WorldWideScience

Sample records for videos virtual tours

  1. : Virtual Tours in School Context

    Directory of Open Access Journals (Sweden)

    Nuno Ribeiro,

    2016-12-01

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

  2. CMS Virtual Tour Greece

    CERN Multimedia

    CERN. Geneva

    2014-01-01

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

  3. Virtual Tour Environment of Cuba's National School of Art

    Science.gov (United States)

    Napolitano, R. K.; Douglas, I. P.; Garlock, M. E.; Glisic, B.

    2017-08-01

    Innovative technologies have enabled new opportunities for collecting, analyzing, and sharing information about cultural heritage sites. Through a combination of two of these technologies, spherical imaging and virtual tour environment, we preliminarily documented one of Cuba's National Schools of Art, the National Ballet School.The Ballet School is one of the five National Art Schools built in Havana, Cuba after the revolution. Due to changes in the political climate, construction was halted on the schools before completion. The Ballet School in particular was partially completed but never used for the intended purpose. Over the years, the surrounding vegetation and environment have started to overtake the buildings; damages such as missing bricks, corroded rebar, and broken tie bars can be seen. We created a virtual tour through the Ballet School which highlights key satellite classrooms and the main domed performance spaces. Scenes of the virtual tour were captured utilizing the Ricoh Theta S spherical imaging camera and processed with Kolor Panotour virtual environment software. Different forms of data can be included in this environment in order to provide a user with pertinent information. Image galleries, hyperlinks to websites, videos, PDFs, and links to databases can be embedded within the scene and interacted with by a user. By including this information within the virtual tour, a user can better understand how the site was constructed as well as the existing types of damage. The results of this work are recommendations for how a site can be preliminarily documented and information can be initially organized and shared.

  4. A Virtual Tour of Virtual Schools.

    Science.gov (United States)

    Joiner, Lottie L.

    2002-01-01

    Briefly describes the eight virtual schools in the United States: Kentucky Virtual High School; Illinois Virtual High School; Florida Virtual School; CCS Web Academy in Fayetteville, North Carolina; The Virtual High School in Hudson, Massachusetts; Basehor-Linwood Virtual Charter School in Kansas; Monte Vista Online Academy in Colorado; and…

  5. Virtual Tour by AMFI - VR app

    NARCIS (Netherlands)

    van Vliet, Harry; Riester, Jochen

    2014-01-01

    By using Google Cardboard we have developed world’s first virtual tour on your smartphone of a fashion retail space: the byAMFI Statement Store, located in the city centre of Amsterdam. byAMFI is the Statement Store of the Amsterdam Fashion Institute that is a part of the Amsterdam University of

  6. The Virtual Grand Tour as Educational Paradigm

    DEFF Research Database (Denmark)

    Hansen, Per Skafte; Mouritsen, Lars

    2001-01-01

    The Virtual Grand Tour as defined here bears some resemblance to its 18th century ancestor: a wide range of individual topics are treated as a whole; a tutor, whether real or simulated, present or remote, is provided; a set of problem solving tools forms an integrated part of the "traveller's" eq...

  7. Touring by Design: Using Information Architecture To Create a Virtual Library Tour.

    Science.gov (United States)

    Kittelson, Pat; Jones, Sarah

    2002-01-01

    Describes the development of a Web-based virtual tour of the University of Otago (New Zealand) science library. Highlights include information literacy learning outcomes; information architecture, including information organization and navigation; integrating the tour into course work; and evaluation results. (LRW)

  8. NASA Research Being Shared Through Live, Interactive Video Tours

    Science.gov (United States)

    Petersen, Ruth A.; Zona, Kathleen A.

    2001-01-01

    On June 2, 2000, the NASA Glenn Research Center Learning Technologies Project (LTP) coordinated the first live remote videoconferencing broadcast from a Glenn facility. The historic event from Glenn's Icing Research Tunnel featured wind tunnel technicians and researchers performing an icing experiment, obtaining results, and discussing the relevance to everyday flight operations and safety. After a brief overview of its history, students were able to "walk through" the tunnel, stand in the control room, and observe a live icing experiment that demonstrated how ice would grow on an airplane wing in flight through an icing cloud. The tour was interactive, with a spirited exchange of questions and explanations between the students and presenters. The virtual tour of the oldest and largest refrigerated icing research tunnel in the world was the second of a series of videoconferencing connections with the AP Physics students at Bay Village High School, Bay Village, Ohio. The first connection, called Aircraft Safety and Icing Research, introduced the Tailplane Icing Program. In an effort to improve aircraft safety by reducing the number of in-flight icing events, Glenn's Icing Branch uses its icing research aircraft to conduct flight tests. The presenter engaged the students in discussions of basic aircraft flight mechanics and the function of the horizontal tailplane, as well as the effect of ice on airfoil (wing or tail) surfaces. A brief video of actual flight footage provided a view of the pilot's actions and reactions and of the horizon during tailplane icing conditions.

  9. A virtual tour of geological heritage: Valourising geodiversity using Google Earth and QR code

    Science.gov (United States)

    Martínez-Graña, A. M.; Goy, J. L.; Cimarra, C. A.

    2013-12-01

    When making land-use plans, it is necessary to inventory and catalogue the geological heritage and geodiversity of a site to establish an apolitical conservation protection plan to meet the educational and social needs of society. New technologies make it possible to create virtual databases using virtual globes - e.g., Google Earth - and other personal-use geomatics applications (smartphones, tablets, PDAs) for accessing geological heritage information in “real time” for scientific, educational, and cultural purposes via a virtual geological itinerary. Seventeen mapped and georeferenced geosites have been created in Keyhole Markup Language for use in map layers used in geological itinerary stops for different applications. A virtual tour has been developed for Las Quilamas Natural Park, which is located in the Spanish Central System, using geological layers and topographic and digital terrain models that can be overlaid in a 3D model. The Google Earth application was used to import the geosite placemarks. For each geosite, a tab has been developed that shows a description of the geology with photographs and diagrams and that evaluates the scientific, educational, and tourism quality. Augmented reality allows the user to access these georeferenced thematic layers and overlay data, images, and graphics in real time on their mobile devices. These virtual tours can be incorporated into subject guides designed by public. Seven educational and interpretive panels describing some of the geosites were designed and tagged with a QR code that could be printed at each stop or in the printed itinerary. These QR codes can be scanned with the camera found on most mobile devices, and video virtual tours can be viewed on these devices. The virtual tour of the geological heritage can be used to show tourists the geological history of the Las Quilamas Natural Park using new geomatics technologies (virtual globes, augmented reality, and QR codes).

  10. A Video Tour through ViSta 6.4

    Directory of Open Access Journals (Sweden)

    J. Gabriel Molina

    2004-12-01

    Full Text Available This paper offers a visual tour throughout ViSta 6.4, a freeware statistical program based on Lisp-Stat and focused on techniques for statistical visualization (Young 2004. This travel around ViSta is based on screen recordings that illustrate the main features of the program in action. The following aspects of ViSta 6.4 are displayed: the program's interface (ViSta's desktop, menubar and pop-up menus, help system; its data management capabilities (data input and editing, data transformations; features associated to data analysis (data description, statistical modeling; and the options for Lisp-Stat development in ViSta. The video recordings associated to this tour (.wmv files can be visualized at http://www.jstatsoft.org/v13/i08/ using the Internet Explorer navigator, or by clicking on the figures in the paper.

  11. VIRTUAL TOUR ENVIRONMENT OF CUBA’S NATIONAL SCHOOL OF ART

    Directory of Open Access Journals (Sweden)

    R. K. Napolitano

    2017-08-01

    Full Text Available Innovative technologies have enabled new opportunities for collecting, analyzing, and sharing information about cultural heritage sites. Through a combination of two of these technologies, spherical imaging and virtual tour environment, we preliminarily documented one of Cuba’s National Schools of Art, the National Ballet School.The Ballet School is one of the five National Art Schools built in Havana, Cuba after the revolution. Due to changes in the political climate, construction was halted on the schools before completion. The Ballet School in particular was partially completed but never used for the intended purpose. Over the years, the surrounding vegetation and environment have started to overtake the buildings; damages such as missing bricks, corroded rebar, and broken tie bars can be seen. We created a virtual tour through the Ballet School which highlights key satellite classrooms and the main domed performance spaces. Scenes of the virtual tour were captured utilizing the Ricoh Theta S spherical imaging camera and processed with Kolor Panotour virtual environment software. Different forms of data can be included in this environment in order to provide a user with pertinent information. Image galleries, hyperlinks to websites, videos, PDFs, and links to databases can be embedded within the scene and interacted with by a user. By including this information within the virtual tour, a user can better understand how the site was constructed as well as the existing types of damage. The results of this work are recommendations for how a site can be preliminarily documented and information can be initially organized and shared.

  12. Virtual tours as a new teaching tool in geoscience: an example from the Western Alps

    Science.gov (United States)

    Berger, Antoine; Champagnac, Jean-Daniel; Nomade, Jérome

    2013-04-01

    , these panorama can be linked together to travel from place to place. Last, but not least, the display of any type of information (video of the last year teachers' explanation, close up of a structure, graphic plot, text content, interpreted geological sections etc.) can be integrated in the virtual tour. From this, it is easy to build a full educational virtual tour that can include the information provided in the field book, and even become the field book itself. These virtual tours can be used with any device (laptop, tablet, smartphone...), hence have the potential become key players in field teaching. Finally, these virtual tours can help physically impaired students to complete their geological curriculum with the indispensable field experience they would not have had otherwise. Here we present an example of such a virtual tour build in 2012 across the European Alps during the 1st International Field Course organized by Grenoble University, ETH Zürich and Milano University. This virtual tour covers the Grimsel Pass Aar Massif Hercynian Basement (granite, shear zone and the underground NAGRA test site), the Zermatt area (two continents and two oceans packed together), the Aiguille du Midi incredible overview on most of the W-Alps, and the back limb of the Nappe de Morcles and its relation with the surrounding blocks. Link to the virtual tour: http://www.alpesphoto.com/temp/visites/Suisse/build/virtualtour.swf

  13. Integrating geriatric resources into the classroom: a virtual tour example.

    Science.gov (United States)

    Bonnel, Wanda; Fletcher, Kathy; Wingate, Anita

    2007-01-01

    As the older adult population increases, nursing students at all levels need geriatric content and access to geriatric resources. The Virtual Tour (VT) assignment, a combination of Web-based geriatric resources and applied learning activities, provides a simple way to integrate Web-based resources into classroom learning. VTs provide students a guide or "road map" to practical Web-based resources for client care. Evaluation data support that students like VTs and gain useful information for practice. VTs provide an easy way to expand geriatric resources available to students and to complement classroom content.

  14. LEVERAGING EXISTING HERITAGE DOCUMENTATION FOR ANIMATIONS: SENATE VIRTUAL TOUR

    Directory of Open Access Journals (Sweden)

    A. Dhanda

    2017-08-01

    Full Text Available The use of digital documentation techniques has led to an increase in opportunities for using documentation data for valorization purposes, in addition to technical purposes. Likewise, building information models (BIMs made from these data sets hold valuable information that can be as effective for public education as it is for rehabilitation. A BIM can reveal the elements of a building, as well as the different stages of a building over time. Valorizing this information increases the possibility for public engagement and interest in a heritage place. Digital data sets were leveraged by the Carleton Immersive Media Studio (CIMS for parts of a virtual tour of the Senate of Canada. For the tour, workflows involving four different programs were explored to determine an efficient and effective way to leverage the existing documentation data to create informative and visually enticing animations for public dissemination: Autodesk Revit, Enscape, Autodesk 3ds Max, and Bentley Pointools. The explored workflows involve animations of point clouds, BIMs, and a combination of the two.

  15. Leveraging Existing Heritage Documentation for Animations: Senate Virtual Tour

    Science.gov (United States)

    Dhanda, A.; Fai, S.; Graham, K.; Walczak, G.

    2017-08-01

    The use of digital documentation techniques has led to an increase in opportunities for using documentation data for valorization purposes, in addition to technical purposes. Likewise, building information models (BIMs) made from these data sets hold valuable information that can be as effective for public education as it is for rehabilitation. A BIM can reveal the elements of a building, as well as the different stages of a building over time. Valorizing this information increases the possibility for public engagement and interest in a heritage place. Digital data sets were leveraged by the Carleton Immersive Media Studio (CIMS) for parts of a virtual tour of the Senate of Canada. For the tour, workflows involving four different programs were explored to determine an efficient and effective way to leverage the existing documentation data to create informative and visually enticing animations for public dissemination: Autodesk Revit, Enscape, Autodesk 3ds Max, and Bentley Pointools. The explored workflows involve animations of point clouds, BIMs, and a combination of the two.

  16. Interactive Character as a Virtual Tour Guide to an Online Museum Exhibition.

    Science.gov (United States)

    de Almeida, Pilar; Yokoi, Shigeki

    Online museums could benefit from digital "lifelike" characters in order to guide users to virtual tours and to customize the tour information to users' interests. Digital characters have been explored in online museum web sites with different degrees of interaction and modes of communication. Such research, however, does not explore…

  17. Randomized clinical trial of immersive virtual reality tour of the operating theatre in children before anaesthesia.

    Science.gov (United States)

    Ryu, J-H; Park, S-J; Park, J-W; Kim, J-W; Yoo, H-J; Kim, T-W; Hong, J S; Han, S-H

    2017-11-01

    A virtual reality (VR) tour of the operating theatre before anaesthesia could provide a realistic experience for children. This study was designed to determine whether a preoperative VR tour could reduce preoperative anxiety in children. Children scheduled for elective surgery under general anaesthesia were randomized into a control or VR group. The control group received conventional information regarding anaesthesia and surgery. The VR group watched a 4-min video showing Pororo, the famous little penguin, visiting the operating theatre and explaining what is in it. The main outcome was preoperative anxiety, assessed using the modified Yale Preoperative Anxiety Scale (m-YPAS) before entering the operating theatre. Secondary outcomes included induction compliance checklist (ICC) and procedural behaviour rating scale (PBRS) scores during anaesthesia. A total of 69 children were included in the analysis, 35 in the control group and 34 in the VR group. Demographic data and induction time were similar in the two groups. Children in the VR group had a significantly lower m-YPAS score than those in the control group (median 31·7 (i.q.r. 23·3-37·9) and 51·7 (28·3-63·3) respectively; P theatre was effective in alleviating preoperative anxiety and increasing compliance during induction of anaesthesia in children undergoing elective surgery. Registration number: UMIN000025232 (http://www.umin.ac.jp/ctr). © 2017 BJS Society Ltd Published by John Wiley & Sons Ltd.

  18. Virtual Video Prototyping for Healthcare Systems

    DEFF Research Database (Denmark)

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

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...

  19. Virtual video prototyping of pervasive healthcare systems

    DEFF Research Database (Denmark)

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

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...

  20. COMBINATION OF VIRTUAL TOURS, 3D MODEL AND DIGITAL DATA IN A 3D ARCHAEOLOGICAL KNOWLEDGE AND INFORMATION SYSTEM

    Directory of Open Access Journals (Sweden)

    M. Koehl

    2012-08-01

    Full Text Available The site of the Engelbourg ruined castle in Thann, Alsace, France, has been for some years the object of all the attention of the city, which is the owner, and also of partners like historians and archaeologists who are in charge of its study. The valuation of the site is one of the main objective, as well as its conservation and its knowledge. The aim of this project is to use the environment of the virtual tour viewer as new base for an Archaeological Knowledge and Information System (AKIS. With available development tools we add functionalities in particular through diverse scripts that convert the viewer into a real 3D interface. By beginning with a first virtual tour that contains about fifteen panoramic images, the site of about 150 times 150 meters can be completely documented by offering the user a real interactivity and that makes visualization very concrete, almost lively. After the choice of pertinent points of view, panoramic images were realized. For the documentation, other sets of images were acquired at various seasons and climate conditions, which allow documenting the site in different environments and states of vegetation. The final virtual tour was deducted from them. The initial 3D model of the castle, which is virtual too, was also joined in the form of panoramic images for completing the understanding of the site. A variety of types of hotspots were used to connect the whole digital documentation to the site, including videos (as reports during the acquisition phases, during the restoration works, during the excavations, etc., digital georeferenced documents (archaeological reports on the various constituent elements of the castle, interpretation of the excavations and the searches, description of the sets of collected objects, etc.. The completely personalized interface of the system allows either to switch from a panoramic image to another one, which is the classic case of the virtual tours, or to go from a panoramic

  1. Combination of Virtual Tours, 3d Model and Digital Data in a 3d Archaeological Knowledge and Information System

    Science.gov (United States)

    Koehl, M.; Brigand, N.

    2012-08-01

    The site of the Engelbourg ruined castle in Thann, Alsace, France, has been for some years the object of all the attention of the city, which is the owner, and also of partners like historians and archaeologists who are in charge of its study. The valuation of the site is one of the main objective, as well as its conservation and its knowledge. The aim of this project is to use the environment of the virtual tour viewer as new base for an Archaeological Knowledge and Information System (AKIS). With available development tools we add functionalities in particular through diverse scripts that convert the viewer into a real 3D interface. By beginning with a first virtual tour that contains about fifteen panoramic images, the site of about 150 times 150 meters can be completely documented by offering the user a real interactivity and that makes visualization very concrete, almost lively. After the choice of pertinent points of view, panoramic images were realized. For the documentation, other sets of images were acquired at various seasons and climate conditions, which allow documenting the site in different environments and states of vegetation. The final virtual tour was deducted from them. The initial 3D model of the castle, which is virtual too, was also joined in the form of panoramic images for completing the understanding of the site. A variety of types of hotspots were used to connect the whole digital documentation to the site, including videos (as reports during the acquisition phases, during the restoration works, during the excavations, etc.), digital georeferenced documents (archaeological reports on the various constituent elements of the castle, interpretation of the excavations and the searches, description of the sets of collected objects, etc.). The completely personalized interface of the system allows either to switch from a panoramic image to another one, which is the classic case of the virtual tours, or to go from a panoramic photographic image

  2. Video Conferencing for a Virtual Seminar Room

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Fosgerau, A.; Hansen, Peter Søren K.

    2002-01-01

    A PC-based video conferencing system for a virtual seminar room is presented. The platform is enhanced with DSPs for audio and video coding and processing. A microphone array is used to facilitate audio based speaker tracking, which is used for adaptive beam-forming and automatic camera-control...

  3. Design Virtual Reality Scene Roam for Tour Animations Base on VRML and Java

    Science.gov (United States)

    Cao, Zaihui; hu, Zhongyan

    Virtual reality has been involved in a wide range of academic and commercial applications. It can give users a natural feeling of the environment by creating realistic virtual worlds. Implementing a virtual tour through a model of a tourist area on the web has become fashionable. In this paper, we present a web-based application that allows a user to, walk through, see, and interact with a fully three-dimensional model of the tourist area. Issues regarding navigation and disorientation areaddressed and we suggest a combination of the metro map and an intuitive navigation system. Finally we present a prototype which implements our ideas. The application of VR techniques integrates the visualization and animation of the three dimensional modelling to landscape analysis. The use of the VRML format produces the possibility to obtain some views of the 3D model and to explore it in real time. It is an important goal for the spatial information sciences.

  4. Experiences of using mobile technologies and virtual field tours in Physical Geography: implications for hydrology education

    Science.gov (United States)

    Kingston, D. G.; Eastwood, W. J.; Jones, P. I.; Johnson, R.; Marshall, S.; Hannah, D. M.

    2012-05-01

    Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field tour for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD), and include introductions to global positioning systems (GPS) and geographical information systems (GIS). The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students). A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field tour over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field tour in particular). Our experiences are highly relevant to the implementation of novel learning and teaching technologies in hydrology education.

  5. Generic Film Forms for Dynamic Virtual Video Synthesis

    NARCIS (Netherlands)

    C.A. Lindley

    1999-01-01

    textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) is developing an experimental environment for video content-based retrieval and dynamic virtual video synthesis from archives of video data. The FRAMES research prototype is a video synthesis

  6. Virtual displays for 360-degree video

    Science.gov (United States)

    Gilbert, Stephen; Boonsuk, Wutthigrai; Kelly, Jonathan W.

    2012-03-01

    In this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360- degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation.

