WorldWideScience

Sample records for vibrant virtual community

  1. Outcome Mapping Virtual Learning Community - Phase III | IDRC ...

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

    Indeed, the OMLC affirmed its position as a vibrant community of practice ... a virtual space (www.outcomemapping.ca), and online interaction will be the key driver. ... communication technology (ICT) on social and human development is new ...

  2. Engaging the broader community in biodiversity research: the concept of the COMBER pilot project for divers in ViBRANT

    Directory of Open Access Journals (Sweden)

    Christos Arvanitidis

    2011-11-01

    Full Text Available This paper discusses the design and implementation of a citizen science pilot project, COMBER (Citizens’ Network for the Observation of Marine BiodivERsity, http://www.comber.hcmr.gr, which has been initiated under the ViBRANT EU e-infrastructure. It is designed and implemented for divers and snorkelers who are interested in participating in marine biodiversity citizen science projects. It shows the necessity of engaging the broader community in the marine biodiversity monitoring and research projects, networks and initiatives. It analyses the stakeholders, the industry and the relevant markets involved in diving activities and their potential to sustain these activities. The principles, including data policy and rewards for the participating divers through their own data, upon which this project is based are thoroughly discussed. The results of the users analysis and lessons learned so far are presented. Future plans include promotion, links with citizen science web developments, data publishing tools, and development of new scientific hypotheses to be tested by the data collected so far.

  3. Fostering More Vibrant Schools

    Science.gov (United States)

    Tschannen-Moran, Megan; Clement, Davis

    2018-01-01

    Drawing on their research in creating the Vibrant School Scale, Megan Tschannen-Moran and Davis Clement describe the three characteristics of vibrant schools: enlivened minds, emboldened voices, and playful learning. The authors also detail a four-step, strengths-based process called appreciative inquiry that can help school members have…

  4. 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

  5. Bullying in Virtual Learning Communities.

    Science.gov (United States)

    Nikiforos, Stefanos; Tzanavaris, Spyros; Kermanidis, Katia Lida

    2017-01-01

    Bullying through the internet has been investigated and analyzed mainly in the field of social media. In this paper, it is attempted to analyze bullying in the Virtual Learning Communities using Natural Language Processing (NLP) techniques, mainly in the context of sociocultural learning theories. Therefore four case studies took place. We aim to apply NLP techniques to speech analysis on communication data of online communities. Emphasis is given on qualitative data, taking into account the subjectivity of the collaborative activity. Finally, this is the first time such type of analysis is attempted on Greek data.

  6. Emergence of Virtual Communities as Means of Communication: A Case Study on Virtual Health Care Communities

    Science.gov (United States)

    Argan, Mehpare Tokay; Argan, Metin; Suher, Idil K.

    2011-01-01

    Like in all areas, virtual communities make their presence felt in the area of healthcare too. Virtual communities play an important role in healthcare in terms of gathering information on healthcare, sharing of personal interests and providing social support. Virtual communities provide a way for a group of peers to communicate with each other.…

  7. The Virtual Communities and Education

    Directory of Open Access Journals (Sweden)

    Ana Maria Arişanu LACULEANU

    2006-01-01

    Full Text Available The progress made in the information and communication technology builds new communication and connection opportunities of the citizens and organizations leading to an important change of the citizen's behavior and of the functioning way of the organizations. The intelligence, as the only lasting active of a organization, is made up of individual and collective knowledge. As a matter of fact, the citizens feel more often the need of information and communication, the organizations are trying to rebuild the information so that the access to the useful information to become as easy as possible. The virtual communities appeared and are developing as a result of rising the trust grade in the major role that the Internet plays in the informational society. The educational portals, weblogs and the group software infrastructure are becoming necessary instruments in the present educational systems.

  8. Synchronic tutoring of a virtual community

    NARCIS (Netherlands)

    Simons, P.R.J.; Ligorio, M.B.; Talamo, A.

    2002-01-01

    The role of tutors has changed over time, depending on models of learning and on the technology available. This article discusses the evolution of the tutor role and presents a new model concerning the tutoring functions in a synchronous virtual community. The definition of a virtual community

  9. Information exchange in virtual communities: a typology

    Directory of Open Access Journals (Sweden)

    Gary Burnett

    2000-01-01

    Full Text Available While there is wide agreement that virtual communities - and other phenomena utilizing CMC technologies - have the capability to provide both interpersonal and informational interactions, the degree to which they can be seen as specifically information-oriented social spaces has been open to some question. Drawing upon theoretical and empirical work that emphasizes an environmental model of human information behaviour, a foundation is developed for a model of information exchange in virtual communities, and a typology of the varieties of information behaviour to be found in virtual communities is proposed. This typology will provide a mechanism for assessing the characteristics of virtual communities in terms of their support for information exchange, and has the potential to enhance our understanding of virtual communities as information environments.

  10. Community-Sourcing in Virtual Societies

    OpenAIRE

    Branzov, Todor

    2016-01-01

    The paper studies the approaches to development of goods with active participation of virtual community members. The concept of community-sourcing is presented as an alternative to the open source model and crowdsourcing. On that foundation a conceptual model of resource management system that use some current good practices of the IT industry is proposed. Results obtained in a virtual community implementing the model are presented as a validation attempt. ACM Computing ...

  11. ANALYSIS OF VIRTUAL COMMUNITIES IN TOURISM

    OpenAIRE

    Silvena DENCHEVA

    2013-01-01

    Internet has changed the way companies interact with customers. Customers have become the active part of the communication with business. Virtual communities are the most popular implication of the usage of Internet into business world. The article presents the nature of virtual communities and how they are functioning in the hospitality industry. The web site of hotel Dobruzda-Dobrich has been analyzed regarding its Internet presence. Internet marketing strategy for improving its internet p...

  12. ANALYSIS OF VIRTUAL COMMUNITIES IN TOURISM

    Directory of Open Access Journals (Sweden)

    Silvena DENCHEVA

    2014-01-01

    Full Text Available Internet has changed the way companies interact with customers. Customers have become the active part of the communication with business. Virtual communities are the most popular implication of the usage of Internet into business world. The article presents the nature of virtual communities and how they are functioning in the hospitality industry. The web site of hotel Dobruzda-Dobrich has been analyzed regarding its Internet presence. Internet marketing strategy for improving its internet presence is presented in the paper.

  13. Big data and virtual communities: methodological issues

    OpenAIRE

    Martínez Torres, María del Rocío; Toral, S. L.; Fornara, Nicoletta

    2014-01-01

    Virtual communities represent today en emergent phenomenon through which users get together to create ideas, to obtain help from one another, or just to casually engage in discussions. Their increasing popularity as well as their utility as a source of business value and marketing strategies justify the necessity of defi ning some specifi c methodologies for analyzing them. The aim of this paper is providing new insights into virtual communities from a methodological viewpoint, hi...

  14. Hashtag (# as Message Identity in Virtual Community

    Directory of Open Access Journals (Sweden)

    Urip Mulyadi

    2018-02-01

    Full Text Available Computer Mediated Communication or CMC is able to present a virtual community, where the people inside have the same interest to share information related to events, activities, competitions, entertainment, history, event and others in Semarang City for publication. This research attempted to describe that hashtags can be utilized as the identity of a message in a communications network on Facebook Group MIK Semar. The results of this study are hashtags have changed how we build a virtual community, as the use of hashtags in Facebook Group MIK SEMAR as message identity to build better relationship and support communication among its members.

  15. Hazy Boundaries: Virtual Communities and Research Ethics

    Directory of Open Access Journals (Sweden)

    Helena Kantanen

    2016-10-01

    Full Text Available This paper examines ethical issues specific to research into virtual communities. Drawing on an empirical case with online forums of education experts, we identify the following key issues: publicity versus privacy of the community; the definition of human subjects research; participant recruitment; informed consent; and ethical questions associated with observing virtual communities, and with reporting and disseminating research results. We maintain that different research cultures in different countries can present challenges when studying global forums. Acknowledging the ephemeral characteristics of Internet contexts, this paper argues that ethical considerations should be more case-based, instead of relying on one model for all solutions. We suggest that local ethics committees or institutional review boards could, with their expert knowledge of ethics, provide valuable support for researchers operating in the complex and dynamic terrain of Internet research, as well as in fields and research settings where an ethical review is not a standard part of the research process.

  16. Copyright, Culture, and Community in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Dan Burk

    2016-11-01

    Full Text Available Communities that interact on-line through computer games and other virtual worlds are mediated by the audiovisual content of the game interface. Much of this content is subject to copyright law, which confers on the copyright owner the legal right to prevent certain unauthorized uses of the content. Such exclusive rights impose a limiting factor on the development of communities that are situated around the interface content, as the rights, privileges, and exceptions associated with copyright generally tend to disregard the cultural significance of copyrighted content. This limiting effect of copyright is well illustrated by examination of the copying of content by virtual diaspora communities such as that formed around the game Uru: Ages of Myst; thus, the opportunity for on-line communities to legally access the graphical elements on which those communities are built is fraught with potential legal liability. This presents the reciprocal situation from efforts to protect the cultural properties of indigenous communities as traditional knowledge. Reconsideration of current copyright law would be required in order to accommodate the cohesion of on-line communities and related cultural uses of copyrighted content.

  17. EMERGENCE OF VIRTUAL COMMUNITIES AS MEANS OF COMMUNICATION: A Case Study On Virtual Health Care Communities

    Directory of Open Access Journals (Sweden)

    Mehpare Tokay ARGAN

    2011-07-01

    Full Text Available Today, like in all areas, the Internet has had an important effect in the area of health as well. With the development of the Internet many new and different applications have developed and one of the most important of these are probably virtual communities. Virtual communities, which are used as a tool for providing information and word of mouth communication, have become a widely used marketing tool in the area of healthcare services in recent years. A virtual community is a group that does not depend on space and time to maintain ties or participation in the group whose members share the same interest and to maintain closeness, that is based on internet communications and whose membership is based on free will. In these kinds of communities whose services are provided on a membership basis, health services of various kinds are offered to the members. In virtual communities, virtual interactive communications established between the members can be an important determining factor when choosing a product, service or doctor.

  18. Vibrant cities: declinazioni di un’atmosfera discursive Vibrant cities: variations of a discursive atmosphere

    OpenAIRE

    Tania Rossetto

    2012-01-01

    La voce vibrant (“full of life and energy”) dell’Oxford Advanced Learner’s Dictionary viene prioritariamente esemplificata quale attributo del sostantivo città (“a vibrant city”), confermando in tal modo il consolidato nesso tra tale aggettivo e l’evocazione di una determinata – e al tempo stesso vaga – atmosfera urbana. Vibrant è parola d’ordine del marketing territoriale e del design urbano, termine protagonista dell’ormai più che trentennale storia del neoliberismo che ha coinciso con l...

  19. The Model of Tourist Virtual Community Members Engagement Management

    Directory of Open Access Journals (Sweden)

    Krzysztof Stepaniuk

    2015-12-01

    Full Text Available Building numerous and active virtual tourist communities involved in the tourist brand, connected with product, attraction or travel destination is a significant challenge for a dynamic and competitive tourist market. The main aim of presented pilot study was the drawing up guidelines for development of users engagement of selected virtual tourist communities on the example of Facebook. For that purpose a ranking of the most popular indicators of thematic areas, around which virtual tourist communities are formed was built. Simultaneously a typology of members of virtual tourist communities was presented as well as motives for the participation in communities gathered around the definite subject matter were analysed.

  20. Virtual Communities For Elderly Healthcare: User-Based Requirements Elicitation

    NARCIS (Netherlands)

    van 't Klooster, J.W.J.R.; van Beijnum, Bernhard J.F.; Pawar, P.; Sikkel, Nicolaas; Meertens, Lucas Onno; Hermens, Hermanus J.

    2011-01-01

    Virtual communities for elderly healthcare have a potential to improve the community building process and to facilitate care services through support for activities, participation and information needs. This paper expounds on this idea by proposing a mobile virtual community (MVC) platform for

  1. 3D natural emulation design approach to virtual communities

    OpenAIRE

    DiPaola, Steve

    2010-01-01

    The design goal for OnLive’s Internet-based Virtual Community system was to develop avatars and virtual communities where the participants sense a tele-presence – that they are really there in the virtual space with other people. This collective sense of "being-there" does not happen over the phone or with teleconferencing; it is a new and emerging phenomenon, unique to 3D virtual communities. While this group presence paradigm is a simple idea, the design and technical issues needed to begin...

  2. A conceptualisation of the relationship between virtual experience and cybernauts' satisfaction with virtual communities

    OpenAIRE

    Bouattour , Dorra; Debos , Franck; Abdellatif , Tarek

    2015-01-01

    International audience; In this research, we developed and tested an integrated model relating individuals' satisfaction with their experiential values in virtual communities. Using a realised factorial analysis and regression, we identified the factors that influence member satisfaction in virtual communities. Adopting Mathwick et al.'s (2001) concept of experiential value, we proposed a conceptualisation of a virtual experience that fits closely with the original nomological framework advoc...

  3. Online personal ads: community and sex, virtually.

    Science.gov (United States)

    Gudelunas, David

    2005-01-01

    This study samples 200 personal advertisements from the online gay and lesbian global Web portal PlanetOut. This data, along with survey responses completed by advertisers included in the sample, are used to frame a discussion on the use of online gay and lesbian spaces and communities. Despite interacting in a global space, data showed that advertisers remained aware of their local identities. Differences between advertisers were most notable between gender and whether they logged on in a small or large town. Advertisers were interested in interacting locally, eager to move from online to offline communication, often-times not overly concerned with maintaining anonymity, and not interested in toying with multiple identities. Users of PlanetOut personals largely did not consider themselves part of a virtual gay and lesbian community even when they recognized the existence of a local geographically-based gay and lesbian community. However, the dynamic nature of online personal advertisements did allow for a new type of interactive advertisement that does differ from previous print forums.

  4. The Model of Tourist Virtual Community Members Engagement Management

    OpenAIRE

    Stepaniuk, Krzysztof

    2015-01-01

    Building numerous and active virtual tourist communities involved in the tourist brand, connected with product, attraction or travel destination is a significant challenge for a dynamic and competitive tourist market. The main aim of presented pilot study was the drawing up guidelines for development of users engagement of selected virtual tourist communities on the example of Facebook. For that purpose a ranking of the most popular indicators of thematic areas, around which virtual tourist c...

  5. Perspectives on the Viable Mobile Virtual Community for Telemedicine

    OpenAIRE

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

    2010-01-01

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

  6. Virtual Community For A Creative City

    Directory of Open Access Journals (Sweden)

    Przygodzki Zbigniew

    2015-06-01

    Full Text Available Cities provide conditions for the development of creativity and creative capital; some cities have made it an area of strategic intervention. Surely, there is a strong link between the creativity of a city and the value of social capital in a given territory. Hence, it is vital to answer the following questions: To what extent does investment in human capital determine the value of creative capital? What to invest in? Can one invest efficiently taking advantage of the attractive and popular virtual space? These are the questions explored by the present authors. Their specific goal is to assess the importance of social networks as a modern ICT tool for establishing relations, and of open networks in the dissemination of knowledge and in the development of creative communities.

  7. Permission and Authorization in Policies for Virtual Communities of Agents

    NARCIS (Netherlands)

    G. Boella (Guido); L.W.N. van der Torre (Leon)

    2005-01-01

    htmlabstractWe study the design of policies for virtual communities of agents based on peer-to-peer systems or the grid infrastructure. In a virtual community agents can play both the role of resource consumers and the role of resource providers. Moreover, the agents remain in control of their

  8. Vibrant cities: declinazioni di un’atmosfera discursive Vibrant cities: variations of a discursive atmosphere

    Directory of Open Access Journals (Sweden)

    Tania Rossetto

    2012-09-01

    Full Text Available La voce vibrant (“full of life and energy” dell’Oxford Advanced Learner’s Dictionary viene prioritariamente esemplificata quale attributo del sostantivo città (“a vibrant city”, confermando in tal modo il consolidato nesso tra tale aggettivo e l’evocazione di una determinata – e al tempo stesso vaga – atmosfera urbana. Vibrant è parola d’ordine del marketing territoriale e del design urbano, termine protagonista dell’ormai più che trentennale storia del neoliberismo che ha coinciso con la promozione della città post-industriale. A tal punto che la parola sembra oggi evocare, ancor prima che un’atmosfera urbana, una sorta di “atmosfera discorsiva”.

  9. Demystifying Virtual Communities of Practice: A Case Study of IBM

    Science.gov (United States)

    Kok, Ayse

    2010-01-01

    The purpose of this proposed research study is to empirically explore the nature of virtual communities of practice (CoP) in a global organisation within the context of its International Corporate Volunteer (ICV) Program. This study investigates whether and how the use of virtual CoP evolves and becomes embedded within this organization. Following…

  10. The internet, virtual communities and threats to confidentiality ...

    African Journals Online (AJOL)

    Internet list servers and chat groups gather doctors together in virtual space to exchange views on clinical and professional issues. This paper focuses on the last of these Internet applications, beginning with a description of the 'virtual community' that the list servers and chat groups constitute. It demonstrates how various ...

  11. Intelligent web agents for a 3D virtual community

    Science.gov (United States)

    Dave, T. M.; Zhang, Yanqing; Owen, G. S. S.; Sunderraman, Rajshekhar

    2003-08-01

    In this paper, we propose an Avatar-based intelligent agent technique for 3D Web based Virtual Communities based on distributed artificial intelligence, intelligent agent techniques, and databases and knowledge bases in a digital library. One of the goals of this joint NSF (IIS-9980130) and ACM SIGGRAPH Education Committee (ASEC) project is to create a virtual community of educators and students who have a common interest in comptuer graphics, visualization, and interactive techniqeus. In this virtual community (ASEC World) Avatars will represent the educators, students, and other visitors to the world. Intelligent agents represented as specially dressed Avatars will be available to assist the visitors to ASEC World. The basic Web client-server architecture of the intelligent knowledge-based avatars is given. Importantly, the intelligent Web agent software system for the 3D virtual community is implemented successfully.

  12. Enabling virtual communities: Gulliver and Aveiro

    NARCIS (Netherlands)

    Nijholt, Antinus; Faisal, K.; Sarfraz, M.

    2002-01-01

    In this paper we discuss two of our projects on virtual realities. First there is the 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

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

    Directory of Open Access Journals (Sweden)

    Karen Ruhleder

    2002-01-01

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

  14. 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.

  15. An Exploration of Leadership in Virtual Communities of Practice

    Science.gov (United States)

    Chrisentary, John

    2013-01-01

    Virtual community of practice (VCoP) teams are becoming a typical function in many knowledge-based organizations. VCoP teams can consist of team members located in various cities, states, and countries. The main characteristic of the VCoP is team members' sense of community that allows individuals to share knowledge. Knowledge sharing in a VCoP…

  16. Contesting Community Online: Virtual Imagery among Dutch Orthodox Protestant Homosexuals

    NARCIS (Netherlands)

    W. de Koster (Willem)

    2010-01-01

    textabstractAbstract Whereas substantial scholarly attention has been paid to the online presentation of self, symbolic interactionist approaches are largely absent in the literature on virtual communities. Instead, recurrent questions are whether communities can exist online and if specific online

  17. Knowledge translation in eHealth: building a virtual community.

    Science.gov (United States)

    Bassi, Jesdeep; Lau, Francis; Hagens, Simon; Leaver, Chad; Price, Morgan

    2013-01-01

    Knowledge can be powerful in eliciting positive change when it is put into action. This is the belief that drives knowledge translation. The University of Victoria (UVic) eHealth Observatory is focused on deriving knowledge from health information system (HIS) evaluation, which needs to be shared with HIS practitioners. Through an application of the Knowledge-to-Action Framework and the concept of a virtual community, we have established the virtual eHealth Benefits Evaluation Knowledge Translation (KT) Community. This paper describes the foundational elements of the KT Community and our overall KT strategy.

  18. Consumers’ Motivation to Interact in Virtual Food Communities

    DEFF Research Database (Denmark)

    Jacobsen, Lina; Tudoran, Ana Alina; Lähteenmäki, Liisa

    2017-01-01

    -present are strong mediators of the relationships especially between food involvement and behavioural interaction intention. The chance to learn from and present oneself to the community are reasons why consumers engage in interaction in virtual food communities, given their pre-existing interest in food and...... managers must keep in mind that these opportunities will only appeal to food involved consumers with a certain online interaction propensity...... of motivation to self-present to and learn from the community regarding consumers’ willingness to interact in virtual food communities. The study investigates 1) the associations between the pre-existing consumer interests in food and general online interaction, and consumers’ willingness to interact in virtual...

  19. Virtual Communities as Commons: Case Study of “Connect”

    Directory of Open Access Journals (Sweden)

    Jasmina Božić

    2008-06-01

    Full Text Available In a world increasingly networked with the help of information technology, where face-to-face communities are more and more supported by computer-mediated communication, and some communities exist solely in virtual space, the perennial social dilemma of cooperation has resurged, intriguing social researchers’ attention with new elements brought about by technological advances, such as software applications enabling simultaneous communication of community members through public and private channels, easy access to a variety of documents, anonymous messaging, forums for potentially unlimited number of members who may join or observe, and a number of other IT-enabled community-building tools. In this paper the authors discuss the cooperation problem in virtual communities through the case-study of “Connect”, an online community of Croatian scientists. Starting point of the analysis is the observation that cooperation in virtual communities may be encouraged by implementing technological solutions that provide users with incentives to cooperate. With this in mind, the authors inspect the compliance of “Connect” to a set of design principles of robust common-pool resource institutions elaborated by Elinor Ostrom. The study demonstrates that the “Connect” satisfies the majority of Ostrom’s principles, with some room for improvement, and fails to satisfy two of them, mainly due to non-existence of technical prerequisites and due to relatively small size of the community. The analysis lays ground for further work aimed at obtaining more prescriptive guidelines that would point to possible improvements in management of common pool resources in virtual communities.

  20. To Enliven Virtual Communities of Practice through Gamification

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-07-01

    Full Text Available Communities of practice are meant to generate knowledge through voluntary interaction between their members. With the expansion of electronic communication means these communities became virtual, in the sense that most of the innercommunication and collaboration are supported by synchronous and asynchronous electronic tools. However, research data shows that most of these virtual communities have great difficulty in reaching and maintaining healthy levels of activity. Gamification proposes to transfer the kind of intrinsic motivation found in games to increase the likeability and engagement in non-game contexts. Therefore it can be an approach to increase the member participation in communities of practice and, therefore, their chance to survive. Nevertheless, although gamification has proven useful in a number of cases, its implementation has to be carefully designed according to the intended audience to be effective.

  1. Radiation Emergency Preparedness Tools: Virtual Community Reception Center

    Centers for Disease Control (CDC) Podcasts

    This podcast is an overview of resources from the Clinician Outreach and Communication Activity (COCA) Call: Practical Tools for Radiation Emergency Preparedness. A specialist working with CDC's Radiation Studies Branch describes a web-based training tool known as a Virtual Community Reception Center (vCRC).

  2. Virtual Communities of Collaborative Learning for Higher Education

    Science.gov (United States)

    Sotomayor, Gilda E.

    2014-01-01

    This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have appeared under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and…

  3. About virtual communities and Alzheimer's disease - Solidarity, care and information

    Directory of Open Access Journals (Sweden)

    Liliane Maria da Silva Melo Bruno

    2013-10-01

    Full Text Available From an approach to the environment virtual communities related to Alzheimer’s Disease, this study sought highlighted the scale of this issue in internet and watch how to approach the pathology in fourteen communities specific. The theoretical study focused on the complexities of family care to old guided the course of drafting the research. Through and analysis qualitative community, observed the importance of virtual environment training support networks for caregivers of relatives with Alzheimer’s. Among 5337 shares of virtual users from a same community it was felt content suggesting the formation of social ties-affective quite significant in reference to an exercise of solidarity social and ability to resist adversities of the progression of degenerative disease. Once standing as a tool for information dissemination and exchange of experience, the internet could represent an additional resource potentially able to establish greater approach among caregivers, which in ultimately could contribute to creation of an interactive network of care beyond the virtual environment.

  4. An Evaluative Methodology for Virtual Communities Using Web Analytics

    Science.gov (United States)

    Phippen, A. D.

    2004-01-01

    The evaluation of virtual community usage and user behaviour has its roots in social science approaches such as interview, document analysis and survey. Little evaluation is carried out using traffic or protocol analysis. Business approaches to evaluating customer/business web site usage are more advanced, in particular using advanced web…

  5. Perspectives on the Viable Mobile Virtual Community for Telemedicine

    NARCIS (Netherlands)

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

    2010-01-01

    A virtual community is an electronically supported social network: it can be seen as a group of people who have regular social interaction, independent of time and space, because of a common interest such as a problem, task, or feeling exchange (Eysenbach, Powell, Englesakis, Rizo, & Stern, 2004;

  6. Ontology-Based Empirical Knowledge Verification for Professional Virtual Community

    Science.gov (United States)

    Chen, Yuh-Jen

    2011-01-01

    A professional virtual community provides an interactive platform for enterprise experts to create and share their empirical knowledge cooperatively, and the platform contains a tremendous amount of hidden empirical knowledge that knowledge experts have preserved in the discussion process. Therefore, enterprise knowledge management highly…

  7. Knowledge sharing in virtual communities: A social exchange theory perspective

    Directory of Open Access Journals (Sweden)

    Li Jinyang

    2015-01-01

    Full Text Available Purpose: The author tried to identify the knowledge sharing behaviors on the internet, using structural equation modeling methods, proposing a model based on social exchange theory in which share willingness, trust, reciprocity, altruism tended to have impact on people’s knowledge sharing behaviors in virtual communities. Design/methodology/approach: We presented an empirical research which integrated social exchange theory and structural equation modeling methods to analyze several important factors influencing members’ knowledge sharing behaviors in virtual communities. Findings: We analyzed the knowledge sharing behaviors in virtual communities. We found that members’ altruism can not predict knowledge sharing behaviors. We also found that members’ sharing willingness is the most important factor on virtual community knowledge sharing behaviors compared with trust, reciprocity and altruism. Originality/value: From the perspective of social exchange theory, we did empirical test and verified the proposed research model by using structural equation modeling methods. Our finding can help recognize people’s incentive about knowledge sharing.

  8. Brazilian Portuguese and German in contact in two virtual communities

    Directory of Open Access Journals (Sweden)

    Layla Cristina Iapechino Souto

    2017-01-01

    Full Text Available This paper presents an analysis of code-switching between Brazilian Portuguese and German language in two virtual communities on Facebook: Brasileiros em Berlim and Brasileiros e Brasileiras em Berlim. We have adopted the concepts of durability, permeability and liminality traced by Zinkhahn-Rhobodes (2015 to observe the permeability of the linguistic border between these two languages. 

  9. A Study of Factors Influencing the Virtual Brand Communities Participation in Malaysia

    OpenAIRE

    Chia, Chin Hwa

    2015-01-01

    The form of Virtual Community in the space of internet has resulted in a new dimension of communication among people. Virtual communities can be utilized by businesses as a medium to help them in their growth and increase performance levels. Virtual communities have evolved into virtual brand communities where members share the same interest and objective, provide guidance, feedback and comments to the other members. This has become an opportunity for the marketers to build a closer and stabl...

  10. Virtual Community Based Destination Marketing with YouTube

    DEFF Research Database (Denmark)

    Sambhanthan, Arunasalam; Thelijjagoda, Samantha; Good, Alice

    2016-01-01

    YouTube has now evolved into a powerful medium for social interaction. Utilizing YouTube for enhancing marketing endeavours is a strategy practiced by marketing professionals across several industries. This paper rationalizes on the different strategies of leveraging YouTube-based platforms...... for effective destination marketing by the hospitality industry (hotels) and provides insights on the critical drivers and challenges embedded within YouTube-based community interactions for destination marketing. The comments made by YouTube users have been subjected to a content analysis and the results...... are reported under the five broad clusters of virtual communities. More broadly, the typology of virtual communities is adapted to evaluate the YouTube platform for effective destination marketing....

  11. Developing a Measure of Virtual Community Citizenship Behavior

    Directory of Open Access Journals (Sweden)

    Luman Yong

    2011-12-01

    Full Text Available This study examines the kinds of behaviors that constitute virtual community citizenship behaviors (VCCB and tests three factors that may influence community members’ willingness to engage in VCCB. More specifically, the authors propose a multi-dimensional VCCB construct (altruism, civic virtue, consciousness, courtesy, and sportsmanship and three antecedents of VCCB (affective commitment, structural embeddedness and membership tenure. Four dimensions including altruism, civic virtue, courtesy and loyalty emerged as a result of behavioral examples collection from SMEs using critical incident technique and a VCCB survey with 19 Likert type items reflecting the behavioral examples within each dimension was created. Data was collected from an online discussion forum (The Grad Cafe to address the research questions of this study. Results indicate that affective commitment was a significant predictor of the virtual community citizenship behaviors. A research agenda for studying VCCB is presented.

  12. Elluminate Article: Research on Formal Virtual Learning Communities in Higher Education

    Directory of Open Access Journals (Sweden)

    Richard Schwier

    2005-07-01

    Full Text Available The publisher of IRRODL, The Canadian Institute of Distance Education Research (CIDER, is pleased to link here to a series of eight online seminars that took place over Spring 2005, using Elluminate live e-learning and collaborative solutions. These interactive CIDER Sessions disseminate research emanating from Canada's vibrant DE research community, and we feel these archived recordings are highly relevant to many in the international distance education research community. To access these sessions, you must first download FREE software. Visit http://www.elluminate.com/support/ to download this software.

  13. Building Virtual Collaborative Research Community Using Knowledge Management Approach

    Directory of Open Access Journals (Sweden)

    Ju-Ling Shih

    2010-09-01

    Full Text Available Many online communities nowadays are emphasized more on peer interactions and information sharing among members; very few online communities are built with knowledge management in nature supported by knowledge management system (KMS. This study aims to present a community of practice on how to effectively adopt a knowledge management system (KMS to neutralize a cyber collaborative learning community for a research lab in a higher education setting. A longitudinal case for 7 years was used to analyze the retention and extension of participants‟ community of practice experiences. Interviews were conducted for the comparison between experiences and theories. It was found that the transformations of tacit and explicit knowledge are in accordance with the framework of Nonaka‟s model of knowledge management from which we elicit the strategies and suggestions to the adoption and implementation of virtual collaborative research community supported by KMS.

  14. Editorial: Creating, Supporting, Sustaining and Evaluating Virtual Learning Communities

    Directory of Open Access Journals (Sweden)

    Xun Ge

    2011-12-01

    Full Text Available This special issue is dedicated to creating, building, supporting, sustaining and evaluating virtual learning communities (VLCs using emerging technologies. The contributors from diverse disciplines have come together to share their valuable experiences and findings through their research in the following themes: (a instructional models, strategies, approaches for building, supporting and evaluating VLCs, (b designing effective use of tools to promote discourse and scaffold peer interactions among members, (c iterative processes and models of designing and evaluating VLCs; and (d various variables concerning VLCs, such as virtual community behaviors, cultural factors, adoption patterns of tools. It is hoped that these articles will provide practical guidance and offer valuable experience to both educators and researchers who are interested in designing effective VLCs and examining various aspects of VLCs to advance our understanding of VLCs.

  15. Vibrant architecture material realm as a codesigner of living spaces

    CERN Document Server

    Armstrong, Rachel

    2015-01-01

    This book sets out the conditions in which the need for a new approach to the production of architecture in the twenty-first century is established, where our homes and cities are facing increasing pressures from environmental challenges that are compromising our well being and our lives. Vibrant architecture embodies a new kind of architectural design practice that explores how lively materials, or ‘vibrant matter’ may be incorporated into our buildings to confer on them some of the properties of living things such as, movement, growth, sensitivity and self-repair. My research examines the theoretical and practical implications of how this may occur through the application of a new group of materials in the production of our living spaces, collectively referred to as ‘vibrant matter’.

  16. IBF: An Integrated Business Framework for Virtual Communities

    OpenAIRE

    Fernando Ferri; Alessia D’Andrea; Patrizia Grifoni

    2012-01-01

    The paper provides an integrated business framework for Business-to-Business, Business-to-Consumer and Consumer-to-Consumer Virtual Communities. The framework involves internal and external factors. Internal factors that include: market analysis; products/services promotion; development of trust; social influence and Knowledge sharing, differ from the different orientations of the framework, while the external factors involve competitors and technological aspects that, while differing from th...

  17. Cloud Communities and Travel Diaries. Virtual Representations of Tourist Areas

    Directory of Open Access Journals (Sweden)

    Marco Platania

    2014-06-01

    Full Text Available Collective construction of descriptions can radically change the image of an area. This uncontrollable process is destined to become one of the main priority research areas also in tourism studies. The spread of Web sites in which telling stories and descriptions of territories has become a significant element in the network society, and the growing use of social networks and cloud communities, often in planning tourism, contributes to social description of touristic landscapes and influence the collective imaginary. In social space, territories are the result of the superposition of different layers, from the real one to the virtual, bound to a constant exchange of information. This phenomenon that could guide tourist attraction, begins to affect the choices of local institutions and residents.The aim of the paper is to give an interpretation on the construction of collective representation, which takes place, after the journey, through the on-line publication of a diary. The research is divided into two parts. In the first, we explain some theoretical aspects related to the representation of the travel, the sharing of information in virtual form and the construction of an imaginary touristic. Subsequently, are taken into account the results obtained in previous studies related to the analysis of the narratives of tourism experiences, shared within virtual spaces freely accessible on the net. These results will be used to develop a model of interpretation on the virtual representation of tourist areas.

  18. The influence of an online virtual situated environment on a Chinese learning community

    Directory of Open Access Journals (Sweden)

    Kuo-En Chang

    2012-03-01

    Full Text Available This study used an online virtual environment to create and develop a Chinese learning community. The purposes of research were (1 to enhance the Chinese learners’ oral Chinese communication skills and (2 to change the community members’ Chinese speaking and teaching behavior. This is an action research. The research tried to create a community in a virtual environment. The research results showed that (1 a virtual community can enhance learner’s Chinese competence, and (2 future Chinese teachers’ instructional and leading skills can be developed in a virtual community situation.

