtual organizations (VO) is still to be developed. Among the most popular EAM methodologies, TOGAF has been chosen as the basis for a new EAM methodology taking into account characteristics of VOs presented in this paper. In this new methodology, referred as Virtual Organization Breeding Methodology (VOBM), concepts developed within the ECOLEAD project, e.g. the concept of Virtual Breeding Environment (VBE) or the VO creation schema, serve as fundamental elements for development of VOBM. VOBM is a generic methodology that should be adapted to a given VBE. VOBM defines the structure of VBE and VO architectures in a service-oriented environment, as well as an architecture development method for virtual organizations (ADM4VO). Finally, a preliminary set of tools and methods for VOBM is given in this paper.

  11. A Review on Virtual Reality

    OpenAIRE

    Pallavi Halarnkar; Sahil Shah; Harsh Shah; Hardik Shah; Anuj Shah

    2012-01-01

    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...

  12. ACE Strategy with Virtual Channels

    Directory of Open Access Journals (Sweden)

    T. Tichy

    2008-12-01

    Full Text Available Cochlear implant is an electronic device, which can mediate hearing sensations to profoundly deaf people. Contemporary cochlear implants are sophisticated electronic devices; however, their performance could still be improved. This paper describes an experiment we made in that direction: additional 21 virtual channels were implemented by sequential stimulation of adjacent intracochlear electrodes, and the ACE strategy with virtual channels (ACEv, Advanced Combination Encoder strategy with virtual channels for the Nucleus® 24 Cochlear Implant System was created and verified in a clinical test with four patients.

  13. Virtual reality for spherical images

    Science.gov (United States)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

    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.

  14. Reconciling Virtual Classes with Genericity

    DEFF Research Database (Denmark)

    Ernst, Erik

    2006-01-01

    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...

  15. VIRTUAL AND PHYSICAL ARCHITECTURAL ATMOSPHERE

    DEFF Research Database (Denmark)

    Hermund, Anders; Klint, Lars

    2016-01-01

    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......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...

  16. Leading a Virtual Intercultural Team. Implications for Virtual Team Leaders

    OpenAIRE

    Chutnik, Monika; Grzesik, Katarzyna

    2009-01-01

    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...

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

    Science.gov (United States)

    Scacchi, Walt

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

  18. A Review of Virtual Character's Emotion Model

    Science.gov (United States)

    Liu, Zhen

    2008-11-01

    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.

  19. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

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

  20. CEDS Addresses: Virtual and Blended Learning

    Science.gov (United States)

    US Department of Education, 2015

    2015-01-01

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

  1. A qualitative analysis of virtual patient descriptions in healthcare education based on a systematic literature review.

    Science.gov (United States)

    Hege, Inga; Kononowicz, Andrzej A; Tolks, Daniel; Edelbring, Samuel; Kuehlmeyer, Katja

    2016-05-13

    Virtual Patients (VPs) have been in the focus of research in healthcare education for many years. The aim of our study was to analyze how virtual patients are described in the healthcare education literature, and how the identified concepts relate to each other. We performed a literature review and extracted 185 descriptions of virtual patients from the articles. In a qualitative content analysis approach we inductively-deductively developed categories and deducted subcategories. We constructed a concept map to illustrate these concepts and their interrelations. We developed the following five main categories: Patient, Teacher, Virtual Patient, Curriculum, and Learner. The concept map includes these categories and highlights aspects such as the under-valued role of patients in shaping their virtual representation and opposing concepts, such as standardization of learner activity versus learner-centeredness. The presented concept map synthesizes VP descriptions and serves as a basis for both, VP use and discussions of research topics related to virtual patients.

  2. From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds

    Directory of Open Access Journals (Sweden)

    Maggi Savin-Baden

    2008-12-01

    Full Text Available Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and gaming and is largely underpinned by cognitive learning theories that focus on linearity, problem-solving and the importance of attaining the ‘right answer' or game plan. Most research to date has been undertaken into students' experiences of virtual learning environments, discussion forums and perspectives about what and how online learning has been implemented. This article reviews the literature relating to learning in immersive virtual worlds, and suggests that there needs to be a reconsideration of what ‘learning' means in such spaces.

  3. The virtual education fractality: nature and organization

    Directory of Open Access Journals (Sweden)

    Osbaldo Turpo Gebera

    2013-04-01

    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.

  4. Assessing ability to execute in Virtual Enterprises

    DEFF Research Database (Denmark)

    van den Berg, Roel; Tølle, Martin

    2001-01-01

    The state of the art in ICT enables integration beyond the application per se, but this requires assessment and reconciliation of business processes. This paper describes this challenge to true co-operation in a virtual enterprise, focusing on industries for one-of-a-kind production. It explains ...... why expressive modeling is important in the assessment process, by introducing the underlying mechanisms of inter-subjective maintenance of mental models. Finally, the paper discusses the future of assessment and auditing services in the context of business-to-business e-commerce....

  5. Time-Predictable Virtual Memory

    DEFF Research Database (Denmark)

    Puffitsch, Wolfgang; Schoeberl, Martin

    2016-01-01

    Virtual memory is an important feature of modern computer architectures. For hard real-time systems, memory protection is a particularly interesting feature of virtual memory. However, current memory management units are not designed for time-predictability and therefore cannot be used...... in such systems. This paper investigates the requirements on virtual memory from the perspective of hard real-time systems and presents the design of a time-predictable memory management unit. Our evaluation shows that the proposed design can be implemented efficiently. The design allows address translation...... and address range checking in constant time of two clock cycles on a cache miss. This constant time is in strong contrast to the possible cost of a miss in a translation look-aside buffer in traditional virtual memory organizations. Compared to a platform without a memory management unit, these two additional...

  6. Virtual Reality and Public Administration

    Directory of Open Access Journals (Sweden)

    István TÓZSA

    2013-02-01

    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.

  7. Creating a Virtual Physics Department.

    Science.gov (United States)

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

    1999-01-01

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

  8. Embodied Involvement in Virtual Worlds

    DEFF Research Database (Denmark)

    Ekdahl, David; Ravn, Susanne

    2018-01-01

    eSports practice designates a unique set of activities tethered to competitive, virtual environments or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor...... a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within their virtual worlds. By approaching eSports phenomenologically......, we uncover ways in which its unique forms of virtual involvement overlap with as well as differentiate themselves from traditional structures of embodiment....

  9. ENHANCING SPIRITUALISM IN VIRTUAL WORLD

    Directory of Open Access Journals (Sweden)

    Kiran Lata DANGWAL

    2012-04-01

    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.

  10. Map Usage in Virtual Environments

    National Research Council Canada - National Science Library

    Cevik, Helsin

    1998-01-01

    .... 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...

  11. Affective appraisal of virtual environments

    NARCIS (Netherlands)

    Houtkamp, J.M.|info:eu-repo/dai/nl/251997677

    2012-01-01

    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

  12. Virtual Teams and Knowledge Communication

    DEFF Research Database (Denmark)

    Lehtonen, Miikka; Kampf, Constance Elizabeth

    2014-01-01

    . 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......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...