  7. Feedback from video for virtual reality Navigation

    Energy Technology Data Exchange (ETDEWEB)

    Tsap, L V

    2000-10-27

    Important preconditions for wide acceptance of virtual reality (VR) systems include their comfort, ease and naturalness to use. Most existing trackers super from discomfort-related issues. For example, body-based trackers (hand controllers, joysticks, helmet attachments, etc.) restrict spontaneity and naturalness of motion, while ground-based devices (e.g., hand controllers) limit the workspace by literally binding an operator to the ground. There are similar problems with controls. This paper describes using real-time video with registered depth information (from a commercially available camera) for virtual reality navigation. Camera-based setup can replace cumbersome trackers. The method includes selective depth processing for increased speed, and a robust skin-color segmentation for accounting illumination variations.

  8. Virtual Visit to the ATLAS Control Room by The Higgs in Tour, Forlì, Italy

    CERN Multimedia

    ATLAS Experiment

    2012-01-01

    "HIGGS IN TOUR: A discovery in the making" - Three science shows touring Emilia Romagna (Italy), organized by INFN, the Istituto Nazionale di Fisica Nucleare in Bologna and by the University of Bologna. Three legs are scheduled in the cities of: - Forlì : 13 Oct. - Reggio Emilia : 10 Nov. - Bologna : 17 Nov. The announcement of the discovery of a new particle compatible with the Higgs boson at CERN last July hit the headlines worldwide. The general public and students in these cities are ready and greedy to know more and meet the scientists behind the discovery. Within the 2 hour programmes, particle physicists from Bologna will take the floor at the venues in Italy and from the LHC experiments' control rooms at CERN through videoconferencing. Videos and animations will make the LHC experiments and the physics discoveries tangible for the audience, who will be able to interact with the scientists in town and at CERN. The event will be moderated by local host Patrizio Roversi (a tv star in Italy) and remote h...

  9. Virtual Visit to the ATLAS Control Room by The Higgs in Tour, Bologna

    CERN Multimedia

    ATLAS Experiment

    2012-01-01

    "HIGGS IN TOUR: A discovery in the making" - Three science shows touring Emilia Romagna (Italy), organized by INFN, the Istituto Nazionale di Fisica Nucleare in Bologna and by the University of Bologna. Three legs are scheduled in the cities of: - Forlì : 13 Oct. - Reggio Emilia : 10 Nov. - Bologna : 17 Nov. The announcement of the discovery of a new particle compatible with the Higgs boson at CERN last July hit the headlines worldwide. The general public and students in these cities are ready and greedy to know more and meet the scientists behind the discovery. Within the 2 hour programmes, particle physicists from Bologna will take the floor at the venues in Italy and from the LHC experiments' control rooms at CERN through videoconferencing. Videos and animations will make the LHC experiments and the physics discoveries tangible for the audience, who will be able to interact with the scientists in town and at CERN. The event will be moderated by local host Patrizio Roversi (a tv star in Italy) and remote h...

  10. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  11. DOCUMENTATION OF HISTORICAL BUILDING VIA VIRTUAL TOUR: THE COMPLEX BUILDING OF BATHS IN STRASBOURG

    Directory of Open Access Journals (Sweden)

    M. Koehl

    2013-07-01

    Full Text Available The virtual visits exist for several years and rest on open source or professional software packages allowing to realize complete animations. The historic buildings are often fragile, sometimes difficultly and only partially accessible. It is the complex case of the building of the municipal baths of Strasbourg, France, object of this study. It is thus interesting to use the technologies of the virtual visits to document a historic building. If we content ourselves only of panoramic images, the visitor cannot take completely advantage of the site, especially if he does not know it in advance. It is a question of proposing to the visitor a guided tour, constrained, allowing him to move on to all the recommended places. Then to supply him further information on the most significant parts and to propose him images of archive to make comparisons. Of course, if he wants to walk alone in and around the building, he will have the leisure of it, but at his own risk. To realize such a visit, the paper shows the various necessary stages of elaboration, in particular by beginning with the writing of a scenario of the visit. This project written in several hands allowed to combine the knowledge of diverse actors working in the field of the inventory and of the heritage valorisation.

  12. Using a Web-Based Resource to Prepare Students for Fieldwork: Evaluating the Dark Peak Virtual Tour

    Science.gov (United States)

    McMorrow, Julia

    2005-01-01

    This paper reports on development of a Dark Peak website and its use to prepare first-year geography students for a one-day physical geography field course in the south Pennines. The Virtual Tour (VT) component of the website is the main focus of this paper. Pre- and post-fieldwork evaluations of the first version of the VT by 195 students are…

  13. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    Science.gov (United States)

    Barko, Timothy; Sadler, Troy D.

    2013-04-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.

  14. Spherical photography and virtual tours for presenting crime scenes and forensic evidence in new zealand courtrooms.

    Science.gov (United States)

    Tung, Nicole D; Barr, Jason; Sheppard, Dion J; Elliot, Douglas A; Tottey, Leah S; Walsh, Kevan A J

    2015-05-01

    The delivery of forensic science evidence in a clear and understandable manner is an important aspect of a forensic scientist's role during expert witness delivery in a courtroom trial. This article describes an Integrated Evidence Platform (IEP) system based on spherical photography which allows the audience to view the crime scene via a virtual tour and view the forensic scientist's evidence and results in context. Equipment and software programmes used in the creation of the IEP include a Nikon DSLR camera, a Seitz Roundshot VR Drive, PTGui Pro, and Tourweaver Professional Edition. The IEP enables a clear visualization of the crime scene, with embedded information such as photographs of items of interest, complex forensic evidence, the results of laboratory analyses, and scientific opinion evidence presented in context. The IEP has resulted in significant improvements to the pretrial disclosure of forensic results, enhanced the delivery of evidence in court, and improved the jury's understanding of the spatial relationship between results. © 2015 American Academy of Forensic Sciences.

  15. Implementing Virtual Reality Technology as an Effective Web Based Kiosk: Darulaman's Teacher Training College Tour (Ipda Vr Tour)

    Science.gov (United States)

    Fadzil, Azman

    2006-01-01

    At present, the development of Virtual Reality (VR) technology is expanding due to the importance and needs to use the 3D elements and 360 degrees panorama in expressing a clearer picture to consumers in various fields such as education, military, medicine, entertainment and so on. The web based VR kiosk project in Darulaman's Teacher Training…

  16. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    Science.gov (United States)

    Barko, Timothy; Sadler, Troy D.

    2013-01-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…

  17. Common Virtual Path and Its Expedience for VBR Video Traffic

    Directory of Open Access Journals (Sweden)

    E. Chromy

    2008-04-01

    Full Text Available The paper deals with utilization of common Virtual Path (VP for variable bit rate (VBR video service. Video service is one of the main services for broadband networks. Research is oriented to statistical properties of common and separate VPs. Separate VP means that for each VBR traffic source one VP will be allocated. Common VP means that for multiple VBR sources one common VP is allocated. VBR video traffic source is modeled by discrete Markov chain.

  18. Lengthening Temporalis Myoplasty: Virtual Animation-Assisted Technical Video.

    Science.gov (United States)

    Aljudaibi, Nawaf; Bennis, Yasmine; Duquennoy-Martinot, Veronique; Labbé, Daniel; Guerreschi, Pierre

    2016-09-01

    Lengthening temporalis myoplasty is a well-established procedure for dynamic palliative reanimation of the lip in facial palsy sequelae. The particularity of this technique is that the entire temporal muscle is transferred from the coronoid process to the upper half of the lip without interposition of aponeurotic tissue. To date, no video describing the technique was available. This is the first video describing the entire procedure, from preoperative markings through postoperative rehabilitation. In the video presented herein, the authors craft virtual three-dimensional animations in addition to a live operation on a patient performed by Daniel Labbé, who first described this technique 20 years ago.

  19. High dynamic range (HDR) virtual bronchoscopy rendering for video tracking

    Science.gov (United States)

    Popa, Teo; Choi, Jae

    2007-03-01

    In this paper, we present the design and implementation of a new rendering method based on high dynamic range (HDR) lighting and exposure control. This rendering method is applied to create video images for a 3D virtual bronchoscopy system. One of the main optical parameters of a bronchoscope's camera is the sensor exposure. The exposure adjustment is needed since the dynamic range of most digital video cameras is narrower than the high dynamic range of real scenes. The dynamic range of a camera is defined as the ratio of the brightest point of an image to the darkest point of the same image where details are present. In a video camera exposure is controlled by shutter speed and the lens aperture. To create the virtual bronchoscopic images, we first rendered a raw image in absolute units (luminance); then, we simulated exposure by mapping the computed values to the values appropriate for video-acquired images using a tone mapping operator. We generated several images with HDR and others with low dynamic range (LDR), and then compared their quality by applying them to a 2D/3D video-based tracking system. We conclude that images with HDR are closer to real bronchoscopy images than those with LDR, and thus, that HDR lighting can improve the accuracy of image-based tracking.

  20. CT-video registration accuracy for virtual guidance of bronchoscopy

    Science.gov (United States)

    Helferty, James P.; Hoffman, Eric A.; McLennan, Geoffrey; Higgins, William E.

    2004-04-01

    Bronchoscopic biopsy is often used for assisting the assessment of lung cancer. We have found in previous research that live image guidance of bronchoscopy has much potential for improving biopsy outcome. We have devised a system for this purpose. During a guided bronchoscopy procedure, our system simultaneously draws upon both the bronchoscope's video stream and the patient's 3D MDCT volume. The key data-processing step during guided bronchoscopy is the registration of the 3D MDCT data volume to the bronchoscopic video. The registration process is initialized by assuming that the bronchoscope is at a fixed viewpoint, giving a target reference video image, while the virtual-world camera inside the MDCT volume begins at an initial viewpoint that is within a reasonable vicinity of the bronchoscope's viewpoint. During registration, an optimization process searches for the optimal viewpoint to give the virtual image best matching the fixed video target. Overall, we have found that the CT-video registration technique operates robustly over a wide range of conditions, with considerable flexibility in the initial-viewpoint choice. Further, the system appears to be largely insensitive to the differences in lung capacity during the MDCT scan and during bronchoscopy. Finally, the system matches effectively in a wide range of anatomical circumstances.

  1. Design of a virtual tour for the enhancement of Llíria’s architectural and urban heritage and its surroundings

    Directory of Open Access Journals (Sweden)

    José Miguel Maícas

    2017-07-01

    Full Text Available The Information Technology and Communications (ICT have revolutionized the way to present and promote the heritage sites. These ICT also offer scholars, students and visitors unprecedented access to architectural, historical, geographical, archaeological, iconographical and anthropological data, among other. It is noted also that virtual heritage environments are inherently fascinating and possess essential properties to have a positive effect on supporting heritage conservation and education. This paper is concerned with the potential of these ICT developments for improving the enhancement of the heritage sites of the town of Llíria and its surroundings (Valencia, Spain by mean of a virtual tour (“Edeta 360º” based on 360º panorama photos. The “Edeta 360º” virtual tour is an immersive application that places the viewers inside the image, enabling them to significantly enhance position awareness and providing the highest level of functionality for viewing, capturing and analysing virtual data. It can appropriately and effectively be utilised to facilitate intellectual and physical access to public by bringing knowledge, awareness and appreciation about the heritage of Llíria while, at the same time, authenticity is preserved. The undertaking method to create this interactive virtual tour is based on an easy procedure with off-the-shelf equipment and using both freely available software to address the process of photo stitching that combines multiple photographic images with overlapping fields of view to produce a segmented panorama or high-resolution image. Each panorama contains hotspots that enable the users to further explore the surroundings. The virtual tour provides the user the ability to navigate a scene through the rotation and zoom functions. This application results very appealing and has been adopted as a mean for information, dissemination, education and tourism purposes.

  2. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  3. A Standard-Compliant Virtual Meeting System with Active Video Object Tracking

    Directory of Open Access Journals (Sweden)

    Chang Yao-Jen

    2002-01-01

    Full Text Available This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network and the H.324 WAN (wide-area network users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.

  4. A simplified 2D to 3D video conversion technology——taking virtual campus video production as an example

    Directory of Open Access Journals (Sweden)

    ZHUANG Huiyang

    2012-10-01

    Full Text Available This paper describes a simplified 2D to 3D Video Conversion Technology, taking virtual campus 3D video production as an example. First, it clarifies the meaning of the 2D to 3D Video Conversion Technology, and points out the disadvantages of traditional methods. Second, it forms an innovative and convenient method. A flow diagram, software and hardware configurations are presented. Finally, detailed description of the conversion steps and precautions are given in turn to the three processes, namely, preparing materials, modeling objects and baking landscapes, recording screen and converting videos .

  5. Tall Tales on Tour.

    Science.gov (United States)

    Renaud, Linda; Silk, Lynn

    "Tall Tales on Tour" consists of a mobile unit of books, posters, puppets, plays, videos, teachers' guides and other resources designed to kindle enthusiasm and love for tall tales in students in grades 3-8 and to establish links with rural Washington County, Maine, schools. The program consists of three main components: (1) immersing…

  6. KML Tours: A New Platform for Exploring and Sharing Geospatial Data

    Science.gov (United States)

    Barcay, D. P.; Weiss-Malik, M.

    2009-12-01

    Google Earth and other virtual globes have allowed millions of people to explore the world from their own home. This technology has also raised the bar for professional visualizations: enabling interactive 3D visualizations to be created from massive data-sets, and shared using the KML language. For academics and professionals alike, an engaging presentation of your geospatial data is generally expected and can be the most effective form of advertisement. To that end, we released 'Touring' in Google Earth 5.0: a new medium for cinematic expression, visualized in Google Earth and written as extensions to the KML language. In a KML tour, the author has fine-grained control over the entire visual experience: precisely moving the virtual camera through the world while dynamically modifying the content, style, position, and visibility of the displayed data. An author can synchronize audio to this experience, bringing further immersion to a visualization. KML tours can help engage a broad user-base and conveying subtle concepts that aren't immediately apparent in traditional geospatial content. Unlike a pre-rendered video, a KML Tour maintains the rich interactivity of Google Earth, allowing users to continue exploring your content, and to mash-up other content with your visualization. This session will include conceptual explanations of the Touring feature in Google Earth, the structure of the touring KML extensions, as well as examples of compelling tours.

  7. Virtual reality simulators: valuable surgical skills trainers or video games?

    Science.gov (United States)

    Willis, Ross E; Gomez, Pedro Pablo; Ivatury, Srinivas J; Mitra, Hari S; Van Sickle, Kent R

    2014-01-01

    Virtual reality (VR) and physical model (PM) simulators differ in terms of whether the trainee is manipulating actual 3-dimensional objects (PM) or computer-generated 3-dimensional objects (VR). Much like video games (VG), VR simulators utilize computer-generated graphics. These differences may have profound effects on the utility of VR and PM training platforms. In this study, we aimed to determine whether a relationship exists between VR, PM, and VG platforms. VR and PM simulators for laparoscopic camera navigation ([LCN], experiment 1) and flexible endoscopy ([FE] experiment 2) were used in this study. In experiment 1, 20 laparoscopic novices played VG and performed 0° and 30° LCN exercises on VR and PM simulators. In experiment 2, 20 FE novices played VG and performed colonoscopy exercises on VR and PM simulators. In both experiments, VG performance was correlated with VR performance but not with PM performance. Performance on VR simulators did not correlate with performance on respective PM models. VR environments may be more like VG than previously thought. © 2013 Published by Association of Program Directors in Surgery on behalf of Association of Program Directors in Surgery.

  8. Integrating virtual reality video games into practice: clinicians' experiences.

    Science.gov (United States)

    Levac, Danielle E; Miller, Patricia A

    2013-10-01

    The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.

  9. Exploring children's movement characteristics during virtual reality video game play.

    Science.gov (United States)

    Levac, Danielle; Pierrynowski, Michael R; Canestraro, Melissa; Gurr, Lindsay; Leonard, Laurean; Neeley, Christyann

    2010-12-01

    There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (p<.001). Children with previous experience playing Wii Fit games demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Copyright © 2010 Elsevier B.V. All rights reserved.

  10. Do Nonverbal Emotional Cues Matter? Effects of Video Casting in Synchronous Virtual Classrooms

    Science.gov (United States)

    Han, Heeyoung

    2013-01-01

    This study examined the effects of an instructor's use of video casting as a nonverbal emotional cue in synchronous discussion sessions on students' social presence, satisfaction, and learning achievement. A quasi-experimental design was used to evaluate the effect of video casting in a synchronous virtual classroom. The research setting was a…

  11. Using Online Field Trips and Tours in Social Studies

    Science.gov (United States)

    Risinger, C. Frederick

    2010-01-01

    While not focusing directly on art, music, or literature, classroom teachers, students, and supervisors can find many virtual tours of museum offices, and agencies that do have art content. The use of virtual tours can be extremely effective--whether used as an entire classroom experience (such as the teacher guiding students through a tour using…

  12. Virtual Worlds vs Books and Videos in History Education

    Science.gov (United States)

    Ijaz, Kiran; Bogdanovych, Anton; Trescak, Tomas

    2017-01-01

    In this paper, we investigate an application of virtual reality and artificial intelligence (AI) as a technological combination that has a potential to improve the learning experience and engage with the modern generation of students. To address this need, we have created a virtual reality replica of one of humanity's first cities, the city of…

  13. Virtually compliant: Immersive video gaming increases conformity to false computer judgments.

    Science.gov (United States)

    Weger, Ulrich W; Loughnan, Stephen; Sharma, Dinkar; Gonidis, Lazaros

    2015-08-01

    Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are delegated to virtual characters-a development that bears both opportunities and risks. Interacting with such virtual-reality beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the present study we sought to explore whether role-playing video gaming primes individuals' identification with a computer enough to increase computer-related social conformity. Following immersive video gaming, individuals were indeed more likely to give up their own best judgment and to follow the vote of computers, especially when the stimulus context was ambiguous. Implications for human-computer interactions and for our understanding of the formation of identity and self-concept are discussed.

  14. Virtually numbed: Immersive video gaming alters real-life experience

    National Research Council Canada - National Science Library

    Weger, Ulrich W; Loughnan, Stephen

    2014-01-01

    ...). Does immersive video gaming, during which the player takes on the mantle of an avatar, prompt people to adopt the coldness and rigidity associated with robotic behavior and desensitize them to real-life experience...

  15. Improved virtual channel noise model for transform domain Wyner-Ziv video coding

    DEFF Research Database (Denmark)

    Huang, Xin; Forchhammer, Søren

    2009-01-01

    Distributed video coding (DVC) has been proposed as a new video coding paradigm to deal with lossy source coding using side information to exploit the statistics at the decoder to reduce computational demands at the encoder. A virtual channel noise model is utilized at the decoder to estimate...... the noise distribution between the side information frame and the original frame. This is one of the most important aspects influencing the coding performance of DVC. Noise models with different granularity have been proposed. In this paper, an improved noise model for transform domain Wyner-Ziv video...

  16. Virtually compliant: Immersive video gaming increases conformity to false computer judgments

    OpenAIRE

    Weger, Ulrich W.; Loughnan, Stephen; Sharma, Dinkar; Gonidis, Lazaros

    2015-01-01

    Real-life encounters with face-to-face contact are on the decline in a world in which many routine tasks are\\ud delegated to virtual characters—a development that bears both opportunities and risks. Interacting with such virtual-reality\\ud beings is particularly common during role-playing videogames, in which we incarnate into the virtual reality of\\ud an avatar. Video gaming is known to lead to the training and development of real-life skills and behaviors; hence, in the\\ud present study we ...

  17. Multiview video plus depth transmission via virtual-view-assisted complementary down/upsampling.

    Science.gov (United States)

    Jin, Zhi; Tillo, Tammam; Xiao, Jimin; Zhao, Yao

    Multiview video plus depth is a popular 3D video format which can provide viewers a vivid 3D feeling. However, its requirements in terms of computational complexity and transmission bandwidth are more than that of conventional 2D video. To mitigate these limitations, some works have proposed to reduce the amount of transmitted data by adopting different resolutions for different views, and consequently, the transmitted video is called mixed resolution video. In order to further reduce the transmitted data and maintain good quality at the decoder side; in this paper, we propose a down/upsampling algorithm for 3D multiview video which systematically takes into account the video encoder and decoder. At the encoder side, the rows of the two adjacent views are downsampled following an interlacing and complementary fashion, whereas, at the decoder side, the discarded pixels are recovered by fusing the virtual view pixels with the directional interpolated pixels from the complementary downsampled views. Moreover, the patterns of the texture surrounding the discarded pixels are used to aid the data fusion, so as to enhance edges recovery. Meanwhile, with the assistance of virtual views, at the decoder side, the proposed approach can effectively recover the discarded high-frequency details. The experimental results demonstrate the superior performance of the proposed framework.