  19. Radiation Emergency Preparedness Tools: Virtual Community Reception Center

    Centers for Disease Control (CDC) Podcasts

    2011-02-28

    This podcast is an overview of resources from the Clinician Outreach and Communication Activity (COCA) Call: Practical Tools for Radiation Emergency Preparedness. A specialist working with CDC's Radiation Studies Branch describes a web-based training tool known as a Virtual Community Reception Center (vCRC).  Created: 2/28/2011 by National Center for Environmental Health (NCEH) Radiation Studies Branch and Emergency Risk Communication Branch (ERCB)/Joint Information Center (JIC); Office of Public Health Preparedness and Response (OPHPR).   Date Released: 2/28/2011.

  20. A Virtual Community of Practice Proposal for Business Intelligence Researchers

    Directory of Open Access Journals (Sweden)

    Diana TÂRNĂVEANU

    2012-01-01

    Full Text Available In an economical post-crisis context, the general tendency is to migrate to stronger alliances that offer support. One solution is a virtual community of practice (VCoPs that offers an im-portant knowledge management tool, as it is based on common goals and shared interests on a large period of time, it is capable to develop the social capital, create new knowledge, exploit the existing tacit knowledge, stimulate innovation and disseminate the results. An organization can remain an important competitor in a changing market only optimizing performance, constantly taking advantage of the raisin opportunities, risking and being flexible at new multiple demands.

  1. Governance of Virtual Communities: A Literature Review and a Conceptual Framework

    DEFF Research Database (Denmark)

    Li-Ying, Jason; Salomo, Søren

    2011-01-01

    of participation architecture, control, open source license, ownership and appropriation of intellectual property, communication patterns, goal setting, decision-making, role of trust, etc. However, research areas in the extant literature on the governance of virtual communities are rather scattered. There has yet...... no systematic approach towards a clear definition of governance in virtual communities and our knowledge on what key governance mechanisms are and how they differ in various types of virtual communities is very much limited to date. A lack of holistic framework on this issue prevents scholars from fully...... understanding the functions of governance in virtual communities, which in turn also rends difficulties to probe the performance of virtual communities. For these reasons, the purposes of this paper is to: (1) propose a working definition of the governance in virtual communities based on the extant literature...

  2. Establishing a Virtual Community of Practice in Simulation: The Value of Social Media.

    Science.gov (United States)

    Thoma, Brent; Brazil, Victoria; Spurr, Jesse; Palaganas, Janice; Eppich, Walter; Grant, Vincent; Cheng, Adam

    2018-04-01

    Professional development opportunities are not readily accessible for most simulation educators, who may only connect with simulation experts at periodic and costly conferences. Virtual communities of practice consist of individuals with a shared passion who communicate via virtual media to advance their own learning and that of others. A nascent virtual community of practice is developing online for healthcare simulation on social media platforms. Simulation educators should consider engaging on these platforms for their own benefit and to help develop healthcare simulation educators around the world. Herein, we describe this developing virtual community of practice and offer guidance to assist educators to engage, learn, and contribute to the growth of the community.

  3. Brand Meaning and Virtual Brand Community Amongst Teenagers: A Study of the IPod Brand

    OpenAIRE

    Wiedemann, Katharina

    2006-01-01

    Research on symbolic brand meaning and brand community has so far been limited to the adult population. No research has been conducted concerning the existence or characteristics of brand community amongst the adolescent population. Moreover, very little is known about virtual communities, and research on virtual brand communities of adolescents remains nonexistent to this day. Given the positive implications of brand meaning and brand community to the marketer, and the increasing economic im...

  4. Impacting the Science Community through Teacher Development: Utilizing Virtual Learning.

    Science.gov (United States)

    Boulay, Rachel; van Raalte, Lisa

    2014-01-01

    Commitment to the STEM (science, technology, engineering, math) pipeline is slowly declining despite the need for professionals in the medical field. Addressing this, the John A. Burns School of Medicine developed a summer teacher-training program with a supplemental technology-learning component to improve science teachers' knowledge and skills of Molecular Biology. Subsequently, students' skills, techniques, and application of molecular biology are impacted. Science teachers require training that will prepare them for educating future professionals and foster interest in the medical field. After participation in the program and full access to the virtual material, twelve high school science teachers completed a final written reflective statement to evaluate their experiences. Using thematic analysis, knowledge and classroom application were investigated in this study. Results were two-fold: teachers identified difference areas of gained knowledge from the teacher-training program and teachers' reporting various benefits in relation to curricula development after participating in the program. It is concluded that participation in the program and access to the virtual material will impact the science community by updating teacher knowledge and positively influencing students' experience with science.

  5. Spatial organization and drivers of the virtual water trade: a community-structure analysis

    International Nuclear Information System (INIS)

    D’Odorico, Paolo; Carr, Joel; Laio, Francesco; Ridolfi, Luca

    2012-01-01

    The trade of agricultural commodities can be associated with a virtual transfer of the local freshwater resources used for the production of these goods. Thus, trade of food products virtually transfers large amounts of water from areas of food production to far consumption regions, a process termed the ‘globalization of water’. We consider the (time-varying) community structure of the virtual water network for the years 1986–2008. The communities are groups of countries with dense internal connections, while the connections are sparser among different communities. Between 1986 and 2008, the ratio between virtual water flows within communities and the total global trade of virtual water has continuously increased, indicating the existence of well defined clusters of virtual water transfers. In some cases (e.g. Central and North America and Europe in recent years) the virtual water communities correspond to geographically coherent regions, suggesting the occurrence of an ongoing process of regionalization of water resources. However, most communities also include countries located on different ‘sides’ of the world. As such, geographic proximity only partly explains the community structure of virtual water trade. Similarly, the global distribution of people and wealth, whose effect on the virtual water trade is expressed through simple ‘gravity models’, is unable to explain the strength of virtual water communities observed in the past few decades. A gravity model based on the availability of and demand for virtual water in different countries has higher explanatory power, but the drivers of the virtual water fluxes are yet to be adequately identified. (letter)

  6. VirRAD - The virtual radiopharmacy - a virtual learning community in radiopharmacy

    International Nuclear Information System (INIS)

    Mather, S.J.

    2002-01-01

    VirRAD is a new research project funded by the Information Society Technologies programme of the Fifth RTD Framework Programme of the European Union. The aim of VirRAD is to develop an Internet-based virtual learning environment for Radiopharmacy which will facilitate learning and understanding in the speciality at all levels both within and outside the radiopharmaceutical community. The final structure of VirRAD is yet to be decided and will be determined by the needs and desires of its ultimate participants, however it is expected to include multimedia teaching modules for distance learning applications, 3-D simulations of specialised equipment and complex techniques used in radiopharmaceutical preparation and research as well as improved systems of peer-to-peer and student-to-tutor communication and information retrieval. To be as useful and effective as possible VirRAD needs ideas and suggestions from the Nuclear Medicine community. A mechanism for obtaining such input and feedback will be an integral part of the development process

  7. Understanding the Role of Trust in Virtual Communities of Practice: Perspectives from Members and Businesses

    DEFF Research Database (Denmark)

    Thu Pho, Hang; Saustrup, Nina; Tambo, Torben

    2012-01-01

    Trust has different connotations characterized by various aspects such as sociology, psychology and economics. However, the focus of this paper is on trust within virtual context in the field of digital information, where trust reflects human-computer interaction. Virtual communities have extended...... the reach of our interactions beyond the geographical limitations of traditional communities, forming new kinds of communities based on shared practice (Wenger 2006). On this basis, we emphasize trust in virtual communities of practice (VCoPs) where online groups exchange information, knowledge...... and experience. This paper is qualitative based on literature studies and employs a comparative methodology in studying trust, trust perception and psycho-social relations to VCoPs. This paper investigates three case studies of virtual community providers (VCPs) (Facebook, LinkedIn and Experts-Exchange) grounded...

  8. Introduction into the Virtual Olympic Games Framework for online communities.

    Science.gov (United States)

    Stoilescu, Dorian

    2009-06-01

    This paper presents the design of the Virtual Olympic Games Framework (VOGF), a computer application designated for athletics, health care, general well-being, nutrition and fitness, which offers multiple benefits for its participants. A special interest in starting the design of the framework was in exploring how people can connect and participate together using existing computer technologies (i.e. gaming consoles, exercise equipment with computer interfaces, devices of measuring health, speed, force and distance and Web 2.0 applications). A stationary bike set-up offering information to users about their individual health and athletic performances has been considered as a starting model. While this model is in the design stage, some preliminary findings are encouraging, suggesting the potential for various fields: sports, medicine, theories of learning, technologies and cybercultural studies. First, this framework would allow participants to perform a variety of sports and improve their health. Second, this would involve creating an online environment able to store health information and sport performances correlated with accessing multi-media data and research about performing sports. Third, participants could share experiences with other athletes, coaches and researchers. Fourth, this framework also provides support for the research community in their future investigations.

  9. Virtual communities as educational potential of collaborative learning through ICT

    Directory of Open Access Journals (Sweden)

    M.ª Ángeles REBOLLO CATALÁN

    2013-01-01

    Full Text Available This paper presents some results of an educational innovation based on the use of ICT as a learning environment. The main aim of this study is to describe an experience based collaborative learning in virtual communities of learning and reciprocal teaching and assessing students’ knowledge. For that, we design an educational proposal with three didactic units, which includes a kit of tasks and resources for learning. This study adopts a quantitative and qualitative methodology, applying attitudes scales, interviews and analysis of messages from online discussion forums. The study involved 56 students in first year of Pedagogy. We apply a Likert scale and a semantic differential about the learning experience and the methodology used. Also we conducted semi-structured group interviews to understand the perceptions and students’ evaluations about the methodology. The results show a very positive assessment about the learning experience and the methodology used. Peer interaction is focused on resolving technical queries, although there are also other forms of collaboration focused on joint interpretation and understanding of learning activities and assessment of the learning process. The results show that the intervention centers on teacher feedback and monitoring of learning tasks, reinforcing positive actions of the students and guiding the learning process. Finally, as to the benefits received by students, the results show that not only is development of social and communication skills, but also conceptual and emotional changes related to the subject.

  10. Action Research on the Development of Chinese Communication in a Virtual Community

    Science.gov (United States)

    Tang, Joni Tzuchen; Sung, Yao-Ting; Chang, Kuo-En

    2016-01-01

    This study was designed to determine if language acquisition can occur in a virtual situation in the absence of explicit instruction. After spending 1 year establishing a virtual community, the authors observed and analyzed interpersonal interactions and the development of Chinese communication competence, communication models, and interaction…

  11. Does Gender Matter? Collaborative Learning in a Virtual Corporate Community of Practice

    Science.gov (United States)

    Tomcsik, Rachel E.

    2010-01-01

    The purpose of this study was to investigate how gender identity construction in virtuality and actuality affect collaborative learning in a corporate community of practice. As part of a virtual ethnographic design, participants were employees from a major American corporation who were interested specifically in social networking applications. The…

  12. EDUCATIONAL COMMUNITY: AMONG THE REAL AND VIRTUAL CIVIC INITIATIVE

    Directory of Open Access Journals (Sweden)

    Jasmina Arsenijević

    2017-06-01

    Full Text Available The new media enable numerous advantages in the strengthening of civic engagement, through removing barriers in space and time and through networking of individuals of the same social, civic or political interests at the global level. Different forms of civic engagement and civic responsibility in the virtual space are ever more present, and internet and mobile technology are its main instruments. Taking into account the findings of previous research in this area, in particular, the findings of a positive correlation between new media literacy and civic engagement in the United States and in Serbia, the objectives of this study were to investigate the differences in civic engagement in relation to media exposure and the differences in civic engagement in relation to digital participation of the Serbian academic and educational community. The survey was conducted in 2013. Questionnaire regarding the presence of respondents’ civic engagement has been taken from the author’s Literat earlier study (2011 and it consists of 5 close ended questions, whose reliability is satisfactory: α = 0.742. The research sample was consisted from the members of Serbian educational community, including those from high school students to university professors. The research results of differences in civic engagement in relation to media exposure showed that the research participants who spend more time reading the print media or using the Internet for the purposes of work or school are more socially engaged, while respondents who watch television program are not. Analysis of civic engagement in relation to digital participation showed that respondents who use online communities, forums and message boards (online activities that require discussion and active participation achieve higher scores on civic engagement, in contrast to respondents who spend more time on entertainment, commercial facilities, such as YouTube and video gaming. The results of this study are

  13. Investigating the Impact of Virtual Communities on Furtherance of Customers’ Buying Behavior

    Directory of Open Access Journals (Sweden)

    Mohammad Fathian

    2014-09-01

    Full Text Available In recent years, virtual communities have been significantly popular and almost all of them are targeted for business profitability. In our study, the profitability of these communities for businesses has been analyzed from a commercial perspective. The study considers virtual community as a business model which can have a great impact on consumer purchase decision process. With respect to reference groups and word-of-mouth recommendations in virtual communities, contributing factors have been detected and a model of impacts and relationships between these factors has been presented. Hypotheses of the mentioned model are evaluated by making use of a questionnaire completed by 110 members of virtual communities. Using AMOS program and path analysis method, statistical analysis of received responses showed that factors such as virtual community's information quality, trust between people, sense of belonging, virtual community members’ perceived benefit and members’ permeability are effective to different degrees, and there is no significant relationship between social identity of members and their permeability.

  14. Vibrant Soundbridge rehabilitation of conductive and mixed hearing loss.

    Science.gov (United States)

    Lüers, Jan-Christoffer; Hüttenbrink, Karl-Bernd

    2014-12-01

    The Vibrant Soundbridge is the world's most often implanted active middle ear implant or hearing aid. During the last few years, the device indications have expanded from sensorineural hearing loss to conductive and mixed hearing loss. Titanium couplers have led to improved contact of the floating mass transducer with the middle ear structures. The resulting hearing gain is satisfying for most patients, but so far, there is no clear audiologic advantage over conventional hearing aids. Currently, the indications are mainly related to intolerance of conventional hearing aids (eg, chronic otitis externa), severe mixed hearing loss with a destructed middle ear and certain medical diagnosis (eg, congenital atresia). Copyright © 2014 Elsevier Inc. All rights reserved.

  15. Vibrant power, vibrant subjectivities

    DEFF Research Database (Denmark)

    Jørgensen, Kenneth Mølbjerg

    2017-01-01

    of power. Portuguese version Este artigo constrói um referencial para estudar o poder, na educação, por meio de histórias. Histórias são apresentadas como modos práticos nos quais subjetividades são produzidas dentro de um dispositivo, que é teorizado como o lugar onde o poder se torna concreto. Histórias...

  16. Knowledge management through two virtual communities of practice (Endobloc and Pneumobloc).

    Science.gov (United States)

    Lara, Beatriz; Cañas, Francesca; Vidal, Antonieta; Nadal, Núria; Rius, Ferran; Paredes, Eugeni; Hernández, Marta; Maravall, Francisco J; Franch-Nadal, Josep; Barbé, Ferran; Mauricio, Dídac

    2017-09-01

    We developed two virtual communities of practice (Endobloc and Pneumobloc) to increase the interaction between general practitioners and nurses in primary care and hospital endocrinologists and pulmonologists. They were designed and developed using an existing web 2.0-based virtual network belonging to the local National Health System, and we quantitatively assessed the usefulness through the participation and use during the first 24 months after the launch in 2010. A total of 26,372 visits (47% Endobloc's visits) and 2351 contributions (Endobloc's contribution 38.9%) to both virtual communities of practice were registered during the first 24 months. The most popular sections were the e-Blog and the e-Consultations section in both virtual communities of practice, but some differences in the pattern of use in other sections were observed. Activity on the virtual communities of practice occurred throughout the day including weekends and holiday periods. We showed that virtual communities of practice are feasible under real-life clinical practice.

  17. Network Analysis of a Virtual Community of Learning of Economics Educators

    Science.gov (United States)

    Fontainha, Elsa; Martins, Jorge Tiago; Vasconcelos, Ana Cristina

    2015-01-01

    Introduction: This paper aims at understanding virtual communities of learning in terms of dynamics, types of knowledge shared by participants, and network characteristics such as size, relationships, density, and centrality of participants. It looks at the relationships between these aspects and the evolution of communities of learning. It…

  18. Satisfaction with virtual communities of interest : Effect on members' visit frequency

    NARCIS (Netherlands)

    de Valck, Kristine; Langerak, Fred; Verhoef, Peter C.; Verlegh, Peeter W. J.

    The authors develop a four-dimensional scale to measure members' satisfaction with virtual communities of interest (VCIs). The dimensions consist of members' satisfaction with member-to-member interactions, organizer-to-member interactions and organizer-to-community interactions, all of which come

  19. SCIENAR Virtual Community: An Useful Tool to Promote the Synergies Among Artists and Scientists

    Directory of Open Access Journals (Sweden)

    Iole Alfano

    2010-05-01

    Full Text Available This paper describes a Virtual Community (VC developed within the framework of the European project SCIENAR (Scientific Scenarios and Art. The SCIENAR project explores the connections between Art and Science and the use of new media and Information Communication Technologies (ICTs for the exploration and representation of these relationships in an innovative and productive way. The main objective of the Virtual Community described herein is to strengthen the role of the “artistic-scientific” community in the production of new science and new art. This objective can be achieved by promoting synergies and collaborations between the different protagonists involved in the large field of research of Art and Science.

  20. Lessons learned from the birth and evolution of the EduFinland virtual community for educators

    Directory of Open Access Journals (Sweden)

    Kim Holmberg

    2012-03-01

    Full Text Available Educators around the world are experimenting with the possibilities virtual three dimensional worlds have for education and learning how to use these new environments efficiently. Virtual worlds have the potential to bring some new added value to education and educators can use them to create something that is not possible to do or show in traditional classrooms. Although a lot have been learned about virtual worlds and their potential, a lot more has to be learned before virtual worlds can become an integrated part of education on various levels. The article looks back at the birth and growth of the EduFinland community in the virtual world of Second Life and discusses lessons learned so far during the years of its existence.

  1. Analysis of the social network development of a virtual community for Australian intensive care professionals.

    Science.gov (United States)

    Rolls, Kaye Denise; Hansen, Margaret; Jackson, Debra; Elliott, Doug

    2014-11-01

    Social media platforms can create virtual communities, enabling healthcare professionals to network with a broad range of colleagues and facilitate knowledge exchange. In 2003, an Australian state health department established an intensive care mailing list to address the professional isolation experienced by senior intensive care nurses. This article describes the social network created within this virtual community by examining how the membership profile evolved from 2003 to 2009. A retrospective descriptive design was used. The data source was a deidentified member database. Since 2003, 1340 healthcare professionals subscribed to the virtual community with 78% of these (n = 1042) still members at the end of 2009. The membership profile has evolved from a single-state nurse-specific network to an Australia-wide multidisciplinary and multiorganizational intensive care network. The uptake and retention of membership by intensive care clinicians indicated that they appeared to value involvement in this virtual community. For healthcare organizations, a virtual community may be a communications option for minimizing professional and organizational barriers and promoting knowledge flow. Further research is, however, required to demonstrate a link between these broader social networks, enabling the exchange of knowledge and improved patient outcomes.

  2. Agent and user inhabited virtual communities: A case study

    NARCIS (Netherlands)

    Nijholt, Antinus; Howlett, R.J.; Jain, L.C.

    2000-01-01

    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. This environment is a laboratory for research and experiments

  3. Educational Community: Among the Real and Virtual Civic Initiative

    Science.gov (United States)

    Arsenijevic, Jasmina; Andevski, Milica

    2016-01-01

    The new media enable numerous advantages in the strengthening of civic engagement, through removing barriers in space and time and through networking of individuals of the same social, civic or political interests at the global level. Different forms of civic engagement and civic responsibility in the virtual space are ever more present, and…

  4. Virtual Knowledge Brokering: Describing the Roles and Strategies Used by Knowledge Brokers in a Pediatric Physiotherapy Virtual Community of Practice.

    Science.gov (United States)

    Hurtubise, Karen; Rivard, Lisa; Héguy, Léa; Berbari, Jade; Camden, Chantal

    2016-01-01

    Knowledge transfer in pediatric rehabilitation is challenging and requires active, multifaceted strategies. The use of knowledge brokers (KBs) is one such strategy noted to promote clinician behavior change. The success of using KBs to transfer knowledge relies on their ability to adapt to ever-changing clinical contexts. In addition, with the rapid growth of online platforms as knowledge transfer forums, KBs must become effective in virtual environments. Although the role of KBs has been studied in various clinical contexts, their emerging role in specific online environments designed to support evidence-based behavior change has not yet been described. Our objective is to describe the roles of, and strategies used by, four KBs involved in a virtual community of practice to guide and inform future online KB interventions. A descriptive design guided this study and a thematic content analysis process was used to analyze online KB postings. The Promoting Action on Research in Health Sciences knowledge transfer framework and online andragogical learning theories assisted in the coding. A thematic map was created illustrating the links between KBs' strategies and emerging roles in the virtual environment. We analyzed 95 posts and identified three roles: 1) context architect: promoting a respectful learning environment, 2) knowledge sharing promoter: building capacity, and 3) linkage creator: connecting research-to-practice. Strategies used by KBs reflected invitational, constructivism, and connectivism approaches, with roles and strategies changing over time. This study increases our understanding of the actions of KBs in virtual contexts to foster uptake of research evidence in pediatric physiotherapy. Our results provide valuable information about the knowledge and skills required by individuals to fulfill this role in virtual environments.

  5. Open Source Meets Virtual Reality--An Instructor's Journey Unearths New Opportunities for Learning, Community, and Academia

    Science.gov (United States)

    O'Connor, Eileen A.

    2015-01-01

    Opening with the history, recent advances, and emerging ways to use avatar-based virtual reality, an instructor who has used virtual environments since 2007 shares how these environments bring more options to community building, teaching, and education. With the open-source movement, where the source code for virtual environments was made…

  6. VESPA: A community-driven Virtual Observatory in Planetary Science

    Czech Academy of Sciences Publication Activity Database

    Erard, S.; Cecconi, B.; Le Sidaner, P.; Rossi, A. P.; Capria, M.T.; Schmitt, B.; Génot, V.; André, N.; Vandaele, A. C.; Scherf, M.; Hueso, R.; Määttänen, A.; Thuillot, W.; Carry, B.; Achilleos, N.; Marmo, C.; Santolík, Ondřej; Benson, K.; Fernique, P.; Beigbeder, L.; Millour, E.; Rousseau, B.; Andrieu, F.; Chauvin, C.; Minin, M.; Ivanoski, S.; Longobardo, A.; Bollard, P.; Albert, D.; Gangloff, M.; Jourdane, N.; Bouchemit, M.; Glorian, J. M.; Trompet, L.; Al-Ubaidi, T.; Juaristi, J.; Desmars, J.; Guio, P.; Delaa, O.; Lagain, A.; Souček, Jan; Píša, David

    2018-01-01

    Roč. 150, SI (2018), s. 65-85 ISSN 0032-0633 EU Projects: European Commission(XE) 654208 - EPN2020-RI Institutional support: RVO:68378289 Keywords : Virtual Observatory * Solar System * GIS Subject RIV: BN - Astronomy, Celestial Mechanics, Astrophysics OBOR OECD: Astronomy (including astrophysics,space science) Impact factor: 1.892, year: 2016 https://www.sciencedirect.com/science/article/pii/S0032063316304937#gs1

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

    Science.gov (United States)

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

    2017-11-02

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

  8. Links between real and virtual networks: a comparative study of online communities in Japan and Korea.

    Science.gov (United States)

    Ishii, Kenichi; Ogasahara, Morihiro

    2007-04-01

    The present study explores how online communities affect real-world personal relations based on a cross-cultural survey conducted in Japan and Korea. Findings indicate that the gratifications of online communities moderate the effects of online communities on social participation. Online communities are categorized into a real-group-based community and a virtual-network-based community. The membership of real-group-based online community is positively correlated with social bonding gratification and negatively correlated with information- seeking gratification. Japanese users prefer more virtual-network-based online communities, while their Korean counterparts prefer real-group-based online communities. Korean users are more active in online communities and seek a higher level of socializing gratifications, such as social bonding and making new friends, when compared with their Japanese counterparts. These results indicate that in Korea, personal relations via the online community are closely associated with the real-world personal relations, but this is not the case in Japan. This study suggests that the effects of the Internet are culture-specific and that the online community can serve a different function in different cultural environments.

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

    Directory of Open Access Journals (Sweden)

    C.M. Tilley

    2006-01-01

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

  10. Aquisição da coda vibrante: o estabelecimento de pistas fonético-acústicas Vibrant coda acquisition: the establishment of acoustic‑phonetic cues

    Directory of Open Access Journals (Sweden)

    Larissa Cristina Berti

    2012-01-01

    Full Text Available OBJETIVO: Caracterizar acusticamente as produções da coda vibrante julgadas auditivamente como alvo; identificar a existência ou não de contrastes encobertos, nas produções julgadas auditivamente como tendo omissão da coda vibrante; e, quando existentes, caracterizar de que modo são marcados acusticamente na fala. MÉTODOS: Foram extraídas de um banco de dados, com o uso do software PRAAT, palavras produzidas por 30 crianças (3-4 anos em desenvolvimento normal, que continham a coda vibrante medial na sílaba tônica, no contexto das vogais /i/, /a/ e /u/. Após a caracterização perceptivo-auditiva das produções, realizou-se uma análise acústica a partir das trajetórias formânticas (F1, F2 e F3 e duração relativa da sílaba que envolvia a coda vibrante. Os dados foram estatisticamente analisados. RESULTADOS: Na análise perceptivo-auditiva, 77,8% de produções foram julgadas como alvo, 12,2% como omitidas, e 10% como substituídas, variando em função do contexto vocálico. Na análise acústica das produções alvo, verificou-se que as crianças utilizam preferencialmente os parâmetros relativos à trajetória formântica de F2 e F3 para marcarem a aquisição dessa estrutura. Analogamente, na análise acústica das produções julgadas como omitidas, contatou-se a presença de contrastes encobertos, marcados pela intercepção dos parâmetros adotados. CONCLUSÃO: A análise acústica mostra‑se um recurso necessário e imprescindível para a descrição e caracterização do modo pelo qual as crianças iniciam o domínio das pistas fonético-acústicas até atingirem o contraste efetivo da coda vibrante.PURPOSE: To acoustically characterize the target productions of vibrant coda; to identify the presence (or not of covert contrasts in productions omitting the vibrant coda; and to characterize how these contrasts are acoustically marked in speech. METHODS: Recordings of words produced by 30 children (3-4 years old with

  11. THE INTEGRATION OF CREATIVITY MANAGEMENT MODELS INTO UNIVERSITIES’VIRTUAL LEARNING COMMUNITIES

    Directory of Open Access Journals (Sweden)

    Alexandru STRUNGĂ

    2014-12-01

    Full Text Available Given the access of an increasingly higher number of individuals to virtual learning networks, the issue of creativity management becomes extremely important, especially for schools and universities. In the specialized literature, participating in virtual learning communities has several advantages, including: permanent access to information, high educational performance and increased creativity, and also better-developed professional identity (North and Kumta, 2014; Boulay and van Raalte, 2014. In the Romanian literature, there are few studies that aim directly at the relationship between the participation in virtual learning networks and creativity and innovation management models, especially in higher education institutions. This paper aims to study the ways in which creativity and innovation management models can be used in virtual learning networks in order to achieve better productivity at both individual and organizational levels, taking into account several best practices from this field and their possible implementation in Romanian educational institutions.

  12. Heat transfer education : Keeping it relevant and vibrant.

    Energy Technology Data Exchange (ETDEWEB)

    Khounsary, A. M.

    1998-08-14

    The motivation for a fresh look at heat transfer education, both in content and in methodology, is generated by a number of trends in engineering practice. These include the increasing demand for engineers with interdisciplinary skills, rapid integration of technology, emergence of computerized and interactive problem-solving tools, shortening time of concept-to-market, availability of new technologies, and an increasing number of new or redesigned products and processes in which heat transfer plays a part. Examination of heat transfer education in this context can be aided by considering the changes, both qualitatively and quantitatively, in the student, educator, and researcher populations, employment opportunities, in the needs of corporations, government, industry, and universities, and in the relevant technical problems and issues of the day. Such an overview provides the necessary background for charting a response to the difficult question of how to maintain excellence and continuity in heat transfer education in the face of rapid, widespread, and complex changes. The present paper addresses how to make heat transfer education more relevant and stimulating. This paper represents a written summary of a 1996 panel discussion at the 1996 International Mechanical Engineering Conference and Exhibition (IMECE) of the American Society of Mechanical Engineers (ASME) in Atlanta, Georgia, on ''Heat Transfer Education: Keeping it Relevant and Vibrant,'' with significant expansion and amplification by the authors and the panelists in the 1997-98 period. The consensus of the participants is that the steps necessary to ensure the desired outcome in heat transfer education should include: (1) a better understanding of the interaction between the student, course content, and market needs; (2) an appreciation of the need in multidisciplinary industrial environments for engineers trained with a broad background: (3) a revision of the introductory heat

  13. Ações participativas em uma comunidade virtual de enfermagem Acciones participativas en una comunidad virtual de enfemería Participating actions in a nursing virtual community

    Directory of Open Access Journals (Sweden)

    Jaqueline Santos de Andrade Martins

    2009-03-01

    entendimiento trae contribuciones para la mejor caracterización de los entornos, personas y su relaciones en la internet.This study is about interaction of nursing on virtual environments and their importance for nursing care and learning this profession. Objectives: To propose a categorization for participating actions in messages produced by virtual identity of the nursing community; and to verify the distribution of the participating actions, to correlate with the process of interaction in a nursing virtual community. Methods: This is an exploratory study of quantitative approach, with descriptive statistics. Held inspectional reading email messages and through the nine categories were proposed for the participating actions. Results: Commentary, questioning and answer were prevalent categories. These actions were named "triad for conversation". We made the test of kappa, obtaining result in a moderate agreement that guided the discussion to two possible hypotheses for future studies. Conclusion: Believed that exist a possibility to take the participating actions as basics elements that indicate interaction and transaction in the systemic perspective applied in nursing. This comprehension contributes for the better characterization of ambient, individual and his connections on the virtual space in the internet.

  14. VIRTUAL COMMUNITIES OF PRACTICE MULTIPLE LITERACY COMUNIDADES VIRTUALES PRÁCTICAS DE ALFABETIZACIÓN MÚLTIPLE

    Directory of Open Access Journals (Sweden)

    Daniela Melaré Varros

    2010-12-01

    Full Text Available Technologies have transformed the way we interact with others. Are expanding the dimensions of the participatory process in digital environments such as educational settings, thanks to social networks for learning. At the present time have created new ways to communicate and learn, a group of social networks that facilitate the participation of all involved, and therefore are also tools of social learning. Communication possibilities expand educational dimensions in digital scenarios. Participation goes from being a chance to become the main source of teaching and learning collaborative. It is necessary to the review of pedagogical approaches and methodologies to create a scenario, which arises in the virtual mode. The challenge now is training and developing literacy skills through providing multiple virtual learning communities.Las tecnologías han transformado nuestra forma de interactuar con los demás. Se están ampliando las dimensiones del proceso participativo en los entornos digitales, como escenarios educativos, gracias a las redes sociales de aprendizaje. En la actualidad se han creado nuevas maneras de comunicarnos y aprender, un colectivo de redes sociales que posibilitan la participación de todos los involucrados, y por tanto también son herramientas de aprendizaje social. Las posibilidades comunicativas amplían las dimensiones educativas en los escenarios digitales. La participación pasa de ser una posibilidad para convertirse en la fuente principal del proceso de enseñanza-aprendizaje colaborativo. Es necesario la revisión de los enfoques pedagógicos y la creación de metodologías apropiadas al escenario educativo que surge en la modalidad virtual. El desafío actual es la formación y desarrollo de competencias gracias a la alfabetización múltiple que proporcionan las comunidades virtuales de aprendizaje.

  15. Understanding interactions in virtual HIV communities: a social network analysis approach.

    Science.gov (United States)

    Shi, Jingyuan; Wang, Xiaohui; Peng, Tai-Quan; Chen, Liang

    2017-02-01

    This study investigated the driving mechanism of building interaction ties among the people living with HIV/AIDS in one of the largest virtual HIV communities in China using social network analysis. Specifically, we explained the probability of forming interaction ties with homophily and popularity characteristics. The exponential random graph modeling results showed that members in this community tend to form homophilous ties in terms of shared location and interests. Moreover, we found a tendency away from popularity effect. This suggests that in this community, resources and information were not disproportionally received by a few of members, which could be beneficial to the overall community.

  16. Users' Continuance Intention of Virtual Learning Community Services: The Moderating Role of Usage Experience

    Science.gov (United States)

    Zhang, Min; Liu, Yupei; Yan, Weiwei; Zhang, Yan

    2017-01-01

    Users' continuance intention plays a significant role in the process of information system (IS) service, especially virtual learning community (VLC) services. Following the IS success model and IS post-acceptance model, this study explores the determinants of users' intention to continue using VLCs' service from the perspective of quality,…

  17. Knowledge Contribution in Virtual Communities: Accounting for Multiple Dimensions of Social Presence through Social Identity

    Science.gov (United States)

    Shen, Kathy Ning; Yu, Angela Yan; Khalifa, Mohamed

    2010-01-01

    Integrating social presence theory and social identity theory, this study brings system design and social influence aspects together to explain their joint effects on knowledge contribution in virtual communities (VCs). Different from most prior information systems (IS) research that adopts a uni-dimensional approach and restricts social presence…

  18. Where's the Chicken? Virtual Reality Brings Poultry Science to the Community College

    Science.gov (United States)

    Kloepper, Marcia Owens; Zweiacher, Ed; Curtis, Pat; Evert, Amanda

    2010-01-01

    This article highlights how two institutions--Redlands Community College (RCC) and Auburn University--teamed up to create a virtual world called Eagle Island, where learners enter to learn all they need to know about poultry science. Eagle Island, located in Second Life, provides an opportunity to tour a real-life food processing…

  19. A Social Network Analysis of Teaching and Research Collaboration in a Teachers' Virtual Learning Community

    Science.gov (United States)

    Lin, Xiaofan; Hu, Xiaoyong; Hu, Qintai; Liu, Zhichun

    2016-01-01

    Analysing the structure of a social network can help us understand the key factors influencing interaction and collaboration in a virtual learning community (VLC). Here, we describe the mechanisms used in social network analysis (SNA) to analyse the social network structure of a VLC for teachers and discuss the relationship between face-to-face…

  20. The Effects of Virtual Communities on Group Identity in Classroom Management

    Science.gov (United States)

    Ho, Tu-Kuang; Lin, Yu-Tzeng

    2016-01-01

    Group identity is a critical component in developing effective classroom management. While there have been numerous studies on group identity, they have primarily focused on its effects on the physical classroom entity. Advances in information technology, however, have enabled the creation of virtual communities, which have become a vital channel…

  1. Educational MOO: Text-Based Virtual Reality for Learning in Community. ERIC Digest.

    Science.gov (United States)

    Turbee, Lonnie

    MOO stands for "Multi-user domain, Object-Oriented." Early multi-user domains, or "MUDs," began as net-based dungeons-and-dragons type games, but MOOs have evolved from these origins to become some of cyberspace's most fascinating and engaging online communities. MOOs are social environments in a text-based virtual reality…

  2. Are embedded online communities of practice more successful than exclusively virtual ones?

    NARCIS (Netherlands)

    Matzat, U.