  13. Saving Money and Time with Virtual Server

    CERN Document Server

    Sanders, Chris

    2006-01-01

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

  14. Virtual reunification of papyrus fragments

    OpenAIRE

    Vannini, Lucia

    2015-01-01

    Many Greek and Latin papyri, originally belonging to only one book (be it in roll or codex form), are currently scattered among different libraries. While it is not possible to physically rejoin these fragments as they cannot be moved from their institutions, they may be virtually reunited thanks to the techniques of digitisation, image processing and electronic publishing. This paper focuses on some issues – emerged from the work of my MA dissertation – that virtual reunification of Greek an...

  15. Virtual reference: chat with us!

    Science.gov (United States)

    Lapidus, Mariana; Bond, Irena

    2009-01-01

    Virtual chat services represent an exciting way to provide patrons of medical libraries with instant reference help in an academic environment. The purpose of this article is to examine the implementation, marketing process, use, and development of a virtual reference service initiated at the Massachusetts College of Pharmacy and Health Sciences and its three-campus libraries. In addition, this paper will discuss practical recommendations for the future improvement of the service.

  16. Reference Models for Virtual Enterprises

    DEFF Research Database (Denmark)

    Tølle, Martin; Bernus, Peter; Vesterager, Johan

    2002-01-01

    This paper analyses different types of Reference Models (RMs) applicable to support the set up and (re)configuration of virtual enterprises (VEs). RMs are models capturing concepts common to VEs aiming to convert the task of setting up of VE towards a configuration task, and hence reduce the time...... needed for VE creation. The RMs are analysed through a mapping onto the Virtual Enterprise Reference Architecture (VERA) created in the IMS GLOBEMEN project based upon GERAM....

  17. Bulgarian experience in virtual neuronavigatoin

    International Nuclear Information System (INIS)

    Kalionski, R.; Tonchev, Z.; Bussarski, A.; Marinov, M.; Bussarski, V.

    2003-01-01

    The virtual magnetic resonance endoscopy is a new imaging method for examination. It is applied in the modern micro-invasive neurosurgery. The goal of the presentation is to demonstrate the capabilities of the virtual magnetic resonance images for pre-operative localization of the pathological process and a choice of access during the neurosurgical interventions. The technical parameters of the scanning and image processing are presented. A comparison is made of endoscopic intraoperative images of the brain and the pathological process

  18. Training Rowing with Virtual Environments

    Directory of Open Access Journals (Sweden)

    Gopher Daniel

    2011-12-01

    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.

  19. Virtual learning environments: second life.

    Science.gov (United States)

    Ahern, Nancy; Wink, Diane M

    2010-01-01

    In this bimonthly series, the authors examine how nurse educators can use the Internet and Web-based computer technologies such as search, communication, collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. The editor of this column and her coauthor describes how the virtual world of Second Life can be used in nursing education.

  20. Weak Deeply Virtual Compton Scattering

    Energy Technology Data Exchange (ETDEWEB)

    Ales Psaker; Wolodymyr Melnitchouk; Anatoly Radyushkin

    2007-03-01

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

  1. Virtual pinhole confocal microscope

    Energy Technology Data Exchange (ETDEWEB)

    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)

    1999-06-01

    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.

  2. Virtual environment tactile system

    Science.gov (United States)

    Renzi, Ronald

    1996-01-01

    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.

  3. Portable Virtual Training Units

    Science.gov (United States)

    Malone, Reagan; Johnston, Alan

    2015-01-01

    The Mission Operations Lab initiated a project to design, develop, deliver, test, and validate a unique training system for astronaut and ground support personnel. In an effort to keep training costs low, virtual training units (VTUs) have been designed based on images of actual hardware and manipulated by a touch screen style interface for ground support personnel training. This project helped modernized the training system and materials by integrating them with mobile devices for training when operators or crew are unavailable to physically train in the facility. This project also tested the concept of a handheld remote device to control integrated trainers using International Space Station (ISS) training simulators as a platform. The portable VTU can interface with the full-sized VTU, allowing a trainer co-located with a trainee to remotely manipulate a VTU and evaluate a trainee's response. This project helped determine if it is useful, cost effective, and beneficial for the instructor to have a portable handheld device to control the behavior of the models during training. This project has advanced NASA Marshall Space Flight Center's (MSFC's) VTU capabilities with modern and relevant technology to support space flight training needs of today and tomorrow.

  4. The virtual geometry model

    International Nuclear Information System (INIS)

    Hrivnacova, I; Viren, B

    2008-01-01

    The Virtual Geometry Model (VGM) was introduced at CHEP in 2004 [1], where its concept, based on the abstract interfaces to geometry objects, has been presented. Since then, it has undergone a design evolution to pure abstract interfaces, it has been consolidated and completed with more advanced features. Currently it is used in Geant4 VMC for the support of TGeo geometry definition with Geant4 native geometry navigation and recently it has been used in the validation of the G4Root tool. The implementation of the VGM for a concrete geometry model represents a small layer between the VGM and the particular native geometry. In addition to the implementations for Geant4 and Root TGeo geometry models, there is now added the third one for AGDD, which together with the existing XML exporter makes the VGM the most advanced tool for exchanging geometry formats providing 9 ways of conversions between Geant4, TGeo, AGDD and GDML models. In this presentation we will give the overview and the present status of the tool, we will review the supported features and point to possible limits in converting geometry models

  5. Virtual art revisited

    Science.gov (United States)

    Ruzanka, S.

    2014-02-01

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

  6. The Virtual Robotics Laboratory

    Energy Technology Data Exchange (ETDEWEB)

    Kress, R.L.; Love, L.J.

    1999-09-01

    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.

  7. The Virtual Robotics Laboratory

    International Nuclear Information System (INIS)

    Kress, R.L.; Love, L.J.

    1997-01-01

    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

  8. Virtual Machine Language

    Science.gov (United States)

    Grasso, Christopher; Page, Dennis; O'Reilly, Taifun; Fteichert, Ralph; Lock, Patricia; Lin, Imin; Naviaux, Keith; Sisino, John

    2005-01-01

    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.

  9. Toward the virtual classroom

    Energy Technology Data Exchange (ETDEWEB)

    Pihlman, M.; Dirks, D.H.

    1990-01-03

    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.

  10. Virtual study as a main vector of new information epoch

    Directory of Open Access Journals (Sweden)

    N. O. Polovaya

    2015-09-01

    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.

  11. Virtualization for the LHCb experiment

    International Nuclear Information System (INIS)

    Bonaccorsi, E.; Brarda, L.; Chebbi, M.; Neufeld, N.; Sborzacci, F.