  18. 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…

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

    Science.gov (United States)

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

    2015-02-01

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

  20. Image-Based Virtual Tours and 3d Modeling of Past and Current Ages for the Enhancement of Archaeological Parks: the Visualversilia 3d Project

    Science.gov (United States)

    Castagnetti, C.; Giannini, M.; Rivola, R.

    2017-05-01

    The research project VisualVersilia 3D aims at offering a new way to promote the territory and its heritage by matching the traditional reading of the document and the potential use of modern communication technologies for the cultural tourism. Recently, the research on the use of new technologies applied to cultural heritage have turned their attention mainly to technologies to reconstruct and narrate the complexity of the territory and its heritage, including 3D scanning, 3D printing and augmented reality. Some museums and archaeological sites already exploit the potential of digital tools to preserve and spread their heritage but interactive services involving tourists in an immersive and more modern experience are still rare. The innovation of the project consists in the development of a methodology for documenting current and past historical ages and integrating their 3D visualizations with rendering capable of returning an immersive virtual reality for a successful enhancement of the heritage. The project implements the methodology in the archaeological complex of Massaciuccoli, one of the best preserved roman site of the Versilia Area (Tuscany, Italy). The activities of the project briefly consist in developing: 1. the virtual tour of the site in its current configuration on the basis of spherical images then enhanced by texts, graphics and audio guides in order to enable both an immersive and remote tourist experience; 2. 3D reconstruction of the evidences and buildings in their current condition for documentation and conservation purposes on the basis of a complete metric survey carried out through laser scanning; 3. 3D virtual reconstructions through the main historical periods on the basis of historical investigation and the analysis of data acquired.

  1. IMAGE-BASED VIRTUAL TOURS AND 3D MODELING OF PAST AND CURRENT AGES FOR THE ENHANCEMENT OF ARCHAEOLOGICAL PARKS: THE VISUALVERSILIA 3D PROJECT

    Directory of Open Access Journals (Sweden)

    C. Castagnetti

    2017-05-01

    Full Text Available The research project VisualVersilia 3D aims at offering a new way to promote the territory and its heritage by matching the traditional reading of the document and the potential use of modern communication technologies for the cultural tourism. Recently, the research on the use of new technologies applied to cultural heritage have turned their attention mainly to technologies to reconstruct and narrate the complexity of the territory and its heritage, including 3D scanning, 3D printing and augmented reality. Some museums and archaeological sites already exploit the potential of digital tools to preserve and spread their heritage but interactive services involving tourists in an immersive and more modern experience are still rare. The innovation of the project consists in the development of a methodology for documenting current and past historical ages and integrating their 3D visualizations with rendering capable of returning an immersive virtual reality for a successful enhancement of the heritage. The project implements the methodology in the archaeological complex of Massaciuccoli, one of the best preserved roman site of the Versilia Area (Tuscany, Italy. The activities of the project briefly consist in developing: 1. the virtual tour of the site in its current configuration on the basis of spherical images then enhanced by texts, graphics and audio guides in order to enable both an immersive and remote tourist experience; 2. 3D reconstruction of the evidences and buildings in their current condition for documentation and conservation purposes on the basis of a complete metric survey carried out through laser scanning; 3. 3D virtual reconstructions through the main historical periods on the basis of historical investigation and the analysis of data acquired.

  2. Real behavior in virtual environments: psychology experiments in a simple virtual-reality paradigm using video games.

    Science.gov (United States)

    Kozlov, Michail D; Johansen, Mark K

    2010-12-01

    The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the presence/absence of a small number of bystanders did not significantly moderate helping. The second experiment increased the number of virtual bystanders, and participants were instructed to imagine that these were real people. Participants helped significantly less in rooms with large numbers of bystanders compared to rooms with no bystanders, thus demonstrating a bystander effect. These results indicate that even sophisticated high-level social behaviors can be observed and experimentally manipulated in simple VEs, thus implying the broad usefulness of this paradigm in psychological research as a good compromise between experimental control and ecological validity.

  3. Crowdsourcing for identification of polyp-free segments in virtual colonoscopy videos

    Science.gov (United States)

    Park, Ji Hwan; Mirhosseini, Seyedkoosha; Nadeem, Saad; Marino, Joseph; Kaufman, Arie; Baker, Kevin; Barish, Matthew

    2017-03-01

    Virtual colonoscopy (VC) allows a physician to virtually navigate within a reconstructed 3D colon model searching for colorectal polyps. Though VC is widely recognized as a highly sensitive and specific test for identifying polyps, one limitation is the reading time, which can take over 30 minutes per patient. Large amounts of the colon are often devoid of polyps, and a way of identifying these polyp-free segments could be of valuable use in reducing the required reading time for the interrogating radiologist. To this end, we have tested the ability of the collective crowd intelligence of non-expert workers to identify polyp candidates and polyp-free regions. We presented twenty short videos flying through a segment of a virtual colon to each worker, and the crowd was asked to determine whether or not a possible polyp was observed within that video segment. We evaluated our framework on Amazon Mechanical Turk and found that the crowd was able to achieve a sensitivity of 80.0% and specificity of 86.5% in identifying video segments which contained a clinically proven polyp. Since each polyp appeared in multiple consecutive segments, all polyps were in fact identified. Using the crowd results as a first pass, 80% of the video segments could in theory be skipped by the radiologist, equating to a significant time savings and enabling more VC examinations to be performed.

  4. 2.5D/3D Models for the enhancement of architectural-urban heritage. An Virtual Tour of design of the Fascist headquarters in Littoria

    Science.gov (United States)

    Ippoliti, E.; Calvano, M.; Mores, L.

    2014-05-01

    Enhancement of cultural heritage is not simply a matter of preserving material objects but comes full circle only when the heritage can be enjoyed and used by the community. This is the rationale behind this presentation: an urban Virtual Tour to explore the 1937 design of the Fascist Headquarters in Littoria, now part of Latina, by the architect Oriolo Frezzotti. Although the application is deliberately "simple", it was part of a much broader framework of goals. One such goal was to create "friendly and perceptively meaningful" interfaces by integrating different "3D models" and so enriching. In fact, by exploiting the activation of natural mechanisms of visual perception and the ensuing emotional emphasis associated with vision, the illusionistic simulation of the scene facilitates access to the data even for "amateur" users. A second goal was to "contextualise the information" on which the concept of cultural heritage is based. In the application, communication of the heritage is linked to its physical and linguistic context; the latter is then used as a basis from which to set out to explore and understand the historical evidence. A third goal was to foster the widespread dissemination and sharing of this heritage of knowledge. On the one hand we worked to make the application usable from the Web, on the other, we established a reliable, rapid operational procedure with high quality processed data and ensuing contents. The procedure was also repeatable on a large scale.

  5. Virtual muscularity: a content analysis of male video game characters.

    Science.gov (United States)

    Martins, Nicole; Williams, Dmitri C; Ratan, Rabindra A; Harrison, Kristen

    2011-01-01

    The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.

  6. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory.

    Science.gov (United States)

    Clemenson, Gregory D; Stark, Craig E L

    2015-12-09

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many "enriching" aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can stimulate neuroplasticity and

  7. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory

    Science.gov (United States)

    Clemenson, Gregory D.

    2015-01-01

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many “enriching” aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. SIGNIFICANCE STATEMENT The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can

  8. Real feelings for virtual people: emotional attachments and interpersonal attraction in video games

    OpenAIRE

    Coulson, Mark; Barnett, Jane; Ferguson, Christopher J.; Gould, Rebecca L.

    2012-01-01

    Factors which may affect how people become attracted to virtual characters were explored in an online survey of players of a recent video role-playing game. Seventy-four participants (33 male) completed a series of questionnaires assessing their personality, motivations for game play, and feelings towards the ten non-player characters (NPCs) with whom they had potentially experienced extensive interactions within the game world. Results suggest that people form real and authentic emotional at...

  9. Video capture virtual reality as a flexible and effective rehabilitation tool

    Directory of Open Access Journals (Sweden)

    Katz Noomi

    2004-12-01

    Full Text Available Abstract Video capture virtual reality (VR uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first became available more than 25 years ago, it is only within the past five years that it has been applied in rehabilitation. The objective of this article is to describe the way this technology works, to review its assets relative to other VR platforms, and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.

  10. Edge-aided virtual view rendering for multiview video plus depth

    Science.gov (United States)

    Muddala, Suryanarayana M.; Sjöström, Mârten; Olsson, Roger; Tourancheau, Sylvain

    2013-03-01

    Depth-Image-Based Rendering (DIBR) of virtual views is a fundamental method in three dimensional 3-D video applications to produce different perspectives from texture and depth information, in particular the multi-view-plus-depth (MVD) format. Artifacts are still present in virtual views as a consequence of imperfect rendering using existing DIBR methods. In this paper, we propose an alternative DIBR method for MVD. In the proposed method we introduce an edge pixel and interpolate pixel values in the virtual view using the actual projected coordinates from two adjacent views, by which cracks and disocclusions are automatically filled. In particular, we propose a method to merge pixel information from two adjacent views in the virtual view before the interpolation; we apply a weighted averaging of projected pixels within the range of one pixel in the virtual view. We compared virtual view images rendered by the proposed method to the corresponding view images rendered by state-of-theart methods. Objective metrics demonstrated an advantage of the proposed method for most investigated media contents. Subjective test results showed preference to different methods depending on media content, and the test could not demonstrate a significant difference between the proposed method and state-of-the-art methods.

  11. Using virtual reality simulation to assess competence in video-assisted thoracoscopic surgery (VATS) lobectomy

    DEFF Research Database (Denmark)

    Jensen, Katrine; Bjerrum, Flemming; Hansen, Henrik Jessen

    2017-01-01

    for a virtual reality simulator test of a video-assisted thoracoscopic surgery (VATS) lobectomy of a right upper lobe. METHODS: Participants with varying experience in VATS lobectomy were included. They were familiarized with a virtual reality simulator (LapSim(®)) and introduced to the steps of the procedure...... % false positives) and failed four of the experienced surgeons (29 % false negatives). CONCLUSION: This study is the first to establish validity evidence for a VATS right upper lobe lobectomy virtual reality simulator test. Several simulator metrics demonstrated significant differences between novices......BACKGROUND: The societies of thoracic surgery are working to incorporate simulation and competency-based assessment into specialty training. One challenge is the development of a simulation-based test, which can be used as an assessment tool. The study objective was to establish validity evidence...

  12. An integrated approach to distance learning with digital video in the French-speaking Virtual Medical University.

    Science.gov (United States)

    Dufour, J C; Cuggia, M; Soula, G; Spector, M; Kohler, F

    2007-01-01

    The aim of the French-speaking Virtual Medical University project (UMVF) is to share common resources and specific tools in order to improve medical training. Digital video on IP is an attractive tool for higher education but there are a number of obstacles to widespread implementation. This paper describes the UMVF approach to integrating digital video technologies and services in educational projects.

  13. Stereoscopic video and the quest for virtual reality: an annotated bibliography of selected topics

    Science.gov (United States)

    Starks, Michael R.

    1991-08-01

    It is the aim of most work with graphics photography and video to create vivid and compelling images. Though telepresence and virtual reality are new terms there exists a vast body of research in stereoscopic vido and other fields with similar objectives. Most of this work has appeared in patent documents or obscure publications and is rarely cited. In order to stimulate research a number of areas of interest are briefly reviewed and accompanied by extensive bibliographies. These include single camera and dual camera stereoscopy cornpatible 3D recording and transmission helmet mounted displays field sequential stereo and head and eyetracking devices.

  14. Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play.

    Science.gov (United States)

    Levac, Danielle; Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi

    2016-06-01

    Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. The objectives of this study were to develop and evaluate the feasibility and reliability of the Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP). Item generation occurred through an iterative process of literature review and sample videotape viewing. The MRI-VRGP includes 25 items quantifying upper extremity, lower extremity, and total body movements. A total of 176 videotaped 90-second game play sessions involving 7 typically developing children and 4 children with cerebral palsy were rated by 3 raters trained in MRI-VRGP use. Children played 8 games on 2 virtual reality and active video game systems. Intraclass correlation coefficients (ICCs) determined intra-rater and interrater reliability. Excellent intrarater reliability was evidenced by ICCs of >0.75 for 17 of the 25 items across the 3 raters. Interrater reliability estimates were less precise. Excellent interrater reliability was achieved for far reach upper extremity movements (ICC=0.92 [for right and ICC=0.90 for left) and for squat (ICC=0.80) and jump items (ICC=0.99), with 9 items achieving ICCs of >0.70, 12 items achieving ICCs of between 0.40 and 0.70, and 4 items achieving poor reliability (close-reach upper extremity-ICC=0.14 for right and ICC=0.07 for left) and single-leg stance (ICC=0.55 for right and ICC=0.27 for left). Poor video quality, differing item interpretations between raters, and difficulty quantifying the high-speed movements involved in game play affected reliability. With item definition clarification and further psychometric property evaluation, the MRI

  15. Virtual bronchoscopic approach for combining 3D CT and endoscopic video

    Science.gov (United States)

    Sherbondy, Anthony J.; Kiraly, Atilla P.; Austin, Allen L.; Helferty, James P.; Wan, Shu-Yen; Turlington, Janice Z.; Yang, Tao; Zhang, Chao; Hoffman, Eric A.; McLennan, Geoffrey; Higgins, William E.

    2000-04-01

    To improve the care of lung-cancer patients, we are devising a diagnostic paradigm that ties together three-dimensional (3D) high-resolution computed-tomographic (CT) imaging and bronchoscopy. The system expands upon the new concept of virtual endoscopy that has seen recent application to the chest, colon, and other anatomical regions. Our approach applies computer-graphics and image-processing tools to the analysis of 3D CT chest images and complementary bronchoscopic video. It assumes a two-stage assessment of a lung-cancer patient. During Stage 1 (CT assessment), the physician interacts with a number of visual and quantitative tools to evaluate the patient's 'virtual anatomy' (3D CT scan). Automatic analysis gives navigation paths through major airways and to pre-selected suspect sites. These paths provide useful guidance during Stage-1 CT assessment. While interacting with these paths and other software tools, the user builds a multimedia Case Study, capturing telling snapshot views, movies, and quantitative data. The Case Study contains a report on the CT scan and also provides planning information for subsequent bronchoscopic evaluation. During Stage 2 (bronchoscopy), the physician uses (1) the original CT data, (2) software graphical tools, (3) the Case Study, and (4) a standard bronchoscopy suite to have an augmented vision for bronchoscopic assessment and treatment. To use the two data sources (CT and bronchoscopic video) simultaneously, they must be registered. We perform this registration using both manual interaction and an automated matching approach based on mutual information. We demonstrate our overall progress to date using human CT cases and CT-video from a bronchoscopy- training device.

  16. Visualizing guided tours

    DEFF Research Database (Denmark)

    Poulsen, Signe Herbers; Fjord-Larsen, Mads; Hansen, Frank Allan

    This paper identifies several problems with navigating and visualizing guided tours in traditional hypermedia systems. We discuss solutions to these problems, including the representation of guided tours as 3D metro maps with content preview. Issues regarding navigation and disorientation...

  17. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war

    OpenAIRE

    John Derby

    2016-01-01

    This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD) caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq...

  18. 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.

  19. Using virtual reality simulation to assess competence in video-assisted thoracoscopic surgery (VATS) lobectomy.

    Science.gov (United States)

    Jensen, Katrine; Bjerrum, Flemming; Hansen, Henrik Jessen; Petersen, René Horsleben; Pedersen, Jesper Holst; Konge, Lars

    2017-06-01

    The societies of thoracic surgery are working to incorporate simulation and competency-based assessment into specialty training. One challenge is the development of a simulation-based test, which can be used as an assessment tool. The study objective was to establish validity evidence for a virtual reality simulator test of a video-assisted thoracoscopic surgery (VATS) lobectomy of a right upper lobe. Participants with varying experience in VATS lobectomy were included. They were familiarized with a virtual reality simulator (LapSim ® ) and introduced to the steps of the procedure for a VATS right upper lobe lobectomy. The participants performed two VATS lobectomies on the simulator with a 5-min break between attempts. Nineteen pre-defined simulator metrics were recorded. Fifty-three participants from nine different countries were included. High internal consistency was found for the metrics with Cronbach's alpha coefficient for standardized items of 0.91. Significant test-retest reliability was found for 15 of the metrics (p-values 50 VATS lobectomies performed). A pass/fail level defined as approximately one standard deviation from the mean metric scores for experienced surgeons passed none of the novices (0 % false positives) and failed four of the experienced surgeons (29 % false negatives). This study is the first to establish validity evidence for a VATS right upper lobe lobectomy virtual reality simulator test. Several simulator metrics demonstrated significant differences between novices and experienced surgeons and pass/fail criteria for the test were set with acceptable consequences. This test can be used as a first step in assessing thoracic surgery trainees' VATS lobectomy competency.

  20. Review of Tour of the Nile [iPad App

    Directory of Open Access Journals (Sweden)

    Helen Strudwick

    2013-07-01

    Full Text Available A review of the iPad app, Tour of the Nile. The app promises 'a virtual journey along the Nile Valley' plus the chance to 'handle' objects through the technology of augmented reality.

  1. Creation of a library tour application for mobile equipment using iBeacon technology

    OpenAIRE

    Jonathan Bradley; Neal Henshaw; Liz McVoy; Amanda French; Keith Gilbertson; Lisa Becksford; Elisabeth Givens

    2016-01-01

    We describe the design, development, and deployment of a library tour application utilizing Bluetooth Low Energy devices know as iBeacons. The tour application will serve as library orientation for incoming students. The students visit stations in the library with mobile equipment running a special tour app. When the app detects a beacon nearby, it automatically plays a video that describes the current location. After the tour, students are assessed according to the defined learning objective...

  2. An Intelligent Active Video Surveillance System Based on the Integration of Virtual Neural Sensors and BDI Agents

    Science.gov (United States)

    Gregorio, Massimo De

    In this paper we present an intelligent active video surveillance system currently adopted in two different application domains: railway tunnels and outdoor storage areas. The system takes advantages of the integration of Artificial Neural Networks (ANN) and symbolic Artificial Intelligence (AI). This hybrid system is formed by virtual neural sensors (implemented as WiSARD-like systems) and BDI agents. The coupling of virtual neural sensors with symbolic reasoning for interpreting their outputs, makes this approach both very light from a computational and hardware point of view, and rather robust in performances. The system works on different scenarios and in difficult light conditions.

  3. Of virtual victims and victimized virtues: differential effects of experienced aggression in video games on social cooperation.

    Science.gov (United States)

    Rothmund, Tobias; Gollwitzer, Mario; Klimmt, Christoph

    2011-01-01

    Two experimental studies were used to investigate how interacting with aggressive virtual characters in video games affects trust and cooperation of players. Study 1 demonstrates that experiencing virtual aggression from a victim's perspective can impair players' investments in a subsequent common goods dilemma situation. This effect is mediated by reduced expectations of trust in the cooperativeness of interaction partners. In Study 2 the same effect was replicated by using a different cooperation task and by investigating the moderating role of justice sensitivity from a victim's perspective as a dispositional factor. Participants transferred less money to an unknown partner in a trust game after exposure to aggressive nonplayer characters in a video game. This effect was stronger for people high in victim sensitivity. Results of both studies can be interpreted in line with the sensitivity to mean intentions model and add to the body of research on violent media effects.

  4. Assisted Cycling Tours

    Science.gov (United States)

    Hollingsworth, Jan Carter

    2008-01-01

    This article discusses Assisted Cycling Tours (ACT), a Westminster, Colorado based 501(c)3, non-profit that is offering the joy of bicycle tours in breathtaking, scenic locations to children and adults with developmental and physical disabilities and their families. ACT was founded by Bob Matter and his son David with a goal of opening up the…

  5. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war

    Directory of Open Access Journals (Sweden)

    John Derby

    2016-03-01

    Full Text Available This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq. I also discuss missions and omissions from the literature on these gaming technologies, which bolsters the underlying ableism of military culture that inhibits soldiers from recovering from PTSD.