    2008-01-01

    Is a deliberate shaping of the mixture of virtual and 'real-life' interaction in online communities a crucial condition for diminishing typical problems of knowledge sharing? Typical problems that increase the risk of failure are: 1. a lack of trust between members, 2. free rider behavior, and 3. a

  3. Satisfaction with virtual communities in B2B financial services: social dynamics, content and technology

    NARCIS (Netherlands)

    Chompis, E.; Bons, R.W.H.; van den Hooff, B.J.; Feldberg, J.F.M.; Horn, H.

    2014-01-01

    This study explores satisfaction with Virtual Communities in a Financial Services setting. Based on Expectancy Value Theory and the concept of Experiential Value we hypothesize that three sources of value drive user satisfaction in a B2B-VC: social ties, content and technology. We propose a

  4. Virtual Learning Communities as a Vehicle for Workforce Development: A Case Study

    Science.gov (United States)

    Allan, Barbara; Lewis, Dina

    2006-01-01

    Purpose: The purpose of this paper is to explore the benefits and challenges of using a virtual learning community (VLC) as a vehicle for workforce development. This paper argues that VLCs provide a flexible vehicle for workforce development. However, workplace realities may lead to unexpected challenges for participants wanting exploit the…

  5. An Exploration of Leadership in Virtual Communities of Practice

    Directory of Open Access Journals (Sweden)

    John T. Chrisentary

    2015-05-01

    Full Text Available This qualitative phenomenological research study represents the personal and professional lived experiences of midlevel leaders’ effective management of virtual committees of practice (VCoP in medical device companies in the Atlanta metro area. In-depth interviews were conducted with 15 leaders of VCoP from different medical device functional specialties. The study used a combination of the modified van Manen (1990 and van Kaam methods (Moustakas, 1994 to facilitate the analysis of the data gathered through in-depth interviews. This method served as the template for data collection and analysis. The research study revealed common themes after an analysis of data. Six emergent themes were identified: (a empowerment, (b communication, (c trust, (d encouragement/inspiration, (e integrity, and (f connecting with individuals. The research findings revealed a leadership model that relies on the development of genuine leaders/follower relationships to lead a VCoP effectively.

  6. Looking Similar Promotes Group Stability in a Game-Based Virtual Community.

    Science.gov (United States)

    Lortie, Catherine L; Guitton, Matthieu J

    2012-08-01

    Online support groups are popular Web-based resources that provide tailored information and peer support through virtual communities and fulfill the users' needs for empowerment and belonging. However, the therapeutic potential of online support groups is at present limited by the lack of systematic research on the cognitive mechanisms underlying social group cohesion in virtual communities. We might increase the benefits of participation in online support groups if we gain more insight into the factors that promote long-term commitment to peer support. One approach to foster the therapeutic potential of online support groups could be to increase social selection based on visual similarity. We performed a case study using the popular virtual setting of "World of Warcraft" (Blizzard Entertainment, Irvine, CA). We monitored the social dynamics of a virtual community composed of avatars whose appearance was identical during a period of 3 months, biweekly, for a total of 24 measures. We observed that this homogeneous community displayed a very high level of group stability over time in terms of the total number of members, the number of members that stayed the same, and the number of arrivals and departures, despite the fact that belonging to a heterogeneous group typically favors the success of the group with respect to game progression. Our results confirm that appearance can trigger social selection in online virtual communities. Displaying a similar appearance could be one way to strengthen social bonds among peers who share various health and well-being issues. Thus, the therapeutic potential of online support groups could be promoted through visual cohesion.

  7. Virtual Rural Community Development: Human Links That Sustain Web Links.

    Science.gov (United States)

    Bright, Larry K.; Evans, Wayne H.; Marmet, Kathy

    Outmigration in the rural Upper Midwest prompted a group of citizens and University of South Dakota faculty to form the Center for the Advancement of Rural Communities (ARC). ARC considers how to stimulate traditionally competitive and isolated South Dakota peoples to collaborate for economic, social, educational, political, and cultural gains. As…

  8. Evolutionary Approach of Virtual Communities of Practice: A Reflection within a Network of Spanish Rural Schools

    Science.gov (United States)

    Frossard, Frédérique; Trifonova, Anna; Barajas Frutos, Mario

    The isolation of rural communities creates special necessities for teachers and students in rural schools. The present article describes "Rural Virtual School", a Virtual Community of Practice (VCoP) in which Spanish teachers of rural schools share learning resources and teaching methodologies through social software applications. The article arrives to an evolutionary model, in which the use of the social software tools evolves together with the needs and the activities of the VCoP through the different stages of its lifetime. Currently, the community has reached a high level of maturity and, in order to keep its momentum, the members intentionally use appropriate technologies specially designed to enhance rich innovative educational approaches, through which they collaboratively generate creative practices.

  9. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    Directory of Open Access Journals (Sweden)

    Kathleen P. King

    2011-12-01

    Full Text Available In this case study, results demonstrate that an individual’s use of social media as professional learning spans understanding, networking, professional identity development, and transformative learning. Specifically, virtual online communities facilitated through social media provide professional networks, social relationships and learning beyond the scope of the individual’s usual experience. Case study method reveals strategies, extent, and impact of learning providing insight into this phenomenon. The significance of the research includes purposefully facilitating professional learning through informal learning contexts, including social media and online communities beyond technology-centric fields. Discussion and recommendations include using social media and virtual communities as instructional strategies for graduate studies and continued learning beyond formal education.

  10. Who Networks? The Social Psychology of Virtual Communities

    Science.gov (United States)

    2004-06-01

    Massively-Multiplayer Online Role-Playing Game ( MMORPG ). One of the strongest attractions of EverQuest is the opportunity to engage in fantasy identity...another but,you can catch me mostly in 30’s but if i am not there you can’t catch me anywhere. I am addicted to Pogo too :oP (sic) However, community...their arrest. 1. Network Capital In order to feed their addiction using the Internet, pedophiles display all of the elements of network capital

  11. A theoretical framework for a virtual diabetes self-management community intervention.

    Science.gov (United States)

    Vorderstrasse, Allison; Shaw, Ryan J; Blascovich, Jim; Johnson, Constance M

    2014-10-01

    Due to its high prevalence, chronic nature, potential complications, and self-management challenges for patients, diabetes presents significant health education and support issues. We developed and pilot-tested a virtual community for adults with type 2 diabetes to promote self-management education and provide social support. Although digital-based programs such as virtual environments can address significant barriers to reaching patients (i.e., child care, transportation, location), they must be strongly grounded in a theoretical basis to be well-developed and effective. In this article, we discuss how we synthesized behavioral and virtual environment theoretical frameworks to guide the development of SLIDES (Second Life Impacts Diabetes Education and Support). © The Author(s) 2014.

  12. Vibrant Interior Reflects Lifestyle. 1974 Award Winning Architecture

    Science.gov (United States)

    American School and University, 1974

    1974-01-01

    The design of the student center at Essex Community College in Baltimore County, Maryland, reflects youthful lifestyles in the interior decor while providing exterior design to harmonize with existing campus buildings. (Author/MF)

  13. BOOK REVIEW BUILDING VIRTUAL COMMUNITIES OF PRACTICE FOR DISTANCE EDUCATORS

    Directory of Open Access Journals (Sweden)

    Gokhan Deniz DINCER

    2016-01-01

    Full Text Available Dr. M. Aaron Bond currently serves as the Director for Learning Design and Development for Networked Learning Design and Strategies (NLDS at Virginia Tech. He has worked in the field of instructional technology, distance education, and professional development for more than 15 years. He has earned A.A.S. from Virginia Western Community College in Education, a B.A. in History from Mary Baldwin College, an M.A. Interdisciplinary Studies from Fort Hayes State University, an Ed.S. Educational Leadership and Policy Studies from the University of Virginia, and a Ph.D. from Virginia Tech in Curriculum and Instruction. Dr. Bond has served as a corporate trainer, face-to-face classroom instructor, an online instructor, and a secondary principal.

  14. Virtual Presence and the Mind's Eye in 3-D Online Communities

    Science.gov (United States)

    Beacham, R. C.; Denard, H.; Baker, D.

    2011-09-01

    Digital technologies have introduced fundamental changes in the forms, content, and media of communication. Indeed, some have suggested we are in the early stages of a seismic shift comparable to that in antiquity with the transition from a primarily oral culture to one based upon writing. The digital transformation is rapidly displacing the long-standing hegemony of text, and restoring in part social, bodily, oral and spatial elements, but in radically reconfigured forms and formats. Contributing to and drawing upon such changes and possibilities, scholars and those responsible for sites preserving or displaying cultural heritage, have undertaken projects to explore the properties and potential of the online communities enabled by "Virtual Worlds" and related platforms for teaching, collaboration, publication, and new modes of disciplinary research. Others, keenly observing and evaluating such work, are poised to contribute to it. It is crucial that leadership be provided to ensure that serious and sustained investigation be undertaken by scholars who have experience, and achievements, in more traditional forms of research, and who perceive the emerging potential of Virtual World work to advance their investigations. The Virtual Museums Transnational Network will seek to engage such scholars and provide leadership in this emerging and immensely attractive new area of cultural heritage exploration and experience. This presentation reviews examples of the current "state of the art" in heritage based Virtual World initiatives, looking at the new modes of social interaction and experience enabled by such online communities, and some of the achievements and future aspirations of this work.

  15. How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review.

    Science.gov (United States)

    Rolls, Kaye; Hansen, Margaret; Jackson, Debra; Elliott, Doug

    2016-06-16

    Prevailing health care structures and cultures restrict intraprofessional communication, inhibiting knowledge dissemination and impacting the translation of research into practice. Virtual communities may facilitate professional networking and knowledge sharing in and between health care disciplines. This study aimed to review the literature on the use of social media by health care professionals in developing virtual communities that facilitate professional networking, knowledge sharing, and evidence-informed practice. An integrative literature review was conducted to identify research published between 1990 and 2015. Search strategies sourced electronic databases (PubMed, CINAHL), snowball references, and tables of contents of 3 journals. Papers that evaluated social media use by health care professionals (unless within an education framework) using any research design (except for research protocols or narrative reviews) were included. Standardized data extraction and quality assessment tools were used. Overall, 72 studies were included: 44 qualitative (including 2 ethnographies, 26 qualitative descriptive, and 1 Q-sort) and 20 mixed-methods studies, and 8 literature reviews. The most common methods of data collection were Web-based observation (n=39), surveys (n=23), interviews (n=11), focus groups (n=2), and diaries (n=1). Study quality was mixed. Social media studied included Listservs (n=22), Twitter (n=18), general social media (n=17), discussion forums (n=7), Web 2.0 (n=3), virtual community of practice (n=3), wiki (n=1), and Facebook (n=1). A range of health care professionals were sampled in the studies, including physicians (n=24), nurses (n=15), allied health professionals (n=14), followed by health care professionals in general (n=8), a multidisciplinary clinical specialty area (n=9), and midwives (n=2). Of 36 virtual communities, 31 were monodiscipline for a discrete clinical specialty. Population uptake by the target group ranged from 1.6% to 29% (n

  16. How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review

    Science.gov (United States)

    2016-01-01

    Background Prevailing health care structures and cultures restrict intraprofessional communication, inhibiting knowledge dissemination and impacting the translation of research into practice. Virtual communities may facilitate professional networking and knowledge sharing in and between health care disciplines. Objectives This study aimed to review the literature on the use of social media by health care professionals in developing virtual communities that facilitate professional networking, knowledge sharing, and evidence-informed practice. Methods An integrative literature review was conducted to identify research published between 1990 and 2015. Search strategies sourced electronic databases (PubMed, CINAHL), snowball references, and tables of contents of 3 journals. Papers that evaluated social media use by health care professionals (unless within an education framework) using any research design (except for research protocols or narrative reviews) were included. Standardized data extraction and quality assessment tools were used. Results Overall, 72 studies were included: 44 qualitative (including 2 ethnographies, 26 qualitative descriptive, and 1 Q-sort) and 20 mixed-methods studies, and 8 literature reviews. The most common methods of data collection were Web-based observation (n=39), surveys (n=23), interviews (n=11), focus groups (n=2), and diaries (n=1). Study quality was mixed. Social media studied included Listservs (n=22), Twitter (n=18), general social media (n=17), discussion forums (n=7), Web 2.0 (n=3), virtual community of practice (n=3), wiki (n=1), and Facebook (n=1). A range of health care professionals were sampled in the studies, including physicians (n=24), nurses (n=15), allied health professionals (n=14), followed by health care professionals in general (n=8), a multidisciplinary clinical specialty area (n=9), and midwives (n=2). Of 36 virtual communities, 31 were monodiscipline for a discrete clinical specialty. Population uptake by the

  17. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    OpenAIRE

    Kathleen P. King

    2011-01-01

    In this case study, results demonstrate that an individual’s use of social media as professional learning spans understanding, networking, professional identity development, and transformative learning. Specifically, virtual online communities facilitated through social media provide professional networks, social relationships and learning beyond the scope of the individual’s usual experience. Case study method reveals strategies, extent, and impact of learning providing insight into this phe...

  18. Building a sense of virtual community: the role of the features of social networking sites.

    Science.gov (United States)

    Chen, Chi-Wen; Lin, Chiun-Sin

    2014-07-01

    In recent years, social networking sites have received increased attention because of the potential of this medium to transform business by building virtual communities. However, theoretical and empirical studies investigating how specific features of social networking sites contribute to building a sense of virtual community (SOVC)-an important dimension of a successful virtual community-are rare. Furthermore, SOVC scales have been developed, and research on this issue has been called for, but few studies have heeded this call. On the basis of prior literature, this study proposes that perceptions of the three most salient features of social networking sites-system quality (SQ), information quality (IQ), and social information exchange (SIE)-play a key role in fostering SOVC. In particular, SQ is proposed to increase IQ and SIE, and SIE is proposed to enhance IQ, both of which thereafter build SOVC. The research model was examined in the context of Facebook, one of the most popular social networking sites in the world. We adopted Blanchard's scales to measure SOVC. Data gathered using a Web-based questionnaire, and analyzed with partial least squares, were utilized to test the model. The results demonstrate that SIE, SQ, and IQ are the factors that form SOVC. The findings also suggest that SQ plays a fundamental role in supporting SIE and IQ in social networking sites. Implications for theory, practice, and future research directions are discussed.

  19. Google apps for virtual learning communities development: strengthening english language skills in an university environment

    Directory of Open Access Journals (Sweden)

    Eder Intriago

    2016-07-01

    Full Text Available Introduction: This action research project aims to strengthen English language reading comprehension and speaking skills in college students through the use of Google Apps and Literature Circles (LCs in virtual communities for learning. Method: The study involved 70 students at a public university in Ecuador. The educational intervention lasted a semester, included the implementation of LCs virtually and in person with a phase of independent reading and another for the discussion. 14 learning communities were organized and students assumed specific roles in order to warranty equality participation. The “Google Apps” were chosen for their ease of access. To monitor the progress of learning English, a pretest and a posttest were applied using the Preliminary English Test (PET by Cambridge University, whose validity and reliability are amply recognized internationally. Results: It showed an improvement of the reading comprehension and speaking skills in English Language in the participants group, who went from A1 to B2 of the Common European Framework of Reference for Languages (CEFRL at the end of the process. Conclusion: it is confirmed that the use of “Google Apps” aided in the building of virtual learning communities to support the second language acquisition process (L2 in the university context.

  20. Building a vibrant library association: the case of Uganda ...

    African Journals Online (AJOL)

    In recent years ULA has emphasized advocacy, and contributed to progress towards new legislation (freedom of information, copyright, the National Library Act) and policies (school libraries, East African Community e-government strategy) of importance to the library and information field in Uganda and beyond.

  1. Creating the sustainable conditions for knowledge information sharing in virtual community.

    Science.gov (United States)

    Wang, Jiangtao; Yang, Jianmei; Chen, Quan; Tsai, Sang-Bing

    2016-01-01

    Encyclopedias are not a new platform for the distribution of knowledge, but they have recently drawn a great deal of attention in their online iteration. Peer production in particular has emerged as a new mode of providing information with value and offering competitive advantage in information production. Large numbers of volunteers actively share their knowledge by continuously editing articles in Baidu encyclopedias. Most articles in the online communities are the cumulative and integrated products of the contributions of many coauthors. Email-based surveys and objective data mining were here used to collect analytical data. Critical mass theory is here used to analyze the characteristics of these collective actions and to explain the emergence and sustainability of these actions in the Baidu Encyclopedia communities. These results show that, based on the collective action framework, the contributors group satisfied the two key characteristics that ensure the collective action of knowledge contribution will both take place and become self-sustaining. This analysis not only facilitates the identification of collective actions related to individuals sharing knowledge in virtual communities, but also can provide an insight for other similar virtual communities' management and development.

  2. Inscription and interpretation of text: a cultural hermeneutic examination of virtual community

    Directory of Open Access Journals (Sweden)

    Gary Burnett

    2003-01-01

    Full Text Available People engaging in electronic exchanges can create communities--places with socially constituted norms, values, and expectations. We adopt an anthropological perspective, yoked with a methodology based in hermeneutics, to illustrate how language use both reflects and influences culture in a virtual community. Our study analyses contributions to a Usenet newsgroup. Four elements of our conceptual model--coherence, reference, invention, and intention--provide mechanisms to examine a community's texts as it engages in social interaction and knowledge creation. While information exchange and socializing are intertwined, our model allows a robust understanding of the relationship between the two. Texts are not merely vehicles for communication but serve multiple purposes simultaneously. While they transfer information, texts also provide information within a social context, and create an expanding archive of socially-contextualized information well beyond the capabilities of any individual participant. This allows groups to negotiate reputations, socialize, and define the limits of their knowledge.

  3. HACIA LAS COMUNIDADES VIRTUALES DE APRENDIZAJE, APRENDER PARA APROPIARSE DE LOS NUEVOS MEDIOS DIGITALES TOWARDS VIRTUAL LEARNING COMMUNITY, LEARNING TO APPROPIATE THE NEW DIGITAL MEDIA

    Directory of Open Access Journals (Sweden)

    José Antonio Jerónimo Montes

    2010-12-01

    Full Text Available Se presentan los resultados de un análisis de los procesos de formación, considerando las posibilidades de los entornos virtuales para facilitar u obstaculizar la colaboración en Red, y por ende la construcción de comunidades de práctica, con la finalidad de avanzar hacia la construcción de comunidades de aprendizaje, basadas en la colaboración a distancia haciendo uso de un entorno de teleformación. lo anterior para de evaluar de que forma esos sistemas de gestión de los aprendizajes en Red (LMS incorporan elementos de diseño virtual para la metodología que se desea incorporar en los procesos de evaluación cualitativa y cuantitativa, específicamente los espacios virtuales para el trabajo colaborativo y las herramientas de comunicación como son los foros virtuales.The results of an analysis of the processes of formation in the educative modality through Internet a distance, considering the possibilities of the virtual environment to facilitate or to prevent the collaboration in network, and therefore the construction of practice communities; the previous thing with the intention to evaluate of that forms those systems of management of the learning in Net (LMS incorporates elements of virtual design for the methodology that is desired to incorporate in the processes of qualitative and quantitative evaluation, specifically the virtual spaces for the collaborative work and the tools of communication as they are the virtual forums.

  4. Exploring engagement in a virtual community of practice in pediatric rehabilitation: who are non-users, lurkers, and posters?

    Science.gov (United States)

    Hurtubise, Karen; Pratte, Gabrielle; Rivard, Lisa; Berbari, Jade; Héguy, Léa; Camden, Chantal

    2017-12-20

    Communities of practice are increasingly recognized in rehabilitation as useful knowledge transfer tools; however, little is known about their users. This exploratory study describes the characteristics of participants and non-participants invited to engage in a pediatric rehabilitation virtual community of practice. In addition, we explored virtual community of practice utilization behaviors, engagement predictors, and the impact of strategies designed to foster engagement. Participants' demographics including information-seeking style and organization e-readiness, as well as online platform frequency of use data were collected and analyzed using descriptive, comparative, and predictive statistics. Seventy-four percent of those invited used the virtual community of practice. Users had less years of experience in pediatric rehabilitation than non-users. Among the users, 71% were classified as "lurkers," who engaged through reading content only; while 29% were classified as "posters," editing online content. Predictive factors were not uncovered, however an increased number of forum visits correlated with being a poster, a non-information seeker, an employee of an organization demonstrating e-readiness, and regularly working with children with the virtual community of practice specific condition. User-engagement strategies increased visits to the forum. These findings will assist rehabilitation leaders in leveraging rehabilitation-specific virtual community of practice to improve knowledge transfer and practice in pediatric rehabilitation and disability management. Implications for Rehabilitation Communities of practice are increasingly recognized as useful knowledge transfer tools for rehabilitation professionals and are made more accessible thanks to virtual technologies. Our virtual community of practice was found to be optimized in health care organizations with an electronic culture, when the topic area had daily relevance to its target audience, and was

  5. Design of governance in virtual communities: definition, mechanisms, and variation patterns

    DEFF Research Database (Denmark)

    Li-Ying, Jason; Salomo, Søren

    2013-01-01

    A fast-growing stream of literature has shown tremendous interests in the ‘wisdom of crowds’, embedded in various forms of Virtual Communities (VCs). However, it difficult to design an appropriate governance structure for VCs because: (1) it is not clear what governance exactly is in VCs; (2) our...... to underpin the theoretical and practical implications of our research endeavour....... knowledge on how key governance mechanisms differ among various types of VCs is limited to date; (3) the variation patterns of governance mechanisms are far from fully explored to guide the design of governance in VCs. Therefore, this paper seeks to propose a working definition for governance in VCs...

  6. Virtual Community, social network and media environment of Canary Isands regional digital newspapers

    Directory of Open Access Journals (Sweden)

    Dr. Francisco Manuel Mateos Rodríguez

    2008-01-01

    Full Text Available The impact of the new communication and information technologies has favoured the creation of multiple local newspaper websites in the Canary Islands, thus making the regional press emerge as an alternative on the rise. This tendency affects significantly both traditional and new editions of the different regional and local newspapers from the Canaries and motivates a different distribution, positioning and development within the local media environment in which these media share a novel dimension of communication with a specific virtual community and social network within the World Wide Web.

  7. General practice training and virtual communities of practice - a review of the literature

    Directory of Open Access Journals (Sweden)

    Barnett Stephen

    2012-08-01

    Full Text Available Abstract Background Good General Practice is essential for an effective health system. Good General Practice training is essential to sustain the workforce, however training for General Practice can be hampered by a number of pressures, including professional, structural and social isolation. General Practice trainees may be under more pressure than fully registered General Practitioners, and yet isolation can lead doctors to reduce hours and move away from rural practice. Virtual communities of practice (VCoPs in business have been shown to be effective in improving knowledge sharing, thus reducing professional and structural isolation. This literature review will critically examine the current evidence relevant to virtual communities of practice in General Practice training, identify evidence-based principles that might guide their construction and suggest further avenues for research. Methods Major online databases Scopus, Psychlit and Pubmed were searched for the terms “Community of Practice” (CoP AND (Online OR Virtual OR Electronic AND (health OR healthcare OR medicine OR “Allied Health”. Only peer-reviewed journal articles in English were selected. A total of 76 articles were identified, with 23 meeting the inclusion criteria. There were no studies on CoP or VCoP in General Practice training. The review was structured using a framework of six themes for establishing communities of practice, derived from a key study from the business literature. This framework has been used to analyse the literature to determine whether similar themes are present in the health literature and to identify evidence in support of virtual communities of practice for General Practice training. Results The framework developed by Probst is mirrored in the health literature, albeit with some variations. In particular the roles of facilitator or moderator and leader whilst overlapping, are different. VCoPs are usually collaborations between stakeholders

  8. General practice training and virtual communities of practice - a review of the literature.

    Science.gov (United States)

    Barnett, Stephen; Jones, Sandra C; Bennett, Sue; Iverson, Don; Bonney, Andrew

    2012-08-21

    Good General Practice is essential for an effective health system. Good General Practice training is essential to sustain the workforce, however training for General Practice can be hampered by a number of pressures, including professional, structural and social isolation. General Practice trainees may be under more pressure than fully registered General Practitioners, and yet isolation can lead doctors to reduce hours and move away from rural practice. Virtual communities of practice (VCoPs) in business have been shown to be effective in improving knowledge sharing, thus reducing professional and structural isolation. This literature review will critically examine the current evidence relevant to virtual communities of practice in General Practice training, identify evidence-based principles that might guide their construction and suggest further avenues for research. Major online databases Scopus, Psychlit and Pubmed were searched for the terms "Community of Practice" (CoP) AND (Online OR Virtual OR Electronic) AND (health OR healthcare OR medicine OR "Allied Health"). Only peer-reviewed journal articles in English were selected. A total of 76 articles were identified, with 23 meeting the inclusion criteria. There were no studies on CoP or VCoP in General Practice training. The review was structured using a framework of six themes for establishing communities of practice, derived from a key study from the business literature. This framework has been used to analyse the literature to determine whether similar themes are present in the health literature and to identify evidence in support of virtual communities of practice for General Practice training. The framework developed by Probst is mirrored in the health literature, albeit with some variations. In particular the roles of facilitator or moderator and leader whilst overlapping, are different. VCoPs are usually collaborations between stakeholders rather than single company VCoPs. Specific goals are important

  9. The Ever-Est Virtual Research Environment Infrastructure for Marine - the Sea Monitoring Virtual Research Community (vrc) Use Case

    Science.gov (United States)

    Foglini, F.

    2016-12-01

    The EVER-EST project aims to develop a generic Virtual Research Environment (VRE) tailored to the needs and validated by the Earth Science domain. To achieve this the EVER-EST VRE provides earth scientists with the means to seamlessly manage both the data involved in their computationally intensive disciplines and the scientific methods applied in their observations and modellings, which lead to the specific results that need to be attributable, validated and shared within the community e.g. in the form of scholarly communications. Central to this approach is the concept of Research Objects (ROs) as semantically rich aggregations of resources that bring together data, methods and people in scientific investigations. ROs enable the creation of digital artifacts that can encapsulate scientific knowledge and provide a mechanism for sharing and discovering assets of reusable research and scientific assets as first-class citizens. The EVER-EST VRE is the first RO-centric native infrastructure leveraging the notion of ROs and their application in observational rather than experimental disciplines and particularly in Earth Science. The Institute of MARine Science (ISMAR-CNR) is a scientific partner of the EVER-EST project providing useful and applicable contributions to the identification and definition of variables indicated by the European Commission in the Marine Strategy Framework Directive (MSFD) to achieve the Good Environment Status (GES). The VRC is willing to deliver practical methods, procedures and protocols to support coherent and widely accepted interpretation of the MSFD. The use case deal with 1. the Posidonia meadows along the Apulian coast, 2. the deep-sea corals along the Apulian continenatal slope and 3. the jellyfish abundance in the Italian water. The SeaMonitoring VRC created specific RO for asesing deep sea corals suitabilty, Posidonia meadows occurrences and for detecting jelly fish density aloing the italian coast. The VRC developed specific RO

  10. The Computer Clubhouse Village: A virtual meeting place for an emerging community of learners

    Directory of Open Access Journals (Sweden)

    Patricia Diaz

    2004-04-01

    Full Text Available The Computer Clubhouse Network is an international affiliation of organizations that all have a common purpose: providing opportunities for youth from underserved communities to explore their own ideas and become more capable, creative and confident learners through the use of state-of-the-art technology. Clubhouse community members actively engage in learning-bydesigning in an environment created to promote informal coalescing of groups around common interests. Having grown, with the support of Intel corporation, from a few to close to a hundred Clubhouses, spontaneously formed design teams no longer need to share the same physical space. The Computer Clubhouse Village provides a virtual extension of the Clubhouse and takes to a new level the emerging community of learners. Becoming a virtual community with members from around the world brings new opportunities, as well as new challenges. As of 2004, there are Clubhouses in 20 different countries where more than a dozen languages are spoken. Even though the Network language is English, the Village strives to be a multilingual community where members are welcome to participate in a language they feel comfortable using. As we move to a third phase of development of the intranet, we will facilitate this interchange by providing an interface in languages other than English, whenever it is permitted. Translation is not only time consuming but also complex, considering regional variations in popular languages like Chinese and Spanish, and the lack of terminology in other languages for new technology and ideas. Bilingual members have become crucial to enable communication among those who speak only one language as they spontaneously translate for others, but there is a need for a concerted effort with professional translators as we move forward. Adapting to the local culture and needs while preserving the Clubhouse guiding principles, is both a challenge and an opportunity. The Clubhouse learning

  11. "United We Stand": Framing Myalgic Encephalomyelitis in a Virtual Symbolic Community.

    Science.gov (United States)

    Lian, Olaug S; Nettleton, Sarah

    2015-10-01

    In this article, we report on a study that seeks to explore how the contested chronic condition myalgic encephalomyelitis (ME), one of the current medical diagnoses for medically unexplained long-term exhaustion, is negotiated within the context of Norwegian internet sites. From an analysis of discussions on 14 internet forums sustained by and for people living with ME, we seek to understand how their online activity sustains a virtual symbolic community (VSC). After exploring the content on these sites, we identified four discursive domains, or fields of conversation, that are demarcated by a discursive frame, or norms, values, and goals that define and reinforce the boundaries of the community. Interpreting discursive domains and their discursive frame provides insight not only to the culture of the ME VSC but also to its role in an international social health movement, including its potential for becoming politically influential. © The Author(s) 2014.

  12. Systemic Analysis of the Cultural Production of a Virtual Learning Community

    Directory of Open Access Journals (Sweden)

    Germán Alejandro Miranda Díaz

    2013-04-01

    Full Text Available This paper describes a systemic analysis from the standpoint of activity theory of the cultural emergence of a virtual learning community as a complex system. Three levels of analysis were employed: data mining, visualization of complex systems and analysis of discursive interactions, with the aim of understanding the emerging phenomena of online learning and in order to have the necessary elements to assist in planning the formation of virtual communities in formal settings. This was carried out using six years of activity from 3,324 people from different documentary sources: 9,871,531 CMS records; 1,371,907 from LMS; 67,828 IRC statements; and 27,798 online forum comments. In the process, we observed how action aimed at socialization and discussion of its object evolve into historical-cultural milestones such as the culture of merit as opposed to certification, the division of labor and the process of transition from free software to free culture.

  13. Exchanging health advice in a virtual community: A story of tribalization

    Directory of Open Access Journals (Sweden)

    Ioana-Alexandra Rusu

    2016-12-01

    Full Text Available The quest for information by young parents, especially mothers, is on the rise. The production of literature on how to raise children has grown exponentially over the last half century, as has the preoccupation for informing oneself on the subject (Rothbaum et al., 2008. The internet offers an immense quantity of information from sources varying in terms of quality and credibility. In the beginnings of life as a parent, people go through a time full of insecurity. Simultaneously especially new mothers are more or less isolated from their previous social lives and the need arises to compensate for this deficit through online interactions (Madge and O’Connor, 2006. One important concern is health, ranging from topics such as the best choices in pregnancy and birth, to breastfeeding, weaning and medical decisions, such as choosing a pediatrician, giving medication or vaccinating. Based on a netnographic approach, this paper tackles the question of how medical information is created and transferred in a virtual community of parents, how people select the sources they follow, and with what consequences. The main findings are that in virtual communities tribalization is easier to achieve than in real life, as people tend to find likeminded individuals and groups, while shielding themselves from contrary opinions and information, and that conflicting tribes can employ exactly the same arguments against each other.

  14. [The application of vibrant sound bridge in microtia whose reconstructive external auditory canal occurred atresia].

    Science.gov (United States)

    Zhao, Shouqin; Gong, Shusheng; Han, Demin; Chen, Shubin; Li, Yi; Ma, Xiaobo; Liu, Haihong

    2012-05-01

    To investigate the effect of vibrant sound bridge implantation in microtia whose reconstructive external auditory canal occurred atresia. Three cases (2 males and 1 female) of microtia had underwent hearing reconstruction operation (Include the external ear canal reconstructive surgery and tympanoplasty). The age ranged from 15 to 18 years and the average age was 17 years. All the 3 cases suffered from conductive hearing loss with the air-bone gap ranging from 51.6 to 65.0 dB HL and the average value being 56. 3 dB HL. All the 3 cases underwent vibrant sound bridge implantation, including the floating mass transducer implanted in the head of stapes in 2 cases and in the niche of round window in 1 case. The postoperative hearing level improved from 21.6 to 52.5 dB HL with an average of 32.2 dB HL. There were no complications such as vertigo, tinnitus and facial paralysis. Through vibrant sound bridge implantation, the hearing level of microtia whose reconstructive external auditory canal occurred atresia was improved effectively.