    2012-01-01

    The LHCb experiment, one of the 4 large particle detector at CERN, counts in its Online System more than 2000 servers and embedded systems. As a result of ever-increasing CPU performance in modern servers, many of the applications in the controls system are excellent candidates for virtualization technologies. We see virtualization as an approach to cut down cost, optimize resource usage and manage the complexity of the IT infrastructure of LHCb. Recently we have added a Kernel Virtual Machine (KVM) cluster based on Red Hat Enterprise Virtualization for Servers (RHEV) complementary to the existing Hyper-V cluster devoted only to the virtualization of the windows guests. This paper describes the architecture of our solution based on KVM and RHEV as along with its integration with the existing Hyper-V infrastructure and the Quattor cluster management tools and in particular how we use to run controls applications on a virtualized infrastructure. We present performance results of both the KVM and Hyper-V solutions, problems encountered and a description of the management tools developed for the integration with the Online cluster and LHCb SCADA control system based on PVSS. (authors)

  12. Virtual planning in orthognathic surgery.

    Science.gov (United States)

    Stokbro, K; Aagaard, E; Torkov, P; Bell, R B; Thygesen, T

    2014-08-01

    Numerous publications regarding virtual surgical planning protocols have been published, most reporting only one or two case reports to emphasize the hands-on planning. None have systematically reviewed the data published from clinical trials. This systematic review analyzes the precision and accuracy of three-dimensional (3D) virtual surgical planning of orthognathic procedures compared with the actual surgical outcome following orthognathic surgery reported in clinical trials. A systematic search of the current literature was conducted to identify clinical trials with a sample size of more than five patients, comparing the virtual surgical plan with the actual surgical outcome. Search terms revealed a total of 428 titles, out of which only seven articles were included, with a combined sample size of 149 patients. Data were presented in three different ways: intra-class correlation coefficient, 3D surface area with a difference Virtual planning appears to be an accurate and reproducible method for orthognathic treatment planning. A more uniform presentation of the data is necessary to allow the performance of a meta-analysis. Currently, the software system most often used for 3D virtual planning in clinical trials is SimPlant (Materialise). More independent clinical trials are needed to further validate the precision of virtual planning. Copyright © 2014 International Association of Oral and Maxillofacial Surgeons. All rights reserved.

  13. ROLE OF VIRTUALIZATION IN CLOUD COMPUTING

    OpenAIRE

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

    2017-01-01

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

  14. APLIKASI SERVER VIRTUAL IP UNTUK MIKROKONTROLER

    OpenAIRE

    Ashari, Ahmad

    2008-01-01

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

  15. Virtual reality: Avatars in human spaceflight training

    Science.gov (United States)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    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

  16. CarlSnet II : Strengthening the Caribbean ICT Virtual Stakeholders ...

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

    CarlSnet I arose out of the recognition that the Caribbean ICT Stakeholders Virtual Community (CIVIC) needed some form of animation if it were to fulfill its role as a regional mechanism to promote and support the use of information and communication technology for development (ICT4D). CarlSnet I was funded under the ...

  17. Projection of Anthropometric Correlation for Virtual Population Modelling

    DEFF Research Database (Denmark)

    Rasmussen, John; Waagepetersen, Rasmus Plenge; Rasmussen, Kasper Pihl

    2017-01-01

    A new statistical method for generation of virtual populations based on anthropometric parameters is developed. The method addresses the problem that most anthropometric information is reported in terms of summary data such as means and standard deviations only, while the underlying raw data, and...

  18. An Embeddable Virtual Machine for State Space Generation

    NARCIS (Netherlands)

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

    2007-01-01

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

  19. Integrating Virtual Reality (VR) into traditional instructional design ...

    African Journals Online (AJOL)

    PROF. OLIVER OSUAGWA

    2015-12-01

    Dec 1, 2015 ... Medicine and rehabilitation (surgery, anatomic simulator, remote surgery, hybrid systems). • VR games. • Arts (virtual actors, virtual museum, virtual music, virtual theatre). • Virtual product design (CAD display, process simulation, virtual prototyping). • Robotic (robot and virtual reality, design of robots, robot ...

  20. Running a distributed virtual observatory: U.S. Virtual Astronomical Observatory operations

    Science.gov (United States)

    McGlynn, Thomas A.; Hanisch, Robert J.; Berriman, G. Bruce; Thakar, Aniruddha R.

    2012-09-01

    Operation of the US Virtual Astronomical Observatory shares some issues with modern physical observatories, e.g., intimidating data volumes and rapid technological change, and must also address unique concerns like the lack of direct control of the underlying and scattered data resources, and the distributed nature of the observatory itself. In this paper we discuss how the VAO has addressed these challenges to provide the astronomical community with a coherent set of science-enabling tools and services. The distributed nature of our virtual observatory-with data and personnel spanning geographic, institutional and regime boundaries-is simultaneously a major operational headache and the primary science motivation for the VAO. Most astronomy today uses data from many resources. Facilitation of matching heterogeneous datasets is a fundamental reason for the virtual observatory. Key aspects of our approach include continuous monitoring and validation of VAO and VO services and the datasets provided by the community, monitoring of user requests to optimize access, caching for large datasets, and providing distributed storage services that allow user to collect results near large data repositories. Some elements are now fully implemented, while others are planned for subsequent years. The distributed nature of the VAO requires careful attention to what can be a straightforward operation at a conventional observatory, e.g., the organization of the web site or the collection and combined analysis of logs. Many of these strategies use and extend protocols developed by the international virtual observatory community. Our long-term challenge is working with the underlying data providers to ensure high quality implementation of VO data access protocols (new and better 'telescopes'), assisting astronomical developers to build robust integrating tools (new 'instruments'), and coordinating with the research community to maximize the science enabled.

  1. Welfare Impact of Virtual Trading on Wholesale Electricity Markets

    Science.gov (United States)

    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.

  2. Design and implementation of home-based virtual reality exposure therapy system with a virtual eCoach

    NARCIS (Netherlands)

    Hartanto, D.; Brinkman, W.P.; Kampmann, I.L.; Morina, N.; Emmelkamp, P.G.; Neerincx, M.A.

    2015-01-01

    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

  3. Creating virtual humans for simulation-based training and planning

    Energy Technology Data Exchange (ETDEWEB)

    Stansfield, S.; Sobel, A.

    1998-05-12

    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.

  4. Neural correlates of virtual route recognition in congenital blindness

    DEFF Research Database (Denmark)

    Kupers, Ron; Chebat, Daniel R; Madsen, Kristoffer H

    2010-01-01

    functional MRI (fMRI) to explore the cortical network underlying successful navigation in blind subjects. We first trained congenitally blind and blindfolded sighted control subjects to perform a virtual navigation task with the tongue display unit (TDU), a tactile-to-vision sensory substitution device...... that translates a visual image into electrotactile stimulation applied to the tongue. After training, participants repeated the navigation task during fMRI. Although both groups successfully learned to use the TDU in the virtual navigation task, the brain activation patterns showed substantial differences. Blind...

  5. Virtual Communities of Collaborative Learning for Higher Education

    Directory of Open Access Journals (Sweden)

    Gilda E. Sotomayor

    2014-11-01

    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.

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

    Directory of Open Access Journals (Sweden)

    Anne Karin Larsen

    2007-12-01

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

  7. Virtual reality applications to work.

    Science.gov (United States)

    Weiss, P L; Jessel, A S

    1998-01-01

    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.

  8. Evolving Capabilities for Virtual Globes

    Science.gov (United States)

    Glennon, A.

    2006-12-01

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

  9. Motor rehabilitation using virtual reality

    Directory of Open Access Journals (Sweden)

    Sveistrup Heidi

    2004-12-01

    Full Text Available Abstract Virtual Reality (VR provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs, haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.

  10. Motor rehabilitation using virtual reality.

    Science.gov (United States)

    Sveistrup, Heidi

    2004-12-10

    Virtual Reality (VR) provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs), haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.

  11. Virtual Proprioception for eccentric training.

    Science.gov (United States)

    LeMoyne, Robert; Mastroianni, Timothy

    2017-07-01

    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.