  6. ATLAS Virtual Visit-Manchester-22-05-2014

    CERN Multimedia

    2014-01-01

    The 22nd May is the launch of Collider (a Science Museum touring exhibition) at the Museum of Science & Industry, Manchester, UK. Guests at the launch will have the chance to speak to ATLAS physicists at CERN from inside the Collider exhibition itself. Collider blends theatre, video and sound art with real artefacts from CERN, recreating a visit to the famous particle physics laboratory and inviting visitors to step inside the world’s greatest experiment. - See more at: http://atlas-live-virtual-visit.web.cern.ch/atlas-live-virtual-visit/2014/Manchester-2014.html#sthash.4t3T4bJm.dpuf

  7. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study.

    Science.gov (United States)

    Woodham, Luke A; Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-06-18

    The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George's, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students' ability to review and critically appraise the presented information. Our findings suggest that text was perceived to be a better source of information than video in virtual

  8. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study

    Science.gov (United States)

    Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-01-01

    Background The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. Objective A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. Methods An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George’s, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Results Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students’ ability to review and critically appraise the presented information. Conclusions Our findings suggest that text was perceived to be a

  9. Use of active video games to increase physical activity in children: a (virtual) reality?

    Science.gov (United States)

    Foley, Louise; Maddison, Ralph

    2010-02-01

    There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

  10. Interactive Mold House Tour

    Science.gov (United States)

    Get a quick glimpse of some of the most important ways to protect your home from mold by this interactive tour of the Mold House. Room-by-room, you'll learn about common mold issues and how to address them.

  11. EcoTour

    DEFF Research Database (Denmark)

    Andersen, Ove; Jensen, Christian S.; Torp, Kristian

    2013-01-01

    Reduction in greenhouse gas emissions from transportation is essential in combating global warming and climate change. Eco-routing enables drivers to use the most eco-friendly routes and is effective in reducing vehicle emissions. The EcoTour system assigns eco-weights to a road network based on ...

  12. Tour - Retour - Pretour - Detour

    DEFF Research Database (Denmark)

    van der Meijden, Peter Alexander

    2009-01-01

    Artiklen "Tour - Retour - Pretour - Detour" er den første omfattende gennemgang af den danske billedkunstner Reinier Lucassens assemblager og modifikationer. Udgangspunkt er værkernes tidsmæssige, rummæssige og historiske fleretydighed. Lucassens "retours" (f.eks. "Retour van de Antieken", de ant...

  13. The virtual brain: 30 years of video-game play and cognitive abilities

    Directory of Open Access Journals (Sweden)

    Andrew James Latham

    2013-09-01

    Full Text Available Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favourite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements.

  14. The virtual brain: 30 years of video-game play and cognitive abilities

    Science.gov (United States)

    Latham, Andrew J.; Patston, Lucy L. M.; Tippett, Lynette J.

    2013-01-01

    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements. PMID:24062712

  15. A new possibility in thoracoscopic virtual reality simulation training: development and testing of a novel virtual reality simulator for video-assisted thoracoscopic surgery lobectomy.

    Science.gov (United States)

    Jensen, Katrine; Bjerrum, Flemming; Hansen, Henrik Jessen; Petersen, René Horsleben; Pedersen, Jesper Holst; Konge, Lars

    2015-10-01

    The aims of this study were to develop virtual reality simulation software for video-assisted thoracic surgery (VATS) lobectomy, to explore the opinions of thoracic surgeons concerning the VATS lobectomy simulator and to test the validity of the simulator metrics. Experienced VATS surgeons worked with computer specialists to develop a VATS lobectomy software for a virtual reality simulator. Thoracic surgeons with different degrees of experience in VATS were enrolled at the 22nd meeting of the European Society of Thoracic Surgeons (ESTS) held in Copenhagen in June 2014. The surgeons were divided according to the number of performed VATS lobectomies: novices (0 VATS lobectomies), intermediates (1-49 VATS lobectomies) and experienced (>50 VATS lobectomies). The participants all performed a lobectomy of a right upper lobe on the simulator and answered a questionnaire regarding content validity. Metrics were compared between the three groups. We succeeded in developing the first version of a virtual reality VATS lobectomy simulator. A total of 103 thoracic surgeons completed the simulated lobectomy and were distributed as follows: novices n = 32, intermediates n = 45 and experienced n = 26. All groups rated the overall user realism of the VATS lobectomy scenario to a median of 5 on a scale 1-7, with 7 being the best score. The experienced surgeons found the graphics and movements realistic and rated the scenario high in terms of usefulness as a training tool for novice and intermediate experienced thoracic surgeons, but not very useful as a training tool for experienced surgeons. The metric scores were not statistically significant between groups. This is the first study to describe a commercially available virtual reality simulator for a VATS lobectomy. More than 100 thoracic surgeons found the simulator realistic, and hence it showed good content validity. However, none of the built-in simulator metrics could significantly distinguish between novice, intermediate

  16. 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…

  17. Systemic innovation and the virtues of going virtual : The case of the digital video disc

    NARCIS (Netherlands)

    De Laat, PB

    According to David Teece, only strong and integrated firms can successfully innovate in a systemic fashion. Looser coalitions consisting of joint ventures, alliances, or virtual partners will not be able to create a systemic innovation, let alone to set standards for it, or to control its further

  18. Augmenting real-time video with virtual models for enhanced visualization for simulation, teaching, training and guidance

    Science.gov (United States)

    Potter, Michael; Bensch, Alexander; Dawson-Elli, Alexander; Linte, Cristian A.

    2015-03-01

    In minimally invasive surgical interventions direct visualization of the target area is often not available. Instead, clinicians rely on images from various sources, along with surgical navigation systems for guidance. These spatial localization and tracking systems function much like the Global Positioning Systems (GPS) that we are all well familiar with. In this work we demonstrate how the video feed from a typical camera, which could mimic a laparoscopic or endoscopic camera used during an interventional procedure, can be used to identify the pose of the camera with respect to the viewed scene and augment the video feed with computer-generated information, such as rendering of internal anatomy not visible beyond the imaged surface, resulting in a simple augmented reality environment. This paper describes the software and hardware environment and methodology for augmenting the real world with virtual models extracted from medical images to provide enhanced visualization beyond the surface view achieved using traditional imaging. Following intrinsic and extrinsic camera calibration, the technique was implemented and demonstrated using a LEGO structure phantom, as well as a 3D-printed patient-specific left atrial phantom. We assessed the quality of the overlay according to fiducial localization, fiducial registration, and target registration errors, as well as the overlay offset error. Using the software extensions we developed in conjunction with common webcams it is possible to achieve tracking accuracy comparable to that seen with significantly more expensive hardware, leading to target registration errors on the order of 2 mm.

  19. Les tours de Paris

    Directory of Open Access Journals (Sweden)

    Roger Brunet

    2010-09-01

    Full Text Available De nombreuses tours de bureaux ou d’appartements ont été érigées à Paris et alentour dans la décennie 1965-1975, puis le mouvement s’est presque arrêté, se limitant à des rénovations. Le centre de la capitale a très peu de tours, et la construction s’est faite surtout par groupes compacts (Front de Seine, Olympiades, Défense, etc.. Le mouvement a été relancé à partir de 2005, dans une ambiance de spéculation et d’innovation architecturale, mais se trouve limité par l’instabilité des situations financières.

  20. "She's a waterfall": motion aftereffect and perceptual design in video games involving virtual musicianship.

    Science.gov (United States)

    Dyson, Benjamin J

    2010-01-01

    A particularly unpleasant version of motion aftereffect was revealed after extensively playing proprietary video games in which the task is to co-ordinate spatially distributed responses in time with music. During playing, key musical and rhythmic phrases descend as coloured shapes from the top of the screen. After playing, static text is presented that appears to slide upwards, reflecting a neural reaction contrary to the falling shapes. The game both serves as a contemporary example of motion aftereffect and also highlights certain cross-modal associations between space, time, and sound in the design of stimulus-response relations.

  1. The Virtual Threat Effect: A Test of Competing Explanations for the Effects of Racial Stereotyping in Video Games on Players' Cognitions.

    Science.gov (United States)

    Behm-Morawitz, Elizabeth; Hoffswell, Joseph; Chen, Szu-Wei

    2016-05-01

    Past research provides evidence that embodying a racially stereotyped African American video game character triggers stereotyped thinking among White players. However, the mechanisms through which virtual racial embodiment of a negatively stereotyped character in a video game impacts stereotyped thinking are still unknown. This study expands on past research and utilizes a between-subjects experimental design to test two possible theoretical explanations: the virtual threat effect and presence. On the one hand, embodying a negatively stereotyped African American character may elicit stereotyped thinking among White players due to the mere exposure to the threatening stereotype. According to this explanation, negative affective response to the threatening stimulus predicts stereotyping. On the other hand, the process of embodying, not just observing, the stereotyped African American character suggests that presence in the game may determine how impactful the game imagery is on White players' stereotyping of African Americans. In this case, level of presence would predict stereotyping. The findings of this study advance research by providing evidence of a psychological explanation for the negative effects of embodying a racially stereotyped video game character on players' race-related perceptions. We conceptualize the "virtual threat effect," which may be applied in additional contexts to understand how embodying stereotyped representations of outgroups in virtual environments may negatively affect individuals' perceptions and support of these groups.

  2. A virtual tour of the Galilean Satellites

    Science.gov (United States)

    Schenk, Paul

    2010-01-01

    Galileo's imagination was quick to comprehend the importance of the 4 starry objects he observed near Jupiter in January 1610, not only for himself as a scientist but for our common understanding of the place of the Earth and our species in the cosmos. Even he, however, could not have imagined what those four objects would actually look like once humans got their first good look. Some 369 years the fast traveling Voyager 1 and 2 spacecraft provided that first good look during 1979, followed by an even closer look from the Galileo Orbiter beginning in 1996 through 2001. The following mosaics represent some of the best of those views. They include views of impact craters young and ancient, icy terrains that have been intensely faulted, eroded or disrupted, mountains towering 10 or more kilometers high, and volcanic eruptions hotter than those on Earth. Each of the four Galilean satellites is geologically distinct, betraying very diverse global histories and evolutions. Images and other observations of these 4 objects revealed the importance of tidal heating and subsurface water oceans in planetary evolution, but mapping is very incomplete. New missions to explore these planetary bodies are being planned and the images and observations of the missions that went before will lay the groundwork for these new explorations as we begin the 5th Galilean century.

  3. Immersion in the virtual environment: the effect of a musical score on the video gaming experience.

    Science.gov (United States)

    Lipscomb, Scott D; Zehnder, Sean M

    2004-11-01

    This study provides one of very few experimental investigations into the impact of a musical soundtrack on the video gaming experience. Participants were randomly assigned to one of three experimental conditions: game-with-music, game-without-music, or music-only. After playing each of three segments of The Lord of the Rings: The Two Towers (Electronic Arts, 2002)--or, in the music-only condition, listening to the musical score that accompanies the scene--subjects responded on 21 verbal scales. Results revealed that some, but not all, of the verbal scales exhibited a statistically significant difference due to the presence of a musical score. In addition, both gender and age level were shown to be significant factors for some, but not all, of the verbal scales. Details of the specific ways in which music affects the gaming experience are provided in the body of the paper.

  4. Mass media tours Bangladesh.

    Science.gov (United States)

    1998-07-01

    In May 1998, representatives of Japan's mass media toured Bangladesh to learn about the country's reproductive health and population programs. The goal of the visit was for the journalists to spread information about the projects to their peers, to government officials, and parliamentarians responsible for allocations of foreign aid. The 1st stage of the visit involved meetings with program officials and organizers. In the 2nd stage, the journalists toured: 1) Matlab, where the International Center for Diarrhoeal Disease Research has been implementing an intensive family planning (FP) program; 2) the Panchdona IP area, where the Integrated Family Development Project is being conducted with funding from the Japanese government; 3) an FP office and satellite clinic; and 4) a site where voluntary organizations are providing FP/maternal-child health care. The journalists also learned about how micro-credit loans operate. Participating journalists reported that they were very impressed with the people of Bangladesh, and that they had gained a new understanding of the relationship between reproductive health and human rights.

  5. Networked innovations in guided tours

    DEFF Research Database (Denmark)

    Meged, Jane Widtfeldt; Zillinger, Malin

    The paper investgates how network innovations take place within the sharing economy based on a casestudy of free guided tour Companies i Copenhagen......The paper investgates how network innovations take place within the sharing economy based on a casestudy of free guided tour Companies i Copenhagen...

  6. Networked innovations in guided tours

    DEFF Research Database (Denmark)

    Meged, Jane Widtfeldt; Zillinger, Malin

    The paper investigates how network innovations take place within the sharing economy based on a casestudy of free guided tour Companies in Copenhagen......The paper investigates how network innovations take place within the sharing economy based on a casestudy of free guided tour Companies in Copenhagen...

  7. The Los Angeles Urbanscape Tour.

    Science.gov (United States)

    Hironaka, Janet H.

    1994-01-01

    Describes the Los Angeles Urbanscape Tour, in which the city of Los Angeles provides 11th graders with a living laboratory of the principles studied in-depth in their literature and social studies classrooms. Describes writing assignments which grew out of the tour. (SR)

  8. 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.

  9. Monitoring of Structures and Mechanical Systems Using Virtual Visual Sensors for Video Analysis: Fundamental Concept and Proof of Feasibility

    Directory of Open Access Journals (Sweden)

    Thomas Schumacher

    2013-12-01

    Full Text Available Structural health monitoring (SHM has become a viable tool to provide owners of structures and mechanical systems with quantitative and objective data for maintenance and repair. Traditionally, discrete contact sensors such as strain gages or accelerometers have been used for SHM. However, distributed remote sensors could be advantageous since they don’t require cabling and can cover an area rather than a limited number of discrete points. Along this line we propose a novel monitoring methodology based on video analysis. By employing commercially available digital cameras combined with efficient signal processing methods we can measure and compute the fundamental frequency of vibration of structural systems. The basic concept is that small changes in the intensity value of a monitored pixel with fixed coordinates caused by the vibration of structures can be captured by employing techniques such as the Fast Fourier Transform (FFT. In this paper we introduce the basic concept and mathematical theory of this proposed so-called virtual visual sensor (VVS, we present a set of initial laboratory experiments to demonstrate the accuracy of this approach, and provide a practical in-service monitoring example of an in-service bridge. Finally, we discuss further work to improve the current methodology.

  10. Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?

    Science.gov (United States)

    Arriaga, Patrícia; Esteves, Francisco; Carneiro, Paula; Monteiro, Maria Benedicta

    2008-01-01

    This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Copyright 2008 Wiley-Liss, Inc.

  11. Touring the Demolished Slum?

    DEFF Research Database (Denmark)

    Holst, Tore Elias Harsløf Mukherjee

    2015-01-01

    What are the limits of the knowledge it is ethically viable to articulate about “slums,” in a political environment where slum demolitions are a weekly occurrence? By cross-reading Partha Chatterjee's theoretical discussion of the conditions of subaltern (self)representation with studies of global...... slum tourism, the article attempts to answer this question by analyzing the case of the NGO, Salaam Baalak Trust. This NGO conducted slum tours for tourists from the global North in the interstitial spaces around New Delhi Railway Station until 2010, when the slum they used as an example of their work...... of their struggle to gentrify the city. The article argues that the implications of this case speaks into the theoretical framework of slum tourism studies, as it illustrates how knowledge produced within this field comes to act in the world in sometimes unforeseen ways....

  12. Securing Field Learning Using a Twenty-First Century Cook's Tour

    Science.gov (United States)

    Fuller, Ian C.; France, Derek

    2015-01-01

    This paper evaluates the effectiveness of incorporating digital video into a traditional Cook's Tour as part of a 7-day road trip around the east coast of New Zealand's North Island over a 4-year period. Student-generated video diaries summarized landscape features and processes at fieldsites, empowering students through active learning and small…

  13. The Art of Video Games

    Science.gov (United States)

    Johnson, Mark M.

    2012-01-01

    The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…

  14. Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour

    OpenAIRE

    Harrington, Brian; O'Connell, Michael

    2016-01-01

    Objective: The main aim of this study was to determine if there was a positive relationship between prosocial video game use and prosocial behaviour in children and adolescents. Method: This study had a cross-sectional correlational design. Data were collected from 538 9–15 year old children and adolescents between March and December 2014. Participants completed measures of empathy, prosocial behaviour and video game habits. Teachers rated the prosocial behaviour of participants. The socioeco...

  15. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  16. Barents Tour for Geotourists

    Science.gov (United States)

    Pihlaja, Jouni; Johansson, Peter; Lauri, Laura

    2015-04-01

    Barents Tour for Geotourists is a guidebook for a circular route locating in northern Finland, northern Norway and north-western Russia. The targets along the route are all connected with different aspects of geology: there are localities presenting rare rock types and minerals, potholes, gorges, eskers, raised beaches and palsa mires. Total number of sites along the route is 26, 14 of them are locating in Finland, 4 in Norway and 8 in the Kola Peninsula, Russia. In addition to geological information on the sites, the guidebook features directions and information on local tourism services in four languages: English, Finnish, Russian and Norwegian. Good examples of the geological sites in northern Finland are the potholes at Aholanvaara, Salla. The largest pothole is called the "Drinking pot". With a diameter of 15.5 m and a depth of 9.5 m it is the largest known pothole in Finland. One famous target in northern Finland is also the Gold Prospector Museum and geological nature trail at Tankavaara, Sodankylä. The museum has an impressive mineral and jewellery stone collection and it is the only international museum in the world displaying past and present items of gold panning and prospecting. The Khibiny Tundra is the largest mountain massif on the Kola Peninsula, Russia. These mountains are best known for their unique landscapes, geology and mineralogy. With an experienced guide, minerals like apatite, nepheline, titanite, eudialyte and lamprophyllite can be found there. In north-eastern Norway, the palsas at Øvre Neiden and Færdesmyra are examples of a specific mire type in the cold climate area. The palsa mires are characterized by the presence of 2-5 m high peat mounds that consist of interleaved peat and ice layers. The route was planned and implemented in the ABCGheritage project (Arctic Biological, Cultural and Geological Heritage) partly funded by the Kolarctic ENPI CBC program of the European Union. The guidebook was written by researchers of the

  17. CD Review: Tour de Force

    Directory of Open Access Journals (Sweden)

    Diana Golden

    2016-10-01

    Full Text Available Review of Tour de Force, the third album from C Force, an ensemble comprised of flutist Christine Gangelhoff, euphoniumist Christian Justilien, and pianist Christy Lee. With repertoire spanning over two centuries, the trio embarks on a musical tour to Guadaloupe, Jamaica, and Haiti on Disc One, and then Trinidad and Tobago, Curaçao, the U.S. Virgin Islands and the Bahamas on Disc Two. Just as the eclectic album artwork by John Cox might suggest, Tour de Force provides listeners with a sense of the rich tapestry of musical connections shared in art music across the Caribbean. This two-disc set (released March 2016 was recorded at the Performing Arts Center of The College of The Bahamas and produced by Terry Manning of Lucky Seven Records.

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

    Science.gov (United States)

    Rosenberg, Robin S; Baughman, Shawnee L; Bailenson, Jeremy N

    2013-01-01

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

  19. Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior

    Science.gov (United States)

    Rosenberg, Robin S.; Baughman, Shawnee L.; Bailenson, Jeremy N.

    2013-01-01

    Background Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior. Principal Findings Using a two-by-two design, participants were either given the power of flight (their arm movements were tracked to control their flight akin to Superman’s flying ability) or rode as a passenger in a helicopter, and were assigned one of two tasks, either to help find a missing diabetic child in need of insulin or to tour a virtual city. Participants in the “super-flight” conditions helped the experimenter pick up spilled pens after their virtual experience significantly more than those who were virtual passengers in a helicopter. Conclusion The results indicate that having the “superpower” of flight leads to greater helping behavior in the real world, regardless of how participants used that power. A possible mechanism for this result is that having the power of flight primed concepts and prototypes associated with superheroes (e.g., Superman). This research illustrates the potential of using experiences in virtual reality technology to increase prosocial behavior in the physical world. PMID:23383029

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

    Directory of Open Access Journals (Sweden)

    Robin S Rosenberg

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

  1. Networked innovations in guided tours

    DEFF Research Database (Denmark)

    Meged, Jane Widtfeldt; Zillinger, Malin

    This presentation is about a case study being done on networked innovation that is taking place within the scene of free guided tours in Copenhagen. Data has been collected on interactions between actors within the network of peers. In this way, both the own organisation and the actual market...... is being continually developed. ICT plays a key role, just as well as the relationships between the individual actors. It has been shown that close relationships building on friendship and trust are beneficial for the process of innovation. The fast growth of the sector of free guided tours however poses...