  15. Measuring the Effect of Using Simulated Security Awareness Training and Testing on Members of Virtual Communities of Practice

    Directory of Open Access Journals (Sweden)

    Craig L. Tidwell

    2010-12-01

    Full Text Available Information security (Infosec has become a major challenge for all private and public organizations. The protecting of proprietary and secret data and the proper awareness of what is entailed in protecting this data is necessary in all organizations. How does simulation and training influence virtual communities of practice information security awareness over time and with a variety of security scenarios. Can members of a virtual community be significantly changed in how they respond to routine security processes and attempts to breach security or violate the security policy of their organization? How does deterrence play a role in this prevention and education? A study is planned that will train and test users of a virtual community of practice over a 3 month period of time, via a web interface, and using simulated events, to see if the planned security awareness training will be effective in changing their responses to the events and further testing.

  16. Virtual communities in a secondary school – Discovering the internal grammar of video games

    Directory of Open Access Journals (Sweden)

    Laura Méndez

    2014-01-01

    Full Text Available This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school located in Madrid. The workshop was organized using a social simulation video game, The Sims 3, and the online community Play and Learn, created specifically for this project. From an ethnographic perspective, the article focuses mainly on analyzing what happened outside the game sessions, when the students became involved in the online community after interacting with the game in the classroom. The fact that they participated in a virtual conversational space (through a forum serves to support the game and encourage reflection from all participants. The results show that social relationships were developed within the online community, where individual contributions proved especially important for group discussion. Participation made it possible for students to become aware of the speech and rules of the game and to improve the acquisition process of new literacies.

  17. Evaluating a virtual learning environment in the context of its community of practice

    Directory of Open Access Journals (Sweden)

    Rachel Ellaway

    2006-12-01

    Full Text Available The evaluation of virtual learning environments (VLEs and similar applications has, to date, largely consisted of checklists of system features, phenomenological studies or measures of specific forms of educational efficacy. Although these approaches offer some value, they are unable to capture the complex and holistic nature of a group of individuals using a common system to support the wide range of activities that make up a course or programme of study over time. This paper employs Wenger's theories of ‘communities of practice' to provide a formal structure for looking at how a VLE supports a pre-existing course community. Wenger proposes a Learning Architecture Framework for a learning community of practice, which the authors have taken to provide an evaluation framework. This approach is complementary to both the holistic and complex natures of course environments, in that particular VLE affordances are less important than the activities of the course community in respect of the system. Thus, the VLE's efficacy in its context of use is the prime area of investigation rather than a reductionist analysis of its tools and components. An example of this approach in use is presented, evaluating the VLE that supports the undergraduate medical course at the University of Edinburgh. The paper provides a theoretical grounding, derives an evaluation instrument, analyses the efficacy and validity of the instrument in practice and draws conclusions as to how and where it may best be used.

  18. Creating Great Neighborhoods: Density in Your Community

    Science.gov (United States)

    This report highlights nine community-led efforts to create vibrant neighborhoods through density, discusses the connections between smart growth and density, and introduces design principles to ensure that density becomes a community asset.

  19. Developing Preceptors through Virtual Communities and Networks: Experiences from a Pilot Project.

    Science.gov (United States)

    Ackman, Margaret L; Romanick, Marcel

    2011-11-01

    Supporting preceptors is critical to the expansion of experiential learning opportunities for the pharmacy profession. Informal learning opportunities within communities of practitioners are important for hospital preceptors. However, such communities may be limited by geographic separation of preceptors from peers, faculty members, and supports within the pharmacy services department. To use computer-mediated conferencing to create a sense of community among preceptors, specifically by using this medium to provide initial development of and continuing support for preceptors, and to examine preceptors' satisfaction with this approach. Thirty-nine preceptors who had completed a day-long face-to-face preceptor development workshop and who were supervising students in 1 of 2 specific rotation blocks were invited to participate in the study. The pharmacists used computer-mediated conferencing to meet for virtual networking about specific topics. They met once before the student rotation to receive instructions about the technology and to discuss student orientation and scheduling, and 3 times during the student rotation for open discussion of specific topics. Evaluation and feedback were solicited by means of an electronic survey and virtual (i.e., computer-based) feedback sessions with an independent facilitator. The response rate was 66% (26/39) for the electronic survey, but only 15% (6/39) for the virtual feedback sessions. All of the respondents were experienced preceptors, but for 92% (22/24), this was their first experience with computer-mediated conferencing. Overall, the sessions had a positive reception, and participants found it useful to share information and experiences with other preceptors. The main challenges were related to the technology, perceived lack of support for their participation in the sessions, and inconvenience related to the timing of sessions. Computer-mediated conferencing allowed preceptors to learn from and to support each other

  20. An investigation into possibilities for implementation of a virtual community of practice delivered via a mobile social network for rural community media in the Eastern Cape, South Africa

    Directory of Open Access Journals (Sweden)

    Oliva Muwanga-Zake

    2017-03-01

    Full Text Available Background: The purpose of this article is to provide an overview of how a virtual community of practice can be delivered via a mobile social networking framework to support rural community media in the Eastern Cape Province of South Africa. Objectives: The article presents the results of a study conducted to ascertain the possibilities of utilising mobile social networking as a means to provide access to required information and knowledge to rural community media through creation of a virtual community of practice. Improving the operational effectiveness of rural community media as a component of the rural community communication process would serve to improve the entire rural community communication process as well, making them more effective tools for availing relevant news and information to rural communities and reflecting the realities of rural communities to their broader environment. Method: The study was conducted on rural community media small micro and medium enterprises (SMMEs in the Eastern Cape Province of South Africa. The study applied an interpretive research philosophy, qualitative research design and multiple–case study approach. Primary data were collected through semi-structured interviews supported by a questionnaire, with secondary data collected via literature review, observation and documentation analysis. Results: Findings were that rural community media do make use of social media and mobile devices in operating their business, require access to generic and domain specific support services and actively engage their peers and stakeholders in this respect, although no formalised structure existed. The authors’ recommendation is to create a formalised virtual community of practice through the establishment of a mobile social network. Conclusion: Because of the fact that rural community SMMEs already utilise mobile devices and social media to operate their businesses, development of a solution based on a mobile social

  1. Sociomaterial Practices: Challenges in Developing a Virtual Business Community Platform in Agriculture

    Directory of Open Access Journals (Sweden)

    Norberto Hoppen

    2017-07-01

    Full Text Available Virtual business communities (VBC are virtual networks of people who share common interests and comprise online software platforms that enables the fast exchange of information, collaboration and business interactions. From 2011 to 2015, we developed a design science research to create a VBC platform for an agricultural cluster of flower growers in the South of Brazil. The goal of this platform was to help to structure and strengthen this cluster by bringing together buyers and sellers while fostering cooperation to boost cluster competitiveness and economic development in the region. However, a number of challenges surfaced during the process, which led to a failure in the VBC platform’s diffusion. We adopted a sociomaterial perspective based on the mangle of practice concept (Pickering, 1993 to investigate this failure, by analyzing the key challenges involved in developing a VBC platform in an agricultural context. As its main result, this paper reveals the mangling process during the design and application of the VBC platform and details the different instances of tuning between the participants and the technology. We observed resistance and factors that weakened cooperation and resulted in a lack of governance rules, which are key to the success of a VBC platform.

  2. The role of perceived interactivity in virtual communities: building trust and increasing stickiness

    Science.gov (United States)

    Wang, Hongwei; Meng, Yuan; Wang, Wei

    2013-03-01

    Although previous research has explored factors affecting trust building in websites, little research has been analysed from the perceived interactivity perspective in virtual communities (VCs). A research model for verifying interactivity antecedents to trust and its impact on member stickiness behaviour is presented. Two social interactivity components and two system interactivity components are, respectively, theorised as process-based antecedents and institution-based antecedents to trust in the model. Data were collected from 310 members of VCs to test the model. The results show that connectedness and reciprocity are important antecedents to trust in members, while responsiveness and active control are important antecedents to trust in systems. The results also indicate that trust has significant influence on the members' duration and retention, which are two dimensions of member stickiness measured in this research. These findings have theoretical implications for online interaction-related literature and critical business implications for practitioners of VCs.

  3. Impact of Status and Meme Content on the Spread of Memes in Virtual Communities

    Directory of Open Access Journals (Sweden)

    Gideon Mazambani

    2015-01-01

    Full Text Available We examined the influence of meme consistency (vs. inconsistency and intragroup status on the spread of memes in virtual communities. Prior research suggests that information consistent with the theme of the group is remembered better and that ideas threatening to the group identity are rejected. In addition, previous research shows that low-status group members mimic high-status members and communicate with them to seek information and approval. We analyzed social interactions among members of four online forums from January 1, 2010, to February 21, 2014. Contrary to our prediction, our results show that memes initiated by low-status members spread faster than memes started by high- or moderate-status members. In line with prior research, memes that were consistent with a forum theme were spread more frequently than inconsistent memes.

  4. How Knowledge Is Constructed and Exchanged in Virtual Communities of Physicians: Qualitative Study of Mindlines Online.

    Science.gov (United States)

    Wieringa, Sietse; Engebretsen, Eivind; Heggen, Kristin; Greenhalgh, Trisha

    2018-02-02

    As a response to the criticisms evidence-based practice currently faces, groups of health care researchers and guideline makers have started to call for the appraisal and inclusion of different kinds of knowledge in guideline production (other than randomized controlled trials [RCTs]) to better link with the informal knowledge used in clinical practice. In an ethnographic study, Gabbay and Le May showed that clinicians in everyday practice situations do not explicitly or consciously use guidelines. Instead, they use mindlines: collectively shared, mostly tacit knowledge that is shaped by many sources, including accumulated personal experiences, education (formal and informal), guidance, and the narratives about patients that are shared among colleagues. In this study on informal knowledge, we consider virtual networks of clinicians as representative of the mindlines in the wider medical community, as holders of knowledge, as well as catalysts of knowing. The aim of this study was to explore how informal knowledge and its creation in communities of clinicians can be characterized as opposed to the more structured knowledge produced in guideline development. This study included a qualitative study of postings on three large virtual networks for physicians in the United Kingdom, the Netherlands, and Norway, taking the topic of statins as a case study and covering more than 1400 posts. Data were analyzed thematically with reference to theories of collaborative knowledge construction and communities of practice. The dataset showed very few postings referring to, or seeking to adhere to, explicit guidance and recommendations. Participants presented many instances of individual case narratives that highlighted quantitative test results and clinical examination findings. There was an emphasis on outliers and the material, regulatory, and practical constraints on knowledge use by clinicians. Participants conveyed not-so-explicit knowledge as tacit and practical knowledge

  5. How Knowledge Is Constructed and Exchanged in Virtual Communities of Physicians: Qualitative Study of Mindlines Online

    Science.gov (United States)

    2018-01-01

    Background As a response to the criticisms evidence-based practice currently faces, groups of health care researchers and guideline makers have started to call for the appraisal and inclusion of different kinds of knowledge in guideline production (other than randomized controlled trials [RCTs]) to better link with the informal knowledge used in clinical practice. In an ethnographic study, Gabbay and Le May showed that clinicians in everyday practice situations do not explicitly or consciously use guidelines. Instead, they use mindlines: collectively shared, mostly tacit knowledge that is shaped by many sources, including accumulated personal experiences, education (formal and informal), guidance, and the narratives about patients that are shared among colleagues. In this study on informal knowledge, we consider virtual networks of clinicians as representative of the mindlines in the wider medical community, as holders of knowledge, as well as catalysts of knowing. Objective The aim of this study was to explore how informal knowledge and its creation in communities of clinicians can be characterized as opposed to the more structured knowledge produced in guideline development. Methods This study included a qualitative study of postings on three large virtual networks for physicians in the United Kingdom, the Netherlands, and Norway, taking the topic of statins as a case study and covering more than 1400 posts. Data were analyzed thematically with reference to theories of collaborative knowledge construction and communities of practice. Results The dataset showed very few postings referring to, or seeking to adhere to, explicit guidance and recommendations. Participants presented many instances of individual case narratives that highlighted quantitative test results and clinical examination findings. There was an emphasis on outliers and the material, regulatory, and practical constraints on knowledge use by clinicians. Participants conveyed not

  6. How Virtual Community Participation Influences Consumer Loyalty Intentions in Online Shopping Contexts: An Investigation of Mediating Factors

    Science.gov (United States)

    Pai, Pei-Yu; Tsai, Hsien-Tung

    2011-01-01

    Extant studies generally recognise that virtual community building is an effective marketing programme for forging deep and enduring affective bonds with consumers. This study extends previous research by proposing and testing a model that investigates key mediating processes (via trust, satisfaction and identification) that underlie the…

  7. Online Social Support for Patients with Multiple Sclerosis: A Thematic Analysis of Messages Posted to a Virtual Support Community

    Directory of Open Access Journals (Sweden)

    Masoumeh Abbasi Shavazi

    2016-07-01

    Full Text Available Background: Currently with the emergence of the Internet, patients have an opportunity to exchange social support online. However, little attention has been devoted to different dimensions of online social support exchanged in virtual support communities for patients with multiple sclerosis (MS. Methods: To provide a rich insight, the aim of this qualitative study was to explore and categorize different dimensions of online social support in messages exchanged in a virtual support community for patients with MS. A total of 548 posted messages created during one year period were selected using purposive sampling to consider the maximum variation sampling. Prior-research-driven thematic analysis was then conducted. In this regard, we used the Cutruna and Suhr’s coding system. The messages that could not be categorized with the used coding system were thematically analyzed to explore new additional social support themes. Results: The results showed that various forms of social support including informational, emotional, network, esteem and tangible support were exchanged. Moreover, new additional social support themes including sharing personal experiences, sharing coping strategies and spiritual support emerged in this virtual support community. Conclusion: The wide range of online social support exchanged in the virtual support community can be regarded as a supplementary source of social support for patients with MS. Future researches can examine online social support more comprehensively considering additional social support themes emerging in the present study.

  8. Virtual communities, research groups and projects on IMS Learning Design. State of the art, key factors and forthcoming challenges

    NARCIS (Netherlands)

    Burgos, Daniel; Koper, Rob

    2005-01-01

    Burgos, D., Koper, R. (2005) Virtual communities, research groups and projects on IMS Learning Design. State of the art, key factors and forthcoming challenges. In E-Journal of Educational Research, Assessment and Evaluation, vol. 11, issue 2 [www.uv.es/RELIEVE]. Available at

  9. Developing a virtual community for health sciences library book selection: Doody's Core Titles.

    Science.gov (United States)

    Shedlock, James; Walton, Linda J

    2006-01-01

    The purpose of this article is to describe Doody's Core Titles in the Health Sciences as a new selection guide and a virtual community based on an effective use of online systems and to describe its potential impact on library collection development. The setting is the availability of health sciences selection guides. Participants include Doody Enterprise staff, Doody's Library Board of Advisors, content specialists, and library selectors. Resources include the online system used to create Doody's Core Titles along with references to complementary databases. Doody's Core Titles is described and discussed in relation to the literature of selection guides, especially in comparison to the Brandon/Hill selected lists that were published from 1965 to 2003. Doody's Core Titles seeks to fill the vacuum created when the Brandon/Hill lists ceased publication. Doody's Core Titles is a unique selection guide based on its method of creating an online community of experts to identify and score a core list of titles in 119 health sciences specialties and disciplines. The result is a new selection guide, now available annually, that will aid health sciences librarians in identifying core titles for local collections. Doody's Core Titles organizes the evaluation of core titles that are identified and recommended by content specialists associated with Doody's Book Review Service and library selectors. A scoring mechanism is used to create the selection of core titles, similar to the star rating system employed in other Doody Enterprise products and services.

  10. COURSERA ONLINE COURSE: A PLATFORM FOR ENGLISH TEACHERS’ MEANINGFUL AND VIBRANT PROFESSIONAL DEVELOPMENT

    Directory of Open Access Journals (Sweden)

    Arnis Silvia

    2015-07-01

    Full Text Available This article reports on English teachers‘ attitudes towards a professional development program run by Coursera (coursera.org. These teachers were participants of Foundation of Teaching for Learning 1: Introduction online course. Using a survey case study, the findings reveal that most of the participants perceive the course as a well-organized and effective platform to engage in professional learning. Coursera is an online learning platform offering various courses for teacher educators which are meaningful (closely related to their daily teaching practice and vibrant (involves active collaboration among peer participants to review and assess their projects. Albeit this nature, another finding shows that the participants lament that their institutions do not provide professional development (PD support. In fact, PD programs are not constrained to face-to-face encounters, since it can be designed using online platforms such as Coursera, a massive open online course (MOOC. Accordingly, the contribution of the article is to show how online platforms make meaningful and vibrant teacher professional development (TPD possible. The implication of the study is that school administrators and policy makers should provide support for their teachers to take online PD programs. This professional learning should contribute to the best teaching practice and student learning attainment.

  11. Exchanging environmental information and decision making: developing the local Pilot Environmental Virtual Observatory with stakeholder communities

    Science.gov (United States)

    Mackay, E.; Beven, K.; Brewer, P.; M, Haygarth, P.; Macklin, M.; Marshall, K.; Quinn, P.; Stutter, M.; Thomas, N.; Wilkinson, M.

    2012-04-01

    Public participation in the development of flood risk management and river basin management plans are explicit components of both the Water Framework and Floods Directives. At the local level, involving communities in land and water management has been found to (i) aid better environmental decision making, (ii) enhance social, economic and environmental benefits, and (iii) increase a sense of ownership. Facilitating the access and exchange of information on the local environment is an important part of this new approach to the land and water management process, which also includes local community stakeholders in decisions about the design and content of the information provided. As part of the Natural Environment Research Council's pilot Environment Virtual Observatory (EVO), the Local Level group are engaging with local community stakeholders in three different catchments in the UK (the rivers Eden, Tarland and Dyfi) to start the process of developing prototype visualisation tools to address the specific land and water management issues identified in each area. Through this local collaboration, we will provide novel visualisation tools through which to communicate complex catchment science outcomes and bring together different sources of environmental data in ways that better meet end-user needs as well as facilitate a far broader participatory approach in environmental decision making. The Local Landscape Visualisation Tools are being evolved iteratively during the project to reflect the needs, interests and capabilities of a wide range of stakeholders. The tools will use the latest concepts and technologies to communicate with and provide opportunities for the provision and exchange of information between the public, government agencies and scientists. This local toolkit will reside within a wider EVO platform that will include national datasets, models and state of the art cloud computer systems. As such, local stakeholder groups are assisting the EVO

  12. Implementing a virtual community of practice for family physician training: a mixed-methods case study.

    Science.gov (United States)

    Barnett, Stephen; Jones, Sandra C; Caton, Tim; Iverson, Don; Bennett, Sue; Robinson, Laura

    2014-03-12

    GP training in Australia can be professionally isolating, with trainees spread across large geographic areas, leading to problems with rural workforce retention. Virtual communities of practice (VCoPs) may provide a way of improving knowledge sharing and thus reducing professional isolation. The goal of our study was to review the usefulness of a 7-step framework for implementing a VCoP for general practitioner (GP) training and then evaluated the usefulness of the resulting VCoP in facilitating knowledge sharing and reducing professional isolation. The case was set in an Australian general practice training region involving 55 first-term trainees (GPT1s), from January to July 2012. ConnectGPR was a secure, online community site that included standard community options such as discussion forums, blogs, newsletter broadcasts, webchats, and photo sharing. A mixed-methods case study methodology was used. Results are presented and interpreted for each step of the VCoP 7-step framework and then in terms of the outcomes of knowledge sharing and overcoming isolation. Step 1, Facilitation: Regular, personal facilitation by a group of GP trainers with a co-ordinating facilitator was an important factor in the success of ConnectGPR. Step 2, Champion and Support: Leadership and stakeholder engagement were vital. Further benefits are possible if the site is recognized as contributing to training time. Step 3, Clear Goals: Clear goals of facilitating knowledge sharing and improving connectedness helped to keep the site discussions focused. Step 4, A Broad Church: The ConnectGPR community was too narrow, focusing only on first-term trainees (GPT1s). Ideally there should be more involvement of senior trainees, trainers, and specialists. Step 5, A Supportive Environment: Facilitators maintained community standards and encouraged participation. Step 6, Measurement Benchmarking and Feedback: Site activity was primarily driven by centrally generated newsletter feedback. Viewing

  13. Virtual school teacher's science efficacy beliefs: The effects of community of practice on science-teaching efficacy beliefs

    Science.gov (United States)

    Uzoff, Phuong Pham

    The purpose of this study was to examine how much K-12 science teachers working in a virtual school experience a community of practice and how that experience affects personal science-teaching efficacy and science-teaching outcome expectancy. The study was rooted in theoretical frameworks from Lave and Wenger's (1991) community of practice and Bandura's (1977) self-efficacy beliefs. The researcher used three surveys to examine schoolteachers' experiences of a community of practice and science-teaching efficacy beliefs. The instrument combined Mangieri's (2008) virtual teacher demographic survey, Riggs and Enochs (1990) Science-teaching efficacy Beliefs Instrument-A (STEBI-A), and Cadiz, Sawyer, and Griffith's (2009) Experienced Community of Practice (eCoP) instrument. The results showed a significant linear statistical relationship between the science teachers' experiences of community of practice and personal science-teaching efficacy. In addition, the study found that there was also a significant linear statistical relationship between teachers' community of practice experiences and science-teaching outcome expectancy. The results from this study were in line with numerous studies that have found teachers who are involved in a community of practice report higher science-teaching efficacy beliefs (Akerson, Cullen, & Hanson, 2009; Fazio, 2009; Lakshmanan, Heath, Perlmutter, & Elder, 2011; Liu, Lee, & Lin, 2010; Sinclair, Naizer, & Ledbetter, 2010). The researcher concluded that school leaders, policymakers, and researchers should increase professional learning opportunities that are grounded in social constructivist theoretical frameworks in order to increase teachers' science efficacy.

  14. Towards a Fourth Cosmology of Doctor-Patient Relationship: A Reflection on the Virtual Patient Community PatientsLikeMe

    Directory of Open Access Journals (Sweden)

    Konstantinos Bletsos

    2013-01-01

    Full Text Available The aim of this paper is the study of an online patient community (Patientslikeme and, specifically, of the impact of virtuality in the shaping of the patient-doctor relationship. Drawing from Kozinets’s research paradigm, known as ethnography of the Internet (Netnography, we investigate the patients’ attitudes toward the medical profession. Examining relevant data from the ALS forum, we set up three main axes of analysis: (a the energetic versus passive stance towards doctors, (b the evidence-based scientific knowledge versus alternative forms of knowledge, and (c the positive versus negative attitude towards doctors and medical practices. The underlying theoretical hypothesis, i.e. whether the virtual community empowers patients over against the authority of the medical profession, is verified. Other interesting findings involve the value of evidence-based scientific knowledge, the intermediary role of the online community in building the patient-physician relationship, and the development of an alternative discourse towards the dominant medical discourse. All the above suggest that we have entered an era where the control of the patient is being transferred to another (digital dimension, in which virtual communities play a crucial role.

  15. Knowledge Networking for Family Planning: The Potential for Virtual Communities of Practice to Move Forward the Global Reproductive Health Agenda

    Directory of Open Access Journals (Sweden)

    Megan O’Brien

    2010-06-01

    Full Text Available This paper highlights experience from five years of using virtual communication tools developed by the World Health Organization Department of Reproductive Health and Research (WHO/RHR and its partners in the Implementing Best Practices (IBP in Reproductive Health Initiative to help bridge the knowledge-to-practice gap among family planning and reproductive health professionals. It explores how communities of practice and virtual networks offer a unique low-cost way to convene public health practitioners around the world to share experiences. It offers examples of how communities of practice can contribute to the development and dissemination of evidence-based health information products, and explores the potential for online networking and collaboration to enhance and inform program design and management. The paper is intended to inform the reproductive health community, as well as others working in health and development, of the potential for using virtual communities of practice to work towards achieving common goals and provide some examples of their successful use.

  16. Making it Work 2: using a virtual community to focus on rural health issues.

    Science.gov (United States)

    Godden, David J; Aaraas, Ivar J

    2006-01-01

    Between 21 and 23 September 2005, over 200 delegates from eight countries gathered in Tromsö, within the Arctic Circle, to discuss challenges and solutions to rural health issues. This conference was a sequel to a previous event entitled 'Making it Work', held in Scotland in 2003, in which it was identified that service delivery in remote and rural areas needed to be innovative to ensure equity. A major aim of this event was to move the debate forward to describe specific examples of practice that could be adopted in participating countries. The delegates included clinicians, managers and administrators, senior policymakers and educationalists, elected local and national politicians, patients and their representatives. In order to focus debate, the organisers provided an outline of a virtual remote community ('Hope'), including some geographic and demographic information, together with four case studies of individual health problems faced by residents of the community. During the introductory session, a short film was shown featuring the 'residents' of this community, introducing delegates to the specific problems they faced. Throughout the conference, delegates were asked to reflect back to how any recommendations made might apply to the citizens of Hope. The clinical scenarios presented included: (1) a 37 year old pregnant woman in labour during adverse weather conditions; (2) a 17 year old island resident with acute psychosis who attempts suicide; (3) an 80 year old woman living alone who suffers a stroke; and (4) a family of four with a complex range of chronic health issues including smoking, alcoholism, diabetes, teenage pregnancy, asthma and depression on a background of deprivation and unemployment. Parallel discussions and workshops focussed on a number of key themes linked to the examples highlighted in the 'Hope' scenario. These included: maternity services; mental health; chronic disease management; health improvement and illness prevention; supporting

  17. Heart Failure Virtual Consultation: bridging the gap of heart failure care in the community - A mixed-methods evaluation.

    Science.gov (United States)

    Gallagher, Joseph; James, Stephanie; Keane, Ciara; Fitzgerald, Annie; Travers, Bronagh; Quigley, Etain; Hecht, Christina; Zhou, Shuaiwei; Watson, Chris; Ledwidge, Mark; McDonald, Kenneth

    2017-08-01

    We undertook a mixed-methods evaluation of a Web-based conferencing service (virtual consult) between general practitioners (GPs) and cardiologists in managing patients with heart failure in the community to determine its effect on use of specialist heart failure services and acceptability to GPs. All cases from June 2015 to October 2016 were recorded using a standardized recording template, which recorded patient demographics, medical history, medications, and outcome of the virtual consult for each case. Quantitative surveys and qualitative interviewing of 17 participating GPs were also undertaken. During this time, 142 cases were discussed-68 relating to a new diagnosis of heart failure, 53 relating to emerging deterioration in a known heart failure patient, and 21 relating to therapeutic issues. Only 17% required review in outpatient department following the virtual consultation. GPs reported increased confidence in heart failure management, a broadening of their knowledge base, and a perception of overall better patient outcomes. These data from an initial experience with Heart Failure Virtual Consultation present a very positive impact of this strategy on the provision of heart failure care in the community and acceptability to users. Further research on the implementation and expansion of this strategy is warranted. © 2017 The Authors. ESC Heart Failure published by John Wiley & Sons Ltd on behalf of the European Society of Cardiology.

  18. Vibrant Energy Aware Spray and Wait Routing in Delay Tolerant Network

    Directory of Open Access Journals (Sweden)

    Viren G. Patel

    2013-01-01

    Full Text Available Delay tolerant networks (DTN are wireless networks where disconnections arise often due to the mobility of nodes, failures of energy, the low density of nodes, or when the network extends over long distances. In these situations, traditional routing protocols that have been developed for mobile ad hoc networks prove to be unsuccessful to the scope of transmitting messages between nodes. The Spray and Wait routing may achieve low routing and energy efficiency due to the blindness in the spray phase. To deal with this situation, we propose an opportunistic routing with enclosed message copies, called the Vibrant Energy aware Spray and Wait (VESW, which utilizes the information about vibrancy of node and remaining energy to allocate the number of copies between the corresponding pair nodes in the spray phase.

  19. A Vision for ARES in the Twenty-First Century: The Virtual Community of Real Estate Thought Leaders

    OpenAIRE

    Stephen E. Roulac

    1996-01-01

    In the twenty-first century the American Real Estate Society (ARES) is a virtual community of real estate thought leaders, electronically interconnected and linked through the International Real Estate Society to counterpart organizations on all major continents as well as numerous country-specific societies. ARES growth is attributable to its emphasis on rigorous applied microeconomic decisionmaking and an inclusive, open style. The initiatives of the Strategic Planning Task Force, whose rep...

  20. A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

    Science.gov (United States)

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2012-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…

  1. Inquiry-Based Learning for a Virtual Learning Community to Enhance Problem-Solving Ability of Applied Thai Traditional Medicine Students

    Science.gov (United States)

    Chanprasitchai, Ong-art; Khlaisang, Jintavee

    2016-01-01

    The recent growth in collaborative and interactive virtual learning communities integrating innovative digital technologies and contemporary learning frameworks is contributing enormously to the use of e-learning in higher education in the twenty-first century. The purpose of this study was to describe the development of a virtual learning…

  2. Analysis of Vibrant Soundbridge placement against the round window membrane in a human cadaveric temporal bone model.

    NARCIS (Netherlands)

    Pennings, R.J.E.; Ho, A.; Brown, J.; Wijhe, R.G. van; Bance, M.

    2010-01-01

    OBJECTIVE: To evaluate optimal placement of the Floating Mass Transducer of the Vibrant Soundbridge (Med-El, Innsbruck, Austria) against the round window membrane, particularly the impact of interposed coupling fascia and of covering materials. METHOD: : Six fresh human cadaveric temporal bones were

  3. Factors Affecting Re-usage Intentions of Virtual Communities Supporting Cosmetic Products

    Directory of Open Access Journals (Sweden)

    Jhong-Min Yang

    2017-01-01

    Full Text Available Aim/Purpose: This study uses a cosmetic virtual community (VC as the research context and the UTAUT model as the theoretical structure aim to explore factors affecting the re-usage intentions of VC members. Background: The Internet use rate of VC was up to 50%, thereby implying that VC gained the attention of Internet users. Therefore, operating a VC will be an effective way to communicate with customers. However, to maintain an existing member is more efficient than creating a new one. As such, understanding determinants of VC members’ re-use intentions becomes important for firms. Methodology: Through an online survey, 276 valid responses were gathered. The collected data were examined by performing confirmatory factor analysis, structural equation modelling procedures, as well as the moderator analysis. Contribution: This study shows the importance in the context of online cosmetics-related VC, which was rarely explored before. We provide issues for future research, despite the accumulated academic literature related to UTAUT and VC. Findings: Results show that only performance expectancy and social influence significantly affecting re-usage intentions and only gender has moderating effects on the path from performance expectancy to VC re-use intention and from trust to VC re-use intention. Recommendations for Practitioners\t: This study found that users emphasized performance expectancy most of all. A cosmetic product-related VC should introduce products abundantly, offer useful information, and help people accomplish tasks quickly and productively. Recommendation for Researchers: Future researchers may use our findings to conduct further positivist research in the area of social influence using different subjects and research contexts.

  4. Are gay communities dying or just in transition? Results from an international consultation examining possible structural change in gay communities.

    Science.gov (United States)

    Simon Rosser, B R; West, William; Weinmeyer, Richard

    2008-05-01

    This study sought to identify how urban gay communities are undergoing structural change, reasons for that change, and implications for HIV prevention planning. Key informants (N=29) at the AIDS Impact Conference from 17 cities in 14 countries completed surveys and participated in a facilitated structured dialog about if gay communities are changing, and if so, how they are changing. In all cities, the virtual gay community was identified as currently larger than the offline physical community. Most cities identified that while the gay population in their cities appeared stable or growing, the gay community appeared in decline. Measures included greater integration of heterosexuals into historically gay-identified neighborhoods and movement of gay persons into suburbs, decreased number of gay bars/clubs, less attendance at gay events, less volunteerism in gay or HIV/AIDS organizations, and the overall declining visibility of gay communities. Participants attributed structural change to multiple factors including gay neighborhood gentrification, achievement of civil rights, less discrimination, a vibrant virtual community, and changes in drug use. Consistent with social assimilation, gay infrastructure, visibility, and community identification appears to be decreasing across cities. HIV prevention planning, interventions, treatment services, and policies need to be re-conceptualized for MSM in the future. Four recommendations for future HIV prevention and research are detailed.

  5. 3D Interactions between Virtual Worlds and Real Life in an E-Learning Community

    Directory of Open Access Journals (Sweden)

    Ulrike Lucke

    2011-01-01

    Full Text Available Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.

  6. Evaluation of knowledge transfer in an immersive virtual learning environment for the transportation community.

    Science.gov (United States)

    2014-05-01

    Immersive Virtual Learning Environments (IVLEs) are extensively used in training, but few rigorous scientific investigations regarding the : transfer of learning have been conducted. Measurement of learning transfer through evaluative methods is key ...

  7. Vibrant Soundbridge and Bone Conduction Hearing Aid in Patients with Bilateral Malformation of External Ear

    Directory of Open Access Journals (Sweden)

    Mondelli, Maria Fernanda Capoani Garcia

    2015-10-01

    Full Text Available Introduction Hearing loss is the most common clinical finding in patients with malformation of the external ear canal. Among the possibilities of treatment, there is the adaptation of hearing aids by bone conduction and the adaptation of implantable hearing aids. Objective To assess speech perception with the use of Vibrant Soundbridge (VBS - MED-EL, Innsbruck, Austria associated with additional amplification in patients with bilateral craniofacial malformation. Method We evaluated 11 patients with bilateral malformation over 12 years with mixed hearing loss or bilateral conductive. They were using the Softband (Oticon Medical, Sweden and bone conduction hearing aid in the ear opposite the one with the VSB. We performed the evaluation of speech perception using the Hearing in Noise Test. Results Participants were eight men and three women with a mean of 19.5 years. The signal / noise ratio presented significant results in patients fitted with VSB and bone conduction hearing aid. Conclusion The results of speech perception were significantly better with use of VBS combined with bone conduction hearing aids.