  12. Implementation of the Immersive Virtual Reality Laboratory in Nuclear Engineering Institute

    Energy Technology Data Exchange (ETDEWEB)

    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 [Instituto de Engenharia Nuclear (IEN), Rio de Janeiro, RJ (Brazil)]. E-mail: mol@ien.gov.br; grecco@ien.gov.br; paulov@ien.gov.br; mvitor@ien.gov.br; luqietti@ien.gov.br; silas@ien.gov.br; marques@ien.gov.br

    2005-07-01

    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)

  13. Implementation of the Immersive Virtual Reality Laboratory in Nuclear Engineering Institute

    International Nuclear Information System (INIS)

    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

    2005-01-01

    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)

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

    Directory of Open Access Journals (Sweden)

    Melissa M. Terras

    1999-11-01

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

  15. Effects of Virtual Training on Emotional Response: A Comparison Between Different Emotion Regulation Strategies

    NARCIS (Netherlands)

    Bosse, T.; Gerritsen, C.; de Man, J.; Treur, J.

    2013-01-01

    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

  16. Under Under Under / Merit Kask

    Index Scriptorium Estoniae

    Kask, Merit

    2006-01-01

    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

  17. The Virtual Museum of the Tiber Valley Project

    Directory of Open Access Journals (Sweden)

    Antonia Arnoldus Huyzendveld

    2012-11-01

    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.

  18. Developing Activities for Teaching Cloud Computing and Virtualization

    Directory of Open Access Journals (Sweden)

    E. Erturk

    2014-10-01

    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

  19. Imaging of Ventricular Fibrillation and Defibrillation: The Virtual Electrode Hypothesis.

    Science.gov (United States)

    Boukens, Bastiaan J; Gutbrod, Sarah R; Efimov, Igor R

    2015-01-01

    Ventricular fibrillation is the major underlying cause of sudden cardiac death. Understanding the complex activation patterns that give rise to ventricular fibrillation requires high resolution mapping of localized activation. The use of multi-electrode mapping unraveled re-entrant activation patterns that underlie ventricular fibrillation. However, optical mapping contributed critically to understanding the mechanism of defibrillation, where multi-electrode recordings could not measure activation patterns during and immediately after a shock. In addition, optical mapping visualizes the virtual electrodes that are generated during stimulation and defibrillation pulses, which contributed to the formulation of the virtual electrode hypothesis. The generation of virtual electrode induced phase singularities during defibrillation is arrhythmogenic and may lead to the induction of fibrillation subsequent to defibrillation. Defibrillating with low energy may circumvent this problem. Therefore, the current challenge is to use the knowledge provided by optical mapping to develop a low energy approach of defibrillation, which may lead to more successful defibrillation.

  20. Retention of Mastoidectomy Skills After Virtual Reality Simulation Training

    DEFF Research Database (Denmark)

    Andersen, Steven Arild Wuyts; Konge, Lars; Cayé-Thomasen, Per

    2016-01-01

    IMPORTANCE: The ultimate goal of surgical training is consolidated skills with a consistently high performance. However, surgical skills are heterogeneously retained and depend on a variety of factors, including the task, cognitive demands, and organization of practice. Virtual reality (VR...... conditions were retained better than skills acquired under massed practice conditions. Complex psychomotor skills should be regularly reinforced to consolidate both motor and cognitive aspects. Virtual reality simulation training provides the opportunity for such repeated training and should be integrated...... students: 19 from a cohort trained with distributed practice and 17 from a cohort trained with massed practice. INTERVENTIONS: Participants performed 2 virtual mastoidectomies in a VR simulator a mean of 3.2 months (range, 2.4-5.0 months) after completing initial training with 12 repeated procedures...

  1. Augmented-Virtual Reality: How to improve education systems

    Directory of Open Access Journals (Sweden)

    Manuel Fernandez

    2017-06-01

    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.

  2. Virtualization in the Operations Environments

    Science.gov (United States)

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

    2010-01-01

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

  3. Simulated maintenance a virtual reality

    International Nuclear Information System (INIS)

    Lirvall, P.

    1995-01-01

    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

  4. Multi-stakeholder Virtual Dialogue

    DEFF Research Database (Denmark)

    Kornum, Niels; Mühlbacher, Hans

    2013-01-01

    This article introduces the special issue on multi-stakeholder virtual dialogue. Research as well as managerial practice in marketing has traditionally focused on single stakeholders and a one-way communication perspective. This special issue takes a novel approach by directing attention to the s......This article introduces the special issue on multi-stakeholder virtual dialogue. Research as well as managerial practice in marketing has traditionally focused on single stakeholders and a one-way communication perspective. This special issue takes a novel approach by directing attention...... success. While marketing literature increasingly recognizes that divers stakeholders have an impact on a company''s success, little is known about how virtual multi-stakeholder dialogue changes marketing research and management. This special issue provides insights on what roles stakeholders may play...

  5. Vivencias afectivas como discurso virtual

    Directory of Open Access Journals (Sweden)

    Mijaíl Málishev

    2011-01-01

    Full Text Available El discurso virtual expresa nuestras vivencias afectivas tanto en el futuro -esperanza- como en el pasado -culpa y venganza-. La esperanza es un estímulo que nos alienta a alcanzar nuestras metas. A diferencia del futuro, el pasado es irreversible y, sin embargo, el pluscuamperfecto es un "mago" que "transforma" lo irreparable en lo virtual. Nuestra conciencia nos hace sentir culpables, haciéndonos creer que lo indebido que hemos cometido, hubiéramos podido hacerlo de otra manera. El pluscuamperfecto expresa la venganza que nos hace "lavar la ofensa" causada por nuestro adversario, pero el discurso virtual en el pluscuamperfecto nos ayuda a sublimar nuestros rencores sin causar algún daño a nuestro adversario y a nuestra propia reputación.

  6. Teleoperation with virtual force feedback

    Energy Technology Data Exchange (ETDEWEB)

    Anderson, R.J.

    1993-08-01

    In this paper we describe an algorithm for generating virtual forces in a bilateral teleoperator system. The virtual forces are generated from a world model and are used to provide real-time obstacle avoidance and guidance capabilities. The algorithm requires that the slaves tool and every object in the environment be decomposed into convex polyhedral Primitives. Intrusion distance and extraction vectors are then derived at every time step by applying Gilbert`s polyhedra distance algorithm, which has been adapted for the task. This information is then used to determine the compression and location of nonlinear virtual spring-dampers whose total force is summed and applied to the manipulator/teleoperator system. Experimental results validate the whole approach, showing that it is possible to compute the algorithm and generate realistic, useful psuedo forces for a bilateral teleoperator system using standard VME bus hardware.

  7. : Virtual Tours in School Context

    Directory of Open Access Journals (Sweden)

    Nuno Ribeiro,

    2016-12-01

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

  8. The World of Virtual Exhibitions

    Directory of Open Access Journals (Sweden)

    Irena Eiselt

    2013-09-01

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

  9. grupos virtuales de aprendizaje colaborativo

    Directory of Open Access Journals (Sweden)

    Ángel Torres Velandia

    2002-01-01

    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.