  2. PYRAMIDAL TOURS AND THE TRAVELING SALESMAN PROBLEM

    NARCIS (Netherlands)

    VANDERVEEN, JAA; SIERKSMA, G; VANDAL, R

    1991-01-01

    A traveling salesman problem is studied, containing a shortest Hamiltonian tour that is as long as a shortest pyramidal tour. A tour is pyramidal if it consists of a path from city 1 to n with cities in between visited in ascending order, and a path from n to 1 with cities in between visited in

  3. 76 FR 21753 - Site Tours Program

    Science.gov (United States)

    2011-04-18

    ... HUMAN SERVICES Food and Drug Administration Site Tours Program AGENCY: Food and Drug Administration, HHS... announcing a notice for participation in its Site Tours Program. This program is intended to give CTP staff... parties interested in participating in the Site Tours Program to submit requests to CTP. DATES: Interested...

  4. Learning and Personality on Study Tours Abroad

    Science.gov (United States)

    Miao, Shin Yu; Harris, Roger

    2012-01-01

    Study tours abroad are important arenas for post-compulsory education. This paper focuses on how personality affects students' learning on study tours abroad. The research involved 66 learners from one higher education institution in Taiwan on tours to the UK, the USA and Australia. Data were gathered using questionnaires and learning journals,…

  5. Creation of a Library Tour Application for Mobile Equipment using iBeacon Technology

    Directory of Open Access Journals (Sweden)

    Jonathan Bradley

    2016-04-01

    Full Text Available We describe the design, development, and deployment of a library tour application utilizing Bluetooth Low Energy devices know as iBeacons. The tour application will serve as library orientation for incoming students. The students visit stations in the library with mobile equipment running a special tour app. When the app detects a beacon nearby, it automatically plays a video that describes the current location. After the tour, students are assessed according to the defined learning objectives. Special attention is given to issues encountered during development, deployment, content creation, and testing of this application that depend on functioning hardware, and the necessity of appointing a project manager to limit scope, define priorities, and create an actionable plan for the experiment.

  6. Socialization, Mediation and Learning by Doing: the Role of School, Family and (Virtual) Peers In Playing Video Games

    National Research Council Canada - National Science Library

    Stokmans, Mia; Nieuwenhuijsen, Huib

    2015-01-01

    .... But, research on the digital divide indicates differences in internet skills. This article focusses on the acquisition of digital competences needed to play video games, the oldest digital application...

  7. A Prospective Study of Loss of Consciousness in Epilepsy Using Virtual Reality Driving Simulation and Other Video Games

    OpenAIRE

    Yang, Li; Morland, Thomas B.; Schmits, Kristen; Rawson, Elizabeth; Narasimhan, Poojitha; Motelow, Joshua E; Purcaro, Michael J.; Peng, Kathy; Raouf, Saned; DeSalvo, Matthew N; Oh, Taemin; Wilkerson, Jerome; Bod, Jessica; Srinivasan, Aditya; Kurashvili, Pimen

    2010-01-01

    Patients with epilepsy are at risk of traffic accidents when they have seizures while driving. However, driving is an essential part of normal daily life in many communities, and depriving patients of driving privileges can have profound consequences for their economic and social well being. In the current study, we collected ictal performance data from a driving simulator and two other video games in patients undergoing continuous video/EEG monitoring. We captured 22 seizures in 13 patients ...

  8. Promoting Rhema Tours and Travel's Holyland Tours Using a Marketing Booklet

    OpenAIRE

    Puspita, Natania; Ibrahim, Jusuf I

    2017-01-01

    Rhema Tours and Travel is a travel agency located in Jalan Jemursari 234A that specializes in Christian pilgrimage trips. It offers tours to Israel, Jordan, Egypt, and Europe. There were only a few people who know about Rhema Tours and Travel. This is probably due to ineffective promotional tools. Rhema Tours and Travel had brochures and company profiles to promote their Holy-land tours. However, those promotional tools are not very effective since they did not highlight the uniqueness of Rhe...

  9. The Effects of the Mediation and Leadership Role of Tour Guides on the Tour Experience: A Research on Nature Tours

    Directory of Open Access Journals (Sweden)

    F Özlem GÜZEL

    2014-12-01

    Full Text Available Other than being a profession that extends beyond only providing information on the historical monuments, tour guiding is a job that has positive effects on the holistic holiday experience. Thus, this profession in its context embodies many different roles that are necessary. With this context, the purpose of this study is primarily to analyze the effects of the leadership and mediation roles on certificated tour guide performance evaluation and then on holistic tour experience. Consequently, in order to determine the relationships between parameters, a field survey at Sarigerme tourism region was conducted on the guided nature tours during the months of May, June and July in 2013. Through the data obtained by the questionnaires, the relationship between the leadership role / mediator role of tour guides on tour guides‟ performance and holistic tour experience basing on two different models was analyzed with Structural Equation Method (SEM. As an outcome of the survey, it was found that the leadership role/mediator role of tour guides on the evaluation of the tour guides‟ performance and that the tour guide performance has positive effects on the evaluation holistic tour experience

  10. Socialization, Mediation and Learning by Doing : the Role of School, Family and (Virtual) Peers In Playing Video Games

    NARCIS (Netherlands)

    Stokmans, Mia; Nieuwenhuijsen, Huib

    Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is capable of using digital information. But, research on the digital divide indicates differences in internet skills. This article focusses on the acquisition of digital competences needed to play video

  11. A tour in sign language

    CERN Document Server

    François Briard

    2016-01-01

    In early May, CERN welcomed a group of deaf children for a tour of Microcosm and a Fun with Physics demonstration.   On 4 May, around ten children from the Centre pour enfants sourds de Montbrillant (Montbrillant Centre for Deaf Children), a public school funded by the Office médico-pédagogique du canton de Genève, took a guided tour of the Microcosm exhibition and were treated to a Fun with Physics demonstration. The tour guides’ explanations were interpreted into sign language in real time by a professional interpreter who accompanied the children, and the pace and content were adapted to maximise the interaction with the children. This visit demonstrates CERN’s commitment to remaining as widely accessible as possible. To this end, most of CERN’s visit sites offer reduced-mobility access. In the past few months, CERN has also welcomed children suffering from xeroderma pigmentosum (a genetic disorder causing extreme sensiti...

  12. A Prospective Study of Loss of Consciousness in Epilepsy Using Virtual Reality Driving Simulation and Other Video Games

    Science.gov (United States)

    Yang, Li; Morland, Thomas B.; Schmits, Kristen; Rawson, Elizabeth; Narasimhan, Poojitha; Motelow, Joshua E.; Purcaro, Michael J.; Peng, Kathy; Raouf, Saned; DeSalvo, Matthew N.; Oh, Taemin; Wilkerson, Jerome; Bod, Jessica; Srinivasan, Aditya; Kurashvili, Pimen; Anaya, Joseph; Manza, Peter; Danielson, Nathan; Ransom, Christopher B.; Huh, Linda; Elrich, Susan; Padin-Rosado, Jose; Naidu, Yamini; Detyniecki, Kamil; Hamid, Hamada; Fattahi, Pooia; Astur, Robert; Xiao, Bo; Duckrow, Robert B.; Blumenfeld, Hal

    2010-01-01

    Patients with epilepsy are at risk of traffic accidents when they have seizures while driving. However, driving is an essential part of normal daily life in many communities, and depriving patients of driving privileges can have profound consequences for their economic and social well being. In the current study, we collected ictal performance data from a driving simulator and two other video games in patients undergoing continuous video/EEG monitoring. We captured 22 seizures in 13 patients and found that driving impairment during seizures differed both in terms of magnitude and character, depending on the seizure type. Our study documents the feasibility of the prospective study of driving and other behaviors during seizures through the use of computer-based tasks. This methodology may be applied to further describe differential driving impairment in specific types of seizures and to gain data on anatomical networks disrupted in seizures that impair consciousness and driving safety. PMID:20537593

  13. A prospective study of loss of consciousness in epilepsy using virtual reality driving simulation and other video games.

    Science.gov (United States)

    Yang, Li; Morland, Thomas B; Schmits, Kristen; Rawson, Elizabeth; Narasimhan, Poojitha; Motelow, Joshua E; Purcaro, Michael J; Peng, Kathy; Raouf, Saned; Desalvo, Matthew N; Oh, Taemin; Wilkerson, Jerome; Bod, Jessica; Srinivasan, Aditya; Kurashvili, Pimen; Anaya, Joseph; Manza, Peter; Danielson, Nathan; Ransom, Christopher B; Huh, Linda; Elrich, Susan; Padin-Rosado, Jose; Naidu, Yamini; Detyniecki, Kamil; Hamid, Hamada; Farooque, Pue; Astur, Robert; Xiao, Bo; Duckrow, Robert B; Blumenfeld, Hal

    2010-07-01

    Patients with epilepsy are at risk of traffic accidents when they have seizures while driving. However, driving is an essential part of normal daily life in many communities, and depriving patients of driving privileges can have profound consequences for their economic and social well-being. In the current study, we collected ictal performance data from a driving simulator and two other video games in patients undergoing continuous video/EEG monitoring. We captured 22 seizures in 13 patients and found that driving impairment during seizures differed in terms of both magnitude and character, depending on the seizure type. Our study documents the feasibility of a prospective study of driving and other behaviors during seizures through the use of computer-based tasks. This methodology may be applied to further describe differential driving impairment in specific types of seizures and to gain data on anatomical networks disrupted in seizures that impair consciousness and driving safety. Copyright 2010 Elsevier Inc. All rights reserved.

  14. “She’s a waterfall”: motion after-effect and perceptual design in video games involving virtual musicianship

    OpenAIRE

    Dyson, Benjamin J

    2010-01-01

    A particularly unpleasant version of motion aftereffect was revealed after extensively playing proprietary video games in which the task is to co-ordinate spatially distributed responses in time with music. During playing, key musical and rhythmic phrases descend as coloured shapes from the top of the screen. After playing, static text is presented that appears to slide upwards, reflecting a neural reaction contrary to the falling shapes. The game both serves as a contemporary example of moti...

  15. Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches

    Science.gov (United States)

    Connors, Erin C.; Chrastil, Elizabeth R.; Sánchez, Jaime; Merabet, Lotfi B.

    2014-01-01

    For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive

  16. Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches.

    Science.gov (United States)

    Connors, Erin C; Chrastil, Elizabeth R; Sánchez, Jaime; Merabet, Lotfi B

    2014-01-01

    For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive

  17. 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...

  18. Diversity-Aware Multi-Video Summarization

    Science.gov (United States)

    Panda, Rameswar; Mithun, Niluthpol Chowdhury; Roy-Chowdhury, Amit K.

    2017-10-01

    Most video summarization approaches have focused on extracting a summary from a single video; we propose an unsupervised framework for summarizing a collection of videos. We observe that each video in the collection may contain some information that other videos do not have, and thus exploring the underlying complementarity could be beneficial in creating a diverse informative summary. We develop a novel diversity-aware sparse optimization method for multi-video summarization by exploring the complementarity within the videos. Our approach extracts a multi-video summary which is both interesting and representative in describing the whole video collection. To efficiently solve our optimization problem, we develop an alternating minimization algorithm that minimizes the overall objective function with respect to one video at a time while fixing the other videos. Moreover, we introduce a new benchmark dataset, Tour20, that contains 140 videos with multiple human created summaries, which were acquired in a controlled experiment. Finally, by extensive experiments on the new Tour20 dataset and several other multi-view datasets, we show that the proposed approach clearly outperforms the state-of-the-art methods on the two problems-topic-oriented video summarization and multi-view video summarization in a camera network.

  19. Enhancing student interactions with the instructor and content using pen-based technology, YouTube videos, and virtual conferencing.

    Science.gov (United States)

    Cox, James R

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. Copyright © 2011 Wiley Periodicals, Inc.

  20. Virtual-reality balance training with a video-game system improves dynamic balance in chronic stroke patients.

    Science.gov (United States)

    Cho, Ki Hun; Lee, Kyoung Jin; Song, Chang Ho

    2012-09-01

    Stroke is one of the most serious healthcare problems and a major cause of impairment of cognition and physical functions. Virtual rehabilitation approaches to postural control have been used for enhancing functional recovery that may lead to a decrease in the risk of falling. In the present study, we investigated the effects of virtual reality balance training (VRBT) with a balance board game system on balance of chronic stroke patients. Participants were randomly assigned to 2 groups: VRBT group (11 subjects including 3 women, 65.26 years old) and control group (11 subjects including 5 women, 63.13 years old). Both groups participated in a standard rehabilitation program (physical and occupational therapy) for 60 min a day, 5 times a week for 6 weeks. In addition, the VRBT group participated in VRBT for 30 min a day, 3 times a week for 6 weeks. Static balance (postural sway velocity with eyes open or closed) was evaluated with the posturography. Dynamic balance was evaluated with the Berg Balance Scale (BBS) and Timed Up and Go test (TUG) that measures balance and mobility in dynamic balance. There was greater improvement on BBS (4.00 vs. 2.81 scores) and TUG (-1.33 vs. -0.52 sec) in the VRBT group compared with the control group (P stroke patients with VRBT. VRBT is feasible and suitable for chronic stroke patients with balance deficit in clinical settings.

  1. A telerehabilitation program by virtual reality-video games improves balance and postural control in multiple sclerosis patients.

    Science.gov (United States)

    Gutiérrez, Rosa Ortiz; Galán Del Río, Fernando; Cano de la Cuerda, Roberto; Alguacil Diego, Isabel M; González, Rafael Arroyo; Page, Juan Carlos Miangolarra

    2013-01-01

    Balance and postural control (PC) disorders are frequent motor disorder symptoms associated with multiple sclerosis (MS). To demonstrate the potential improvements in balance and PC among patients with MS who complete a virtual reality telerehabilitation program that represents a feasible alternative to physical therapy for situations in which conventional treatment is not available. 50 patients was recruited. Control group (n = 25) received physiotherapy treatment twice a week (40 min per session). Experimental group (n = 25) received telerehabilitation treatment using the Xbox 360® console monitored via videoconference. Experimental group attended 40 sessions, four sessions per week (20 min per session). The treatment schedule lasted 10 weeks for both groups. A computerised dynamic posturography and clinical outcomes (Berg Balance and Tinettti scales) were used at baseline and at the end of the treatment. Results showed an improvement over general balance in both groups. Visual preference, the contribution of vestibular information, mean response time and Tinetti test yielded significant differences in the experimental group. An ANOVA revealed significant between-group post-treatment differences in the composite equilibrium score, Berg and Tinetti scales in the experimental group. We suggest that our virtual reality program enables anticipatory PC and response mechanisms and might serve as a successful therapeutic alternative in situations in which conventional therapy is not readily available.

  2. Virtual Labs and Virtual Worlds

    Science.gov (United States)

    Boehler, Ted

    2006-12-01

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

  3. RFP for the Comet Nuclei Tour (CONTOUR)

    DEFF Research Database (Denmark)

    Jørgensen, John Leif; Madsen, Peter Buch; Betto, Maurizio

    1999-01-01

    This document describes the ASC Star Tracker (performance, functionality, requirements etc.) to The Johns Hopkins University - Applied Physics Laboratory for their Comet Nuclei TOUR (CONTOUR) Program.......This document describes the ASC Star Tracker (performance, functionality, requirements etc.) to The Johns Hopkins University - Applied Physics Laboratory for their Comet Nuclei TOUR (CONTOUR) Program....

  4. Evaluation of a virtual pet visit system with live video streaming of patient images over the Internet in a companion animal intensive care unit in the Netherlands.

    Science.gov (United States)

    Robben, Joris H; Melsen, Diede N; Almalik, Osama; Roomer, Wendy; Endenburg, Nienke

    2016-05-01

    To evaluate the impact of a virtual pet visit system ("TelePet" System, TPS) on owners and staff of a companion animal ICU. Longitudinal interventional study (2010-2013). Companion animal ICU at a university veterinary medical teaching hospital. Pet owners, ICU technicians. The introduction of the TPS, with live video streaming of patient images over the Internet, in a companion animal ICU. Pet owners experienced TPS as a valuable extra service. Most TPS users (72.4%) experienced less anxiety and felt less need (40.4% of TPS users) to visit their hospitalized pet in person. Most users (83.5%) shared TPS access with their family. The introduction of the TPS did not improve overall owner satisfaction, except for the score on "quality of medical treatment." Seven of 26 indicators of owner satisfaction were awarded higher scores by TPS users than by TPS nonusers in the survey after the introduction of the system. However, the lack of randomization of owners might have influenced findings. The enthusiasm of the ICU technicians for the system was tempered by the negative feedback from a small number of owners. Nevertheless they recognized the value of the system for owners. The system was user friendly and ICU staff and TPS users experienced few technical problems. As veterinary healthcare is moving toward a more client-centered approach, a virtual pet visit system, such as TPS, is a relatively simple application that may improve the well-being of most owners during the hospitalization of their pet. © Veterinary Emergency and Critical Care Society 2016.

  5. YouTube Videos to Create a "Virtual Hospital Experience" for Hip and Knee Replacement Patients to Decrease Preoperative Anxiety: A Randomized Trial.

    Science.gov (United States)

    O'Connor, Mary I; Brennan, Katharyn; Kazmerchak, Shari; Pratt, Jason

    2016-04-18

    With declining reimbursement to health care systems, face-to-face time between patients and providers to optimize preoperative education and counseling may be challenging. Because high patient anxiety prior to surgery has been linked to more severe and persistent pain after joint replacement surgery, the Orthopedic Surgery Department at Mayo Clinic in Florida created a playlist of 16 YouTube videos aimed at creating a virtual hospital experience for primary total hip and knee joint replacement patients. A randomized trial was then performed to evaluate the potential impact of viewing this playlist on preoperative anxiety. Each patient completed a Generalized Anxiety Disorder (GAD) score assessment at the time of the routine preoperative clinic visit and then randomized based on his/her gender, type of surgery, and initial GAD score to either the control group of standard education (education at face-to-face clinical visits as well as printed educational materials) or the treatment group (standard education plus access to the YouTube playlist). On the morning of the patient's surgery, the same survey was repeated. Of the 65 patients who consented to participate in the study, 53 completed the study (82%) with 28 of 29 (97% completed) in the control group and 25 of 36 (69% completed) in the treatment group. Overall, the results showed a trend toward less anxiety in patients who viewed the YouTube videos; this was exhibited by a reduction in the median GAD score by 1 point. This trend is more clearly present in patients with high preoperative anxiety (predominantly women), as seen in the reduction of the median GAD score by 6 points in the treatment group. Although our experience is limited, our results indicate that a series of tailored videos may decrease patient anxiety preoperatively. We recommend further exploration of both this concept and the use of social media tools in preoperative patient education. Clinicaltrials.gov NCT02546180; http

  6. ETH Zurich tour at CERN.

    CERN Multimedia

    Maximilien Brice

    2002-01-01

    Right to left: Thomas Wobmann and Markus Zemp visit the LHC tunnel at CERN with G nther Dissertori and Marcel Wyler of ETH Zurich. Their visit was part of the top prize for a competition organised by the ETH department of physics to coincide with its open day in June. Residents of Zurich and surrounding Swiss cantons were invited to answer five physics questions broadcast on local radio and the Internet the week before the open day. The two winners' reward for knowing who did not believe that God plays dice, among other things, was a flight offered by Swiss International Air Lines to Geneva and a VIP tour of CERN. One highlight was a trip to the underground site of the future CMS experiment, where the scale of the enormous cavern makes construction machines look like children's toys.

  7. Beat the Fear of Public Speaking: Mobile 360° Video Virtual Reality Exposure Training in Home Environment Reduces Public Speaking Anxiety.