  8. Functional results of Vibrant Soundbridge middle ear implants in conductive and mixed hearing losses.

    Science.gov (United States)

    Bernardeschi, Daniele; Hoffman, Caroline; Benchaa, Tarek; Labassi, Samia; Beliaeff, Michel; Sterkers, Olivier; Grayeli, Alexis Bozorg

    2011-01-01

    Our purpose was to evaluate the results of Vibrant Soundbridge (VSB) in conductive or mixed hearing loss. Twenty-five adult patients (29 ears) with a mixed or conductive hearing loss and various etiologies were included in this retrospective study. The preoperative ipsilateral pure tone average was 71 ± 3.0 dB, and the average bone conduction threshold was 42 ± 2.8 dB (n = 29). The transducer was placed on the long apophysis of the incus (n = 16), in the round window (n = 10) or on the stapes (n = 3). No complications were noted. The bone conduction threshold remained unchanged. VSB was activated in all cases. The postoperative pure tone average without VSB was 63 ± 3.9 dB (n = 24) and with VSB in free-field condition 24 ± 2.1 dB (n = 22). VSB is safe and efficacious for auditory rehabilitation in conductive and mixed hearing losses. Copyright © 2011 S. Karger AG, Basel.

  9. Consumo de medicamentos e internet: análise crítica de uma comunidade virtual Medicine consumption and the internet: critical evaluation of a virtual community

    Directory of Open Access Journals (Sweden)

    João Fábio R. de Souza

    2008-06-01

    Full Text Available OBJETIVO: Discute-se a promoção do uso de medicamentos na mídia a partir da análise dos diálogos de uma comunidade virtual, cujos participantes utilizam a substância benzidamina em altas dosagens, em busca de seus efeitos adversos. MÉTODOS: Privilegiou-se uma abordagem qualitativa em que, através da técnica de análise de conteúdo, os comentários de um grupo reunido em um Serviço de Rede Social (SRS, disponível na rede mundial de computadores (internet, foram analisados. Dados de 385 participantes foram reunidos e utilizados para a identificação do perfil dos indivíduos. RESULTADOS: O perfil encontrado foi de jovens entre 18 e 20 anos, predominantemente do sexo masculino e com escolaridade média. Verificou-se a partir da análise dos comentários, uma tendência ao consumo de 16 a 20 drágeas do medicamento, acompanhadas ou não de álcool, com o predomínio dos seguintes efeitos: alucinações visuais, insônia e distúrbios gastrointestinais. Pôde-se identificar nos diálogos, duas correntes: uma, que incentiva seu uso não-terapêutico e outra, que o desaconselha. CONCLUSÃO: Uma comunidade virtual organizada em torno da discussão de uso não-terapêutico de um medicamento pode contribuir para a sua promoção, principalmente em jovens. Tal fato reforça a necessidade de maiores campanhas de alerta sobre a automedicação e o cumprimento das leis sanitárias pelas farmácias e drogarias.OBJECTIVE: Discuss the promotion of medicines in the media by the analysis of dialogs from a virtual community, whose members use benzydamine in high doses seeking the collateral effects. METHODS: Opinions from a group in a Social Network Service (SNS available in the internet were evaluated by the Analysis of Content Technique, whereas data from 385 members from this group were used to identify a profile of the individuals. RESULTS: The profile found was male, age between 18 and 20 years and in high school. Analysis of opinions revealed the

  10. The Interplay of Virtual Communities: A Multiple Case Study of E-Retailers in Yahoo E-Auctions

    Directory of Open Access Journals (Sweden)

    Julia Zhi-Xian Zhao

    2012-06-01

    Full Text Available This study investigated how businesses operate e-shops in a transaction-oriented virtual community. This research employed a multiple case study approach by observing three cases of e-retailers, as being new e-commerce initiates, operating their businesses on the Yahoo! e-auction website. The results showed that e-shops displaying amusing stories can attract site visitors and “spick and span” e-shop design format can be helpful for converting visitors into buyers.

  11. How NASA is building and sustaining a community of scientist-communicators through virtual technology, graphic facilitation and other community-building tools

    Science.gov (United States)

    DeWitt, S.; Bovaird, E.; Stewart, N.; Reaves, J.; Tenenbaum, L. F.; Betz, L.; Kuchner, M. J.; Dodson, K. E.; Miller, A.

    2013-12-01

    In 2013 NASA launched its first agency-wide effort to cultivate and support scientist-communicators. The multiple motivations behind this effort are complex and overlapping, and include a desire to connect the agency's workforce to its mission and to each other in the post-Space Shuttle era; a shift in how the agency and the world communicates about science; the current public perception of science and of NASA, and a desire to share the stories of the real people behind the agency's technical work. Leaders in the NASA science, communications and public outreach communities partnered with the agency's training and leadership development organization to: identify and fully characterize the need for training and development in science communication, experiment with various learning models, and invite early-adopter scientists to evaluate these models for future agency investment. Using virtual collaboration technology, graphic facilitation, and leadership development methods, we set out to create an environment where scientist-communicators can emerge and excel. First, we asked scientists from across the agency to identify their motivations, opportunities, barriers and areas of interest in science communication. Scientists identified a need to go beyond traditional media training, a need for continuous practice and peer feedback, and a need for agency incentives and sustained support for this kind of work. This community-driven approach also uncovered a serious need for communication support in the wake of diminishing resources for travel and conference attendance. As a first step, we offered a series of virtual learning events - highly collaborative working sessions for scientists to practice their communication technique, develop and apply new skills to real-world situations, and gain valuable feedback from external subject matter experts and fellow scientists from across the agency in a supportive environment. Scientists from ten NASA centers and a broad range of

  12. Developing Community and Building Knowledge Online Using a Virtual Reality Environment and Student-Created Videos

    Science.gov (United States)

    O'Connor, Eileen A.

    2018-01-01

    Within an online science teacher education course, an important although secondary goal was to prepare students for a high-stakes licensure portfolio at some time after course completion. Thus, various communication technologies including synchronous virtual reality meetings and asynchronous student self-created video commentaries were interwoven…

  13. Crossing the Atlantic: Integrating Cross-Cultural Experiences into Undergraduate Business Courses Using Virtual Communities Technology

    Science.gov (United States)

    Luethge, Denise J.; Raska, David; Greer, Bertie M.; O'Connor, Christina

    2016-01-01

    Today's business school academics are tasked with pedagogy that offers students an understanding of the globalization of markets and the cross-cultural communication skills needed in today's business environment. The authors describe how a virtual cross-cultural experience was integrated into an undergraduate business course and used as an…

  14. Communication, Community, and Disconnection: Pre-Service Teachers in Virtual School Field Experiences

    Science.gov (United States)

    Wilkens, Christian; Eckdahl, Kelli; Morone, Mike; Cook, Vicki; Giblin, Thomas; Coon, Joshua

    2014-01-01

    This study examined the experiences of 11 graduate-level pre-service teachers completing Virtual School Field Experiences (VSFEs) with cooperating teachers in fully online, asynchronous high school courses in New York State. The VSFEs included a 7-week online teacher training course, and a 7-week online field experience. Pre-service teachers…

  15. Exploring Arizona K-12 Virtual Educator Experiences and Perspectives Developing Collaborative Learning Communities

    Science.gov (United States)

    Cross, Deborah Iyron

    2015-01-01

    Arizona Online Instruction (AOI) provided an instructional alternative to nearly fifty thousand K-12 students in Arizona during the 2012-2013 school year. Growth in online education underscores the importance of evolving the role of the K-12 virtual teacher as the human agent (Turvey, 2008) demonstrating social learning theory (Bandura, 1977) by…

  16. Effects of community-based virtual reality treadmill training on balance ability in patients with chronic stroke.

    Science.gov (United States)

    Kim, Nara; Park, YuHyung; Lee, Byoung-Hee

    2015-03-01

    [Purpose] We aimed to examine the effectiveness of a community-based virtual reality treadmill training (CVRTT) program on static balance abilities in patients with stroke. [Subjects and Methods] Patients (n = 20) who suffered a stroke at least 6 months prior to the study were recruited. All subjects underwent conventional physical therapy for 60 min/day, 5 days/week, for 4 weeks. Additionally, the CVRTT group underwent community-based virtual reality scene exposure combined with treadmill training for 30 min/day, 3 days/week, for 4 weeks, whereas the control group underwent conventional physical therapy, including muscle strengthening, balance training, and indoor and outdoor gait training, for 30 min/day, 3 days/week, for 4 weeks. Outcome measurements included the anteroposterior, mediolateral, and total postural sway path lengths and speed, which were recorded using the Balancia Software on a Wii Fit(™) balance board. [Results] The postural sway speed and anteroposterior and total postural sway path lengths were significantly decreased in the CVRTT group. Overall, the CVRTT group showed significantly greater improvement than the control group. [Conclusions] The present study results can be used to support the use of CVRTT for effectively improving balance in stroke patients. Moreover, we determined that a CVRTT program for stroke patients is both feasible and suitable.

  17. At the Intersection of College & Community

    Science.gov (United States)

    Pierce, Dennis

    2016-01-01

    By purchasing abandoned facilities and transforming them into vibrant hubs for culture and education, community colleges are fulfilling one of their key missions: revitalizing their communities. But these types of projects can be fraught with challenges as well. Here's how Austin Community College (Texas), Manchester Community College…

  18. Business Process Management Notation (BPMN) as Lingua Franca in Virtual Communities

    DEFF Research Database (Denmark)

    Tambo, Torben

    2017-01-01

    processes are carried out through informal as well as formal VCs. In formal organizations, VCs are regarded as dynamic; people or work processes move back and forth between formal business processes and VCs. It is interesting to see how VCs in enterprise landscapes can execute using a common understanding......, a single language or an expression, a lingua franca to transform ideas into knowledge, sustain representation of knowledge, and exchange knowledge with the formal, non-virtual organization. Business Process Management Notation (BPMN) has become commonplace for describing and formalizing regular enterprise...

  19. Creating a virtual community of practice to investigate legitimate peripheral participation by African American middle school girls in science activities

    Science.gov (United States)

    Edwards, Leslie D.

    How do teenage girls develop an interest in science? What kinds of opportunities can science teachers present to female students that support their engagement with learning science? I studied one aspect of this issue by focusing on ways students could use science to enhance or gain identities that they (probably) already valued. To do that I created technology-rich activities and experiences for an after school class in science and technology for middle school girls who lived in a low socio-economic urban neighborhood. These activities and experiences were designed to create a virtual community of practice whose members used science in diverse ways. Student interest was made evident in their responses to the activities. Four conclusions emerged. (1) Opportunities to learn about the lives and work of admired African American business women interested students in learning by linking it to their middle-class aspirations and their interest in things that money and status can buy. (2) Opportunities to learn about the lives and work of African American women experts in science in a classroom context where students then practiced similar kinds of actual scientific tasks engaged students in relations of legitimate peripheral participation in a virtual and diverse community of practice focused on science which was created in the after-school classes. (3) Opportunities where students used science to show off for family, friends, and supporters of the after-school program, identities they valued, interested them enough that they engaged in long-term science and technology projects that required lots of revisions. (4) In response to the opportunities presented, new and enhanced identities developed around becoming a better student or becoming some kind of scientist.

  20. Optimized R functions for analysis of ecological community data using the R virtual laboratory (RvLab).

    Science.gov (United States)

    Varsos, Constantinos; Patkos, Theodore; Oulas, Anastasis; Pavloudi, Christina; Gougousis, Alexandros; Ijaz, Umer Zeeshan; Filiopoulou, Irene; Pattakos, Nikolaos; Vanden Berghe, Edward; Fernández-Guerra, Antonio; Faulwetter, Sarah; Chatzinikolaou, Eva; Pafilis, Evangelos; Bekiari, Chryssoula; Doerr, Martin; Arvanitidis, Christos

    2016-01-01

    Parallel data manipulation using R has previously been addressed by members of the R community, however most of these studies produce ad hoc solutions that are not readily available to the average R user. Our targeted users, ranging from the expert ecologist/microbiologists to computational biologists, often experience difficulties in finding optimal ways to exploit the full capacity of their computational resources. In addition, improving performance of commonly used R scripts becomes increasingly difficult especially with large datasets. Furthermore, the implementations described here can be of significant interest to expert bioinformaticians or R developers. Therefore, our goals can be summarized as: (i) description of a complete methodology for the analysis of large datasets by combining capabilities of diverse R packages, (ii) presentation of their application through a virtual R laboratory (RvLab) that makes execution of complex functions and visualization of results easy and readily available to the end-user. In this paper, the novelty stems from implementations of parallel methodologies which rely on the processing of data on different levels of abstraction and the availability of these processes through an integrated portal. Parallel implementation R packages, such as the pbdMPI (Programming with Big Data - Interface to MPI) package, are used to implement Single Program Multiple Data (SPMD) parallelization on primitive mathematical operations, allowing for interplay with functions of the vegan package. The dplyr and RPostgreSQL R packages are further integrated offering connections to dataframe like objects (databases) as secondary storage solutions whenever memory demands exceed available RAM resources. The RvLab is running on a PC cluster, using version 3.1.2 (2014-10-31) on a x86_64-pc-linux-gnu (64-bit) platform, and offers an intuitive virtual environmet interface enabling users to perform analysis of ecological and microbial communities based on

  1. A Case Study Examining How Students Make Meaning out of Using Facebook as a Virtual Learning Community at a Midwestern University

    Science.gov (United States)

    Hilscher, Jerome

    2013-01-01

    The purpose of this qualitative case study was to explore how peer mentors make meaning out of using Facebook as a virtual learning community. With the prevalence of Facebook usage by college students, and the introduction of Facebook into academic settings by educators, program facilitators, administrators, and recruiters, researchers have begun…

  2. Virtual currencies- Real opportunities?

    OpenAIRE

    Selldahl, Sara

    2013-01-01

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

  3.  e-Learning in Virtual Communities of Practice - And Beyond?

    DEFF Research Database (Denmark)

    Petersen, Karen Bjerg

    2007-01-01

    The work of Lave and Wenger on learning in 'communities of practice' has evoked a considerable response in e-learning environments through-out the world including Denmark in the last few decades. Within the development of web-based second language learning, the ideas of learning in communities...... interaction and case studies of e-learning language platforms within the area of teaching Danish as a second language for adult foreigners. The concepts of communities of practice are also discussed and developed....... individual process. The aim of this paper is to investigate aspects of the Danish development of e-learning platforms and, especially students' and teachers' very differing perceptions of e-learning and the concepts behind it. The analysis is based on student and teacher interviews, research on language...

  4. Blogging through the Music Student Teaching Experience: Developing Virtual Communities of Practice

    Science.gov (United States)

    Fitzpatrick, Kate R.

    2014-01-01

    Within educational settings, well-developed web-based social networking technologies such as interactive weblogs (blogs) can serve to effectively facilitate and mediate interactions among members of a "community of practice" (Chong, 2008; Wenger, White, & Smith, 2009). The purpose of this study was to investigate the use of an…

  5. Virtual Communities in a Secondary School--Discovering the Internal Grammar of Video Games

    Science.gov (United States)

    Méndez, Laura; García-Pernía, María Ruth; Cortés, Sara

    2014-01-01

    This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school…

  6. Distance Education Programs in Texas Community & Technical Colleges: Assessing Student Support Services in a Virtual Environment.

    Science.gov (United States)

    Luedtke, Cherry Beth

    This project evaluates the status of distance learning at 54 public, two-year community, and technical colleges in Texas. Data was collected from the Web sites of each of the institutions. The Web site data indicted that 44 of the colleges refer specifically to distance education courses offered. To assess what student support services are…

  7. Virtual communities of practice in web-based second language learning

    DEFF Research Database (Denmark)

    Petersen, Karen Bjerg

    2013-01-01

    in communities of practice and of situated and collaborative learning have deeply inspired educators and teachers and, to a certain degree, become the theoretical and practical framework for developing web-based learning platforms, while findings from this research indicate that students perceive e...

  8. EPA Seeks Public Input for National Plan to Manage PFAS at First Community Engagement Event

    Science.gov (United States)

    New Englanders know that our part of the country is special. New England boasts vibrant communities, many with histories dating to before the American Revolution. Our environment is also unique and wonderful.

  9. HOBE+, a case study: a virtual community of practice to support innovation in primary care in Basque Public Health Service.

    Science.gov (United States)

    Abos Mendizabal, Galder; Nuño Solinís, Roberto; Zaballa González, Irune

    2013-11-05

    A virtual professional community of practice (VCoP), HOBE+, has been set up to foster and facilitate innovation in primary care. It is aimed at all primary care professionals of the Basque Public Health Service (Osakidetza) in the provinces of Biscay and Araba. HOBE + is a VCoP that incorporates innovation management from the generation of ideas to their implementation in primary care practice. We used a case study method, based on the data provided by the technology platform that supports the VCoP, and from a survey completed by HOBE + users. The target population was all primary care staff (including all professional categories) from Araba and Biscay provinces of the Basque Country (Spain), who represent the target users of the VCoP. From a total of 5190 professionals across all the professional categories invited to join, 1627 (31.3%) actually registered in the VCoP and, during the study period, 90 (5.5% of the registered users) participated actively in some way. The total number of ideas proposed by the registered users was 133. Of these, 23 ideas (17.2%) are being implemented. Finally, 80% of the users who answered the satisfaction survey about their experience with HOBE + considered the initiative useful in order to achieve continuous improvement and real innovation in clinical and managerial processes. The experience shows that it is possible to create a virtual CoP for innovation in primary care where professionals from different professional categories propose ideas for innovation that are ultimately implemented.This manuscript objectives are to assess the process of developing and implementing a VCoP open to all primary care professionals in Osakidetza, including the take-up, participation and use of this VCoP in the first 15 months after its launch in October 2011. In addition, the usefulness of the VCoP was assessed through a survey gathering the opinions of the professionals involved.

  10. The EVER-EST portal as support for the Sea Monitoring Virtual Research Community, through the sharing of resources, enabling dynamic collaboration and promoting community engagement

    Science.gov (United States)

    Foglini, Federica; Grande, Valentina; De Leo, Francesco; Mantovani, Simone; Ferraresi, Sergio

    2017-04-01

    EVER-EST offers a framework based on advanced services delivered both at the e-infrastructure and domain-specific level, with the objective of supporting each phase of the Earth Science Research and Information Lifecycle. It provides innovative e-research services to Earth Science user communities for communication, cross-validation and the sharing of knowledge and science outputs. The project follows a user-centric approach: real use cases taken from pre-selected Virtual Research Communities (VRC) covering different Earth Science research scenarios drive the implementation of the Virtual Research Environment (VRE) services and capabilities. The Sea Monitoring community is involved in the evaluation of the EVER-EST infrastructure. The community of potential users is wide and heterogeneous including both multi-disciplinary scientists and national/international agencies and authorities (e.g. MPAs directors, technicians from regional agencies like ARPA in Italy, the technicians working for the Ministry of the Environment) dealing with the adoption of a better way of measuring the quality of the environment. The scientific community has the main role of assessing the best criteria and indicators for defining the Good Environmental Status (GES) in their own sub regions, and implementing methods, protocols and tools for monitoring the GES descriptors. According to the Marine Strategy Framework Directive (MSFD), the environmental status of marine waters is defined by 11 descriptors, and forms a proposed set of 29 associated criteria and 56 different indicators. The objective of the Sea Monitoring VRC is to provide useful and applicable contributions to the evaluation of the descriptors: D1.Biodiversity, D2.Non-indigenous species and D6.Seafloor Integrity (http://ec.europa.eu/environment/marine/good-environmental-status/index_en.htm). The main challenges for the community members are: 1. discovery of existing data and products distributed among different infrastructures; 2

  11. Development of a virtual multidisciplinary lung cancer tumor board in a community setting.

    Science.gov (United States)

    Stevenson, Marvaretta M; Irwin, Tonia; Lowry, Terry; Ahmed, Maleka Z; Walden, Thomas L; Watson, Melanie; Sutton, Linda

    2013-05-01

    Creating an effective platform for multidisciplinary tumor conferences can be challenging in the rural community setting. The Duke Cancer Network created an Internet-based platform for a multidisciplinary conference to enhance the care of patients with lung cancer. This conference incorporates providers from different physical locations within a rural community and affiliated providers from a university-based cancer center 2 hours away. An electronic Web conferencing tool connects providers aurally and visually. Conferences were set up using a commercially available Web conferencing platform. The video platform provides a secure Web site coupled with a secure teleconference platform to ensure patient confidentiality. Multiple disciplines are invited to participate, including radiology, radiation oncology, thoracic surgery, pathology, and medical oncology. Participants only need telephone access and Internet connection to participate. Patient histories and physicals are presented, and the Web conferencing platform allows radiologic and histologic images to be reviewed. Treatment plans for patients are discussed, allowing providers to coordinate care among the different subspecialties. Patients who need referral to the affiliated university-based cancer center for specialized services are identified. Pertinent treatment guidelines and journal articles are reviewed. On average, there are 10 participants with one to two cases presented per session. The use of a Web conferencing platform allows subspecialty providers throughout the community and hours away to discuss lung cancer patient cases. This platform increases convenience for providers, eliminating travel to a central location. Coordination of care for patients requiring multidisciplinary care is facilitated, shortening evaluation time before definitive treatment plan.

  12. 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...

  13. One year on VESPA, a community-driven Virtual Observatory in Planetary Science

    Science.gov (United States)

    Erard, S.; Cecconi, B.; Le Sidaner, P.; Rossi, A. P.; Capria, M. T.; Schmitt, B.; Andre, N.; Vandaele, A. C.; Scherf, M.; Hueso, R.; Maattanen, A. E.; Thuillot, W.; Achilleos, N.; Marmo, C.; Santolik, O.; Benson, K.

    2016-12-01

    The Europlanet H2020 program started on 1/9/2015 for 4 years. It includes an activity to adapt Virtual Observatory (VO) techniques to Planetary Science data called VESPA. The objective is to facilitate searches in big archives as well as sparse databases, to provide simple data access and on-line visualization, and to allow small data providers to make their data available in an interoperable environment with minimum effort. The VESPA system, based on a prototype developed in a previous program [1], has been hugely improved during the first year of Europlanet H2020: the infrastructure has been upgraded to describe data in many fields more accurately; the main user search interface (http://vespa.obspm.fr) has been redesigned to provide more flexibility; alternative ways to access Planetary Science data services from VO tools are being implemented in addition to receiving data from the main interface; VO tools are being improved to handle specificities of Solar System data, e.g. measurements in reflected light, coordinate systems, etc. Existing data services have been updated, and new ones have been designed. The global objective (50 data services) is already overstepped, with 54 services open or being finalized. A procedure to install data services has been documented, and hands-on sessions are organized twice a year at EGU and EPSC; this is intended to favour the installation of services by individual research teams, e.g. to distribute derived data related to a published study. In complement, regular discussions are held with big data providers, starting with space agencies (IPDA). Common projects with ESA and NASA's PDS have been engaged, which should lead to a connection between PDS4 and EPN-TAP. In parallel, a Solar System Interest Group has been decided in IVOA; the goal is here to adapt existing astronomy standards to Planetary Science.Future steps will include the development of a connection between the VO world and GIS tools, and integration of Heliophysics

  14. Progress on VESPA, a community-driven Virtual Observatory in Planetary Science

    Science.gov (United States)

    Erard, S.; Cecconi, B.; Le Sidaner, P.; Rossi, A. P.; Capria, M. T.; Schmitt, B.; Genot, V. N.; André, N.; Vandaele, A. C.; Scherf, M.; Hueso, R.; Maattanen, A. E.; Carry, B.; Achilleos, N.; Marmo, C.; Santolik, O.; Benson, K.; Fernique, P.

    2017-12-01

    The Europlanet H2020 program started on 1/9/2015 for 4 years. It includes an activity to adapt Virtual Observatory (VO) techniques to Planetary Science data called VESPA. The objective is to facilitate searches in big archives as well as sparse databases, to provide simple data access and on-line visualization, and to allow small data providers to make their data available in an interoperable environment with minimum effort. The VESPA system, based on a prototype developed in a previous program [1], has been hugely improved during the first two years of Europlanet H2020: the infrastructure has been upgraded to describe data in many fields more accurately; the main user search interface (http://vespa.obspm.fr) has been redesigned to provide more flexibility; alternative ways to access Planetary Science data services from VO tools have been implemented; VO tools are being improved to handle specificities of Solar System data, e.g. measurements in reflected light, coordinate systems, etc. Current steps include the development of a connection between the VO world and GIS tools, and integration of Heliophysics, planetary plasmas, and mineral spectroscopy data to support of the analysis of observations. Existing data services have been updated, and new ones have been designed. The global objective is already overstepped, with 34 services open and 20 more being finalized. A procedure to install data services has been documented, and hands-on sessions are organized twice a year at EGU and EPSC; this is intended to favour the installation of services by individual research teams, e.g. to distribute derived data related to a published study. In complement, regular discussions are held with big data providers, starting with space agencies (IPDA). Common projects with ESA and NASA's PDS have been engaged, with the goal to connect PDS4 and EPN-TAP. In parallel, a Solar System Interest Group has just been started in IVOA; the goal is here to adapt existing astronomy standards to

  15. Research Notes ~ Virtual Community for Adults with Developmental Disabilities and their Families

    Directory of Open Access Journals (Sweden)

    Susan D. Moisey

    2001-07-01

    Full Text Available Adults with developmental disabilities in Northeast Alberta, Canada, face numerous barriers to learning opportunities within their immediate and extended communities. The disability itself, as well as geographic distance and the circumstances in which individuals live, may hamper their access to information, interfere with their ability to communicate, and reduce their ability to achieve the quality of life they desire. There are few opportunities for individuals to meet, to get to know each other, and to share their experiences and learn from each other. Family members and guardians face similar barriers, such as lack of access to information, few networking opportunities, and limited means of providing input into decisions about service needs and policy making.

  16. The changing face of terrorism in the 21st century: the communications revolution and the virtual community of hatred.

    Science.gov (United States)

    Post, Jerrold M; McGinnis, Cody; Moody, Kristen

    2014-01-01

    There are no psychological characteristics or psychopathology separating terrorists from the general population. Rather, it is group dynamics, with a particular emphasis on collective identity, that helps to explain terrorist psychology. Just as there is a diverse spectrum of kinds of terrorism, so too is there a spectrum of terrorist psychologies. Some terrorists, those in nationalist-separatist groups, such as Fatah and the IRA, are continuing with the mission of their parents who are dissident to the regime. The opposite generational provenance is seen among social-revolutionary terrorists, such as the Weather Underground and the Red Army Faction in Germany, who are rebelling against their parents' generation, which is loyal to the regime. Four waves of terrorism can be distinguished: the "anarchist wave"; the "anti-colonial wave" (nationalist-separatist), with minority groups seeking to be liberated from their colonial masters or from the majority in their country; the "new left" wave (social-revolutionary); and now the "religious" wave. With the communications revolution, a new phenomenon is emerging which may presage a fifth wave: lone wolf terrorists who through the Internet are radicalized and feel they belong to the virtual community of hatred. A typology of lone wolf terrorism is proposed. Copyright © 2014 John Wiley & Sons, Ltd.

  17. The use of virtual communities of practice to improve interprofessional collaboration and education: findings from an integrated review.

    Science.gov (United States)

    McLoughlin, Clodagh; Patel, Kunal D; O'Callaghan, Tom; Reeves, Scott

    2018-03-01

    The recent growth in online technology has led to a rapid increase in the sharing of health related information globally. Health and social care professionals are now using a wide range of virtual communities of practice (VCoPs) for learning, support, continuing professional education, knowledge management and information sharing. In this article, we report the findings from a review of the literature that explored the use of VCoPs by health and social care professionals to determine their potential for interprofessional education and collaboration. We employed integrated review methods to search and identify relevant VCoP articles. We undertook searches of PubMed and Google Scholar from 2000, which after screening, resulted in the inclusion of 19 articles. A thematic analysis generated the following key issues related to the use of VCoPs: 'definitions and approaches', 'technological infrastructure', 'reported benefits', 'participation issues', 'trust and privacy and 'technical ability'. Based on the findings from this review, there is some evidence that VCoPs can offer an informal method of professional and interprofessional development for clinicians, and can decrease social and professional isolation. However, for VCoPs to be successful, issues of privacy, trust, encouragement and technology need to be addressed.

  18. Virtual Reality Training With Three-Dimensional Video Games Improves Postural Balance and Lower Extremity Strength in Community-Dwelling Older Adults.

    Science.gov (United States)

    Lee, Yongwoo; Choi, Wonjae; Lee, Kyeongjin; Song, Changho; Lee, Seungwon

    2017-10-01

    Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 min, twice a week, for 6 weeks. Both experimental and control groups were given three times for falls prevention education at the first, third, and fifth weeks. The experimental group showed significant improvements not only in static and dynamic postural balance but also lower extremity strength (p < .05). Furthermore, the experimental group was improved to overall parameters compared with the control group (p < .05). Therefore, three-dimensional video gaming technology might be beneficial for improving postural balance and lower extremity strength in community-dwelling older adults.

  19. Symbiota – A virtual platform for creating voucher-based biodiversity information communities

    Directory of Open Access Journals (Sweden)

    Corinna Gries

    2014-06-01

    Full Text Available We review the Symbiota software platform for creating voucher-based biodiversity information portals and communities. Symbiota was originally conceived to promote small- to medium-sized, regionally and/or taxonomically themed collaborations of natural history collections. Over the past eight years the taxonomically diverse portals have grown into an important resource in North America and beyond for mobilizing, integrating, and using specimen- and observation-based occurrence records and derivative biodiversity information products. Designed to mirror the conceptual structure of traditional floras and faunas, Symbiota is exclusively web-based and employs a novel data model, information linking, and algorithms to provide highly dynamic customization. The themed portals enable meaningful access to biodiversity data for anyone from specialist to high school student. Symbiota emulates functionality of modern Content Management Systems, providing highly sophisticated yet intuitive user interfaces for data entry, batch processes, and editing. Each kind of content provision may be selectively accessed by authenticated information providers. Occupying a fairly specific niche in the biodiversity informatics arena, Symbiota provides extensive data exchange facilities and collaborates with other development projects to incorporate and not duplicate functionality as appropriate.

  20. Crossing Borders Virtual and Real: A Transnational Internet-Based Community of Spaghetti Western Fans Finally Meet Each Other Face to Face on the Wild Plains of Almeria, Spain

    Science.gov (United States)

    Broughton, Lee

    2011-01-01

    Since the rise of the Internet, the act of border crossing has become a pursuit that must necessarily be conceptualized in both real and virtual terms. By using theories connected to virtual communities, new technologies, fan cultures and tourism, this paper seeks to show that the culturally productive activities of a transnational virtual…

  1. Connecting Distance Learning Communities to Research via Virtual Collaboratories: A Case Study from Library and Information Science

    Science.gov (United States)

    Rebmann, Kristen

    2012-01-01

    This case study reports on patterns of participation in a virtual collaboratory organised around goals associated with the involvement of graduate students in research and writing projects. Traditionally, distance learning classrooms have been devoted to teaching content matter (in a virtual context) yet this case study reports on the use of…

  2. Virtual currencies : Real opportunities?

    OpenAIRE

    Selldahl, Sara

    2013-01-01

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

  3. 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....

  4. Material matters for learning in virtual networks: a case study of a professional learning programme hosted in a Google+ online community

    Directory of Open Access Journals (Sweden)

    Aileen Ackland

    2015-08-01

    Full Text Available In this paper, we draw on Actor–Network Theories (ANT to explore how material components functioned to create gateways and barriers to a virtual learning network in the context of a professional development module in higher education. Students were practitioners engaged in family learning in different professional roles and contexts. The data comprised postings in the Google+ community, email correspondence, meeting notes, feedback submitted at the final workshop and post-module evaluation forms. Our analysis revealed a complex set of interactions, and suggests multiple ways human actors story their encounters with non-human components and the effects these have on the learning experience. The aim of this paper is to contribute to a more holistic understanding of the components and dynamics of social learning networks in the virtual world and consider the implications for the design of online learning for continuous professional development (CPD.

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

    Science.gov (United States)

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

    2009-12-01

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

  6. Ethnography in a Virtual World

    Science.gov (United States)

    Shumar, Wesley; Madison, Nora

    2013-01-01

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

  7. Positive Relationship Between Individuality and Social Identity in Virtual Communities: Self-Categorization and Social Identification as Distinct Forms of Social Identity.

    Science.gov (United States)

    Guo, Tian-Chao; Li, Xuemei

    2016-11-01

    Previous studies have reported conflicting results regarding the relationship between individuality and social identity, indicating this area requires further examination. This study constructed a research model to help understand the positive role of individualized behavior and social identity in virtual communities. The results of an online survey conducted to assess our theoretical research model indicated that social identity can be expressed in two ways: self-categorization and social identification. Furthermore, we found individualized behavior was positively related to social identification, while self-categorization was directly derived from social identification.

  8. Comunidades virtuales, grupos y proyectos de investigación sobre ims learning design. Status quo, factores clave y retos inmediatos [Virtual communities, research groups and projects on IMS Learning Design. State of the art, key factors and forthcoming challenges

    Directory of Open Access Journals (Sweden)

    Daniel Burgos

    2005-12-01

    Full Text Available We carry out a report showing the state of the art about virtual communities, research groups and projects focused on the e-learning specification IMS Learning Design or directly related to it. This specification is currently becoming the most flexible and supported de facto standard for modelling full learning processes, as a complement for any structure of educational contents. Afterwards, as a consequence of the previous study, we develop a reading and a further analysis of the current panorama, and describe the key factors that show the relevance and impact of IMS Learning Design and also the main forthcoming challenges. Realizamos una descripción del estado del arte sobre las comunidades virtuales, los grupos de trabajo y los proyectos de investigación centrados en la especificación de e-learning IMS Learning Design o desarrollados en torno a ella. Esta especificación se está convirtiendo de facto en el estándar más versátil y respaldado para modelar procesos completos de aprendizaje como complemento de estructuras de contenidos educativos. Posteriormente, y como consecuencia del estudio, desarrollamos un análisis y lectura del panorama actual con una indicación de los factores clave que muestran su impacto y relevancia y los principales retos a abordar en un futuro inmediato.