  10. An improved Virtual Torso phantom

    International Nuclear Information System (INIS)

    Kramer, Gary H; Crowley, Paul

    2000-01-01

    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)

  11. Visualization and simulated surgery of the left ventricle in the virtual pathological heart of the Virtual Physiological Human

    Science.gov (United States)

    McFarlane, N. J. B.; Lin, X.; Zhao, Y.; Clapworthy, G. J.; Dong, F.; Redaelli, A.; Parodi, O.; Testi, D.

    2011-01-01

    Ischaemic heart failure remains a significant health and economic problem worldwide. This paper presents a user-friendly software system that will form a part of the virtual pathological heart of the Virtual Physiological Human (VPH2) project, currently being developed under the European Commission Virtual Physiological Human (VPH) programme. VPH2 is an integrated medicine project, which will create a suite of modelling, simulation and visualization tools for patient-specific prediction and planning in cases of post-ischaemic left ventricular dysfunction. The work presented here describes a three-dimensional interactive visualization for simulating left ventricle restoration surgery, comprising the operations of cutting, stitching and patching, and for simulating the elastic deformation of the ventricle to its post-operative shape. This will supply the quantitative measurements required for the post-operative prediction tools being developed in parallel in the same project. PMID:22670207

  12. The transience of virtual fractals.

    Science.gov (United States)

    Taylor, R P

    2012-01-01

    Artists have a long and fruitful tradition of exploiting electronic media to convert static images into dynamic images that evolve with time. Fractal patterns serve as an example: computers allow the observer to zoom in on virtual images and so experience the endless repetition of patterns in a matter that cannot be matched using static images. This year's featured cover artist, Susan Lowedermilk, instead plans to employ persistence of human vision to bring virtual fractals to life. This will be done by incorporating her prints of fractal patterns into zoetropes and phenakistoscopes.

  13. Sonic Virtuality, Environment, and Presence

    DEFF Research Database (Denmark)

    Grimshaw, Mark

    2018-01-01

    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...

  14. VERA: Virtual Enterprise Reference Architecture

    DEFF Research Database (Denmark)

    Vesterager, Johan; Tølle, Martin; Bernus, Peter

    2003-01-01

    . 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...

  15. L'invasione del virtuale

    Directory of Open Access Journals (Sweden)

    Renzo Carlucci

    2005-07-01

    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.

  16. Virtual reality haptic human dissection.

    Science.gov (United States)

    Needham, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-01-01

    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.

  17. Astronomical Research Using Virtual Observatories

    Directory of Open Access Journals (Sweden)

    M Tanaka

    2010-01-01

    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.

  18. Collaborative design in virtual environments

    CERN Document Server

    Wang, Xiangyu

    2011-01-01

    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

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

    Science.gov (United States)

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

    2014-01-01

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

  20. Virtual reality negotiation training system with virtual cognitions

    NARCIS (Netherlands)

    Ding, D.; Burger, F.; Brinkman, W.P.; Neerincx, M.A.

    2017-01-01

    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

  1. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

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

  2. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria

    2017-11-20

    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

  3. Direct manipulation of virtual objects

    Science.gov (United States)

    Nguyen, Long K.

    Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities -- proprioception, haptics, and audition -- and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum -- Immersive Virtual Environment (IVE) and Reality Environment (RE). This

  4. GIS Function Coupling for Virtual Globes Project

    Data.gov (United States)

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

  5. ARLearn: augmented reality meets augmented virtuality

    NARCIS (Netherlands)

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

    2012-01-01

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

  6. An introduction to virtual reality technology

    International Nuclear Information System (INIS)

    Louka, Michael N.

    1999-02-01

    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)

  7. Aerospace applications of virtual environment technology

    Science.gov (United States)

    Loftin, R. B.

    1996-01-01

    The uses of virtual environment technology in the space program are examined with emphasis on training for the Hubble Space Telescope Repair and Maintenance Mission in 1993. Project ScienceSpace at the Virtual Environment Technology Lab is discussed.

  8. Providing Virtual Execution Environments: A Twofold Illustration

    CERN Document Server

    Grehant, Xavier

    2008-01-01

    Platform virtualization helps solving major grid computing challenges: share resource with flexible, user-controlled and custom execution environments and in the meanwhile, isolate failures and malicious code. Grid resource management tools will evolve to embrace support for virtual resource. We present two open source projects that transparently supply virtual execution environments. Tycoon has been developed at HP Labs to optimise resource usage in creating an economy where users bid to access virtual machines and compete for CPU cycles. SmartDomains provides a peer-to-peer layer that automates virtual machines deployment using a description language and deployment engine from HP Labs. These projects demonstrate both client-server and peer-to-peer approaches to virtual resource management. The first case makes extensive use of virtual machines features for dynamic resource allocation. The second translates virtual machines capabilities into a sophisticated language where resource management components can b...

  9. Getting started with Red Hat Enterprise virtualization

    CERN Document Server

    Subramanian, Pradeep

    2014-01-01

    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.

  10. Computer Vision Assisted Virtual Reality Calibration

    Science.gov (United States)

    Kim, W.

    1999-01-01

    A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.

  11. Poland under "Solidarity" Rule

    OpenAIRE

    Stanislaw Wellisz

    1991-01-01

    The coalition cabinet in which Solidarity played a leading role, but which also included Communists and their allies, won Parliamentary approval on September 12, 1989. This coalition inherited from the Communists an economy in deep crisis: inflation was raging, shortages of virtually all goods were rampant, and the black market was all-pervasive. The new government pledged to restore the market economy. This paper discusses the economy under Solidarity rule, focusing on stabilization and the ...

  12. Ethics at the Boundaries of the Virtual

    DEFF Research Database (Denmark)

    Ess, Charles

    2014-01-01

    I summarize emerging ethical issues and challenges evoked by rapidly developing and diffusing technologies for creating virtual experiences, especially as these developments increasingly blur the ethically foundational distinction between real and virtual.......I summarize emerging ethical issues and challenges evoked by rapidly developing and diffusing technologies for creating virtual experiences, especially as these developments increasingly blur the ethically foundational distinction between real and virtual....

  13. The Idaho Virtualization Laboratory 3D Pipeline

    Directory of Open Access Journals (Sweden)

    Nicholas A. Holmer

    2014-05-01

    Full Text Available Three dimensional (3D virtualization and visualization is an important component of industry, art, museum curation and cultural heritage, yet the step by step process of 3D virtualization has been little discussed. Here we review the Idaho Virtualization Laboratory’s (IVL process of virtualizing a cultural heritage item (artifact from start to finish. Each step is thoroughly explained and illustrated including how the object and its metadata are digitally preserved and ultimately distributed to the world.

  14. Virtual experiment instrument of nuclear pulse measuring

    International Nuclear Information System (INIS)

    Shan Jian; Zhao Xiuliang; Yu Hong; Zhang Meiqin

    2009-01-01

    Study on the scheme of application of virtual instrument(VI) technique in measuring of nuclear pulse. The system of Counter based on technology of LabVIEW and NI company's products USB-6009-DAQ is developed. Virtual nuclear instrument-Virtual Counter is realized. This system extends the application of technology of virtual instrument. The experimental results indicate that the system of Counter had the good counting measuring function of Nuclear Pulse. (authors)

  15. Virtual worlds today : gaming and online sociality

    OpenAIRE

    Calleja, Gordon

    2007-01-01

    Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more often associated with cyberpunk fiction than contemporary actuality. Today it has become challenging to browse a newspaper without coming across a Second Life success story or a virtual-tour of World of Warcraft. This dramatic rise in popularity of virtual worlds owes a lot to the development of Massively Multiplayer Online Games; graphical virtual worlds with significantly game-like design stru...