    Science.gov (United States)

    Stupar-Rutenfrans, Snežana; Ketelaars, Loes E H; van Gisbergen, Marnix S

    2017-10-01

    With this article, we aim to increase our understanding of how mobile virtual reality exposure therapy (VRET) can help reduce speaking anxiety. Using the results of a longitudinal study, we examined the effect of a new VRET strategy (Public Speech Trainer, PST), that incorporates 360° live recorded VR environments, on the reduction of public speaking anxiety. The PST was developed as a 360° smartphone application for a VR head-mounted device that participants could use at home. Realistic anxiety experiences were created by means of live 360° video recordings of a lecture hall containing three training sessions based on graded exposure framework; empty classroom (a) and with a small (b) and large audience (c). Thirty-five students participated in all sessions using PST. Anxiety levels were measured before and after each session over a period of 4 weeks. As expected, speaking anxiety significantly decreased after the completion of all PST sessions, and the decrement was the strongest in participants with initially high speaking anxiety baseline levels. Results also revealed that participants with moderate and high speaking anxiety baseline level differ in the anxiety state pattern over time. Conclusively and in line with habituation theory, the results supported the notion that VRET is more effective when aimed at reducing high-state anxiety levels. Further implications for future research and improvement of current VRET strategies are discussed.

  8. Single molecule dynamics in a virtual cell: a three-dimensional model that produces simulated fluorescence video-imaging data.

    Science.gov (United States)

    Mashanov, Gregory I

    2014-09-06

    The analysis of single molecule imaging experiments is complicated by the stochastic nature of single molecule events, by instrument noise and by the limited information which can be gathered about any individual molecule observed. Consequently, it is important to cross check experimental results using a model simulating single molecule dynamics (e.g. movements and binding events) in a virtual cell-like environment. The output of such a model should match the real data format allowing researchers to compare simulated results with the real experiments. The proposed model exploits the advantages of 'object-oriented' computing. First of all, the ability to create and manipulate a number of classes, each containing an arbitrary number of single molecule objects. These classes may include objects moving within the 'cytoplasm'; objects moving at the 'plasma membrane'; and static objects located inside the 'body'. The objects of a given class can interact with each other and/or with the objects of other classes according to their physical and chemical properties. Each model run generates a sequence of images, each containing summed images of all fluorescent objects emitting light under given illumination conditions with realistic levels of noise and emission fluctuations. The model accurately reproduces reported single molecule experiments and predicts the outcome of future experiments.

  9. A video annotation methodology for interactive video sequence generation

    NARCIS (Netherlands)

    C.A. Lindley; R.A. Earnshaw; J.A. Vince

    2001-01-01

    textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) has developed an experimental environment for dynamic virtual video sequence synthesis from databases of video data. A major issue for the development of dynamic interactive video applications

  10. Economic tour package model using heuristic

    Science.gov (United States)

    Rahman, Syariza Abdul; Benjamin, Aida Mauziah; Bakar, Engku Muhammad Nazri Engku Abu

    2014-07-01

    A tour-package is a prearranged tour that includes products and services such as food, activities, accommodation, and transportation, which are sold at a single price. Since the competitiveness within tourism industry is very high, many of the tour agents try to provide attractive tour-packages in order to meet tourist satisfaction as much as possible. Some of the criteria that are considered by the tourist are the number of places to be visited and the cost of the tour-packages. Previous studies indicate that tourists tend to choose economical tour-packages and aiming to visit as many places as they can cover. Thus, this study proposed tour-package model using heuristic approach. The aim is to find economical tour-packages and at the same time to propose as many places as possible to be visited by tourist in a given geographical area particularly in Langkawi Island. The proposed model considers only one starting point where the tour starts and ends at an identified hotel. This study covers 31 most attractive places in Langkawi Island from various categories of tourist attractions. Besides, the allocation of period for lunch and dinner are included in the proposed itineraries where it covers 11 popular restaurants around Langkawi Island. In developing the itinerary, the proposed heuristic approach considers time window for each site (hotel/restaurant/place) so that it represents real world implementation. We present three itineraries with different time constraints (1-day, 2-day and 3-day tour-package). The aim of economic model is to minimize the tour-package cost as much as possible by considering entrance fee of each visited place. We compare the proposed model with our uneconomic model from our previous study. The uneconomic model has no limitation to the cost with the aim to maximize the number of places to be visited. Comparison between the uneconomic and economic itinerary has shown that the proposed model have successfully achieved the objective that

  11. 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.

  12. A whistle-stop tour of statistics

    National Research Council Canada - National Science Library

    Everitt, Brian

    2012-01-01

    "Preface according to my Penguin English dictionary, whistle-stop, used before a noun means 'consisting of brief stops in several places' and this whistle-stop tour of statistics does just that, with...

  13. Tourists Co-producing Guided Tours

    DEFF Research Database (Denmark)

    Larsen, Jonas; Meged, Jane Widtfeldt

    2013-01-01

    The guided tour is a stigmatized tourist practice. In contrast to studies portraying sightseeing tours as an over-determined stage where tourists passively follow prescripted routes and scripts, this article also uncovers creativity, detours and productive practices. We examine how tourists can...... be said to perform both in and out of tune with guide's script and the interaction order of guiding more broadly. What is distinctive and innovative about the perspective is that we regard guides and tourists as mutual depending co-producers of the guided tour. First, the article begins with a short...... discussion of some of Goffman's central concepts. Second, we move on to a more general discussion of how front-stage tourism services are performances where both tourist staff and guests play their part. Third, we examine ethnographically how participants on guided tours in Copenhagen co...

  14. Delmarva Fox Squirrel Refuge Tour Report

    Data.gov (United States)

    US Fish and Wildlife Service, Department of the Interior — This is a report by members of the Delmarva Fox Squirrel Recovery Team, the South Zone Biologist, and the Regional Forester that summarizes a tour of Chincoteague...

  15. Student Interns Tour Two NIH Facilities | Poster

    Science.gov (United States)

    Thirty-five Werner H. Kirsten student interns toured the National Library of Medicine and the National Institutes of Health Clinical Center in Bethesda in August to learn about the services and opportunities available.

  16. NEWS ABOUT HOPITAL DE LA TOUR

    CERN Multimedia

    Sylvain Weisz

    2002-01-01

    Mr. James Bissell, Director of the Hôpital de La Tour, has directly circulated the medical practitioners in the area and some of you with a letter setting out to defend the financial interests of his establishment. This initiative, which was taken without consulting us, is designed to sow confusion about the scale of La Tour price rises and the unequal treatment we are receiving, as compared with individuals insured with Swiss health insurance firms. In fact, the letter from La Tour (published on our site) casts doubt on our statements in the CHIS Bull' No. 12, which we reassert here, viz., the average increase in rates that La Tour charges CERN Members is 15%; the discounts that we have been able to negotiate with the Cantonal Hospital and other private hospital institutions in Geneva such as the Clinique Générale Beaulieu constitute savings of 20 to 40% by comparison with rates charged at La Tour; for outpatient care, La Tour does not charge the same rates to Members of the CHIS as it does to those b...

  17. Video Technology Transforms the Teaching of Art History.

    Science.gov (United States)

    Guernsey, Lisa

    1997-01-01

    An art history video created at the Columbia University (New York) Media Center for Art History takes the art student on a computer-animated video tour of Amiens Cathedral (France) designed to make architectural history come alive by illustrating the chronology of the building's construction. The Center was established to encourage faculty to…

  18. Jeff FROST, video artist for U2, visits CERN

    CERN Multimedia

    2015-01-01

    Video artist Jeff Frost came to CERN last April to produce video art for the U2 band's 2015 tour Innocence and Experience. He spent a week and visited in The Globe, the ATLAS, CMS experiments and ALICE caverns, Idea Square, the COMPASS experiment, the AD, the Aegis experiment, n-ToF, LEIR, ISOLDE, SM18, the Computing Centre.

  19. SHIMADA Deep-coral Cruise 2010 - Virtual Tours

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Scientists from NOAA Fisheries Service's Benthic Resources Group and NOAA Center for Coastal Environmental Health and Biomolecular Research participated in a six-day...

  20. An Interactive Virtual Tour of a Milk Powder Plant

    Science.gov (United States)

    Herritsch, Alfred; Rahim, Elin Abdul; Fee, Conan J.; Morison, Ken R.; Gostomski, Peter A.

    2013-01-01

    Immersive learning applications in chemical and process engineering are creating the opportunity to bring entire process plants to the student. While meant to complement field trips, in some cases, this is the only opportunity for students to engage with certain industrial sites due to site regulations (health and safety, hygiene, intellectual…

  1. "School Shooter" Web Video Game Raises Concerns

    Science.gov (United States)

    Rhen, Brad

    2011-01-01

    A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…

  2. Next step, the Tour de France?

    CERN Multimedia

    Anaïs Schaeffer

    2013-01-01

    The penultimate stage of the 2013 Tour de France, the Annecy-Semnoz time-trial, has already been won – by a CERN staff member!     In keeping with tradition, the organisers of the Tour de France organise another race, the Étape du Tour, which is open to the general public and follows the actual route of an official stage of the Tour proper. This year, the chosen venue was Annecy and its neighbouring mountain, Le Semnoz, which played host to 11,000 cycling enthusiasts from all parts. This penultimate stage of the 2013 Tour will be raced by the professionals on 20 July. The public race was won by Nicolas Roux, an experienced cyclist and member of CERN’s GS-IS Group, who devoured the 128-km course in just 4 hours and 15 minutes, nine seconds ahead of cycling champion Julien Absalon. “I just managed to overhaul Julien Absalon 500 m before the finishing line,” Nicolas recounts. “It was a fantastic race!” Come rain o...

  3. Tour Route Multiobjective Optimization Design Based on the Tourist Satisfaction

    Directory of Open Access Journals (Sweden)

    Yan Han

    2014-01-01

    Full Text Available The question prompted is how to design the tour route to make the tourists get the maximum satisfactions considering the tourists’ demand. The influence factors of the tour route choices of tourists were analyzed and tourists’ behavior characteristics and psychological preferences were regarded as the important influence factors based on the tourist behavioral theories. A questionnaire of tourists’ tour route information and satisfaction degree was carried out. Some information about the scene spot and tourists demand and tour behaviors characteristic such as visit frequency, number of attractions visited was obtained and analyzed. Based on the convey datum, tour routes multiobjective optimization functions were prompted for the tour route design regarding the maximum satisfaction and the minimum tour distance as the optimal objective. The available routes are listed and categorized. Based on the particle swarm optimization model, the priorities of the tour route are calculated and finally the suggestion depth tour route and quick route tour routes are given considering the different tour demands of tourists. The results can offer constructive suggestions on how to design tour routes on the part of tourism enterprises and how to choose a proper tour route on the part of tourists.

  4. Keesler Air Force Base team tours Stennis

    Science.gov (United States)

    2009-01-01

    Stennis Space Center Deputy Director Patrick Scheuermann (seated, center) welcomed members of the Keesler Air Force Base management team from Biloxi during a Nov. 4 tour of the rocket engine test facility. During the visit, Keesler team members toured several areas, including the A-3 Test Stand construction site and the Pratt & Whitney Rocketdyne engine assembly facility. Management team members visiting Stennis included Brig. Gen. Ian R. Dickinson (seated, right), commander of the Keesler base, and Col. Christopher Valle (seated, left), vice commander of the base.

  5. A Unified Grand Tour of Theoretical Physics

    CERN Document Server

    Lawrie, Ian D

    2002-01-01

    A unified account of the principles of theoretical physics, A Unified Grand Tour of Theoretical Physics, Second Edition stresses the inter-relationships between areas that are usually treated as independent. The profound unifying influence of geometrical ideas, the powerful formal similarities between statistical mechanics and quantum field theory, and the ubiquitous role of symmetries in determining the essential structure of physical theories are emphasized throughout.This second edition conducts a grand tour of the fundamental theories that shape our modern understanding of the physical wor

  6. Cultural Tourism Tours and Main Routes Towards Turkey

    Directory of Open Access Journals (Sweden)

    Veysi GÜNAL

    2009-06-01

    Full Text Available Today, the tourism has become a important industry. Certainly, the most important international actors af this industry are tour operators. The tour operators which realize about 75 percent of the total tourism activity to Turkey have taken a very important mission from the point of Turkey tourism. The, Germany, Netherlands, England and USA tour operators, which have made the important part of the tours to our country, have also an important position in organizating cultural tour. When the cultural tours, which have been planned to Turkey by this countries, have been studied it is seen that these tours have containied more mass tourism areas or near areas of these region. It can be said that Turkey’s not marketing its tourism correctly has be effective in this subject. With this research, it has been studied how the cultural attractions in Turkey have been perceived, consumed and marketed by abroad tour operators.

  7. Tour operators, environment and sustainable development; Tour operator, ambiente e sviluppo sostenibile

    Energy Technology Data Exchange (ETDEWEB)

    Andriola, L.; Chirico, R.; Declich, P. [ENEA, Divisione Caratterizzazione dell' Ambiente e del Territorio, Centro Ricerche Casaccia, Rome (Italy)

    2001-07-01

    The purpose of this work is to characterize the role of the tour operators in achieving sustainable development meaning a process of development which leaves at least the same amount of capital, natural and man-made, to future generations as current generations have access to. Tourism is one of the largest and fastest growing global industries, creating significant employment and economic development, particularly in many developing countries. Tourism can also have negative environmental and social impact resulting from resource consumption, pollution, generation of wastes and from the compromise of local culture while introducing new activities. Most tour operators has started to recognised that a clean environment is critical to their success, but few tour operators have the management tools or experience to design and conduct tours that minimize their negative environmental and social impacts. A group of tour operators from different parts of the world have joined forces to create the Tour Operators' Initiative for Sustainable Tourism Development. With this initiatives, tour operators are moving towards sustainable tourism by committing themselves to address the environmental, social, and cultural aspects of sustainable development within the tourism sector. [Italian] Lo scopo del presente lavoro e' individuare il ruolo dei Tour Operator nel perseguire uno sviluppo sostenibile ossia un processo di sviluppo che lasci alle generazioni future lo stesso capitale, naturale e creato dall'uomo, di cui dispone l'attuale generazione. Il turismo e' tra le industrie globali piu' vaste ed in rapida crescita che crea una occupazione ed uno sviluppo economico significativo, particolarmente in molti paesi in via di sviluppo. Il turismo puo' anche generare impatti sia ambientali che sociali derivanti dallo sfruttamento delle risorse, dall'inquinamento, dalla produzione di rifiuti e dalla compromissione delle culture locali introducendo

  8. Computer Vision Assisted Virtual Reality Calibration

    Science.gov (United States)

    Kim, W.

    1999-01-01

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

  9. A Metro Map Metaphor for Guided Tours on the Web

    DEFF Research Database (Denmark)

    Sandvad, Elmer Sørensen; Grønbæk, Kaj; Sloth, Lennert

    2001-01-01

    maps and route maps with indication of which stations of a tour have been visited; and finally (4) support for arbitrary web pages as stations on the tour. The paper discusses the Webvise Guided Tour System and illustrates its use in a digital library portal. The system is compared to other recent Web...

  10. Kathryn Toure | IDRC - International Development Research Centre

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

    Kathryn Toure started her career in New York City in refugee resettlement before working for the Centre for International and Comparative Studies at the University of Iowa. She moved to West Africa where she worked with Africa Online, the Educational Research Network for West and Central Africa, and eventually as ...

  11. Reisipakkumine - Grand Tour Itaalias / Mai Levin

    Index Scriptorium Estoniae

    Levin, Mai, 1942-

    2009-01-01

    Tiina Abeli koostatud ja Urmas Viigi kujundatud näitus "Grand Tour. Eesti kunstnikud Itaalias" Kumu Kunstimuuseumis 05. aprillini. Loetletud eksponeeritud tööde autoreid. Näitus annab ülevaate, kes siinsetest kunstnikest 19. sajandi algusest kuni 1930ndate aastateni Itaalias käisid ja kuidas see nende loomingut mõjutas

  12. Park World Tour Hiinas / Timo Sild

    Index Scriptorium Estoniae

    Sild, Timo, 1988-

    2012-01-01

    Reisikiri Eesti sportlaste osalemisest septembris Hiinas korraldatud Park World Tour orienteerumisvõistlustel - Changchunis toimunud kahepäevasel Vasa orienteerumisfestivalil, Chongqingi lähistel toimunud Hiina meistrivõistlustel orienteerumissprindis ja Wanshengis toimunud lühiraja Hiina meistrivõistlustel ning Bekingi botaanikaaias toimunud keskkooli ja ülikooli meistrivõistlustel

  13. Developing Educational and Entertaining Virtual Humans using Elckerlyc

    NARCIS (Netherlands)

    Reidsma, Dennis; van Welbergen, H.; Paul, Ronald C.; van de Laar, B.L.A.; Nijholt, Antinus; Yang, Hyun Seung; Malaka, Rainer; Hoshino, Junichi; Han, Jung Hyun

    2010-01-01

    Virtual humans (VHs) are used in many educational and entertainment settings: training and serious gaming, interactive information kiosks, tour guides, tutoring, interactive virtual dancers, and much more. Building a complete VH from scratch is a daunting task, and it makes sense to rely on existing

  14. 1964 Great Alaska Earthquake: a photographic tour of Anchorage, Alaska

    Science.gov (United States)

    Thoms, Evan E.; Haeussler, Peter J.; Anderson, Rebecca D.; McGimsey, Robert G.

    2014-01-01

    , and small-scale maps, as well as links to slideshows of additional photographs and Google Street View™ scenes. Buildings in Anchorage that were severely damaged, sites of major landslides, and locations of post-earthquake engineering responses are highlighted. The web map can be used online as a virtual tour or in a physical self-guided tour using a web-enabled Global Positioning System (GPS) device. This publication serves the purpose of committing most of the content of the web map to a single distributable document. As such, some of the content differs from the online version.

  15. Virtual Recruiting Analysis and Process Development Study: Final Report

    Science.gov (United States)

    2017-11-01

    Sailors through DEP. The highly motivated recruiting professionals, through creativity and innovation, have successfully implemented Virtual...tour and overview of Night or Arrival (0850) Transition to Night of Arrival Classroom for Moment of Truth (1000) Transition to small pool for...1245) Transition to ship tour of USS Arizona (1330) Transition to classroom for RTC brief: “Things We Would Like Recruiters to Know” (1430) Depart

  16. Modeling 3D Unknown object by Range Finder and Video Camera ...

    African Journals Online (AJOL)

    real world); proprioceptive and exteroceptive sensors allowing the recreating of the 3D geometric database of an environment (virtual world). The virtual world is projected onto a video display terminal (VDT). Computer-generated and video ...

  17. A unified grand tour of theoretical physics

    CERN Document Server

    Lawrie, Ian D

    2013-01-01

    A Unified Grand Tour of Theoretical Physics invites its readers to a guided exploration of the theoretical ideas that shape our contemporary understanding of the physical world at the fundamental level. Its central themes, comprising space-time geometry and the general relativistic account of gravity, quantum field theory and the gauge theories of fundamental forces, and statistical mechanics and the theory of phase transitions, are developed in explicit mathematical detail, with an emphasis on conceptual understanding. Straightforward treatments of the standard models of particle physics and cosmology are supplemented with introductory accounts of more speculative theories, including supersymmetry and string theory. This third edition of the Tour includes a new chapter on quantum gravity, focusing on the approach known as Loop Quantum Gravity, while new sections provide extended discussions of topics that have become prominent in recent years, such as the Higgs boson, massive neutrinos, cosmological perturba...