  9. Sanal Marka Topluluklarında Topluluk Üyelerinin Marka ile Özdeşleşme Düzeylerinin Öncülleri ve Sonuçları: Yapısal Bir Model Önerisi(Antecedents and Consequences of Brand Identification in Virtual Brand Communities: A Structural Model)

    OpenAIRE

    Keti VENTURA

    2012-01-01

    Nowadays, the firms’ usage of virtual brand communities are increasing in order to develop and strengthen customer-brand relationships. The present study aims to analyze the effects of social presence and social identity level gained by the members of virtual brand communities on brand identification, brand community commitment and brand-related behaviors. Accordingly, a survey methodology is embraced and a structural model is developed within Altay ‘’19on4 Licensed Products Stores’’ virtual ...

  10. Virtual colonoscopy

    Science.gov (United States)

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

  11. Interferência da língua falada na escrita de crianças: processos de apagamento da oclusiva dental /d/ e da vibrante final /r/ Interference of the spoken language on children's writing: cancellation processes of the dental occlusive /d/ and final vibrant /r/

    Directory of Open Access Journals (Sweden)

    Socorro Cláudia Tavares de Sousa

    2009-01-01

    Full Text Available O presente trabalho tem como objetivo investigar a influência da língua falada na escrita de crianças em relação aos fenômenos do cancelamento da dental /d/ e da vibrante final /r/. Elaboramos e aplicamos um instrumento de pesquisa em alunos do Ensino Fundamental em escolas de Fortaleza. Para a análise dos dados obtidos, utilizamos o software SPSS. Os resultados nos revelaram que o sexo masculino e as palavras polissílabas são fatores que influenciam, de forma parcial, a realização da variável dependente /no/ e que os verbos e o nível de escolaridade são elementos condicionadores para o cancelamento da vibrante final /r/.The present study aims to investigate the influence of the spoken language in children's writing in relation to the phenomena of cancellation of dental /d/ and final vibrant /r/. We elaborated and applied a research instrument to children from primary school in Fortaleza. We used the software SPSS to analyze the data. The results showed that the male sex and the words which have three or more syllable are factors that influence, in part, the realization of the dependent variable /no/ and that verbs and level of education are conditioners elements for the cancellation of the final vibrant /r/.

  12. Indicativos e características da aprendizagem em uma comunidade virtual de enfermagem Indicativos y características del aprendizaje en una comunidad virtual de enfermería Evidences and characteristics of the learning in a nursing virtual community

    Directory of Open Access Journals (Sweden)

    Viviane Modesto Ferraz

    2010-09-01

    y aprender a colaborar entre sí. Este contacto con la diversidad de pensamiento favorecido por el mundo digital puede ser una nueva área de construcción y circulación del conocimiento.The study deals with learning in nursing in a virtual environment of the Internet. PURPOSE: to verify elements of learning into content of text messages, and characterize these elements recorded in e-mail. METHODOLOGY: methodological procedure was the "cross-sectional survey", with a quantitative approach. The material of the study were all valid messages posted in the first phase of the community, 864 e-mails. The study setting was a virtual community of nursing. The analysis was made by an inspectional reading and then was found a set of empirical categories that had been indicative the learning in the community. RESULTS: it was observed that the members of the community learn primarily by questioning and requesting aid. CONCLUSION: It is possible through virtual environments to gain knowledge for life and learning to collaborate with each other. This contact with the diversity of thought favored by the digital world can be a new area of construction and circulation of knowledge.

  13. Safety and effectiveness of the Vibrant Soundbridge in treating conductive and mixed hearing loss: A systematic review.

    Science.gov (United States)

    Ernst, Arne; Todt, Ingo; Wagner, Jan

    2016-06-01

    For many years, the therapeutic approach for conductive and/or mixed hearing loss has consisted of middle ear surgery with replacement of defect ossicles, and if possible the application of a hearing aid. Advances in technology have led to the introduction of electronmagnetic active implantable devices such as the Vibrant Soundbridge (VSB). With its various coupling techniques for different pathophysiological situations in the middle ear, the VSB offers greater improvement in the hearing performance of affected persons. PubMed, OvidSP (MEDLINE), EMBASE (DIMDI), the National Institue for Health research (NIHR) Centre for Reviews and Dissemination (including the National Health Service Economic Evaluation Database, Database of Abstracts of Reviews of Effects, and Health Technology Assessment), and the Cochrane Library were searched to identify articles published between January 2006 and April 2014 that evaluated the safety and effectiveness of the VSB in comparison to no intervention, bone conduction hearing implants (BCHI), and middle ear surgery plus hearing aids for adults and children with conductive or mixed hearing loss. Study selection and data extraction was carried out by multiple reviewers. Study quality was assessed using the Oxford Centre for Evidence-Based Medicine levels of evidence (2011); and a checklist available from the Evidence Analysis Library, Academy of Nutrition and Diabetics. Thirty-six publications were identified: 19 on VSB outcomes in 294 individuals, 13 on BCHI outcomes in 666 individuals, and four on middle ear surgery plus hearing aid outcomes in 43 individuals. Two systematic reviews were also identified. Heterogeneous outcome measures made it difficult to summarize data. In general, the VSB proved to be safe and effective when compared to no intervention and BCHI, and provided more and consistent hearing gain compared to middle ear surgery plus conventional hearing aids. As demonstrated in the literature, the VSB as an active device

  14. Advocacy participation and brand loyalty in virtual brand communtity

    OpenAIRE

    Munnukka, Juha; Uusitalo, Outi; Jokinen, Elisa

    2014-01-01

    Brand owners use virtual communities to strengthen brand loyalty by engaging consumers in active content creation activities. Personal and reciprocal communication and consumers’ participation in virtual brand communities are the main sources through which communities contribute to brand loyalty formation. This research examines the antecedents and consequences of advocacy participation in virtual brand communities. The results show that the VBC members’ advocacy participation ...

  15. Sanal Marka Topluluklarında Topluluk Üyelerinin Marka ile Özdeşleşme Düzeylerinin Öncülleri ve Sonuçları: Yapısal Bir Model Önerisi(Antecedents and Consequences of Brand Identification in Virtual Brand Communities: A Structural Model

    Directory of Open Access Journals (Sweden)

    Keti VENTURA

    2012-01-01

    Full Text Available Nowadays, the firms’ usage of virtual brand communities are increasing in order to develop and strengthen customer-brand relationships. The present study aims to analyze the effects of social presence and social identity level gained by the members of virtual brand communities on brand identification, brand community commitment and brand-related behaviors. Accordingly, a survey methodology is embraced and a structural model is developed within Altay ‘’19on4 Licensed Products Stores’’ virtual brand community. This community is chosen since the members of this community are constantly in touch with each other, engaging jointly in group activities with shared values and ideals. The structural model reveal that social presence and social identity dimensions are not perceived at the same level and have different impacts on brand identification, brand community commitment and brand-related behaviors. It is emphasized that an improvement should be needed for that virtual brand community and its activities.

  16. Terrorism and right-wing extremism: the changing face of terrorism and political violence in the 21st century: the virtual community of hatred.

    Science.gov (United States)

    Post, Jerrold M

    2015-04-01

    There are no psychological characteristics or psychopathology that separates terrorists from the general population. Rather it is group dynamics, with a particular emphasis on collective identity that helps explain terrorist psychology. Just as there is a diverse spectrum of terrorisms, so too is there a spectrum of terrorist psychologies. Four waves of terrorism can be distinguished: the Anarchist wave, associated with labor violence in the United States in the late 19th century; the Anti-Colonial wave (nationalist-separatist), with minority groups seeking to be liberated from their colonial masters or from the majority in their country; the New Left wave (social revolutionary); and now the Religious wave. With the communications revolution, a new phenomenon is emerging which may presage a fifth wave: lone wolf terrorists who through the Internet are radicalized and feel they belong to the virtual community of hatred. A typology of lone wolf terrorism is proposed.

  17. Innovative STRoke Interactive Virtual thErapy (STRIVE) online platform for community-dwelling stroke survivors: a randomised controlled trial protocol.

    Science.gov (United States)

    Johnson, Liam; Bird, Marie-Louise; Muthalib, Makii; Teo, Wei-Peng

    2018-01-09

    The STRoke Interactive Virtual thErapy (STRIVE) intervention provides community-dwelling stroke survivors access to individualised, remotely supervised progressive exercise training via an online platform. This trial aims to determine the clinical efficacy of the STRIVE intervention and its effect on brain activity in community-dwelling stroke survivors. In a multisite, assessor-blinded randomised controlled trial, 60 stroke survivors >3 months poststroke with mild-to-moderate upper extremity impairment will be recruited and equally randomised by location (Melbourne, Victoria or Launceston, Tasmania) to receive 8 weeks of virtual therapy (VT) at a local exercise training facility or usual care. Participants allocated to VT will perform 3-5 upper limb exercises individualised to their impairment severity and preference, while participants allocated to usual care will be asked to maintain their usual daily activities. The primary outcome measures will be upper limb motor function and impairment, which will be assessed using the Action Research Arm Test and Upper Extremity Fugl-Meyer, respectively. Secondary outcome measures include upper extremity function and spasticity, as measured by the box and block test and Modified AshworthScale, respectively, and task-related changes in bilateral sensorimotor cortex haemodynamics during hand reaching and wrist extension movements as measured by functional near-infrared spectroscopy. Quality of life will be measured using the Euro-Quality of Life-5 Dimension-5 Level Scale, and the Motor Activity Log-28 will be used to measure use of the hemiparetic arm. All measures will be assessed at baseline and immediately postintervention. The study was approved by the Deakin University Human Research Ethics Committee in May 2017 (No. 2017-087). The results will be disseminated in peer-reviewed journals and presented at major international stroke meetings. ACTRN12617000745347; Pre-results. © Article author(s) (or their employer(s) unless

  18. The effects of participating in virtual brand communities on consumer behavior: proposition and test of a theoretical framework

    OpenAIRE

    Almeida, Stefânia Ordovás de; Mazzon, José Afonso; Dholakia, Utpal; Müller Neto, Hugo Fridolino

    2011-01-01

    As comunidades virtuais de marca são fenômeno recente e relevante, com fortes implicações na gestão de marketing. Os estudos realizados, entretanto, ainda não responderam a uma importante questão: quais são os ganhos que as empresas podem ter em termos de intenções de recomendação, recompra e lealdade do consumidor por meio da ação de comunidade virtual de marca? Assim, este trabalho propõe e testa um modelo teórico para explicar a força das comunidades virtuais de marca no comportamento do c...

  19. Virtual Reality

    Science.gov (United States)

    1993-04-01

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

  20. Virtual Box

    DEFF Research Database (Denmark)

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

    2007-01-01

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

  1. Examining Community Life "in the Making": Emile Durkheim's "Moral Education"

    Science.gov (United States)

    Prus, Robert

    2011-01-01

    Although often overlooked in sociological circles, Emile Durkheim's ("1902-1903") "Moral Education" provides an important cornerstone in the quest to understand community life. Not only does "Moral Education" give a vibrant realism to the sociological venture in ways that Durkheim's earlier works ("1893", "1895", "1897') fail to achieve, but in…

  2. Usefulness of a virtual community of practice and web 2.0 tools for general practice training: experiences and expectations of general practitioner registrars and supervisors.

    Science.gov (United States)

    Barnett, Stephen; Jones, Sandra C; Bennett, Sue; Iverson, Don; Bonney, Andrew

    2013-01-01

    General practice training is a community of practice in which novices and experts share knowledge. However, there are barriers to knowledge sharing for general practioner (GP) registrars, including geographic and workplace isolation. Virtual communities of practice (VCoP) can be effective in overcoming these barriers using social media tools. The present study examined the perceived usefulness, features and barriers to implementing a VCoP for GP training. Following a survey study of GP registrars and supervisors on VCoP feasibility, a qualitative telephone interview study was undertaken within a regional training provider. Participants with the highest Internet usage in the survey study were selected. Two researchers worked independently conducting thematic analysis using manual coding of transcriptions, later discussing themes until agreement was reached. Seven GP registrars and three GP supervisors participated in the study (average age 38.2 years). Themes emerged regarding professional isolation, potential of social media tools to provide peer support and improve knowledge sharing, and barriers to usage, including time, access and skills. Frequent Internet-using GP registrars and supervisors perceive a VCoP for GP training as a useful tool to overcome professional isolation through improved knowledge sharing. Given that professional isolation can lead to decreased rural work and reduced hours, a successful VCoP may have a positive outcome on the rural medical workforce.

  3. 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

  4. 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...

  5. The Interplay of Content and Community in Synchronous and Asynchronous Communication: Virtual Communication in a Graduate Seminar

    Directory of Open Access Journals (Sweden)

    Richard A. Schwier

    2002-06-01

    Full Text Available A group of graduate students and an instructor at the University of Saskatchewan experimented with the use of synchronous communication (chat and asynchronous communication (bulletin board in a theory course in Educational Communications and Technology for an eight-month period. Synchronous communication contributed dramatically to the continuity and convenience of the class, and promoted a strong sense of community. At the same time, it was viewed as less effective than asynchronous communication for dealing with content and issues deeply, and it introduced a number of pedagogical and intellectual limitations. We concluded that synchronous and asynchronous strategies were suitable for different types of learning, and what we experienced was a balancing act between content and community in our group. A combination of synchronous and asynchronous experiences seems to be necessary to promote the kind of engagement and depth required in a graduate seminar.

  6. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

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

  7. Self-regulated learning as a framework for the educational application of virtual communities and personal learning environments

    Directory of Open Access Journals (Sweden)

    Julio Cabero Almenara

    2013-08-01

    Full Text Available 0 0 1 187 1033 USAL 8 2 1218 14.0 Normal 0 21 false false false ES JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:Calibri; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-ansi-language:ES; mso-fareast-language:EN-US;} “Virtual Communities” (VC and “Personal learning Environments” (PLE, as products of the Web 2.0, of the cloud computing and of the “social media”, are impacting the field of education and are carrying the students to perform a more active role in the process of learning, and to integrate in their training not only the formal contexts, but also the informal and non-formal. However, we must be aware that the students control over the technology does not imply, necessarily, their control over their processes of teaching-learning and over the experience of learning. And for such control, self-regulation of learning by the student in CV and PLE can serve them to pass of their perception of technologies as technological tools to their perception of them as pedagogical tools, and to its use in the learning process in a planned and organized action, and directed toward specific goals. In order to do it, self-regulated learning, ie the application of learning strategies, their self-assessment, and the use of corrective actions in CV and in PLE, will led the student to take a more active, participatory and critical position in them, which will result in the creation of meaning mediated learning environments.

  8. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

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

  9. 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.

  10. 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.

  11. Virtual Reflexes

    OpenAIRE

    Jonker, Catholijn; Broekens, Joost; Plaat, Aske

    2014-01-01

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

  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 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...

  16. Community

    Science.gov (United States)

    stability Science & Innovation Collaboration Careers Community Environment Science & Innovation Recruitment Events Community Commitment Giving Campaigns, Drives Economic Development Employee Funded neighbor pledge: contribute to quality of life in Northern New Mexico through economic development

  17. Virtual Teams.

    Science.gov (United States)

    Geber, Beverly

    1995-01-01

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

  18. 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

  19. 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.

  20. Knowledge Transfer in Virtual Communities

    Directory of Open Access Journals (Sweden)

    Chiva Marilena PAPUC

    2012-06-01

    Full Text Available Increasing development of information and communications technology, continuously transform how the world transmit, receive and manage information. Knowledge transfer switch from classic source - passive receiver to a more complex model, where each receiver can become a new source that regenerates and is thought to enhance the information received by adding its own added value and further resending it to an enhanced group of new receivers, often bigger than initial group. A current study performed jointly by State University of Milan and Facebook revealed that the degree of separation between any two people fell through six levels (as Stanley Milgram's theory, 1960 to less than four between Facebook users, shows that new patterns of social communication tend to transform humanity from a sum of individuals in a common consciousness, able to act in the common interest of humanity.

  1. Vibrant SoundBridge application to middle ear windows versus conventional hearing aids: a comparative study based on international outcome inventory for hearing aids.

    Science.gov (United States)

    Atas, Ahmet; Tutar, Hakan; Gunduz, Bulent; Bayazıt, Yıldırım A

    2014-01-01

    In this study, we aimed to compare the outcomes of satisfaction of the patients who used hearing aids preceding the vibrant sound bridge (VSB) application on middle ear windows (14 oval window and 5 round window). Nineteen adult patients with conductive or mixed hearing loss were included in the study. All patients used behind the ear hearing aids on the site which was selected for VSB application. The patients used hearing aids for at least 3 months before the VSB operation. The floating mass transducer (FMT) was placed on one of the middle ear windows (oval or round) in VSB operation. The patients were evaluated with International Outcome Inventory for Hearing Aids (IOI-HA) preoperatively after at least 3 months trial of conventional hearing aid and postoperatively after 3 months use of VSB. No perioperative problem was encountered. The total score of IOI-HA was significantly higher with VSB compared with conventional hearing aids (p 0.05). The IOI-HA scores were significantly higher with the middle ear implant than the conventional hearing aid regarding benefit and residual participation restrictions (p < 0.05). Although the scores for quality of life assessment was similar between VSB and hearing aid use, there was a superiority of VSB in terms of benefit and residual participation restrictions as well as overall IOI-HA scores as the FMT was placed on one of the middle ear windows.

  2. A comparative study of hearing aids and round window application of the vibrant sound bridge (VSB) for patients with mixed or conductive hearing loss.

    Science.gov (United States)

    Marino, Roberta; Linton, Nicola; Eikelboom, Robert H; Statham, Elle; Rajan, Gunesh P

    2013-04-01

    This study was undertaken to determine the efficacy of the round window (RW) application of the vibrant soundbridge (VSB) in patients with mixed or conductive hearing loss. Speech in quiet and in noise were compared to preoperative data attained with conventional hearing aids so that each subject served as his or her own control in a single test protocol. Eighteen adults implanted monaurally with the VSB in the poorer hearing ear. Experience with the VSB ranged from nine to 25 months. Sixteen of the 18 subjects were successful VSB users, wearing their device all waking hours. There was no significant deterioration in the averaged bone conduction results preoperatively versus post-operatively (p>0.05). Speech recognition in quiet results were not significantly different to performance attained whilst wearing hearing aids (p>0.05). Speech recognition in noise performance was substantially improved with use of the VSB in most test conditions. For the majority of the subjects, the VSB was an effective method of hearing restoration for their mixed and conductive hearing loss.

  3. Virtual Vision

    Science.gov (United States)

    Terzopoulos, Demetri; Qureshi, Faisal Z.

    Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.

  4. ENERGIC OD Geopan application using Virtual Hub: multi-temporal knowledge oriented information on built environment and riverbed changes to geologist community

    Science.gov (United States)

    Boldrini, E.; Brumana, R.; Previtali, M., Jr.; Mazzetti, P., Sr.; Cuca, B., Sr.; Barazzetti, L., Sr.; Camagni, R.; Santoro, M.

    2016-12-01

    The Built Environment (BE) is intended as the sum of natural and human activities in dynamic transformations in the past, in the present and in the future: it calls for more informed decisions to face the challenging threats (climate change, natural hazards, anthropic pressures) by exploiting resilience, sustainable intervention and tackling societal opportunities, as heritage valorization and tourism acknowledgment; thus, it asks for awareness rising among circular reflective society. In the framework of ENERGIC OD project (EU Network for Redistributing Geographic Information - Open Data), this paper describes the implementation of an application (GeoPAN Atl@s app) addressed to improve a circular multi-temporal knowledge oriented generation of information, able to integrate and take in account historic and current maps, as well as products of satellite image processing to understand on course and on coming phenomena and relating them with the ones occurred in the ancient and recent past in a diachronic approach. The app is focused on riverbeds-BE and knowledge generation for the detection of their changes by involving geologist community and providing to other user the retrieved information (architects and urban planner, tourists and citizen). Here is described the implementation of the app interfaced with the ENERGIC OD Virtual Hub component, based on a brokering framework for OD discovery and access, to assure interoperability and integration of different datasets, wide spread cartographic products with huge granularity (national, regional environmental Risk Maps, i.e. PAI, on site local data, i.e. UAV data, or results of Copernicus Programme satellite data processing, i.e. object-based and time series image analysis for riverbed monitoring using Sentinel2): different sources, scales and formats, including historical maps needing metadata generation, and SHP data used by the geologist in their daily activities for hydrogeological analysis, to be both usable as

  5. Community.

    Science.gov (United States)

    Grauer, Kit, Ed.

    1995-01-01

    Art in context of community is the theme of this newsletter. The theme is introduced in an editorial "Community-Enlarging the Definition" (Kit Grauer). Related articles include: (1) "The Children's Bridge is not Destroyed: Heart in the Middle of the World" (Emil Robert Tanay); (2) "Making Bridges: The Sock Doll…

  6. 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.

  7. 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

  8. Virtual care

    DEFF Research Database (Denmark)

    Kamp, Annette; Aaløkke Ballegaard, Stinne

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

  9. 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.

  10. Subjective evaluation of restaurant acoustics in a virtual sound environment

    DEFF Research Database (Denmark)

    Nielsen, Nicolaj Østergaard; Marschall, Marton; Santurette, Sébastien

    2016-01-01

    Many restaurants have smooth rigid surfaces made of wood, steel, glass, and concrete. This often results in a lack of sound absorption. Such restaurants are notorious for high sound noise levels during service that most owners actually desire for representing vibrant eating environments, although...... surveys report that noise complaints are on par with poor service. This study investigated the relation between objective acoustic parameters and subjective evaluation of acoustic comfort at five restaurants in terms of three parameters: noise annoyance, speech intelligibility, and privacy. At each...... location, customers filled out questionnaire surveys, acoustic parameters were measured, and recordings of restaurant acoustic scenes were obtained with a 64-channel spherical array. The acoustic scenes were reproduced in a virtual sound environment (VSE) with 64 loudspeakers placed in an anechoic room...

  11. Virtual polytopes

    International Nuclear Information System (INIS)

    Panina, G Yu; Streinu, I

    2015-01-01

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

  12. The Characteristics of University Students ’ Social Interaction in Network Virtual Community and Its Intervention Strategies%网络虚拟社区中大学生社会交往的特点及其干预策略

    Institute of Scientific and Technical Information of China (English)

    郑生勇

    2014-01-01

    互联网及移动网络基础上的虚拟社区的出现为大学生参与社会交往提供了更加便利的条件,虚拟社区中的社会交往具有的自由性、间接性和匿名性等特点一方面开拓了大学生社交的空间,而另一方面也带来了随意性、网络成瘾等负面影响。高校管理者和教师应加强对大学生网络素养的教育,通过加强大学生休闲教育、营造大学生健康的“亚文化”等措施,帮助大学生正确认识网络虚拟社区及相关活动。%The emergence of virtual community based on Internet and mobile network has provided univer-sity students with more convenient conditions to participate in social interaction .Social interaction in virtual community has characterized itself as freedom , indirectness and anonymity , which on the one hand has extend-ed university students ’ social space , on the other hand also brought about such negative effects as casualness , Internet addiction and so on .University administrators and teachers should strengthen the cultivation of univer-sity students ’ network literacy through such measures as strengthening their leisure education , creating a healthy“subculture” and so on, so as to help students correctly understand the network virtual community and its related activities .

  13. The Virtual Earthquake and Seismology Research Community e-science environment in Europe (VERCE) FP7-INFRA-2011-2 project

    Science.gov (United States)

    Vilotte, J.-P.; Atkinson, M.; Michelini, A.; Igel, H.; van Eck, T.

    2012-04-01

    Increasingly dense seismic and geodetic networks are continuously transmitting a growing wealth of data from around the world. The multi-use of these data leaded the seismological community to pioneer globally distributed open-access data infrastructures, standard services and formats, e.g., the Federation of Digital Seismic Networks (FDSN) and the European Integrated Data Archives (EIDA). Our ability to acquire observational data outpaces our ability to manage, analyze and model them. Research in seismology is today facing a fundamental paradigm shift. Enabling advanced data-intensive analysis and modeling applications challenges conventional storage, computation and communication models and requires a new holistic approach. It is instrumental to exploit the cornucopia of data, and to guarantee optimal operation and design of the high-cost monitoring facilities. The strategy of VERCE is driven by the needs of the seismological data-intensive applications in data analysis and modeling. It aims to provide a comprehensive architecture and framework adapted to the scale and the diversity of those applications, and integrating the data infrastructures with Grid, Cloud and HPC infrastructures. It will allow prototyping solutions for new use cases as they emerge within the European Plate Observatory Systems (EPOS), the ESFRI initiative of the solid Earth community. Computational seismology, and information management, is increasingly revolving around massive amounts of data that stem from: (1) the flood of data from the observational systems; (2) the flood of data from large-scale simulations and inversions; (3) the ability to economically store petabytes of data online; (4) the evolving Internet and Data-aware computing capabilities. As data-intensive applications are rapidly increasing in scale and complexity, they require additional services-oriented architectures offering a virtualization-based flexibility for complex and re-usable workflows. Scientific information

  14. VECTR: Virtual Environment Computational Training Resource

    Science.gov (United States)

    Little, William L.

    2018-01-01

    The Westridge Middle School Curriculum and Community Night is an annual event designed to introduce students and parents to potential employers in the Central Florida area. NASA participated in the event in 2017, and has been asked to come back for the 2018 event on January 25. We will be demonstrating our Microsoft Hololens Virtual Rovers project, and the Virtual Environment Computational Training Resource (VECTR) virtual reality tool.

  15. Virtual Savannah

    DEFF Research Database (Denmark)

    Rodil, Kasper; Eskildsen, Søren; Rehm, Matthias

    2012-01-01

    Virtual Savannah is constructed to visualize parts of a curriculum, which the educational service at Aalborg Zoo has difficulties in teaching children visiting the zoo. It contains rich media like audio, text, video and picture galleries about African ecology, but some of this episodic information...

  16. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

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

  17. 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…

  18. Virtual Classroom

    DEFF Research Database (Denmark)

    Christensen, Ove

    2013-01-01

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

  19. Virtual landmarks

    Science.gov (United States)

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

    2017-03-01

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

  20. The Rise of Computing Research in East Africa: The Relationship between Funding, Capacity and Research Community in a Nascent Field

    Science.gov (United States)

    Harsh, Matthew; Bal, Ravtosh; Wetmore, Jameson; Zachary, G. Pascal; Holden, Kerry

    2018-01-01

    The emergence of vibrant research communities of computer scientists in Kenya and Uganda has occurred in the context of neoliberal privatization, commercialization, and transnational capital flows from donors and corporations. We explore how this funding environment configures research culture and research practices, which are conceptualized as…

  1. Sistema interactivo como objeto virtual de aprendizaje aplicado a las técnicas de comunicación en comunidades lejanas de la República Democrática del Congo Interactive system as virtual learning object applied to the skils of communication in distant communities of the Democratic Republic of Congo

    Directory of Open Access Journals (Sweden)

    Gilmar Rolando Anaguano Jiménez

    2008-07-01

    Full Text Available El presente trabajo contiene la descripción del producto final del proyecto 'Sistema interactivo como objeto virtual de aprendizaje aplicado a las técnicas de comunicación en comunidades lejanas de la República Democrática del Congo.', diseñado a la medida y basado en los requerimientos específicos del usuario final (Misioneros de la Consolata radicados en ese país. Este producto consiste en un prototipo de software orientado por los procesos del ciclo de vida del mismo (Planificación, análisis de requerimientos, diseño, desarrollo e implementación, realizado para aplicar las estrategias postuladas por la teoría de aprendizaje mixto (Blended Learning; las cuales se centran en la combinación de sesiones presenciales con actividades virtuales.This article is the result of the research project: 'Interactive System as a Virtual Learning Object Applied Communication Techniques in Distant Communities of the Democratic Republic of the Congo,' customized and based on the final user's specific requirements (Missionaries of the Consolata living in this country. The system is a prototype of software oriented by the processes of the cycle of life (planning, analysis of requirements, design, development and implementation, performed to apply strategies established by the Theory of Blended Learning, which uses face-to-face classrooms, live e-learning, and self-paced learning.

  2. CASES ON COLLABORATION IN VIRTUAL LEARNIONG ENVIRONMENTS: Processes and Interactions

    Directory of Open Access Journals (Sweden)

    Reviewed by Yasin OZARSLAN

    2010-01-01

    Full Text Available Collaboration in Virtual Learning Environment brings meaningful learning interactions between learners in virtual environments. This book collects case studies of collaborative virtual learning environments focusing on the nature of human interactions in virtual spaces and defining the types and qualities of learning processes in these spaces from the perspectives of learners, teachers, designers, and professional and academic developers in various disciplines, learning communities and universities from around the world. This book addresses the research cases on experiences, implementations, and applications of virtual learning environments.The book's broader audience is anyone who is interested in areas such as collaborative virtual learning environments, interactive technologies and virtual communities, social interaction and social competence, distance education and collaborative learning. The book is edited by Donna Russell who is an Assistant Professor at the University of Missouri-Kansas City and co-owner of Arete‘ Consulting, LLC. It is consisted of 358 pages covering 19 articles and provides information about context for characteristics and implications of the varied virtual learning environments. Topics covered in this book are argumentative interactions and learning, collaborative learning and work in digital libraries, collaborative virtual learning environments , digital communities to enhance retention, distance education ,interactive technologies and virtual communities, massively multi-user virtual environments, online graduate community, online training programs, social interaction and social competence and virtual story-worlds.

  3. Personal Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2004-01-01

    Virtual libraries are becoming more and more common. Most states have a virtual library. A growing number of public libraries have a virtual presence on the Web. Virtual libraries are a growing addition to school library media collections. The next logical step would be personal virtual libraries. A personal virtual library (PVL) is a collection…

  4. Systematic review to evaluate the safety, efficacy and economical outcomes of the Vibrant Soundbridge for the treatment of sensorineural hearing loss.

    Science.gov (United States)

    Bruchhage, Karl-Ludwig; Leichtle, Anke; Schönweiler, Rainer; Todt, Ingo; Baumgartner, Wolf-Dieter; Frenzel, Henning; Wollenberg, Barbara

    2017-04-01

    Introduced in the late 90s, the active middle ear implant Vibrant Soundbridge (VSB) is nowadays used for hearing rehabilitation in patients with mild to severe sensorineural hearing loss (SNHL) unable to tolerate conventional hearing aids. In experienced hands, the surgical implantation is fast done, safe and highly standardized. Here, we present a systematic review, after more than 15 years of application, to determine the efficacy/effectiveness and cost-effectiveness, as well as patient satisfaction with the VSB active middle ear implant in the treatment of mild to severe SNHL. A systematic search of electronic databases, investigating the safety and effectiveness of the VSB in SNHL plus medical condition resulted in a total of 1640 papers. After removing duplicates, unrelated articles, screening against inclusion criteria and after in-depth screening, the number decreased to 37 articles. 13 articles were further excluded due to insufficient outcome data. 24 studies remained to be systematically reviewed. Data was searched on safety, efficacy and economical outcomes with the VSB. Safety-oriented outcomes included complication/adverse event rates, damage to the middle/inner ear, revision surgery/explant rate/device failure and mortality. Efficacy outcomes were divided into audiological outcomes, including hearing thresholds, functional gain, speech perception in quiet and noise, speech recognition thresholds, real ear insertion gain and subjective outcomes determined by questionnaires and patient-oriented scales. Data related to quality of life (QALY, ICER) were considered under economical outcomes. The VSB turns out to be a highly reliable and a safe device which significantly improves perception of speech in noisy situations with a high sound quality. In addition, the subjective benefit of the VSB was found to be mostly significant in all studies. Finally, implantation with the VSB proved to be a cost-effective and justified health care intervention.

  5. Material Matters for Learning in Virtual Networks: A Case Study of a Professional Learning Programme Hosted in a Google+ Online Community

    Science.gov (United States)

    Ackland, Aileen; Swinney, Ann

    2015-01-01

    In this paper, we draw on Actor-Network Theories (ANT) to explore how material components functioned to create gateways and barriers to a virtual learning network in the context of a professional development module in higher education. Students were practitioners engaged in family learning in different professional roles and contexts. The data…

  6. Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis

    NARCIS (Netherlands)

    Neri, Silvia G.R.; Cardoso, Jefferson R.; Cruz, Lorena; Lima, Ricardo M.; De Oliveira, Ricardo J.; Iversen, Maura D.; Carregaro, Rodrigo L.

    2017-01-01

    Objective: To summarize evidence on the effectiveness of virtual reality games and conventional therapy or no-intervention for fall prevention in the elderly. Data sources: An electronic data search (last searched December 2016) was performed on 10 databases (Web of Science, EMBASE, PUBMED, CINAHL,

  7. Vibrant times for mechanical metamaterials

    DEFF Research Database (Denmark)

    Christensen, Johan; Kadic, Muamer; Kraft, Oliver

    2015-01-01

    Metamaterials are man-made designer matter that obtains its unusual effective properties by structure rather than chemistry. Building upon the success of electromagnetic and acoustic metamaterials, researchers working on mechanical metamaterials strive at obtaining extraordinary or extreme...... mass density, negative modulus, pentamode, anisotropic mass density, Origami, nonlinear, bistable, and reprogrammable mechanical metamaterials....

  8. Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis.

    Science.gov (United States)

    Neri, Silvia Gr; Cardoso, Jefferson R; Cruz, Lorena; Lima, Ricardo M; de Oliveira, Ricardo J; Iversen, Maura D; Carregaro, Rodrigo L

    2017-10-01

    To summarize evidence on the effectiveness of virtual reality games and conventional therapy or no-intervention for fall prevention in the elderly. An electronic data search (last searched December 2016) was performed on 10 databases (Web of Science, EMBASE, PUBMED, CINAHL, LILACS, SPORTDiscus, Cochrane Library, Scopus, SciELO, PEDro) and retained only randomized controlled trials. Sample characteristics and intervention parameters were compared, focusing on clinical homogeneity of demographic characteristics, type/duration of interventions, outcomes (balance, reaction time, mobility, lower limb strength and fear of falling) and low risk of bias. Based on homogeneity, a meta-analysis was considered. Two independent reviewers assessed the risk of bias. A total of 28 studies met the inclusion criteria and were appraised ( n: 1121 elderly participants). We found that virtual reality games presented positive effects on balance and fear of falling compared with no-intervention. Virtual reality games were also superior to conventional interventions for balance improvements and fear of falling. The six studies included in the meta-analysis demonstrated that virtual reality games significantly improved mobility and balance after 3-6 and 8-12 weeks of intervention when compared with no-intervention. The risk of bias revealed that less than one-third of the studies correctly described the random sequence generation and allocation concealment procedures. Our review suggests positive clinical effects of virtual reality games for balance and mobility improvements compared with no-treatment and conventional interventions. However, owing to the high risk of bias and large variability of intervention protocols, the evidence remains inconclusive and further research is warranted.