  16. vSphere virtual machine management

    CERN Document Server

    Fitzhugh, Rebecca

    2014-01-01

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

  17. Validating agent based models through virtual worlds.

    Energy Technology Data Exchange (ETDEWEB)

    Lakkaraju, Kiran; Whetzel, Jonathan H.; Lee, Jina; Bier, Asmeret Brooke; Cardona-Rivera, Rogelio E.; Bernstein, Jeremy Ray Rhythm

    2014-01-01

    As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative source of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior

  18. The French language virtual medical university.

    Science.gov (United States)

    Morin, A; Benhamou, A C; Spector, M; Bonnin, A; Debry, C

    2004-01-01

    The work program of the French Language Virtual Medical University started about 2 years ago, and entered into a real active phase of development and implementation in 2002. Various national programs and organizational initiatives should accelerate and facilitate further appropriation of modem pedagogical approaches by knowledge providers and all users of the FSVMU, so as to advance on the way of virtual education. The French Language Virtual Medical University under the auspices of both the National Conference of Deans of Medical Schools and the International Conference of Deans of French-Speaking Medical Schools has been developed to create a major Internet portal for French-speaking distance medical learning and teaching. This construct should be representative of all medical schools in France and French-speaking countries. Contents will also be translated into English, Spanish and Arabic. All medical disciplines with their various levels of teaching are to be included. Cross-related fields are also going to be present in order to offer full range programs. The latter are intended to provide both initial and continuing education for medical students as well as all other categories of health professionals and medical and scientific research workers. To develop the appropriate technology and make such a portal, on one hand correspond to the specific educational requirements and proper training for health professionals, and on the other hand provide a general access to e-learning in all schools of medicine; in keeping with such goals, the following approaches should be stressed upon. To build a virtual space where individual patients, their families, patient associations as well as the general public, can obtain medical information of good quality for the purposes of both education and prevention. Providing such categories with reliable and validated sources of information, and offering an ethical basis for the increasing practice of e-medicine, represent in today

  19. Integrating IRAF with the Virtual Observatory

    Science.gov (United States)

    Fitzpatrick, M.; Malik, O.; Holdaway, K. Tody, D.

    2007-10-01

    We present a high-level overview of two projects undertaken that integrate a large body of legacy software (specifically, IRAF) with Virtual Observatory (VO) technologies in a highly resource-constrained environment. On the server side, a framework has been developed to allow virtually any IRAF task to be exposed as a conventional VO web-service. Service-definition files (written as XML) are converted to a Java code implementation (via XSLT) and used as the web-service endpoint. An intermediate server process communicates with the entire IRAF system, and new web applications require at most a small wrapper script around an existing task. This permits many services to be created or updated easily using an unmodified version of the underlying IRAF system. On the client side, a C-based API has been developed to interface to the generic VO Registry (service/data-discovery), data (access), and web-services (analysis) side of the VO. VO services are now commonly implemented in Java, but these interfaces are normally beyond the reach of legacy systems because of the legacy implementation language. Using this new VOClient interface, bindings for many non-traditional development environments, including the IRAF CL (scripting) and SPP (compiled) languages, now provide a uniform, high-level interface to the VO that bridges this language barrier. The application of either project to other legacy software systems, and future work, will also be discussed.

  20. Visual selective attention with virtual barriers.

    Science.gov (United States)

    Schneider, Darryl W

    2017-07-01

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

  1. Virtual reality applied to teletesting

    NARCIS (Netherlands)

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

    2003-01-01

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

  2. Desktop Virtualization: Applications and Considerations

    Science.gov (United States)

    Hodgman, Matthew R.

    2013-01-01

    As educational technology continues to rapidly become a vital part of a school district's infrastructure, desktop virtualization promises to provide cost-effective and education-enhancing solutions to school-based computer technology problems in school systems locally and abroad. This article outlines the history of and basic concepts behind…

  3. Experimental study of virtual impactors

    International Nuclear Information System (INIS)

    Yule, T.J.; Broniarck, C.G.

    1979-01-01

    Virtual impactors are currently being used in a number of instruments to separate an aerosol into different size ranges. The virtual impactor is a variation of the standard impactor in which the impaction surface is replaced by an orifice into which particles can pass and be collected or counted. We have made an experimental study of the collection characteristics of virtual impactors. The parameters varied included: acceleration nozzle-to-collection probe distance, the ratio of the collection probe-to-acceleration nozzle diameters, and the ratio of collection probe-to-inlet flows. Measurements were also made with different collection probe geometries. It was found that it is possible to parameterize much of the data by introduction of the Stokes number and an effective minor flow collection efficiency. One disadvantage of the virtual impactor is that in the transition region particles are collected on the inside walls of the collection probe near the probe tip. The amount that is collected is a sensitive function of the probe geometry

  4. Virtual coaches for healthy lifestyle

    NARCIS (Netherlands)

    op den Akker, Hendrikus J.A.; Klaassen, Randy; Nijholt, Antinus; Esposito, Anna; Jain, Lakhmi C.

    2016-01-01

    Since the introduction of the idea of the software interface agent the question recurs whether these agents should be personified and graphically visualized in the interface. In this chapter we look at the use of virtual humans in the interface of healthy lifestyle coaching systems. Based on theory

  5. Virtual Training of the Myosignal

    NARCIS (Netherlands)

    Terlaak, Bernhard; Bouwsema, Hanneke; van der Sluis, Corry K.; Bongers, Raoul M.

    2015-01-01

    Objective To investigate which of three virtual training methods produces the largest learning effects on discrete and continuous myocontrol. The secondary objective was to examine the relation between myocontrol and manual motor control tests. Design A cohort analytic study. Setting University

  6. A Model of Virtual University

    Directory of Open Access Journals (Sweden)

    Hartwig STEIN

    2000-06-01

    Full Text Available This article aims to explain elements, structure and process of virtual university. The potential of communication media and networks has provided the means for worldwide communication “online” and this opportunity can be used in education. In this way of education provides effective education process also improve the cost-effectiveness.In this model, work team, comprised by teachers which occurs TV-producers, students, a technology-specialist, a visual aids producer, and an instructional designer; student profile which may be different for every individual and it has to be considered in the design of the learning activities; student action which means the activity that the students realize to learn and to develop concepts, skills and attitudes and the communication media play key roles in model of Virtual University. A understanding of Distance Education History and Theory of Distance Education is necessary to understand the differences between Distance Education and the potential that a virtual university could offer. The conclusions of virtual university depends on the consideration of all elements of this model and its relations.

  7. A Virtual History of Mauritius

    African Journals Online (AJOL)

    Nafiisah

    based game. A pure strategy based environment would favour interactivity over exploration but a mixture of those two would be ideal for Virtual Heritage and this would be an invaluable tool for teaching students about our local history and it would also allow historians to simulate what would have happened had the French ...