  18. STRATEGI PEMASARAN PAKET INBOUND TOUR: STUDI KASUS DI PT. LOTUS ASIA TOURS JIMBARAN BALI

    Directory of Open Access Journals (Sweden)

    Camelia Agatha Mahayu Putri

    2015-12-01

    Full Text Available Tujuan penelitian ini adalah untuk mengetahui faktor internal yaitu kekuatan dan kelemahan dan eksternal yaitu peluang dan ancaman dari PT. Lotus Asia Tours serta untuk mengetahui strategi yang dapat dilakukan pihak PT. Lotus Asia Tours untuk memasarkan paket inbound tour. Lokasi penelitian dilakukan di PT. Lotus Asia Tours yang terletak di Jl. By Pass Ngurah Rai No. 18, Jimbaran Bali.. Penelitian ini menggunakan metode deskriptif kualitatif. Teknik pengumpulan data dilakukan dengan cara observasi, wawancara, studi kepustakaan, studi dokumentasi dan didukung dengan daftar pertanyaan yang disebarkan kepada 60 informan. Daftar pertanyaan yang disebarkan berpedoman pada indikator marketing mix 7 P (product, price, place, promotion, physical evidence, people, process. Hasil data yang diperoleh lalu dianalisis dengan IFAS (Internal Factor Analysis Summary dan EFAS ( External Factor Analysis Summary, selanjutnya untuk mengetahui posisi perusahaan digunakan matriks internal eksternal dan untuk mengetahui alternatif strategi digunakan matriks SWOT, sehingga dapat menciptakan strategi pemasaran baru serta mengembangkan program-program yang telah ada agar dapat diterapkan oleh PT. Lotus Asia Tours Jimbaran Bali. Berdasarkan hasil penelitian diperoleh total nilai rata-rata lingkungan internal yaitu sebesar 3,01 dan lingkungan eksternal yaitu sebesar 2,96, dapat diketahui bahwa posisi perusahaan berada di sel IV yang berarti stability strategy dimana strategi yang tetapkan tidak merubah arah strategi yang telah ada.

  19. Mexican press tour helps raise public awareness.

    Science.gov (United States)

    1999-01-01

    In an effort to increase public awareness in Japan of global population and reproductive health issues, 5 Japanese journalists from Japan Broadcasting Corporation (NHK), Kyodo News, Nihon Keizai Shimbun, Yomiuri Shimbun, and FM Hokkaido traveled with a JOICFP team in Mexico for 12 days in October 1988. It is hoped that, following their experience in Mexico, the journalists will help to create favorable public opinion in Japan toward development assistance in population. The UNFPA Mexico office, the Japanese embassy, JICA, central and local ministries of health, and nongovernmental organizations (NGOs) in Mexico City and rural areas were visited during the tour. Specific sites and programs visited include a NGO in Catemaco, Veracruz state, a junior high school sexuality education program funded by the Packard Foundation, a community guest house for child deliveries in Puebla State, and a MEXFAM clinic funded by the owner of a towel factory. As a result of the study tour, an 8-minute program was aired on NHK, featuring an interview with the director of MEXFAM. The journalists learned from the tour.

  20. BECOMING A TOUR GUIDE: ANALYZING THE MOTIVATIONS

    Directory of Open Access Journals (Sweden)

    SUNAYANA

    2010-06-01

    Full Text Available Guides play a vital role in this process bringing satisfaction to tourists visiting a country or region/state. The opportunity of direct interaction with the tourists makes them all the more responsible for projecting the correct image of the country/region, giving factually correct information about the destination, ensuring the safety and well being of the tourists as well as pleasing and satisfying the stay for them during their visits. Over last few years there has been a greater interest in tour guide profession especially in the northern region of India.The purpose of this study is to identify the motivations that led to choosing tour guiding as a profession and career. There appears to be a significant difference in such motivation in different regions of the country. A comparison in motivations in two regions (north vs. east was made. Based on primary data collection paper attempts to discuss what has motivated the youth to take up tour guiding profession- whether such motivation is positive of negative. In either case policy makers may decide what type of support programs need to be introduced by the state and other agencies like educational, rearing and counselling, financial support, social security, or any other type of interventions.

  1. Surveillance Video Synopsis in GIS

    Directory of Open Access Journals (Sweden)

    Yujia Xie

    2017-10-01

    Full Text Available Surveillance videos contain a considerable amount of data, wherein interesting information to the user is sparsely distributed. Researchers construct video synopsis that contain key information extracted from a surveillance video for efficient browsing and analysis. Geospatial–temporal information of a surveillance video plays an important role in the efficient description of video content. Meanwhile, current approaches of video synopsis lack the introduction and analysis of geospatial-temporal information. Owing to the preceding problems mentioned, this paper proposes an approach called “surveillance video synopsis in GIS”. Based on an integration model of video moving objects and GIS, the virtual visual field and the expression model of the moving object are constructed by spatially locating and clustering the trajectory of the moving object. The subgraphs of the moving object are reconstructed frame by frame in a virtual scene. Results show that the approach described in this paper comprehensively analyzed and created fusion expression patterns between video dynamic information and geospatial–temporal information in GIS and reduced the playback time of video content.

  2. Improving Web Learning through model Optimization using Bootstrap for a Tour-Guide Robot

    Directory of Open Access Journals (Sweden)

    Rafael León

    2012-09-01

    Full Text Available We perform a review of Web Mining techniques and we describe a Bootstrap Statistics methodology applied to pattern model classifier optimization and verification for Supervised Learning for Tour-Guide Robot knowledge repository management. It is virtually impossible to test thoroughly Web Page Classifiers and many other Internet Applications with pure empirical data, due to the need for human intervention to generate training sets and test sets. We propose using the computer-based Bootstrap paradigm to design a test environment where they are checked with better reliability

  3. PERANCANGAN SISTEM INFORMASI RUMAH TRAVEL TOUR BAGI PERUSAHAN TOUR DAN TRAVEL

    Directory of Open Access Journals (Sweden)

    Desy Iba Ricoida

    2017-06-01

    Full Text Available Technological developments require Tour and Travel companies to take advantage of technology to make maximazing of utilize technology quality of service to customers  where customers now have the desire to get information and services quickly. Currently, many information systems have been developed by travel companies but are still only for one company, So that the development of information systems by adapting the concept of a marketplace that is devoted to a collection of travel tour company  can be  make a  good company and customers can take advantage of this information system as a bridge of communication, information and transactions related to tour and travel. As for the design of this system is a case study is some tour and travel companies in the city of Palembang by using the RUP method, the selection of this method is due to the iterative software development process so it is possible to make improvements if the previous stage that allows to make improvements if the previous stage still needs improvement. The design of travel information systems travel tour using use case diagrams, activity diagrams, sequence diagrams, class diagrams and the design of interface system and will be implement by  php and mySQL. , The result of this design is an information system which is a gathering place from some travel tour company, and can become a system of information linking process of transaction, information and communication between company and customer that allows to make improvements if the previous stage still needs improvement

  4. A Humble Opinion on the Development Strategies for Bohai Rim Cultural Tour Industry

    Science.gov (United States)

    Qi, Zhaochuan; Li, Qianghua

    strengthening the impression of the tour, enhancing the attractiveness of tour resources, making traditional classic products to develop sustainably are the goals of a tour city and its tourism's development, this article expatiate on the development strategies: how to realize the linkage exploitation, the product upgrading and influence expanding for Bohai rim tour cities' cultural tour industry.

  5. Older Adults Excoursion Tour as a Specific Form of Education

    OpenAIRE

    Marková, Zuzana

    2016-01-01

    This bachelor thesis focuses on the (sightseeing) tour for older adults as the specific form of education. The thesis is divided into five chapters. In the introductory chapter the main theme of this thesis is set into the context of demographical ageing and silver economy. Following two chapters focus on the specifics of older adults that are important for participation on tour for older adults. Simultaneously these chapters are focused on educational aspect to subsume the sightseeing tour i...

  6. Représentation de l'espace gaulois d'après Grégoire de Tours

    Directory of Open Access Journals (Sweden)

    Xavier Rodier

    2004-12-01

    Full Text Available The systematic mapping of place names in Gaul from the collected works of Gregory of Tours (late 6th century stimulated some thoughts on the modern representation of space for this period. Different cartographic tools were employed to transform the distribution of location points into a spatial image. Lastly, the proposed virtual map provides the possibility to travel around this created space and explore it. While this virtual map generated new perspectives regarding the database of Gregory, it also showed the limited use one can make of this information regarding space.

  7. Wisata Bencana : Sebuah Studi Kasus Lava Tour Gunung Merapi

    Directory of Open Access Journals (Sweden)

    Zein Mufarrih Muktaf

    2017-09-01

    ABSTRACK The emergence of ecotourism trends as part of nature tourism to be an offer for tourists who want to feel the sensation of different tourist. In addition to the emergence of ecotourism, also appeared many other sort of tourism, such as dark tourism and disaster tourism. Dark tourism and disaster tourism is interesting enough to be discussion. The quention of this research is how the phenomenon of disaster tourism on Lava Tour in Mount Merapi? The purpose of this research is to know the practice of disaster tour “Lava Tour” Mount Merapi. The object of research is community-based tourism in Lava Tour area located in Disaster Prone Area (Kawasan Rawan Bencana III. Research method using case study approach. The conclusion of this research is, first, disaster tour is educational tour which destruction, death and back a life as tourist attraction. Secondly, that disaster tour presents a trip or tour because tourists can direct to see the disaster site. Third, the role of communication between the community-based tourism to the tourists are very important, such as telling the chronology of events to the tourists. It is better if the source of information teller is a direct victim or a direct eye witness, because it is more authentic and convincing. Fourth, disaster tourism prefers the interaction between witnesses and tourists. Fifth, disaster tours can be part of disaster literacy, as witnesses or victims explain a lot about disaster. Keywod : disaster tourism; tour; Mount Merapi; Tourism Communication; disaster literacy

  8. Book Review Tour Guiding Research Insights, Issues and Implications

    DEFF Research Database (Denmark)

    Meged, Jane Widtfeldt

    2017-01-01

    The book Tour guiding research – insights, issues and implications by Betty Weiler and Rosemary Black is a most welcome contribution to the specific research field of guided tours within tourism studies. It sets forth to “give an authoritative state-of-art review of the scholarly literature on tour...... guiding theory and practice to stimulate further research […] and to foster quality tour guiding” (p. 177). The authors provide an excellent review, and the book is a must read for researchers and academic practitioners, for whom it will become a necessary point of reference...

  9. Distributed video production, distributed musical rehearsal and distributed video editing and retrieval

    OpenAIRE

    Konstantas, Dimitri; Milanese, Ruggero; Jacot-Descombes, Alain; Pun, Thierry

    2000-01-01

    The DVP project investigated the Quality of Service (QoS) requirements of broadcasters for several forms of distributed video production and run a series of trials of distributed virtual studios (studio on demand), distributed virtual reality, distributed musical rehearsals and distributed video editing and retrieval. The CUI of the University of Geneva participated in the DVP project in the distributed musical rehearsal (DR) and distributed video editing and retrieval (DVER) applications.

  10. Virtual Technologies Trends in Education

    Science.gov (United States)

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

    2017-01-01

    Virtual reality captures people's attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has been leisure and entertainment. Regardless the sector, the introduction of virtual or augmented reality had several constraints: it was expensive, it…

  11. Feasibility of An 18 Month Tour: For Single/Unaccompanied First Term Soldiers in Long Tour Areas

    Science.gov (United States)

    1979-03-01

    considerations, considerable care was exercised to seek out the most credible professional opinions. In some cases, informed but *conflicting opinions...headings is an array of details that argue that the tour in Europe is too long for the unaccompanied first-term soldier. Psychological The psycological needs...common tour policy for all, but in the short term, without more careful analysis of impact, I do not foresee that tours for the career force can be

  12. A Prototyping Virtual Socket System-On-Platform Architecture with a Novel ACQPPS Motion Estimator for H.264 Video Encoding Applications

    Directory of Open Access Journals (Sweden)

    Qiu Yifeng

    2009-01-01

    Full Text Available H.264 delivers the streaming video in high quality for various applications. The coding tools involved in H.264, however, make its video codec implementation very complicated, raising the need for algorithm optimization, and hardware acceleration. In this paper, a novel adaptive crossed quarter polar pattern search (ACQPPS algorithm is proposed to realize an enhanced inter prediction for H.264. Moreover, an efficient prototyping system-on-platform architecture is also presented, which can be utilized for a realization of H.264 baseline profile encoder with the support of integrated ACQPPS motion estimator and related video IP accelerators. The implementation results show that ACQPPS motion estimator can achieve very high estimated image quality comparable to that from the full search method, in terms of peak signal-to-noise ratio (PSNR, while keeping the complexity at an extremely low level. With the integrated IP accelerators and optimized techniques, the proposed system-on-platform architecture sufficiently supports the H.264 real-time encoding with the low cost.

  13. Sociorobot world a guided tour for all

    CERN Document Server

    Tzafestas, Spyros

    2016-01-01

    This book makes a consolidated guided tour to the world of sociorobots (social or socialized robots). Sociorobots and assistive robots provide entertainment, assistance to the handicapped, companionship to the elderly, and health care to autistic children and people with dementia among others. The book provides, in a fluent educational way, all major concepts, architectures, and design methodologies. All types of sociorobots are examined, namely walking anthropomorphic, wheeled anthropomorphic, fixed-place anthropomorphic, and zoomorphic sociorobots. The book provides an outline of sociorobot intelligent control architectures, robot learning, and human robot interaction.

  14. Les BVH de Tours : une bibliothèque numérique d'images, de textes et de données

    OpenAIRE

    Uetani, Toshinori; Porte, Guillaume; Breuil, Sandrine; Duboc, Mathieu

    2016-01-01

    International audience; The Bibliothèques Virtuelles Humanistes (BVH, or Virtual Humanistic Libraries) is a project run since 2002 by a research team founded by Marie-Luce Demonet in the Centre d’Études Supérieures de la Renaissance (CESR, or Center for Advanced Renaissance Studies) at the University of Tours, France.Its goal is to develop a digital library (http://www.bvh.univ-tours.fr/) delivering two types of reliable digital representations, facsimile and text, closely linked together. Si...

  15. Virtual reality for spherical images

    Science.gov (United States)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

    Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.

  16. CERN tours: more popular than ever

    CERN Multimedia

    Anaïs Schaeffer

    2016-01-01

    According to TripAdvisor, CERN is Geneva’s top tourist attraction, welcoming almost 110,000 visitors per year.   The Visits Service received a TripAdvisor Certificate of Excellence for the quality of its tours. From left: Marc Tassera, Carole Ledoux, Vanya Guerre, Bernard Pellequer, Dominique Bertola, Yesika Romand, Chloé Pillonel, Alejandra Lorenzo Gomez. (Image: Jacques Herve Fichet/CERN) Since the start-up of the LHC in 2008 and the discovery of the Higgs boson in 2012, CERN’s visitor numbers have gone through the roof. On 15 July, we hit a record number of 755 visitors in one day (the average is around 400 per day). “This peak can partly be explained by the presence of participants in the International Physics Olympiad,” says Bernard Pellequer, head of the Visitors and Local Engagement section. “A tour of CERN was part of their excursion programme and it was a great pleasure for us to show them around the Laboratory.” But...

  17. A unified grand tour of theoretical physics

    CERN Document Server

    Griffiths, J

    2002-01-01

    Anyone offering a grand tour is faced with several options. Should they concentrate on what may be considered to be essential features, or should they attempt to present a brief glimpse of almost everything? The present offering is a compromise between these two extremes. The area considered - theoretical physics - is now such a vast subject that some kind of compromise is essential. Indeed, the field is now so wide that few could even attempt to review it in a single-authored work. My task here is to assess how well this book has succeeded in its main aim of providing a unified (though introductory) tour of this subject. Constrained within a single volume, this is clearly not an updated Landau-Lifschitz. It cannot be expected to take any particular topic to the level of recent research. Nevertheless, it does seem to cover the broad range of essential topics which now constitute the subject. It starts (most appropriately in my opinion) with geometry. It then covers classical physics, general relativity and qu...

  18. Looking from a local lens: Inbound tour operators and sustainable ...

    African Journals Online (AJOL)

    The present study aims at giving a voice to developing countries' actors by describing how inbound tour operators (ITOs) in Kenya conceive sustainable tourism and their role in promoting it. ITOs were reached through the two official Kenyan category associations for tour operators and through Ecotourism Kenya. Both a ...

  19. Factors Affecting Healthful Eating Among Touring Popular Musicians and Singers.

    Science.gov (United States)

    Cizek, Erin; Kelly, Patrick; Kress, Kathleen; Mattfeldt-Beman, Mildred

    2016-06-01

    Maintaining good health is essential for touring musicians and singers. The stressful demands of touring may impact food choices, leading to detrimental effects on health and performance. This exploratory pilot study aimed to assess factors affecting healthful eating of touring musicians and singers. A 46-item survey was used to assess food- and nutrition-related attitudes, knowledge and behaviors, and environmental factors, as well as lifestyle, musical background, and demographic data. Participants (n=35) were recruited from a musicians' assistance foundation as well as touring musical theater productions and a music festival. Results indicate that touring musicians and singers had positive attitudes regarding healthful foods. Of 35 respondents, 80.0% indicated eating healthful food was important to them. Respondents reported feeling confident selecting (76.5%) and preparing (82.4%) healthful foods; however, they showed uncertainty when determining if carbohydrate-containing foods should be consumed or avoided. Respondents indicated environmental factors including availability and cost of healthy food options and tour schedules limited access to healthful foods. Venues (73.5%), fast food restaurants (67.6%), and airports (64.7%) were the most frequently identified locations in need of offering more healthful food choices. Respondents (52.9%) indicated more support from others while touring would help them make healthier food choices. More research is needed to develop mobile wellness programs as well as performance-based nutrition guidelines for musicians and singers that address the unique demands associated with touring.

  20. The Mystery Tour; Exploring the Designed Environment with Children.

    Science.gov (United States)

    Balaban, Richard C.; St. Clair, Alison Igo

    The Mystery Tour is a multi-sensory approach to the man-made environment. It is designed to acquaint children with historical significance of buildings and architecture and thus prepare them to participate in decisions concerning historical preservation. Developed through a grant from the national Endowment for the Arts, the Mystery Tour guides…

  1. Swamp tours in Louisiana post Hurricane Katrina and Hurricane Rita

    Science.gov (United States)

    Dawn J. Schaffer; Craig A. Miller

    2007-01-01

    Hurricanes Katrina and Rita made landfall in southern Louisiana during August and September 2005. Prior to these storms, swamp tours were a growing sector of nature-based tourism that entertained visitors while teaching about local flora, fauna, and culture. This study determined post-hurricane operating status of tours, damage sustained, and repairs made. Differences...

  2. Applicability of BEE requirements for tour operating enterprises in ...

    African Journals Online (AJOL)

    This article focuses on tour operating, one of the key sub-sectors of the tourism industry. The research highlights the profile of tour operating enterprises in South Africa, and evaluates their ability to comply with BEE requirements, as well as the utilization of tourism incentives. Data were collected by questionnaire through a ...

  3. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....

  4. HANFORDS PUBLIC TOUR PROGRAM - AN EXCELLENT EDUCATIONAL TOOL

    Energy Technology Data Exchange (ETDEWEB)

    SINCLAIR KM

    2010-12-07

    Prior to 2001, the Department of Energy (DOE) sponsored limited tours of the Hanford Site for the public, but discontinued the program after the 9/11 terrorist attacks on the U.S. In 2003, DOE's Richland Operations Office (DOE-RL) requested the site's prime contractor to reinstate the public tour program starting in 2004 under strict controls and security requirements. The planning involved a collaborative effort among the security, safety and communications departments of DOE-RL and the site's contracting companies. This paper describes the evolution of, and enhancements to, Hanford's public tours, including the addition of a separate tour program for the B Reactor, the first full-scale nuclear reactor in the world. Topics included in the discussion include the history and growth of the tour program, associated costs, and visitor surveys and assessments.

  5. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

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

    2018-01-01

    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....

  6. Virtually justifiable homicide: the effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition.

    Science.gov (United States)

    Gitter, Seth A; Ewell, Patrick J; Guadagno, Rosanna E; Stillman, Tyler F; Baumeister, Roy F

    2013-01-01

    Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.e., protecting a friend and furthering his nonviolent goals) were found to show lower short-term aggression (Study 1) and show higher levels of prosocial cognition (Study 2) than individuals who played a violent game in which the violence was motivated by more morally ambiguous motives. Thus, violent video games that are framed in an explicitly prosocial context may evoke more prosocial sentiments and thereby mitigate some of the short-term effects on aggression observed in previous research. While these findings are promising regarding the potential aggression-reducing effects of prosocial context, caution is still warranted as a small effect size difference (d = .2-.3), although nonsignificant, was still observed between those who played the explicitly prosocial violent game and those who played a nonviolent game; indicating that aggressive behavior was not completely eliminated by the inclusion of a prosocial context for the violence. © 2013 Wiley Periodicals, Inc.