  9. : 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.

  10. How to Leverage Virtual Learning Communities for Teaching Agile Communication Skills? The eGroups Case at the University of Münster in Germany and Massey University in New Zealand

    Directory of Open Access Journals (Sweden)

    Christina vom Brocke

    2011-12-01

    Full Text Available Global business life nowadays is marked by quickly evolving forms of cooperation. These are often set in virtual space where various members from different countries are brought together in order to collaborate. This trend calls for specific abilities in communication that respond to the challenges evoked by the ever evolving and newly forming nature of international virtual project teams. In this paper, these abilities are called “agile communication skills”. The paper reports on the conceptualisation and implementation of a Virtual Learning Community (VLC in a longitude study designed to foster so-called “agile communication skills”. Our research presents an approach where VLCs are used in order to create authentic evolving cooperations between students. For this matter internet technology seemed to prove as a key enabler. However, the mere use of technology does not suffice on its own. We, thus, identified design principles of VLCs that appear to be critical factors for successfully implementing such communities. We applied design-oriented research by grounding our model in prior work and formatively evaluating it in multiple case studies over a period of two years. In this paper we present the matured model and show what features characterise an eLearning environment to teach agile communication skills in a university setting. In addition we report on evaluating this model in a real-life application scenarios by giving illustrating examples from the final case study between the players involved: the Massey University in New Zealand and the University of Münster in Germany.

  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 Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

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

    2005-01-01

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

  13. Virtual materiality

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    as their recounts of them and 3. the consumption of other media products like movies, reality shows, YouTube videos etc. How do we theorize ‘matter’ in such dimensions? Is it possible to theorize virtual matter as ‘materiality’ in line with any real life materiality? What conceptualization will help us understand......? These questions become crucial when we follow matter in and across real life, virtual experience, recounted imagery, night dreams, YouTube videos and even further. Some may already have recognized Phillip’s skeleton army as a transport/transformation from Lord of the Rings, DVD 3, the army which Aragon calls out....... Butler, J. (1993) Bodies that Matter. On the Discursive Limits of “Sex”. London: Routledge. Durkin, K. et al. (1998) Children, Media and Agression. Current Research in Australia and New Zealand. In: Carlson, U. & von Feilitzen, C. (red): Children and Media Violence. Yearbook from the UNESCO International...

  14. 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

  15. Virtual automation.

    Science.gov (United States)

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

    2001-01-01

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

  16. 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.

  17. Factors influencing presence in virtual worlds.

    Science.gov (United States)

    Chow, Meyrick C M

    2012-01-01

    Virtual worlds are showing potential as an effective platform for a variety of activities, including learning. The concept of presence (the sensation of "being there" in a mediated environment) has received substantial attention from the virtual reality community, and the effectiveness of virtual worlds has often been linked to the feelings of presence reported by their users. The present study examined the effects of attitude and perceived ease of use on sense of presence in Second Life, which is one of the most known and used virtual worlds. Based on data from a survey of 206 nursing students, hypotheses are empirically tested. Findings suggest that users' attitude toward using Second Life and their perceived ease of use of it have a positive effect on their sense of presence in the virtual environment. This study advances our understanding of factors influencing presence in virtual worlds.

  18. 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.

  19. EFL Teenagers' Social Identity Representation in a Virtual Learning Community on Facebook (Representación de la identidad social de los estudiantes adolescentes de inglés como lengua extranjera en una comunidad de aprendizaje virtual en Facebook)

    Science.gov (United States)

    Jiménez Guamán, Laura Verónica

    2012-01-01

    In this article I report the findings of a descriptive and interpretative qualitative study carried out in a public school in Bogotá, Colombia. The study aimed at analyzing, describing and exploring teenage students' social identity representation as observed in their participation in a learning community on Facebook. Data were collected from…

  20. 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.

  1. World Wind: NASA's Virtual Globe

    Science.gov (United States)

    Hogan, P.

    2007-12-01

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

  2. 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.

  3. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

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

  4. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

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

  5. 远程教育类虚拟学习社区的社会性交互研究%Study on Social Interaction in Virtual Learning Community of Distance Education

    Institute of Scientific and Technical Information of China (English)

    乔海英; 封红梅

    2011-01-01

    社会性交互是远程教育中最关键的因素,发现其中的问题和规律,找到提高社会性交互质量的途径对远程教育类虚拟学习社区起着至关重要的作用。以电大在线课程平台为主要媒介,以省开课程"小学科学教学研究"为研究对象,以提高社会性交互质量为核心,从"课程平台中BBS的设计"和"促进远程教育类虚拟学习社区社会性交互的策略"两方面进行了远程教育的改革和探索。%Social interaction is the most critical element in distance learning.Discovering its existing problems and potential rules and finding out the methods to improve its quality play a crucial role in virtual learning community.With the RTVU on-line course as the main medium and the provincial responsible course Study of Science Teaching in Elementary School as the object,and the quality of social interaction as the research focus,reform and exploration are made in two aspects: the design of BBS on the course forum and the strategies aiming at facilitating social interaction in virtual learning community of distance education.

  6. 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...

  7. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

    Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…

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

    CERN Document Server

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

    2010-01-01

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

  9. Peningkatan Eksistensi Blogger Melalui Komunitas Virtual

    Directory of Open Access Journals (Sweden)

    Drina Intyaswati

    2017-07-01

    Full Text Available As a writer (blogger would be exist with as a member of a virtual community, because it will add who can access his writings. The purpose of this paper is, to know the role of virtual community in the existence of bloggers and how it can improve the productivity of writings. This study used emak2blogger.com website as study material. The method used is descriptive qualitative with interview informans to describe the virtual community Kumpulan Emak Blogger (KEB and also content analysis. The results showed that there is better existence as a blogger for KEB members, since the blogger has a place that is able to express their creativity. By joining the KEB knowledge and ability of writing in a blog be increased, and also the increased blog traffic. Group communication contained in community KEB, in addition, interpersonal communication was used by members of KEB to communicate intensively.

  10. VIGOTSKY Y FREIRE DIALOGAN A TRAVÉS DE LOS PARTICIPANTES DE UNA COMUNIDAD VIRTUAL LATINOAMERICANA DE CONVIVENCIA ESCOLAR (THE DIALOGUE OF VIGOTSKY AND FREIRE TROUGH THE PARTICIPANTS IN A LATINOAMERICAN VIRTUAL COMMUNITY OF SCHOOL „CONVIVENCIA‟

    Directory of Open Access Journals (Sweden)

    Cánovas Marmo Célica Esther

    2009-11-01

    Full Text Available Resumen:Este artículo tiene la intención de dar a conocer una experiencia virtual construida por participantes de distintas partes de América Latina en el Módulo I -“Pilares y desafíos de la Convivencia Escolar”-, del Diplomado a cargo de la Universidad Iberoamericana León, responsable del nodo de formación de la Red Latinoamericana de Convivencia Escolar. El diseño de dicho módulo se nutre en dos vertientes epistémicas: 1. La perspectiva histórico -cultural de Lev Vigotsky, centrándose en los instrumentos de mediación psicológicos, técnicos y sociales, así como en la criticidad y la conciencia para reelaborar la realidad plateada en situaciones conflictivas experimentadas en el ámbito laboral da cada uno, así cómo se solucionan –o no- las mismas, para lograr el ambiente propicio de una convivencia que permita el proceso de aprendizaje. 2. La visión sociológica y pedagógica de Paulo Freire que, a manera de marco ideológico, alienta lo que se espera acordar para la construcción de estrategias que promuevan cambios promotores de la convivencia. A través de los aportes de los participantes, el texto recupera ideas de los autores mencionados, cuya complementariedad dan fortaleza a la visión de una educación fincada en la crítica y el proceso formativo de la conciencia, donde los seres humanos aprenden a ser sujetos de la historia, -dejando de ser objetos de la misma-, con capacidad para resolver situaciones conflictivas que atentan contra la convivencia cotidiana en cualquier contexto social.Abstract:This article expounds an on-line experience formed by different Latin American participants during the module “Pillars and Challenges of School Convivencia ”, which is part of the diploma course Universidad Iberoamericana Leon is responsible for within La Red Latinoamericana de Convivencia Escolar (School Convivencia Latin American Network. The module is nourished from two main epistemic streams. The first, Lev

  11. Information literacy experiencies inside virtual learning environments

    Directory of Open Access Journals (Sweden)

    Patricia Hernández Salazar

    2016-03-01

    Full Text Available Objective. Suggest the use of virtual learning environments as an Information Literacy (IL alternative. Method. Analysis of the main elements of web sites. To achieve this purpose the article includes the relationship between IL and the learning virtual environment (by defining both phrases; phases to create virtual IL programs; processes to elaborate didactic media; the applications that may support this plan; and the description of eleven examples of learning virtual environments IL experiences from four countries (Mexico, United States of America, Spain and United Kingdom these examples fulfill the conditions expressed. Results. We obtained four comparative tables examining five elements of each experience: objectives; target community; institution; country; and platform used. Conclusions. Any IL proposal should have a clear definition; IL experiences have to follow a didactic systematic process; described experiences are based on IL definition; the experiences analyzed are similar; virtual learning environments can be used as alternatives of IL.

  12. A Virtual Class Calculus

    DEFF Research Database (Denmark)

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

    2006-01-01

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

  13. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

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

  14. 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.

  15. Virtual Web Services

    OpenAIRE

    Rykowski, Jarogniew

    2007-01-01

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

  16. Virtual button interface

    Science.gov (United States)

    Jones, J.S.

    1999-01-12

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

  17. 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...

  18. 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...

  19. Growing a professional network to over 3000 members in less than 4 years: evaluation of InspireNet, British Columbia's virtual nursing health services research network.

    Science.gov (United States)

    Frisch, Noreen; Atherton, Pat; Borycki, Elizabeth; Mickelson, Grace; Cordeiro, Jennifer; Novak Lauscher, Helen; Black, Agnes

    2014-02-21

    conduct their work virtually using the InspireNet platform; 10 topic-based Action Teams meet to address issues of mutual concern. Nursing and other health professionals, even those who rated themselves as computer literate, required significant mentoring and support in their efforts to adopt their practice to a virtual environment. There was a steep learning curve for professionals to learn to work in a virtual environment and to benefit from the available technologies. Virtual professional networks can be positioned to make a significant contribution to ongoing professional practice and to creating environments supportive of information sharing, mentoring, and learning across geographical boundaries. Nonetheless, creation of a Web 2.0 and social media platform is not sufficient, in and of itself, to attract or sustain a vibrant community of professionals interested in improving their practice. Essential support includes instruction in the use of Web-based activities and time management, a biweekly e-Newsletter, regular communication from leaders, and an annual face-to-face conference.

  20. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  1. A manufactured past: virtual reality in archaeology

    Directory of Open Access Journals (Sweden)

    Glyn Goodrick

    2004-01-01

    Full Text Available Virtual reality and visualisation technologies developed over the past thirty years have been readily accessible to the archaeological community since the mid 1990s. Despite the high profile of virtual archaeology (Reilly 1991 both within the media and professional archaeology it has not been taken on board as a generally useful and standard technique by archaeologists. In this article we wish to discuss the technical and other issues which have resulted in a reluctance to adopt virtual archaeology and, more importantly, discuss ways forward that can enable us routinely to benefit from this technology in the diversity of archaeological practice.

  2. Virtual reality and planetary exploration

    Science.gov (United States)

    McGreevy, Michael W.

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

  3. Virtual reality and planetary exploration

    Science.gov (United States)

    Mcgreevy, Michael W.

    1992-01-01

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

  4. osni.info-Using free/libre/open source software to build a virtual international community for open source nursing informatics.

    Science.gov (United States)

    Oyri, Karl; Murray, Peter J

    2005-12-01

    Many health informatics organizations seem to be slow to take up the advantages of dynamic, web-based technologies for providing services to, and interaction with, their members; these are often the very technologies they promote for use within healthcare environments. This paper aims to introduce some of the many free/libre/open source (FLOSS) applications that are now available to develop interactive websites and dynamic online communities as part of the structure of health informatics organizations, and to show how the Open Source Nursing Informatics Working Group (OSNI) of the special interest group in nursing informatics of the International Medical Informatics Association (IMIA-NI) is using some of these tools to develop an online community of nurse informaticians through their website, at . Some background introduction to FLOSS applications is used for the benefit of those less familiar with such tools, and examples of some of the FLOSS content management systems (CMS) being used by OSNI are described. The experiences of the OSNI will facilitate a knowledgeable nursing contribution to the wider discussions on the applications of FLOSS within health and healthcare, and provides a model that many other groups could adopt.

  5. SPASE and the Heliophysics Virtual Observatories

    Directory of Open Access Journals (Sweden)

    J R Thieman

    2010-02-01

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

  6. Virtual Trackballs Revisited

    OpenAIRE

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

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

  7. Server virtualization solutions

    OpenAIRE

    Jonasts, Gusts

    2012-01-01

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

  8. 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...

  9. Interactive Virtual Cinematography

    OpenAIRE

    Burelli, Paolo

    2012-01-01

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

  10. “I hate coke”: an nethnographic analysis about speech anti-brand of the virtual community on orkut “Eu odeio Coca-Cola”: uma análise netnográfica sobre o discurso antimarca da comunidade virtual do orkut

    Directory of Open Access Journals (Sweden)

    Márcio Moutinho Abdalla

    2011-12-01

    Full Text Available Normal 0 21 false false false PT-BR X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabela normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} It is evident broad organizational concerns regarding the management and maintenance of their brands. Retaliatory and repudiation action against product and services brands are shown as imposing barriers to be implemented by organizations. Thus, this study aims to deepen understanding of the subject by analyzing the speech of members of the virtual community antibrand "eu odeio coca-cola (I hate Coke" in Orkut social network, besides seeking the motivations that led these members to express their opinions. As research procedures, drew on an exploratory analysis by conducting a search netnography, which led the researchers to immerse themselves in the community for a period of one year, featuring a longitudinal study. For the analysis of information, was employed discourse analysis, which enabled the categorization of the motivations for community members to express their opinions. As a result, we found six categories of behavior, which were (1 negative experience of consumption, (2 brand association with health/aesthetics problems, (3 presumed use of illicit material in the product, (4 concern with the effects of globalization, and

  11. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

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

  12. The Virtuality Continuum Revisited

    NARCIS (Netherlands)

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

    2005-01-01

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

  13. Virtual Reference Services.

    Science.gov (United States)

    Brewer, Sally

    2003-01-01

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

  14. Building Productivity in Virtual Project Teams

    Directory of Open Access Journals (Sweden)

    Bill Hamersly

    2015-04-01

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

  15. Surfing for Knowledge: Virtual Libraries and Books on the Web

    Science.gov (United States)

    Wicks, Pamela

    2011-01-01

    Virtual environments such as Second Life (SL) may provide a way to connect with today's digital native and increase the readership of the community college student, both in virtual and real world libraries. Many colleges and universities already have a presence in SL. Books and services typically found in a "brick and mortar" library can…

  16. 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...

  17. 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

  18. Perception of Virtual Audiences.

    Science.gov (United States)

    Chollet, Mathieu; Scherer, Stefan

    2017-01-01

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

  19. Collaboration: the Key to Establishing Community Networks in Regional Australia

    Directory of Open Access Journals (Sweden)

    Wal Taylor

    2002-01-01

    Full Text Available Despite the promise of community involvement, cohesion and empowerment offered by local community networks (CN using Internet Technologies, few communities in regional Australia have been able to demonstrate sustainable and vibrant CN which demonstrate increased social, cultural or self-reliance capital. The Faculty of Informatics and Communication at Central Queensland University (CQU and a local council have established a formal alliance to establish the COIN (Community Informatics projects to research issues around this topic. This paper presents the initial findings from this work and draws conclusions for possible comparison with other international experience. The research focuses attention on community understanding and cohesion, local government priorities in a community with relatively low diffusion of the Internet and the competing demands in a regional university between traditional service provision in an increasingly competitive market and the needs of establishing outreach research for altruistic, industry establishment and commercial rationale.

  20. 電腦與數位3C專業虛擬社群知識分享之影響因素研究 A Study on the Factors Affecting Knowledge Sharing of Computer and 3C Virtual Communities

    Directory of Open Access Journals (Sweden)

    Ming-Syun Li

    2009-03-01

    Full Text Available 人們在網際網路或虛擬空間進行訊息溝通與資訊分享已相當普遍,也形成許多虛擬社群。這類虛擬社群與實體社群同樣具有知識分享功能,但在分享的動機、結構與層次上相當不同。本研究即以個人動機、社會資本,及組織酬償等三種理論觀點,探討促進虛擬社群成員進行知識分享之因素及特性。研究中以強調知識分享之電腦與數位3C專業型虛擬社群成員為對象,進行電子問卷調查,共回收519份有效問卷。透過因素分析及多元迴歸分析,初步歸納八項促進知識分享因素,其中「長期助人」、「人際凝聚力」、「社群認同」,及「組織酬償」具有正向影響力,尤以「社群認同」影響力最高;而「聲譽」則呈負向影響力,顯示本研究樣本並非為獲取聲名而進行知識分享;「專業知能」、「互動密度」,及「平等性」雖具相關性,但未達統計顯著水準。此外,透過t檢定與單因子變異數分析,研究結果顯示人口背景及社群參與經驗皆對前述知識分享影響因素具有影響力。Besides communicating and sharing information, people on the virtual communities share knowledge as well. However, comparing with the communities in a real world, the motive, structure and level of sharing knowledge are different. From the standpoints of personal motivations, social capital, and organizational rewards, this study examines the factors affecting knowledge-sharing among members in the 3C & computer-related virtual communities. From the factor analysis and multiple regression analysis of 519 questionnaires collected by online survey system, 8 factors are found to be crucial. The “helping others for a long term”, “cohesion of inter-personal relationship”, “commitment to the community”, and “organizational rewards” factors have positive impacts on knowledge-sharing; while

  1. Lessons From Managerial Theories for Improving Virtualness in Electronic Business

    NARCIS (Netherlands)

    Wassenaar, Arjen; Govindaraju, Rajesri; Govindaraju, R.; Moreno Bragado, Elisa; Moreno Bragado, Elisa; von Raesfeld Meijer, Ariane M.; Ribbers, Pieter; Swagerman, D.M.; Sieber, Pascal; Griese, Joachim

    1998-01-01

    Electronic business and virtual organisations are important research topics in the IS research community today. At the same time these research topics are very appropriate for interdisciplinary research. The panel aims: - presentation of lessons from managerial theories for improving organisational

  2. A virtual tour of virtual reality

    Science.gov (United States)

    Harris, Margaret

    2018-03-01

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

  3. Five Years Virtual University - Review and Preview.

    Science.gov (United States)

    Feldmann, Birgit; Schlageter, Gunter

    In 1996, the Virtual University (VU) started as an online learning project at the University of Hagen (Germany) with a few courses and a small number of users. Today the VU has grown into a large learning platform with a student community of more than 10,000 and more than 200 learning events online. This paper describes some of the experiences…

  4. Using virtual worlds as collaborative environments for innovation and design

    DEFF Research Database (Denmark)

    Ehsani, Ehsan; Chase, Scott Curland

    2009-01-01

    In this paper we discuss observations and lessons learned in conducting architectural design projects in virtual worlds. By integrating a community of users in virtual worlds into a collaborative architectural design process, organisations can tap the community's creativity and intelligence throu....... Here we propose four modes of collaboration, based on the choices for degree of openness and governance structure, which are illustrated by four case studies....

  5. A Practical Guide, with Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments

    Science.gov (United States)

    O'Connor, Eileen A.; Domingo, Jelia

    2017-01-01

    With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…

  6. 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...

  7. 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?

  8. [Virtual reality in neurosurgery].

    Science.gov (United States)

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

    2000-03-01

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

  9. Agreements in Virtual Organizations

    Science.gov (United States)

    Pankowska, Malgorzata

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

  10. Photo-Realistic Image Synthesis and Virtual Cinematography

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

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

  11. Dynamic Extension of a Virtualized Cluster by using Cloud Resources

    International Nuclear Information System (INIS)

    Oberst, Oliver; Hauth, Thomas; Kernert, David; Riedel, Stephan; Quast, Günter

    2012-01-01

    The specific requirements concerning the software environment within the HEP community constrain the choice of resource providers for the outsourcing of computing infrastructure. The use of virtualization in HPC clusters and in the context of cloud resources is therefore a subject of recent developments in scientific computing. The dynamic virtualization of worker nodes in common batch systems provided by ViBatch serves each user with a dynamically virtualized subset of worker nodes on a local cluster. Now it can be transparently extended by the use of common open source cloud interfaces like OpenNebula or Eucalyptus, launching a subset of the virtual worker nodes within the cloud. This paper demonstrates how a dynamically virtualized computing cluster is combined with cloud resources by attaching remotely started virtual worker nodes to the local batch system.

  12. Grids, virtualization, and clouds at Fermilab

    International Nuclear Information System (INIS)

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

    2014-01-01

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

  13. Grids, virtualization, and clouds at Fermilab

    Science.gov (United States)

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

    2014-06-01

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

  14. Real and virtual radiation

    International Nuclear Information System (INIS)

    Wolynec, E.

    1988-01-01

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

  15. 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....

  16. 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.

  17. 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...

  18. 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...

  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. 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...

  1. 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...

  2. Open source community organization

    CSIR Research Space (South Africa)

    Molefe, Onkgopotse M

    2009-05-01

    Full Text Available Open Source communities (OSCs), sometimes referred to as virtual or online communities play a significant role in terms of the contribution they continue to make in producing user-friendly Open Source Software (OSS) solutions. Many projects have...

  3. Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis.

    Directory of Open Access Journals (Sweden)

    Young Bin Kim

    Full Text Available In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs. Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it.

  4. Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis

    Science.gov (United States)

    Kim, Young Bin; Lee, Sang Hyeok; Kang, Shin Jin; Choi, Myung Jin; Lee, Jung; Kim, Chang Hun

    2015-01-01

    In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it. PMID:26241496

  5. A Virtual History of Mauritius

    African Journals Online (AJOL)

    admpather

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

  6. 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

  7. 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…

  8. 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…

  9. 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...

  10. 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.

  11. 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

  12. 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...

  13. Virtual Pediatric Hospital

    Science.gov (United States)

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

  14. Virtual School Counseling

    Science.gov (United States)

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

    2015-01-01

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

  15. State Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2003-01-01

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

  16. Who Benefits from Virtuality?

    Science.gov (United States)

    Harper, Barry; Hedberg, John G.; Wright, Rob

    2000-01-01

    Discusses the use of constructivist frameworks to develop effective and successful learning environments, including educational software. Topics include technology supporting reform; virtuality and multimedia; attributes of interactive multimedia and virtual reality; and examples of context and learner active participation. (Contains 35…

  17. Virtual Reality in Psychology

    Science.gov (United States)

    Foreman, Nigel

    2009-01-01

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

  18. 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...

  19. 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....

  20. 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…

  1. 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

  2. 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...

  3. 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.

  4. Promotion of Virtual Research Communities in CHAIN

    CSIR Research Space (South Africa)

    Banda, T

    2012-11-01

    Full Text Available : Africa & Arabia ROC; EGI associated ROCs; IGALC; ROC-LA • Applications that could be executed: ASTRA; GROMACS; jModelTest; Octave; Parallel ‘Hello world’; ProtTest3; R; Sequential ‘Hello world’; and, Sonification The demo was a success and it was able...

  5. Virtualness of the Cost Estimating Community

    Science.gov (United States)

    2011-03-01

    Introduction ......................................................................................................................................... 1...I. Introduction Overview Department of Defense (DoD) acquisition programs tend to cost more and require longer development periods than...behaviors on information technology professionals’ turnover intentions. Group Organization Mangement , 326-357. Pegnato, J. A. (2003). Assessing

  6. Effects of Virtual Reality Training (Exergaming) Compared to Alternative Exercise Training and Passive Control on Standing Balance and Functional Mobility in Healthy Community-Dwelling Seniors: A Meta-Analytical Review.

    Science.gov (United States)

    Donath, Lars; Rössler, Roland; Faude, Oliver

    2016-09-01

    Balance training is considered an important means to decrease fall rates in seniors. Whether virtual reality training (VRT) might serve as an appropriate treatment strategy to improve neuromuscular fall risk parameters in comparison to alternative balance training programs (AT) is as yet unclear. To examine and classify the effects of VRT on fall-risk relevant balance performance and functional mobility compared to AT and an inactive control condition (CON) in healthy seniors. The literature search was conducted in five databases (CINAHL, EMBASE, ISI Web of Knowledge, PubMed, SPORTDiscus). The following search terms were used with Boolean conjunction: (exergam* OR exer-gam* OR videogam* OR video-gam* OR video-based OR computer-based OR Wii OR Nintendo OR X-box OR Kinect OR play-station OR playstation OR virtua* realit* OR dance dance revolution) AND (sport* OR train* OR exercis* OR intervent* OR balanc* OR strength OR coordina* OR motor control OR postur* OR power OR physical* OR activit* OR health* OR fall* risk OR prevent*) AND (old* OR elder* OR senior*). Randomized and non-randomized controlled trials applying VRT as interventions focusing on improving standing balance performance (single and double leg stance with closed and open eyes, functional reach test) and functional mobility (Berg balance scale, Timed-up and go test, Tinetti test) in healthy community-dwelling seniors of at least 60 years of age were screened for eligibility. Eligibility and study quality (PEDro scale) were independently assessed by two researchers. Standardized mean differences (SMDs) served as main outcomes for the comparisons of VRT versus CON and VRT versus AT on balance performance and functional mobility indices. Statistical analyses were conducted using a random effects inverse-variance model. Eighteen trials (mean PEDro score: 6 ± 2) with 619 healthy community dwellers were included. The mean age of participants was 76 ± 5 years. Meaningful effects in favor of VRT

  7. 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.

  8. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

    The online social platforms known as virtual worlds present their users various affordances for avatar based co-presence, social interaction and provide tools for collaborative content creation, including objects, textures and animations. The users of these worlds navigate their avatars as personal...... the audio-visual characteristics of designing in multi-user virtual environments generate experiential, interpersonal and textual meaning potentials....... mediators in 3D virtual space to collaborate and co-design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual...

  9. Virtual Organizations: Beyond Network Organization

    Directory of Open Access Journals (Sweden)

    Liviu Gabriel CRETU

    2006-01-01

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

  10. Elluminate Article: Affect as a Presence in the Community of Inquiry Model

    Directory of Open Access Journals (Sweden)

    Martha Cleveland-Innes

    2005-07-01

    Full Text Available The publisher of IRRODL, The Canadian Institute of Distance Education Research (CIDER, is pleased to link here to a series of eight online seminars that took place over Spring 2005, using Elluminate live e-learning and collaborative solutions. These interactive CIDER Sessions disseminate research emanating from Canada's vibrant DE research community, and we feel these archived recordings are highly relevant to many in the international distance education research community. To access these sessions, you must first download FREE software. Visit http://www.elluminate.com/support/ to download this software.

  11. Cooking up an Online Community

    Science.gov (United States)

    Valone, Lauren

    2011-01-01

    As museum professionals conceptualize community building, they must now consider the virtual realm. Websites in and of themselves will not generate a community, as it takes sustained communication and interaction by staff to encourage growth. Online communities are complex forces that bring about systematic dualities that in turn stimulate…

  12. Marketing of the online communities

    OpenAIRE

    Pražan, Jan

    2010-01-01

    The Bachelor Thesis "Marketing of the online communities" is devoted to online virtual communities, one of the phenomena of the current Internet. Goal of this thesis is to determine the factors that predispose the successful operation of online communities. The thesis defines the essentials features of social media, characterized by online communities and their role in marketing. It deals with strategic and tactical aspects of building and maintaining successful online communities. Based on t...

  13. 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.

  14. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  15. 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.

  16. The Development Of Virtual Educational Environments

    Directory of Open Access Journals (Sweden)

    Ken STEVENS

    2007-04-01

    Full Text Available The introduction of inter-school electronic networks has added a new dimension to education in Canada that has many implications for students who attend schools in rural communities. Collaborative internet-based teaching and learning and the creation of virtual classes within regional intranets now complement traditional on-site instruction in many schools that are located beyond major centres of population. Five stages in the advent of virtual educational environments can be identified starting with the introduction of computers in schools as a foundation for the development of collaborative teaching and learning environments. Inter-school collaboration in rural Canada and the extension of curriculum options for senior students has, in turn, provided a basis for the integration of virtual classes and traditional face to face instruction. Instruction in classes that are electronically-linked to other classes requires different skills from traditional face to face teaching and the development of new strategies and protocols. The implications of open and flexible teaching and learning for the future organization of classes, the preparation of teachers, articulation with higher education and in particular, regional economic development are now significant educational policy issues. The linking of virtual and face to face classes through cybercells is a possible next step in the development of virtual educational environments.

  17. Virtual endoscopy in neurosurgery: a review.

    Science.gov (United States)

    Neubauer, André; Wolfsberger, Stefan

    2013-01-01

    Virtual endoscopy is the computerized creation of images depicting the inside of patient anatomy reconstructed in a virtual reality environment. It permits interactive, noninvasive, 3-dimensional visual inspection of anatomical cavities or vessels. This can aid in diagnostics, potentially replacing an actual endoscopic procedure, and help in the preparation of a surgical intervention by bridging the gap between plain 2-dimensional radiologic images and the 3-dimensional depiction of anatomy during actual endoscopy. If not only the endoscopic vision but also endoscopic handling, including realistic haptic feedback, is simulated, virtual endoscopy can be an effective training tool for novice surgeons. In neurosurgery, the main fields of the application of virtual endoscopy are third ventriculostomy, endonasal surgery, and the evaluation of pathologies in cerebral blood vessels. Progress in this very active field of research is achieved through cooperation between the technical and the medical communities. While the technology advances and new methods for modeling, reconstruction, and simulation are being developed, clinicians evaluate existing simulators, steer the development of new ones, and explore new fields of application. This review introduces some of the most interesting virtual reality systems for endoscopic neurosurgery developed in recent years and presents clinical studies conducted either on areas of application or specific systems. In addition, benefits and limitations of single products and simulated neuroendoscopy in general are pointed out.

  18. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft

    2013-01-01

    This paper presents a review of recent developments and future perspectives, addressing the problem of creating a virtual dressing room. First, we review the current state-of-the-art of exiting solutions and discuss their applicability and limitations. We categorize the exiting solutions into three...... kinds: (1) virtual real-time 2D image/video techniques, where the consumer gets to superimpose the clothes on their real-time video to visualize themselves wearing the clothes. (2) 2D and 3D mannequins, where a web-application uses the body measurements provided by the customer, to superimpose...... and their demands to a virtual dressing room....

  19. The Virtual Dressing Room

    DEFF Research Database (Denmark)

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

    2015-01-01

    This paper presents the design and evaluation of a usability and user experience test of a virtual dressing room. First, we motivate and introduce our recent developed prototype of a virtual dressing room. Next, we present the research and test design grounded in related usability and user...... experience studies. We give a description of the experimental setup and the execution of the designed usability and user experience test. To this end, we report interesting results and discuss the results with respect to user-centered design and development of a virtual dressing room....

  20. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  1. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

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

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

    OpenAIRE

    Jose, Dawn Alphonse

    2015-01-01

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

  3. Setting up virtual private network

    International Nuclear Information System (INIS)

    Huang Hongmei; Zhang Chengjun

    2003-01-01

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

  4. Setting up virtual private network

    International Nuclear Information System (INIS)

    Huang Hongmei; Zhang Chengjun

    2003-01-01

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

  5. 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...

  6. The Virtual Enterprise – Citizen of the European Union

    Directory of Open Access Journals (Sweden)

    Andreea Davidescu (Vasile

    2013-06-01

    Full Text Available The Virtual Enterprise is a rather young and unclear concept in the business world. A virtual enterprise is a temporary network of companies that share their different resources in order to reach a given goal (the creation of a new product, or the entry on a new market and is a powerful tool in the hands of the business community. The question this article raises is whether European Union's businesses are able to take advantage of this opportunity within the European Union. We discuss several obstacles towards the creation of virtual enterprises: regulatory uncertainties, operational management that dismisses the advantage of an excellent infrastructure, the orientation of innovation creators towards theoretical research and the European business culture. The article also looks at research on the virtual enterprise in the European Union, the legal framework and technologies for virtualization.

  7. Radio-protection and decontamination operations on the central vibrating channels of the reactor G 3; Radioprotection et operations de decontamination sur le couloir vibrant central de la pile G.3

    Energy Technology Data Exchange (ETDEWEB)

    Chassany, J Ph; Cohendy, G; Rodier, J [Commissariat a l' Energie Atomique, Centre de Production de Plutonium, Marcoule (France). Centre d' Etudes Nucleaires

    1965-07-01

    The dose rate in the vibrating channels room of the discharge system, which is due to the contamination of one of the channels by a ruptured can after clad failure was high. It was necessary to intervene in order that normal maintenance could be carried out on this equipment. The operation was carried out from a neighbouring room using cleaning tubes, and then directly, after numerous precautions had been taken. Radio-protection was made very difficult because of the irradiation and of the powdery state of the contamination. The average individual integrated dose for the 122 persons having taken part in this 2-month operation was 362 mrem. Thanks to the close collaboration between the operational, emergency and radio-protection personnel, this operation was executed smoothly and rapidly. (authors) [French] Le debit de dose dans la salle des couloirs vibrants du systeme de dechargement, provenant de la contamination de l'un d'entre eux par une cartouche a rupture de gaine etait important. Une intervention a ete necessaire pour permettre l'entretien normal de ce materiel. Elle s'est faite d'abord a partir d'une salle voisine, en utilisant des tuyaux de lavage, puis directement, moyennant de nombreuses precautions. La radioprotection a ete rendue tres difficile a cause de l'irradiation et de la forme particulierement pulverulente de la contamination. La dose individuelle moyenne integree par les 122 agents ayant participe a cette operation qui a dure 2 mois, a ete de 362 mrem. C'est grace a la collaboration etroite de l'exploitation, de l'intervention et de la radioprotection qu'elle a pu se derouler aussi rapidement dans de bonnes conditions. (auteurs)

  8. Virtual neutron scattering experiments

    DEFF Research Database (Denmark)

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

    2016-01-01

    We describe how virtual experiments can be utilized in a learning design that prepares students for hands-on experiments at large-scale facilities. We illustrate the design by showing how virtual experiments are used at the Niels Bohr Institute in a master level course on neutron scattering....... In the last week of the course, students travel to a large-scale neutron scattering facility to perform real neutron scattering experiments. Through student interviews and survey answers, we argue, that the virtual training prepares the students to engage more fruitfully with experiments by letting them focus...... on physics and data rather than the overwhelming instrumentation. We argue that this is because they can transfer their virtual experimental experience to the real-life situation. However, we also find that learning is still situated in the sense that only knowledge of particular experiments is transferred...