  8. Information Retrieval in Virtual Universities

    Science.gov (United States)

    Puustjärvi, Juha; Pöyry, Päivi

    2006-01-01

    Information retrieval in the context of virtual universities deals with the representation, organization, and access to learning objects. The representation and organization of learning objects should provide the learner with an easy access to the learning objects. In this article, we give an overview of the ONES system, and analyze the relevance…

  9. NATO Standards for Virtual Ships

    NARCIS (Netherlands)

    Kraker, J.K. de; Reading, R.

    2005-01-01

    The NATO Naval Armaments Group Sub-Group 61 on Virtual Ships has been chartered to establish NATO standards for modelling and simulation applied to ship acquisition. Its objective is to enable multi-national simulation re-use and interoperability, as well as simulation composability. Technical

  10. NATO Standards for Virtual Ships

    NARCIS (Netherlands)

    Kraker, J.K. de; Duncan, J.; Budde, E.W.; Reading, R.

    2005-01-01

    The NATO Naval Armaments Group Sub-Group 61 on Virtual Ships has been chartered to establish NATO standards for modeling and simulation applied to ship acquisition. Its objective is to enable multi-national simulation re-use and interoperability, as well as simulation composability. Technical

  11. Spatial Orientation in Virtual Environments

    NARCIS (Netherlands)

    Bakker, N.H.

    2001-01-01

    Recently, a growing interest can be detected in the application of Virtual Environment (VE) technology as an operator interface. VEs are three-dimensional computer-generated images that can be shown on a conventional monitor, on a large screen display, or on a head-mounted display. In order to use

  12. Spatial orientation in virtual environments

    NARCIS (Netherlands)

    Bakker, N.H.

    2001-01-01

    Recently, a growing interest can be detected in the application of Virtual Environment (VE) technology as an operator interface. VEs are three-dimensional computer-generated images that can be shown on a conventional monitor, on a large screen display, or on a head-mounted display. In order to use

  13. Despliegue masivo de escritorios virtuales

    OpenAIRE

    Gelonch Abad, Carlos

    2014-01-01

    El proyecto consiste en el despliegue de un sistema de escritorios virtuales (UDI) para 300. Se trata de un caso real que se ha implantado en una empresa y se han conseguido los objetivos deseados. En el proyecto abordamos temas de storage, virtualización (VMware), diseño de infraestructura, uso de Thinclients y Green IT.

  14. Rocinante, a virtual collaborative visualizer

    International Nuclear Information System (INIS)

    McDonald, M.J.

    1996-01-01

    With the goal of improving the ability of people around the world to share the development and use of intelligent systems, Sandia National Laboratories' Intelligent Systems and Robotics Center is developing new Virtual Collaborative Engineering (VCE) and Virtual Collaborative Control (VCC) technologies. A key area of VCE and VCC research is in shared visualization of virtual environments. This paper describes a Virtual Collaborative Visualizer (VCV), named Rocinante, that Sandia developed for VCE and VCC applications. Rocinante allows multiple participants to simultaneously view dynamic geometrically-defined environments. Each viewer can exclude extraneous detail or include additional information in the scene as desired. Shared information can be saved and later replayed in a stand-alone mode. Rocinante automatically scales visualization requirements with computer system capabilities. Models with 30,000 polygons and 4 Megabytes of texture display at 12 to 15 frames per second (fps) on an SGI Onyx and at 3 to 8 fps (without texture) on Indigo 2 Extreme computers. In its networked mode, Rocinante synchronizes its local geometric model with remote simulators and sensory systems by monitoring data transmitted through UDP packets. Rocinante's scalability and performance make it an ideal VCC tool. Users throughout the country can monitor robot motions and the thinking behind their motion planners and simulators

  15. Virtual Reality: Ready or Not!

    Science.gov (United States)

    Lewis, Joan E.

    1994-01-01

    Describes the development and current status of virtual reality (VR) and VR research. Market potentials for VR are discussed, including the entertainment industry, health care and medical training, flight and other simulators, and educational possibilities. A glossary of VR-related terms is included. (LRW)

  16. Virtual Special Issue on Migration

    NARCIS (Netherlands)

    Jordan, Declan; Elhorst, Paul

    2016-01-01

    This editorial introduces a virtual special issue of Spatial Economic Analysis compiled to mark the keynote lecture at the 46th Annual Conference of the Regional Science Association InternationalBritish and Irish Section in Cornwall by Professor Jacques Poot of the National Institute of Demographic

  17. Electronic Blending in Virtual Microscopy

    Science.gov (United States)

    Maybury, Terrence S.; Farah, Camile S.

    2010-01-01

    Virtual microscopy (VM) is a relatively new technology that transforms the computer into a microscope. In essence, VM allows for the scanning and transfer of glass slides from light microscopy technology to the digital environment of the computer. This transition is also a function of the change from print knowledge to electronic knowledge, or as…

  18. Challenges of Virtual School Leadership

    Science.gov (United States)

    Richardson, Jayson W.; LaFrance, Jason; Beck, Dennis

    2015-01-01

    The purpose of this case study was to examine challenges faced by virtual school leaders in the United States. Through semistructured interviews, the researchers explored challenges faced by eighteen leaders of fully online or blended online programs. Analysis revealed six main challenges: funding, staff, accountability, time, parents, and…

  19. Virtual reality and stereoscopic telepresence

    International Nuclear Information System (INIS)

    Mertens, E.P.

    1994-12-01

    Virtual reality technology is commonly thought to have few, if any, applications beyond the national research laboratories, the aerospace industry, and the entertainment world. A team at Westinghouse Hanford Company (WHC) is developing applications for virtual reality technology that make it a practical, viable, portable, and cost-effective business and training tool. The technology transfer is particularly applicable to the waste management industry and has become a tool that can serve the entire work force spectrum, from industrial sites to business offices. For three and a half years, a small team of WHC personnel has been developing an effective and practical method of bringing virtual reality technology to the job site. The applications are practical, the results are repeatable, and the equipment costs are within the range of present-day office machines. That combination can evolve into a competitive advantage for commercial business interests. The WHC team has contained system costs by using commercially available equipment and personal computers to create effective virtual reality work stations for less than $20,000

  20. Virtual Patients in Geriatric Education

    Science.gov (United States)

    Tan, Zaldy S.; Mulhausen, Paul L.; Smith, Stephen R.; Ruiz, Jorge G.

    2010-01-01

    The virtual patient is a case-based computer program that combines textual information with multimedia elements such as audio, graphics, and animation. It is increasingly being utilized as a teaching modality by medical educators in various fields of instruction. The inherent complexity of older patients and the shortage of geriatrics educators…

  1. Virtual Reality and Legal Education

    OpenAIRE

    Kiskinov, Vihar

    2014-01-01

    Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2014 The paper examines the impact of virtual reality on legal education. Association for the Development of the Information Society, Institute of Mathematics and Informatics Bulgarian Academy of Sciences, Plovdiv University "Paisii Hilendarski"

  2. Dutch-Chinese virtual cooperation

    NARCIS (Netherlands)

    Wei, Y.; de Boer, S.J.; Stegwee, R.A.; Chen, Z.

    2003-01-01

    Technology advances in ICT have permitted an increased flow of information across borders, and increasingly companies are moving to so-called virtual alliances. The business relationships between Dutch and Chinese companies are becoming closer by ways of outsourcing, new market development and so

  3. Virtualness : a new organisational dimension

    NARCIS (Netherlands)

    Bosch-Sijtsema, P.M.

    2003-01-01

    In current literature a new organisational form is presented, the virtual organisation (VO). ms organisational form is a co-operation between a number of companies who combine their strengths to develop a new service or product. The current VO literature is ambiguous about the definition and

  4. Virtual planning in orthognathic surgery

    DEFF Research Database (Denmark)

    Stokbro, K.; Aagaard, E.; Torkov, P.

    2014-01-01

    than five patients, comparing the virtual surgical plan with the actual surgical outcome. Search terms revealed a total of 428 titles, out of which only seven articles were included, with a combined sample size of 149 patients. Data were presented in three different ways: intra-class correlation...

  5. Virtual Bioinformatics Distance Learning Suite

    Science.gov (United States)

    Tolvanen, Martti; Vihinen, Mauno

    2004-01-01

    Distance learning as a computer-aided concept allows students to take courses from anywhere at any time. In bioinformatics, computers are needed to collect, store, process, and analyze massive amounts of biological and biomedical data. We have applied the concept of distance learning in virtual bioinformatics to provide university course material…

  6. Automated Verification of Virtualized Infrastructures

    DEFF Research Database (Denmark)

    Bleikertz, Sören; Gross, Thomas; Mödersheim, Sebastian Alexander

    2011-01-01

    Virtualized infrastructures and clouds present new challenges for security analysis and formal verification: they are complex environments that continuously change their shape, and that give rise to non-trivial security goals such as isolation and failure resilience requirements. We present a pla...

  7. Predicting Virtual Learning Environment Adoption

    DEFF Research Database (Denmark)

    Penjor, Sonam; Zander, Pär-Ola Mikael

    2016-01-01

    This study investigates the significance of Rogers’ Diffusion of Innovations (DOI) theory with regard to the use of a Virtual Learning Environment (VLE) at the Royal University of Bhutan (RUB). The focus is on different adoption types and characteristics of users. Rogers’ DOI theory is applied...

  8. Virtual reality and laparoscopic surgery.

    Science.gov (United States)

    Coleman, J; Nduka, C C; Darzi, A

    1994-12-01

    The nature of laparoscopic surgery makes it likely to benefit from current and future developments in virtual reality and telepresence technology. High-definition screens, three-dimensional sensory feedback and remote dextrous manipulation will be the next major developments in laparoscopic surgery. Simulators may be used in surgical training and in the evaluation of surgical capability.

  9. Archaeology, museums and virtual reality

    Directory of Open Access Journals (Sweden)

    Laia Pujol

    2004-04-01

    Full Text Available This article looks at the idea that the virtual archaeological reconstructions seen in museums cannot be considered Virtual Reality (VR as they are based on an artistic conception of the discipline. The cause is to be found in the origins of Archaeology, which began in the 18th century and was closely linked to the History of Art. In the era of New Technologies, this concept has become both the cause and the consequence: determining the characteristics of VR from within the discipline, whilst simultaneously reinforcing the virtual reconstructions.To assess the relationship between VR and Archaeology, we must first establish a definition of Virtual Reality. Subsequently, we can take a brief look at the history so as to be able to understand the evolution of Archaeology and museums. This leads us to the analysis of some examples of VR in museums, from which we can gain conclusions on the current use of VR. Finally, we look at the possibilities for VR in terms of publicising Archaeology.

  10. Direct Manipulation in Virtual Reality

    Science.gov (United States)

    Bryson, Steve

    2003-01-01

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

  11. Sociability in virtual citizen science

    OpenAIRE

    Jennett, C.; Kloetzer, L.; Gold, M.; Cox, A. L.

    2013-01-01

    Past research suggests that sociability can enhance volunteers’ experiences of virtual citizen science (VCS). We define four types of sociability. We also describe how outreach events - ‘Thinkcamps’ – can be used to support the design of social tools for VCS platforms.

  12. History and geography of virtual water trade

    Science.gov (United States)

    Carr, J. A.; D'Odorico, P.; Laio, F.; Ridolfi, L.

    2012-12-01

    The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products (non-edible plant and animal products typically used for manufacturing). Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types with the net importers of virtual water relying on the supply of virtual water from a small percentage of the global population. Discrepancies exist among the different commodity networks. Surprisingly, while the total virtual water flux through the network has increased between 1986 and 2008, the global proportions associated with the four commodity groups have remained relatively stable. Here we discuss some major changes in the global patterns of virtual water trade with a focus on the increase in regional dependencies on foreign virtual water. The increase in virtual water trade and the percentage of the total virtual water flux in the network corresponding to plant, animals, luxury, and other commodities.

  13. Design and Analysis of Virtual Museums.

    Science.gov (United States)

    Falquet, Gilles; Guyot, Jacques; Nerima, Luka; Park, Seongbin

    Using the same data, which could come from local databases or external sources, such as the Web, virtual museum designers can build different hyperspaces. It is possible that visitors would find some of them more useful than others. Virtual museums designers should be equipped with a tool by which various hyperspaces for virtual museums can be…

  14. Collective Action Situated in Virtual Worlds

    Science.gov (United States)

    Blodgett, Bridget M.

    2011-01-01

    For the first time in the history of collective action, the offline world has experienced a virtually organized and enacted union strike. While this was the first publicly noticed political action in a virtual world, others have been going on for several years now. As virtual worlds continue to grow in popularity, this type of protest of action…

  15. The Virtual Reality Roving Vehicle Project.

    Science.gov (United States)

    Winn, William

    1995-01-01

    Describes the Virtual Reality Roving Vehicle project developed at the University of Washington to teach students in grades 4 through 12 about virtual reality. Topics include teacher workshops; virtual worlds created by students; learning outcomes compared with traditional instruction; and the effect of student characteristics, including gender, on…

  16. Virtual Education: Guidelines for Using Games Technology

    Science.gov (United States)

    Schofield, Damian

    2014-01-01

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

  17. Virtual Reality: Emerging Applications and Future Directions

    Science.gov (United States)

    Ludlow, Barbara L.

    2015-01-01

    Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…

  18. Explaining agent behavior in virtual training

    NARCIS (Netherlands)

    Harbers, M.

    2011-01-01

    Computer games are more and more often used for training purposes. These virtual training games are exploited to train competences like leadership, negotiation or social skills. In such virtual training, a human trainee interacts with one or more virtual characters playing the trainee’s team

  19. Learning Area and Perimeter with Virtual Manipulatives

    Science.gov (United States)

    Bouck, Emily; Flanagan, Sara; Bouck, Mary

    2015-01-01

    Manipulatives are considered a best practice for educating students with disabilities, but little research exists which examines virtual manipulatives as tool for supporting students in mathematics. This project investigated the use of a virtual manipulative through the National Library of Virtual Manipulatives--polynominoes (i.e., tiles)--as a…

  20. Walking in Place Through Virtual Worlds

    DEFF Research Database (Denmark)

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

    2016-01-01

    Immersive virtual reality (IVR) is seemingly on the verge of entering the homes of consumers. Enabling users to walk through virtual worlds in a limited physical space presents a challenge. With an outset in a taxonomy of virtual travel techniques, we argue that Walking-in-Place (WIP) techniques ...