  9. 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...

  10. Virtual Telescope Alignment System

    Data.gov (United States)

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

  11. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

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

  12. 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.

  13. Quantum Virtual Machine (QVM)

    Energy Technology Data Exchange (ETDEWEB)

    2016-11-18

    There is a lack of state-of-the-art HPC simulation tools for simulating general quantum computing. Furthermore, there are no real software tools that integrate current quantum computers into existing classical HPC workflows. This product, the Quantum Virtual Machine (QVM), solves this problem by providing an extensible framework for pluggable virtual, or physical, quantum processing units (QPUs). It enables the execution of low level quantum assembly codes and returns the results of such executions.

  14. Taxation of virtual currency

    OpenAIRE

    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 has many proper ties that could make it an ideal currency for mainstream consumers and merchants, its main drawback is lack of clarity regarding its legal status and tax treatment. The European Cen...

  15. Virtual classroom project

    OpenAIRE

    Gmeiner, Nicholas

    2017-01-01

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

  16. Interpretations of virtual reality.

    Science.gov (United States)

    Voiskounsky, Alexander

    2011-01-01

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

  17. Clustering avatars behaviours from Virtual Worlds interactions

    OpenAIRE

    Bello Orgaz, Gema; R-Moreno, María Dolores; Camacho, David; Barrero, David F.

    2012-01-01

    This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 4th International Workshop on Web Intelligence & Communities, http://dx.doi.org/10.1145/2189736.2189743 Virtual Worlds (VWs) platforms and applications provide a practical implementation of the Metaverse concept. These applications, as highly inmersive and interactive 3D environments, have become very popular in soci...

  18. 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, ...

  19. 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...

  20. 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...

  1. Leader competencies in virtual organization

    OpenAIRE

    Bulinska-Stangrecka, Helena

    2018-01-01

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

  2. Principals, Trust, and Cultivating Vibrant Schools

    Directory of Open Access Journals (Sweden)

    Megan Tschannen-Moran

    2015-03-01

    Full Text Available Although principals are ultimately held accountable to student learning in their buildings, the most consistent research results have suggested that their impact on student achievement is largely indirect. Leithwood, Patten, and Jantzi proposed four paths through which this indirect influence would flow, and the purpose of this special issue is to examine in greater depth these mediating variables. Among mediating variables, we assert that trust is key. In this paper, we explore the evidence that points to the role that faculty trust in the principal plays in student learning and how principals can cultivate trust by attending to the five facets of trust, as well as the correlates of trust that mediate student learning, including academic press, collective teacher efficacy, and teacher professionalism. We argue that trust plays a role in each of the four paths identified by Leithwood, Patten, and Jantzi. Finally, we explore possible new directions for future research.

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

    Directory of Open Access Journals (Sweden)

    Lic. Silvia Tabachnik

    2007-01-01

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

  4. Building a Community Memory in Communities of Practice of E-Learning: A Knowledge Engineering Approach

    Science.gov (United States)

    Sarirete, Akila; Chikh, Azeddine; Noble, Elizabeth

    2011-01-01

    Purpose: The purpose of this paper is to define a community memory for a virtual communities of practice (CoP) based on organizational learning (OL) concept and ontologies. Design/methodology/approach: The paper focuses on applying the OL concept to virtual CoP and proposes a framework for building the CoP memory by identifying several layers of…

  5. Virtual Exploration of Earth's Evolution

    Science.gov (United States)

    Anbar, A. D.; Bruce, G.; Semken, S. C.; Summons, R. E.; Buxner, S.; Horodyskyj, L.; Kotrc, B.; Swann, J.; Klug Boonstra, S. L.; Oliver, C.

    2014-12-01

    Traditional introductory STEM courses often reinforce misconceptions because the large scale of many classes forces a structured, lecture-centric model of teaching that emphasizes delivery of facts rather than exploration, inquiry, and scientific reasoning. This problem is especially acute in teaching about the co-evolution of Earth and life, where classroom learning and textbook teaching are far removed from the immersive and affective aspects of field-based science, and where the challenges of taking large numbers of students into the field make it difficult to expose them to the complex context of the geologic record. We are exploring the potential of digital technologies and online delivery to address this challenge, using immersive and engaging virtual environments that are more like games than like lectures, grounded in active learning, and deliverable at scale via the internet. The goal is to invert the traditional lecture-centric paradigm by placing lectures at the periphery and inquiry-driven, integrative virtual investigations at the center, and to do so at scale. To this end, we are applying a technology platform we devised, supported by NASA and the NSF, that integrates a variety of digital media in a format that we call an immersive virtual field trip (iVFT). In iVFTs, students engage directly with virtual representations of real field sites, with which they interact non-linearly at a variety of scales via game-like exploration while guided by an adaptive tutoring system. This platform has already been used to develop pilot iVFTs useful in teaching anthropology, archeology, ecology, and geoscience. With support the Howard Hughes Medical Institute, we are now developing and evaluating a coherent suite of ~ 12 iVFTs that span the sweep of life's history on Earth, from the 3.8 Ga metasediments of West Greenland to ancient hominid sites in East Africa. These iVFTs will teach fundamental principles of geology and practices of scientific inquiry, and expose

  6. Australia's marine virtual laboratory

    Science.gov (United States)

    Proctor, Roger; Gillibrand, Philip; Oke, Peter; Rosebrock, Uwe

    2014-05-01

    In all modelling studies of realistic scenarios, a researcher has to go through a number of steps to set up a model in order to produce a model simulation of value. The steps are generally the same, independent of the modelling system chosen. These steps include determining the time and space scales and processes of the required simulation; obtaining data for the initial set up and for input during the simulation time; obtaining observation data for validation or data assimilation; implementing scripts to run the simulation(s); and running utilities or custom-built software to extract results. These steps are time consuming and resource hungry, and have to be done every time irrespective of the simulation - the more complex the processes, the more effort is required to set up the simulation. The Australian Marine Virtual Laboratory (MARVL) is a new development in modelling frameworks for researchers in Australia. MARVL uses the TRIKE framework, a java-based control system developed by CSIRO that allows a non-specialist user configure and run a model, to automate many of the modelling preparation steps needed to bring the researcher faster to the stage of simulation and analysis. The tool is seen as enhancing the efficiency of researchers and marine managers, and is being considered as an educational aid in teaching. In MARVL we are developing a web-based open source application which provides a number of model choices and provides search and recovery of relevant observations, allowing researchers to: a) efficiently configure a range of different community ocean and wave models for any region, for any historical time period, with model specifications of their choice, through a user-friendly web application, b) access data sets to force a model and nest a model into, c) discover and assemble ocean observations from the Australian Ocean Data Network (AODN, http://portal.aodn.org.au/webportal/) in a format that is suitable for model evaluation or data assimilation, and

  7. Virtual colonoscopy - changes for screening examination?

    International Nuclear Information System (INIS)

    Rust, G.F.; Reiser, M.

    2002-01-01

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

  8. 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

  9. 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.

  10. Trends in Virtualized User Environments

    Directory of Open Access Journals (Sweden)

    Diane Barrett

    2008-06-01

    Full Text Available Virtualized environments can make forensics investigation more difficult. Technological advances in virtualization tools essentially make removable media a PC that can be carried around in a pocket or around a neck. Running operating systems and applications this way leaves very little trace on the host system. This paper will explore all the newest methods for virtualized environments and the implications they have on the world of forensics. It will begin by describing and differentiating between software and hardware virtualization. It will then move on to explain the various methods used for server and desktop virtualization. Next, it will explain how virtualization affects the basic forensic process. Finally, it will describe the common methods to find virtualization artifacts and identify virtual activities that affect the examination process of certain virtualized user environments.

  11. 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.

  12. 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.

  13. The virtual slice setup.

    Science.gov (United States)

    Lytton, William W; Neymotin, Samuel A; Hines, Michael L

    2008-06-30

    In an effort to design a simulation environment that is more similar to that of neurophysiology, we introduce a virtual slice setup in the NEURON simulator. The virtual slice setup runs continuously and permits parameter changes, including changes to synaptic weights and time course and to intrinsic cell properties. The virtual slice setup permits shocks to be applied at chosen locations and activity to be sampled intra- or extracellularly from chosen locations. By default, a summed population display is shown during a run to indicate the level of activity and no states are saved. Simulations can run for hours of model time, therefore it is not practical to save all of the state variables. These, in any case, are primarily of interest at discrete times when experiments are being run: the simulation can be stopped momentarily at such times to save activity patterns. The virtual slice setup maintains an automated notebook showing shocks and parameter changes as well as user comments. We demonstrate how interaction with a continuously running simulation encourages experimental prototyping and can suggest additional dynamical features such as ligand wash-in and wash-out-alternatives to typical instantaneous parameter change. The virtual slice setup currently uses event-driven cells and runs at approximately 2 min/h on a laptop.

  14. 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)

  15. A la Carte Community

    DEFF Research Database (Denmark)

    Gundelach, Peter; Brincker, Benedikte

    2010-01-01

    and shows that there are high levels of virtual as well as face-to-face interaction among the members. The participants feel that they belong to the community and many also feel that they are recognised as part of the community. However, the members do not share common values neither in relation to software......The exchange of open source software is a phenomenon that is becoming in- creasingly significant to IT users. This article presents the results of a study of the TYPO3 community, a community related to an open source CMS software. The article explores the community, identity and values of TYPO3...... pro- duction nor generally. Instead, they stress that you are free to choose your own values. Against this background, the authors introduce the notion of an ‘a la carte community', i.e. a community where individuals pick and choose their degree of participation and integra- tion into the community...

  16. Exploring users motivation in innovation communities

    OpenAIRE

    Ståhlbröst, Anna; Bergvall-Kåreborn, Birgitta

    2011-01-01

    A rapid growth of technologies supporting user interaction on the Internet, such as social networking sites and other virtual communities, can be seen today. These virtual communities have been shown to be of great value to companies that want to involve users in their innovation processes. However, in order to guide organisations on how to utilise their innovation intermediary communities, more knowledge is needed regarding who they are and their motivational drivers for participating in a c...

  17. Tunable aqueous virtual micropore.

    Science.gov (United States)

    Park, Jae Hyun; Guan, Weihua; Reed, Mark A; Krstić, Predrag S

    2012-03-26

    A charged microparticle can be trapped in an aqueous environment by forming a narrow virtual pore--a cylindrical space region in which the particle motion in the radial direction is limited by forces emerging from dynamical interactions of the particle charge and dipole moment with an external radiofrequency quadrupole electric field. If the particle satisfies the trap stability criteria, its mean motion is reduced exponentially with time due to the viscosity of the aqueous environment; thereafter the long-time motion of particle is subject only to random, Brownian fluctuations, whose magnitude, influenced by the electrophoretic and dielectrophoretic effects and added to the particle size, determines the radius of the virtual pore, which is demonstrated by comparison of computer simulations and experiment. The measured size of the virtual nanopore could be utilized to estimate the charge of a trapped micro-object. Copyright © 2012 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  18. Material and Virtuality

    DEFF Research Database (Denmark)

    Kruse Aagaard, Anders

    2015-01-01

    Through tangible experiments this paper discusses the dialogues between digital architectural drawing and the process of materialisation. The paper sets op the spans between virtual and actual and control and uncertainty making these oppositions a combined spaces where information between a digital...... world and a physical world can interchange. The paper suggest an approach where an overlapping of virtuality and the tangible material output from digital fabrication machines create a method of using materialisation tools as instruments to connect the reality of materials and to an exploring process...... through these experiments is both tangible and directly connected to real actions in digital drawing or material processing but also the base for theoretical contemplations of the relation between virtual and actual and control and uncertainty....

  19. The Virtual Diphoton Excess

    CERN Document Server

    Stolarski, Daniel

    2016-01-01

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

  20. 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

  1. 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.

  2. Nuclear Community in network

    International Nuclear Information System (INIS)

    Tejedor, E.

    2014-01-01

    The internet has revolutionized the ways of communication and many companies/ organizations have adapted to the change but others have not, or have done it halfway. This presentation is a review of the main characteristics of virtual communities and their typology. The status of the Nuclear Online Community, both pro nuclear and antinuclear is analysed , and their main similarities and differences are discussed. The Pro nuclear Online Community is formed gradually. This presentation attempts to define some ways to increase the scope of the Community and encourage greater dissemination of the characteristics of nuclear energy. (Author)

  3. Virtual Museums for Landscape Valorization and Communication

    Science.gov (United States)

    Pietroni, E.

    2017-08-01

    Research in the domain of landscape virtual reconstructions has been mainly focused on digitization and recording inside GIS systems, or real time visualization, paying a minor attention to the development of a methodological approach for the landscape narration, combing different registers, conceptual, emotional incitements and, thus, able to arouse in the public a feeling of emotional "sensing" and self- identification. The landscape reflects also the human activities in the territory and the communities' cultural patterns, their sense of "belonging". In a virtual museum of landscapes, the multidisciplinary approach, the multiplication of perspectives and voices, storytelling, acquire primary importance. A Virtual Museum of landscapes should integrate both holistic and delimited visions. The holistic vision requires a diachronic approach, including both present and past phases of life. On the other side, delimited, or "monographic", representations are useful to go deeper into specific and exemplar stories, regarding specific groups of people. Beside, the emergence of new social media enhancing cultural interactions among people induce the creation of specific social platforms for Cultural Heritage for the active participation of a large number of stakeholders. Co-creation scenarios and tools can be particularly promising. Aton is an example of front-end VR social platform in the web end, for the efficient streaming of medium/large landscape, their exploration and characterization. The Tiber Valley Virtual Museum is an example of sensorial cultural landscape. Starting from the acquisition of topographical data through integrated technologies, several multi-sensory scenarios have been created, inside which visitors can feel embodied and involved.

  4. 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)

  5. Virtual interface environment workstations

    Science.gov (United States)

    Fisher, S. S.; Wenzel, E. M.; Coler, C.; Mcgreevy, M. W.

    1988-01-01

    A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed at NASA's Ames Research Center for use as a multipurpose interface environment. This Virtual Interface Environment Workstation (VIEW) system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, research scenarios, and research directions are described.

  6. 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.

  7. 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.

  8. 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)

  9. 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)

  10. Usage of a learning virtual environment with interactive virtual reality for helping in reactor engineering teaching

    International Nuclear Information System (INIS)

    Miguel, Lucas de Castro

    2017-01-01

    In the last few decades, several studies have been conducted regarding the effectiveness of the use of virtual reality as a teaching tool. New and complex IT tools (Information and Communication Technologies) have also been developed. One such tool, is the Virtual Learning Environment (VLE). VLEs are internet media that use cyberspace to convey didactic content and can complement the orthodox teaching method, allowing students a new way of understanding complex content through digital interaction. This work aims to teach the operation of the first and second cycles of a pressurized water nuclear reactor through the development and use of a VLE. The VLE will use interactive virtual reality to demonstrate to the student the 'anatomy' of a generating nuclear power plant. There are several possibilities for future work using this VLE. One is the use as a data repository and 'virtual exhibition room' of each component of the nuclear reactor that researchers are modelling and developing. With these virtual objects allocated in a category, teachers could use this VLE in the classroom as a teaching tool while researchers could use the platform as a quick and practical way of viewing their online work and sharing it with other researchers. Thus, this VLE will be an effective tool for spreading knowledge of nuclear power more easily within, as well as outside of the research community. (author)

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

    NARCIS (Netherlands)

    Roth, D.; Warner, J.F.

    2008-01-01

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

  12. Virtual Library Design Document; TOPICAL

    International Nuclear Information System (INIS)

    M. A. deLamare

    2001-01-01

    The objective of this document is to establish a design for the virtual library user and administrative layers that complies with the requirements of the virtual library software specification and subordinate module specification

  13. 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

  14. 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.

  15. Virtual reality for employability skills

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

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

  16. Trust Discovery in Online Communities

    Science.gov (United States)

    Piorkowski, John

    2014-01-01

    This research aims to discover interpersonal trust in online communities. Two novel trust models are built to explain interpersonal trust in online communities drawing theories and models from multiple relevant areas, including organizational trust models, trust in virtual settings, speech act theory, identity theory, and common bond theory. In…

  17. Virtual manufacturing in reality

    Science.gov (United States)

    Papstel, Jyri; Saks, Alo

    2000-10-01

    SMEs play an important role in manufacturing industry. But from time to time there is a shortage in resources to complete the particular order in time. Number of systems is introduced to produce digital information in order to support product and process development activities. Main problem is lack of opportunity for direct data transition within design system modules when needed temporary extension of design capacity (virtuality) or to implement integrated concurrent product development principles. The planning experience in the field is weakly used as well. The concept of virtual manufacturing is a supporting idea to solve this problem. At the same time a number of practical problems should be solved like information conformity, data transfer, unified technological concepts acceptation etc. In the present paper the proposed ways to solve the practical problems of virtual manufacturing are described. General objective is to introduce the knowledge-based CAPP system as missing module for Virtual Manufacturing in the selected product domain. Surface-centered planning concept based on STEP- based modeling principles, and knowledge-based process planning methodology will be used to gain the objectives. As a result the planning module supplied by design data with direct access, and supporting advising environment is expected. Mould producing SME would be as test basis.

  18. Virtual First Impressions

    Science.gov (United States)

    Bergren, Martha Dewey

    2005-01-01

    Frequently, a nurse's first and only contact with a graduate school, legislator, public health official, professional organization, or school nursing colleague is made through e-mail. The format, the content, and the appearance of the e-mail create a virtual first impression. Nurses can manage their image and the image of the profession by…

  19. 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…

  20. 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…

  1. Virtual Environments 2005

    DEFF Research Database (Denmark)

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

  2. 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.

  3. 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...

  4. 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)

  5. 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)

  6. The Virtual Library

    Science.gov (United States)

    Valenza, Joyce Kasman

    2006-01-01

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

  7. Virtual Reality Hysteroscopy

    Science.gov (United States)

    Levy

    1996-08-01

    New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.

  8. 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- er...

  9. Virtual digital library

    Science.gov (United States)

    Thoma, George R.

    1996-03-01

    The virtual digital library, a concept that is quickly becoming a reality, offers rapid and geography-independent access to stores of text, images, graphics, motion video and other datatypes. Furthermore, a user may move from one information source to another through hypertext linkages. The projects described here further the notion of such an information paradigm from an end user viewpoint.

  10. 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)

  11. The Virtual Classroom.

    Science.gov (United States)

    Roach, Ronald

    1997-01-01

    Increasingly, college teachers and instructional designers are exploring use of the technology of virtual reality to enhance student learning in math, science, and the social sciences. It is found particularly useful for teaching psychomotor skills and may have potential to make scientific concepts and abstract subjects more accessible to…

  12. File System Virtual Appliances

    Science.gov (United States)

    2010-05-01

    4 KB of data is read or written, data is copied back and forth using trampoline buffers — pages that are shared during proxy initialization — because...in 2008. CIO Magazine. 104 · File system virtual appliances [64] Megiddo, N. and Modha, D. S. 2003. ARC: A Self-Tuning, Low Over- head Replacement

  13. Virtual Beach Manager Toolset

    Science.gov (United States)

    The Virtual Beach Manager Toolset (VB) is a set of decision support software tools developed to help local beach managers make decisions as to when beaches should be closed due to predicted high levels of water borne pathogens. The tools are being developed under the umbrella of...

  14. 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…

  15. Virtual Reality in the Classroom.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1993-01-01

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

  16. Interacting with a Virtual Conductor

    NARCIS (Netherlands)

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

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

  17. Virtual reality in pediatric psychology

    OpenAIRE

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

    2017-01-01

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

  18. 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

  19. Reconfigurable virtual electrowetting channels.

    Science.gov (United States)

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

    2012-02-21

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

  20. Creating the Economy of Virtuality: Systemic Aspects and Educational Considerations

    Directory of Open Access Journals (Sweden)

    Julio Rezende

    2016-06-01

    Full Text Available This article discuss how an economy of virtuality had been created in Orlando, United States, with the great collaboration of entrepreneurs, creativists and the action of academic institutions like University of Central Florida (UCF. In UCF the Florida Interactive Entertainment Academy – FIEA is an exemplary initiative of education that aims at creating new professionals for the economy of virtuality. Examining the case of Orlando city, would be seen the economic outcomes of the operation of different activities of virtuality: creation of jobs, revenues, tax and improving the quality of life of this community. The research debates the understanding of Economy of Virtuality and as also a educational field. The virtuality can been seen as a technology (a combination of developed hardware and software and as a psychological experience (values, time/ availability, health, motivation, emotions and education. The article presents the story of virtuality and also a typical pathway in the creation of products in Economy of Virtuality taking the example of Spider-Man and the event Awesome.Con held in Washington D.C. in the period of 3 to 5 June 2016. At Central Florida Research Park (CFRP, there are 146 businesses in 59 buildings (March/2016 generating aproximally10 thousand jobs operating.

  1. Virtual environments for scene of crime reconstruction and analysis

    Science.gov (United States)

    Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon

    2000-02-01

    This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.

  2. Uniqueness of Experience and Virtual Playworlds: Playing Is Not Just for Fun

    Science.gov (United States)

    Talamo, Alessandra; Pozzi, Simone; Mellini, Barbara

    2010-01-01

    Social interactions within virtual communities are often described solely as being online experiences. Such descriptions are limited, for they fail to reference life external to the screen. The terms "virtual" and "real" have a negative connotation for many people and can even be interpreted to mean that something is "false" or "inauthentic."…

  3. L2 Immersion in 3D Virtual Worlds: The Next Thing to Being There?

    Science.gov (United States)

    Paillat, Edith

    2014-01-01

    Second Life is one of the many three-dimensional virtual environments accessible through a computer and a fast broadband connection. Thousands of participants connect to this platform to interact virtually with the world, join international communities of practice and, for some, role play groups. Unlike online role play games however, Second Life…

  4. On Weighted Regions and Social Crowds : Autonomous-agent Navigation in Virtual Worlds

    NARCIS (Netherlands)

    Jaklin, N.S.

    2016-01-01

    Virtual environments have gained in importance in many aspects of the world we live in today. Immersive virtual worlds are ubiquitous in modern movies, video games, and online communities. They are also important in non-entertainment applications such as training and education software, simulations

  5. Science Outreach in Virtual Globes; Best Practices

    Science.gov (United States)

    Treves, R. W.

    2007-12-01

    The popularity of projects such as 'Crisis in Darfur' and the IPY (International Polar Year) network link show the potential of using the rich functionality of Virtual Globes for science outreach purposes. However, the structure of outreach projects in Virtual Globes varies widely. Consider an analogy: If you pick up a science journal you immediately know where to find the contents page and what the title and cover story are meant to communicate. That is because journals have a well defined set of norms that they follow in terms of layout and design. Currently, science projects presented in virtual globes have, at best, weakly defined norms, there are little common structural elements beyond those imposed by the constraints of the virtual globe system. This is not a criticism of the science community, it is to be expected since norms take time to develop for any new technology. An example of the development of norms are pages on the web: when they first started appearing structure was unguided but over the last few years structural elements such as a left hand side navigation system and a bread crumb trail near the header have become common. In this paper I shall describe the developing norms of structure I have observed in one area of virtual globe development; Google Earth science outreach projects. These norms include text introductions, video introductions, use of folders and overlay presentation. I shall go on to examine how best to use these norms to build a clear and engaging outreach project and describe some cartographic best practices that we should also consider adopting as norms. I also will briefly explain why I think norms in science outreach aid creativity rather than limiting it despite the counter intuitive nature of this concept.

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

    Science.gov (United States)

    Turrini, Paolo

    2014-05-01

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

  7. 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.

  8. Study of superconductors with high critical temperature by using the vibrating blade technique: anelastic properties, vortices dynamics; Etude des supraconducteurs a haute temperature critique par la technique de la lame vibrante: - proprietes anelastiques, - dynamique des vortex

    Energy Technology Data Exchange (ETDEWEB)

    De Brion, Sophie

    1991-10-04

    This research thesis reports the application of the vibrating blade technique to the study of high critical temperature superconductors, first for the anelastic properties, and then for vortices dynamics. As far as the study of anelastic properties is concerned, the author reports the measurement of dissipation and of Young modulus, between 4 K and 300 K and at about 1 khz, in YbaCuO ceramics with various oxygen content. A detailed study of the tetragonal phase reveals the existence of a single relaxation process, the magnitude of which depends on the compound oxygen content and on its thermal treatment. In the second part, the author reports the measurement, under magnetic field and within a temperature range lower than the superconducting critical temperature, of a YbaCuO crystal with two different oxygen concentrations. At low temperature, the author studies the contribution of vortices trapped in an irreversible state. At high temperature, this contribution disappears and thus defines an irreversibility line beyond which vortices are in a reversible regime. This line is studied for different magnetic field orientations with respect to CuO planes. It is interpreted in terms of de-trapping thermally activated by vortices [French] La technique de la lame vibrante a ete appliquee a l'etude des supraconducteurs a haute temperature critique, pour leurs proprietes anelastiques d'abord, pour la dynamique des vortex ensuite. Dans la gamme de temperature 4 K - 300 K, nous avons mesure la dissipation et le module d'Young, a une frequence de 1 kHz environ, dans des ceramiques YBaCuO (phase 123) de differentes teneurs en oxygene (variant de O{sub 6} a O{sub 7}). Nous avons observe plusieurs pics de dissipation. Une etude detaillee de la phase tetragonale (de O{sub 6} a O{sub 6,4}) a mis en evidence un seul processus de relaxation, active thermiquement avec une energie de 0,1 eV et dont l'ampleur depend de la teneur en oxygene du compose et de son traitement thermique. Cette

  9. Improving Access Using Simulations of Community Resources.

    Science.gov (United States)

    Germann, Clark; Broida, Jane Kaufman; Broida, Jeffrey M.; Thompson, Kimberly

    The Community Access Through Technology Project (CATT) is developing and implementing virtual reality software that persons with disabilities can use to experience a physical location prior to visiting it in person. A virtual scenario of one physical location has been developed, implemented, and tested, and work is underway on two others. Using a…

  10. 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...

  11. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

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

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

    Science.gov (United States)

    Sheehy, Kieron

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

  13. 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.

  14. Curating Virtual Data Collections

    Science.gov (United States)

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

    2015-01-01

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

  15. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct...... control of the camera by the player increases the complexity of the interaction and reduces the designer's control on game storytelling. A completely designer-driven camera releases the player from the burden of controlling the point of view, but might generate undesired camera behaviours. Furthermore......, if the content of the game is procedurally generated, the designer might not have the necessary information to dene a priori the camera positions and movements. Automatic camera control aims to dene an abstraction layer that permits to control the camera using high-level and environment-independent rules...

  16. 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.

  17. Cuenca, realidad virtual

    Directory of Open Access Journals (Sweden)

    Concepción Rodríguez Ruza

    2012-11-01

    Full Text Available This project, Cuenca, realidad virtual, was created so that the key periods of the historical evolution of Cuenca could be explained, where the Islamic Cuenca, Christian Cuenca and Cuenca in the 18th Century are comprised. The reconstruction of these different ages is represented by different routes through a threedimensional environment by means of this application .In order to be put into practice, 3D geometries, 3D polygon models, texturin, 3D illumination and threedimensional geometries animation of all of these elements have been implemented. Virtual visits are introduced by some texts, hearings, plans, archive and current pictures. These routes allow the visitor to get to know the past of this town through a recreational and easy going method

  18. Applied virtual reality

    International Nuclear Information System (INIS)

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

    1996-01-01

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

  19. Reality in Virtual Learning

    DEFF Research Database (Denmark)

    Lindberg, Frank; Pettersson, Michael

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

  20. 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...... and microscope handling), and it was possible to achieve 100 points in each module. RESULTS: At the final training session, the highest overall median score was found for the vitreoretinal surgeons (vitreoretinal surgeons: 434 points, residents: 394.5 points, medical students: 272.5 points, p

  1. Exploring Virtual Enterprises Using Activity Theory

    Directory of Open Access Journals (Sweden)

    Ronald Beckett

    2004-11-01

    Full Text Available From joint Industry – University research into the key success factors that sustain Virtual Enterprises (VE’s, it has been observed that conditions for the establishment of a VE do not necessarily sustain it. Transactions that are valued by the participants, a balance between similarity and complementarity attributes of the participants and effective utilisation of time are seen as important sustaining factors. Different communication and ICT tools are utilised in different circumstances, and successful collaborations develop formal or informal “rules” underlying their operation. Considering such attributes helps us understand what happens within a successful VE, but not necessarily how. Two case studies describing long-standing collaborations – one relating to a manufacturing network, and the other to a professional virtual community are presented. A third case study relating to the development of ICT tools to be used in a VE is also presented. Activity Theory is used as a framework for discussion of the organisational attributes associated with these cases and how they operate. It is suggested that exploration of the nature of tools, communities etc is helpful in understanding VE operations, and applied at multiple levels, Activity Theory is also useful in understanding the evolution of those tools, communities etc.

  2. Virtual Reality Hospice

    OpenAIRE

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

    2017-01-01

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

  3. Droni e turismo virtuale

    Directory of Open Access Journals (Sweden)

    Valeria Minucciani

    2015-08-01

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

  4. 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...

  5. 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

  6. Virtual Quantum Subsystems

    International Nuclear Information System (INIS)

    Zanardi, Paolo

    2001-01-01

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

  7. 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.

  8. 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)

  9. 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. 

  10. Architectural Principles and Experimentation of Distributed High Performance Virtual Clusters

    Science.gov (United States)

    Younge, Andrew J.

    2016-01-01

    With the advent of virtualization and Infrastructure-as-a-Service (IaaS), the broader scientific computing community is considering the use of clouds for their scientific computing needs. This is due to the relative scalability, ease of use, advanced user environment customization abilities, and the many novel computing paradigms available for…

  11. Hacking Say and Reviving ELIZA: Lessons from Virtual Environments

    Science.gov (United States)

    Mazar, Rochelle; Nolan, Jason

    2009-01-01

    As text-based predecessors to Second Life, MOOs can offer educators important insights on managing virtual communities to create rich, meaningful learning experiences. Rochelle Mazar and Jason Nolan outline two instructional experiments in MOOs that have implications for current educational practice in Second Life. One involves modifying and…

  12. Leadership in MMOGs: A Field of Research on Virtual Teams

    Science.gov (United States)

    Mysirlaki, Sofia; Paraskeva, Fotini

    2012-01-01

    As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…

  13. Feasibility of Virtual Reality Environments for Adolescent Social Anxiety Disorder

    Science.gov (United States)

    Parrish, Danielle E.; Oxhandler, Holly K.; Duron, Jacuelynn F.; Swank, Paul; Bordnick, Patrick

    2016-01-01

    Purpose: This study assessed the feasibility of virtual reality (VR) exposure as an assessment and treatment modality for youth with social anxiety disorder (SAD). Methods: Forty-one adolescents, 20 of which were identified as having SAD, were recruited from a community sample. Youth with and without SAD were exposed to two social virtual…

  14. Virtual Spaces and Networks in Geographical Education and Research

    Science.gov (United States)

    Chalmers, Lex

    2009-01-01

    This paper relates developments in the use of Internet-based communication technologies to contemporary exchanges of geographical ideas and content. A brief history of the Internet provides the basis for a review of uses of broadband Internet in contemporary Geography. Two themes are explored: the first is the concept of virtual communities of…

  15. The Tale of Two Virtual Teacher Professional Development Modules

    Science.gov (United States)

    Keown, Paul

    2009-01-01

    Virtual communities of practice (VCoP) have been advocated for some time as a promising means of taking professional development to teachers in widely distributed locations. However, geography, and indeed education literature as a whole, contains very few examples where this has been achieved. This paper reports on two VCoP professional…

  16. User Preferences in Reference Services: Virtual Reference and Academic Libraries

    Science.gov (United States)

    Cummings, Joel; Cummings, Lara; Frederiksen, Linda

    2007-01-01

    This study examines the use of chat in an academic library's user population and where virtual reference services might fit within the spectrum of public services offered by academic libraries. Using questionnaires, this research demonstrates that many within the academic community are open to the idea of chat-based reference or using chat for…

  17. 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.

  18. 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.

  19. Building Virtual Mars

    Science.gov (United States)

    Abercrombie, S. P.; Menzies, A.; Goddard, C.

    2017-12-01

    Virtual and augmented reality enable scientists to visualize environments that are very difficult, or even impossible to visit, such as the surface of Mars. A useful immersive visualization begins with a high quality reconstruction of the environment under study. This presentation will discuss a photogrammetry pipeline developed at the Jet Propulsion Laboratory to reconstruct 3D models of the surface of Mars using stereo images sent back to Earth by the Curiosity Mars rover. The resulting models are used to support a virtual reality tool (OnSight) that allows scientists and engineers to visualize the surface of Mars as if they were standing on the red planet. Images of Mars present challenges to existing scene reconstruction solutions. Surface images of Mars are sparse with minimal overlap, and are often taken from extremely different viewpoints. In addition, the specialized cameras used by Mars rovers are significantly different than consumer cameras, and GPS localization data is not available on Mars. This presentation will discuss scene reconstruction with an emphasis on coping with limited input data, and on creating models suitable for rendering in virtual reality at high frame rate.

  20. 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.