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

    Science.gov (United States)

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

    2017-02-01

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

  8. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  9. The Greening Role of Tour Operators

    Science.gov (United States)

    Lozano, Javier; Arbulú, Italo; Rey-Maquieira, Javier

    2016-01-01

    This paper shows that the tour operators (TOs) can play a coordinating role in the adoption of environmental management upstream the tourism supply chain. This is done using a dynamic model to analyze the environmental management adoption by hotels in a tourism destination induced by a TO. The TO can create incentives to greening hotels' management through the sharing of an environmental price premium. We show that the extent of green management adoption depends on interest rate, the willingness to pay for environmental quality, and hotels' organizational inertia. We also show how the financial yields from green management are shared between TOs and hotels. Finally, we consider a destination manager that subsidizes hotels' green management. If the destination manager does not take the greening role of TOs into account, she could mistake the true trade-off that she faces between the destination's economic and environmental outcomes for the win-win setting that characterizes the general problem.

  10. The Tour de France: a physiological review.

    Science.gov (United States)

    Lucia, Alejandro; Earnest, Conrad; Arribas, Carlos

    2003-10-01

    On 5 July 2003, the Tour de France (TDF) has celebrated 100th running. Instead of a chimney sweep competing during his free time (as in 1903), the recent winner is a highly trained, professional cyclist whose entire life-style has been dedicated to reach his pinnacle during this event. The TDF has been held successfully for 100 years, but the application of the physiologic sciences to the sport is a relatively recent phenomenon. Although some historical reports help to understand the unique physiological characteristics of this race, scientific studies were not available in Sports Science/Applied Physiology journals until the 1990s. The aim of this article is to review the history of the TDF. Special emphasis is placed on the last decade where classic physiology has been integrated into applied scientific cycling data.

  11. Landscapes of Mars A Visual Tour

    CERN Document Server

    Vogt, Gregory L

    2008-01-01

    Landscapes of Mars is essentially a picture book that provides a visual tour of Mars. All the major regions and topographical features will be shown and supplemented with chapter introductions and extended captions. In a way, think of it as a visual tourist guide. Other topics covered are Martian uplands on the order of the elevation of Mt. Everest, Giant volcanoes and a rift system, the Grand Canyon of Mars, craters and the absence of craters over large regions (erosion), and wind shadows around craters, sand dunes, and dust devils. The book includes discussions on the search for water (braided channels, seepage, sedimentary layering, etc.) as well as on the Viking mission search for life, Mars meteorite fossil bacteria controversy, and planetary protection in future missions. The book concludes with an exciting gallery of the best 3D images of Mars making the book a perfect tool for understanding Mars and its place in the solar system.

  12. Organizaciones Virtuales Organizaciones Virtuales

    Directory of Open Access Journals (Sweden)

    Gladis Cecilia Villegas Arias

    2003-06-01

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

  13. The architect's perspective on the tour and map perspective.

    Science.gov (United States)

    Papadopoulou, Athina

    2015-09-01

    Literature in linguistics suggests that when people are asked to provide an oral spatial description, they usually provide a body-centered narrative; they adopt a Tour Perspective, that is, an imaginary tour of the space rather than a Map Perspective, that is, a description focused on spatial relations as seen from above (Linde and Labov in Language 51(1):924-939, 1975; Howald in Discursive constraints on space in narrative: evidence from guilty plea discourse, eVox 3, 2009). I conducted a pilot experiment to address the following questions: Does the formal knowledge of architects--their familiarity with plan drawings and maps--override the tendency to adopt the tour perspective? Does the tour perspective depend on the actual experience of space? Twenty-two graduate students in architecture were asked to respond to the following questions: (1) "Can you describe the layout of your apartment?" (2) "Can you describe the layout of an ideal apartment?" In the responses to the first question most participants used the tour perspective. In the responses to the second question most participants used the map perspective. The results provide evidence that architects' formal knowledge does not override the preference of the tour perspective in descriptions of experienced space. Moreover, that the tour perspective is associated with the actual experience of space.

  14. Exploring the influence of instant messaging and video conferencing ...

    African Journals Online (AJOL)

    Some results showed that the use of both instant messaging and video conferencing in projects is moderate and both improve the quality of communication in virtual teams, however in different ways. Keywords: Project communication, computer-mediated communication, instant messaging, video conferencing, virtual teams ...

  15. (abstract) Geological Tour of Southwestern Mexico

    Science.gov (United States)

    Adams, Steven L.; Lang, Harold R.

    1993-01-01

    Nineteen Landsat Themic Mapper quarter scenes, coregistered at 28.5 m spatial resolution with three arc second digital topographic data, were used to create a movie, simulating a flight over the Guerrero and Mixteco terrains of southwestern Mexico. The flight path was chosen to elucidate important structural, stratigraphic, and geomorphic features. The video, available in VHS format, is a 360 second animation consisting of 10 800 total frames. The simulated velocity during three 120 second flight segments of the video is approximately 37 000 km per hour, traversing approximately 1 000 km on the ground.

  16. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

    Video recording has become a spontaneous everyday activity for many people, thanks to the video capabilities of modern mobile phones. Internet connectivity of mobile phones enables fluent sharing of captured material even real-time, which makes video an up-and-coming everyday interaction medium. In this article we discuss the effect of the video camera in the social environment, everyday life situations, mainly based on a study where four groups of people used digital video cameras in their normal settings. We also reflect on another study of ours, relating to real-time mobile video communication and discuss future views. The aim of our research is to understand the possibilities in the domain of mobile video. Live and delayed sharing seem to have their special characteristics, live video being used as a virtual window between places whereas delayed video usage has more scope for good-quality content. While this novel way of interacting via mobile video enables new social patterns, it also raises new concerns for privacy and trust between participating persons in all roles, largely due to the widely spreading possibilities of videos. Video in a social situation affects cameramen (who record), targets (who are recorded), passers-by (who are unintentionally in the situation), and the audience (who follow the videos or recording situations) but also the other way around, the participants affect the video by their varying and evolving personal and communicational motivations for recording.

  17. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

    The process of digital capture, editing, and archiving video has become an important aspect of documenting arthroscopic surgery. Recording the arthroscopic findings before and after surgery is an essential part of the patient's medical record. The hardware and software has become more reasonable to purchase, but the learning curve to master the software is steep. Digital video is captured at the time of arthroscopy to a hard disk, and written to a CD at the end of the operative procedure. The process of obtaining video of open procedures is more complex. Outside video of the procedure is recorded on digital tape with a digital video camera. The camera must be plugged into a computer to capture the video on the hard disk. Adobe Premiere software is used to edit the video and render the finished video to the hard drive. This finished video is burned onto a CD. We outline the choice of computer hardware and software for the manipulation of digital video. The techniques of backup and archiving the completed projects and files also are outlined. The uses of digital video for education and the formats that can be used in PowerPoint presentations are discussed.

  18. Chinese package tours to less-visited countries

    OpenAIRE

    Lu, Tianhe

    2015-01-01

    The purpose of this thesis was to analyze the market of organizing package tours from China to less-visited countries. The situation of tourism development in less-visited countries and the general situation about package tour market of China were both presented. The report also provided some business ideas for travel agencies in China who are interested in expending the market in less-visited tourism destinations. Some strategies for developing tourism industry in less-visited countries are ...

  19. 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 ...

  20. LAFD: TA-16 HE Facility Familiarization Tour, OJT 55258

    Energy Technology Data Exchange (ETDEWEB)

    Rutherford, Victor Stephen [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2017-05-31

    Los Alamos National Laboratory (LANL) will conduct familiarization tours for personnel of the Los Alamos County Fire Department (LAFD) at TA-16 high explosives (HE) facilities. These familiarization tours are official LANL business; the purpose of these tours is to orient LAFD firefighters to the facility so that they can respond efficiently and quickly to a variety of emergency situations. This orientation includes, among other topics, ingress and egress of the area and buildings, layout and organization of the facility, evacuation procedures and assembly points, and areas of concern within the various buildings at the facility. LAFD firefighters have the skills and abilities to perform firefighting operations and other emergency response tasks that cannot be provided by LANL personnel who have the required clearance. This handout provides details of the information, along with maps and diagrams, to be presented during the familiarization tours. The handout will be distributed to the trainees at the time of the tour. A corresponding checklist will also be used as guidance during the familiarization tours to ensure that all required information is presented to LAFD personnel.

  1. LAFD: TA-55 General Facility Familiarization Tour, Course #55261

    Energy Technology Data Exchange (ETDEWEB)

    Rutherford, Victor Stephen [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Miller, Joshua [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Mason, Robert Clifford [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2018-01-10

    Los Alamos National Laboratory (LANL) will conduct familiarization tours for personnel of the Los Alamos County Fire Department (LAFD) at the TA-55 General Facility. These familiarization tours are official LANL business; the purpose of these tours is to orient LAFD firefighters to the facility so that they can respond efficiently and quickly to a variety of emergency situations. This orientation includes, among other topics, ingress and egress of the area and buildings, layout and organization of the facility, evacuation procedures and assembly points, and areas of concern within the various buildings at the facility. LAFD firefighters have the skills and abilities to perform firefighting operations and other emergency response tasks that cannot be provided by LANL personnel who have the required clearance level. This handout provides details of the information, along with maps and diagrams, to be presented during the familiarization tours. The handout will be distributed to the trainees at the time of the tour. A corresponding checklist will also be used as guidance during the familiarization tours to ensure that all required information is presented to LAFD personnel.

  2. LAFD: TA-3 NISC & SCC Facility Familiarization Tour, OJT #53356

    Energy Technology Data Exchange (ETDEWEB)

    Rutherford, Victor Stephen [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Norman, Rich [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Montoya, Gene [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Blumberg, Paul A. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); McCurdy, Patrick B. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2017-10-24

    Los Alamos National Laboratory (LANL, the Laboratory, or the Lab) conducts familiarization tours for Los Alamos County Fire Department (LAFD) personnel at the Strategic Computing Complex (SCC), TA-03-2327, and the Nonproliferation & International Security Complex (NISC), TA-03-2322. These tours are official LANL business; their purpose is to orient the firefighters to the SCC and the NISC so that they can respond efficiently and quickly to a variety of emergency situations. The tour includes ingress and egress of the buildings, layout and organization of the buildings, evacuation procedures, and areas of concern to emergency responders within these buildings. LAFD firefighters have the training, skills, and abilities to perform these emergency responder tasks; other LANL personnel who have the required clearance level cannot perform these tasks. This handout provides details of the information, along with maps and diagrams, to be presented during the familiarization tours. The report will be distributed to the trainees at the time of the tour. A corresponding checklist will also be used as guidance during the familiarization tours to ensure that all required information is presented to the LAFD personnel.

  3. 200 Irish students at CERN - virtually!

    CERN Multimedia

    2003-01-01

    On 6 October, 200 physics students from schools around Ireland paid a virtual visit to CERN and met several CERN scientists, with the help of the latest video conferencing technology using high-speed internet lines.

  4. Supertramp (de)tour to CERN

    CERN Multimedia

    Francesco Poppi

    2010-01-01

    During their recent European tour celebrating forty years since their debut album, the members of the famous British rock-band Supertramp decided to take a break and pay a visit to CERN on 16 October, the day after their concert at Geneva Arena. It was a fast break for the authors of the popular “Breakfast in America”, as their next concert was in Lyon the same evening.   Supertramp's John Helliwell with anti-matter trap. Not content with merely unveiling the mysteries of the Universe, CERN has also been able to improve the performance of one of the world's most famous singers and saxophonists, John Helliwell, the leader of the rock band Supertramp! In his words: “Tonight in Lyon I shall play the saxophone better than before I came here”. And Gabe Dixon, keyboard player and songwriter, added: “I would love to write a song about the Universe now. If only I could put all this into poetic words…that would be a real accomplishment&rdqu...

  5. LINAC4 takes a tour of Europe

    CERN Multimedia

    Katarina Anthony

    2011-01-01

    Along the German Autobahnen, a truck carrying 20 tonnes of copper is on its way to Poland. The metal has already made a short tour of Europe, yet the drive across the high-speed highway is only the beginning of its transformation into CERN’s next linear accelerator, LINAC4.   Grzegorz Wrochna (left), director of the Andrzej Soltan Institute for Nuclear Studies (IPJ), and Rolf Heuer (right), CERN DG, sign the framework agreement between the two institutes. By the summer of 2012, the PI-Mode Structures (PIMS) will be constructed and completely installed in the LINAC4 tunnel. The PIMS cavities are the final accelerating structures needed for LINAC4, and have been designed to accelerate protons from 100 to 160MeV. While the first cavity was built entirely at CERN, construction of the remaining cavities has become a larger, multi-national operation. In a 1 million euro framework agreement signed on 11 February by the Director-General, the Andrzej Soltan Institute for Nuclear Studies in Swie...

  6. Co-op Essay - Tour 1

    Science.gov (United States)

    Porter, Derrick

    2014-01-01

    The Mission Operations Directorate (MOD) is responsible for the training, planning and performance of all U.S. manned operations in space. Within this directorate all responsibilities are divided up into divisions. The EVA, Robotics & Crew Systems Operations Division performs ground operations and trains astronauts to carry out some of the more "high action" procedures in space. For example they orchestrate procedures like EVAs, or ExtraVehicular Activities (spacewalks), and robotics operations external to the International Space Station (ISS). The robotics branch of this division is responsible for the use of the Mobile Servicing System (MSS). This system is a combination of two robotic mechanisms and a series of equipment used to transport them on the ISS. The MSS is used to capture and position visiting vehicles, transport astronauts during EVAs, and perform external maintenance tasks on the ISS. This branch consists of two groups which are responsible for crew training and flight controlling, respectively. My first co-op tour took place Fall 2013. During this time I was given the opportunity to work in the robotics operations branch of the Mission Operations Directorate at NASA's Johnson Space Center. I was given a variety of tasks that encompassed, at a base level, all the aspects of the branch.

  7. The Chemical Cosmos A Guided Tour

    CERN Document Server

    Miller, Steve

    2012-01-01

    If you have ever wondered how we get from the awesome impersonality of the Big Bang universe to the point where living creatures can start to form, and evolve into beings like you, your friends and your family, wonder no more. Steve Miller provides us with a tour through the chemical evolution of the universe, from the formation of the first molecules all the way to the chemicals required for life to evolve. Using a simple Hydrogen molecule – known as H-three-plus - as a guide, he takes us on a journey that starts with the birth of the first stars, and how, in dying, they pour their hearts out into enriching the universe in which we live. Our molecular guide makes its first appearance at the source of the Chemical Cosmos, at a time when only three elements and a total of 11 molecules existed. From those simple beginnings, H-three-plus guides us down river on the violent currents of exploding stars, through the streams of the Interstellar Medium, and into the delta where new stars and planets form. We are fi...

  8. Welcome to the Universe an astrophysical tour

    CERN Document Server

    DeGrasse Tyson, Neil; Gott, Richard J

    2016-01-01

    Welcome to the Universe is a personal guided tour of the cosmos by three of today's leading astrophysicists. Inspired by the enormously popular introductory astronomy course that Neil deGrasse Tyson, Michael A. Strauss, and J. Richard Gott taught together at Princeton, this book covers it all--from planets, stars, and galaxies to black holes, wormholes, and time travel. Describing the latest discoveries in astrophysics, the informative and entertaining narrative propels you from our home solar system to the outermost frontiers of space. How do stars live and die? Why did Pluto lose its planetary status? What are the prospects of intelligent life elsewhere in the universe? How did the universe begin? Why is it expanding and why is its expansion accelerating? Is our universe alone or part of an infinite multiverse? Answering these and many other questions, the authors open your eyes to the wonders of the cosmos, sharing their knowledge of how the universe works. Breathtaking in scope and stunningly illustrate...

  9. "Windshield Tour" - A Journey Towards Cultural Competency.

    Science.gov (United States)

    Taylor, D Kay; Carravallah, Laura; Hamp, Melissa; Buterakos, James; Motarjemi, Ramin

    2006-12-01

    Medical educators are directing greater attention to the promotion of cultural competency when prioritizing educational program goals. An innovative educational approach is described here in a community hospital where nearly one-third of its citizens fall below the poverty level. The intent was to provide a very personal, first-hand learning experience via witnessing living conditions of patients from poverty-stricken neighborhoods. Hospital educators worked with the community organization FACED (Faith Access to Community Economic Development). This grassroots group developed an educational driving excursion - entitled the "Windshield Tour" - of the city hospital's poorest areas. A knowledge/attitude questionnaire was administered as a pre- and post-test to 80 residents and medical students. Significant changes were observed in participants' understanding of personal/financial hardships faced by their patients, perceptions of availability of resources, understanding of issues related to health care benefits, and rankings of patient/physician characteristics deemed important. Hospital educators have met with FACED leaders to explore future collaborative projects that would increase exposure to the community for the residents and students.

  10. Deep sky observing an astronomical tour

    CERN Document Server

    Coe, Steven R

    2016-01-01

    This updated second edition has all of the information needed for your successful forays into deep sky observing. Coe uses his years of experience to give detailed practical advice about how to find the best observing site, how to make the most of the time spent there, and what equipment and instruments to take along. There are comprehensive lists of deep sky objects of all kinds, along with Steve's own observations describing how they look through telescopes with apertures ranging from 4 inches to 36 inches (0.1 - 0.9 meters). Binocular observing also gets its due, while the lists of objects have been amended to highlight only the best targets. A new index makes finding targets easier than ever before, while the selection of viewing targets has been revised from the first edition. Most of all, this book is all about how to enjoy astronomy. The author's enthusiasm and sense of wonder shine through every page as he invites you along on a tour of some of the most beautiful and fascinating sites in the deep ...

  11. Achieving Grand Tour success. A pilot study using cycling's World Tour points.

    Science.gov (United States)

    Filipas, Luca; LA Torre, Antonio; Menaspà, Paolo; Giorgi, Hedda

    2017-07-05

    In cycling, the Union Cycliste International (UCI) World Tour points system provides a basis to assess the development of riders by longitudinally monitoring accumulated points. The main aim of the present analysis was to compare the annual aggregation of points of Grand Tours (GT) contenders during the years before and the year after achieving an overall top-ten (T10) placing in a GT for the first time. Data from professional cyclists who achieved their first T10 GC result in a GT between 2010 and 2015, inclusive, were included in the analysis. There were 43 cyclists who achieved a T10 placing for the first time between 2010 and 2015, with an average number of UCI points of 139.7 ±77.1 points. Of these cyclists, 20 placed within the top five (T5), and averaged 183.1 ±71.6 UCI points within the T5 season. There was a significant difference in the number of points accumulated in the T5/T10 between the T5 and T10 groups (p<0.05), however there were no significant differences between the groups in the other seasons. An apparent spike in the number of points obtained in the T5 or T10 season when compared to the preceding seasons may be due to successful riders being afforded more opportunities to play leading roles within the team. This effect may have persisted into the season following the T5/T10 finish.

  12. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  13. Radon exposure in selected underground touring routes in Poland

    Energy Technology Data Exchange (ETDEWEB)

    Olszewski, J.; Chruscielewski, W.; Jankowski, J. [Nofer Institute of Occupational Medicine, Dept. of Radiation Protection, Lodz (Poland)

    2006-07-01

    The radioactive elements abounding in the natural environment cause that the whole human population is exposed to radiation. In Poland, mean gamma radiation dose power is 45.4 n Gy h{sup -1}, while atmospheric radon concentration is 4.4 Bq m{sup -3} [1]. In closed rooms, where radon tends to accumulate, the concentrations may be many times higher.Underground touring routes located in caves, mines, ancient cellars, vaults may accumulate radon at concentrations several thousand times exceeding its atmospheric levels. Studies on natural radioactivity in underground touring routes, with particular reference to caves, have continued worldwide since the 80's. Current register of underground touring routes in Poland comprises over 30 items, which include caves (e.g. Niedzwiedzia), mines (Wieliczka), cellars and underground stores (Opatow City vaults) and military objects (underground factories of Walim). The Nofer Institute of Occupational Medicine has for several years already continued determinations of periodical mean radon concentrations in four underground touring routes (starting date in parentheses): Niedzwiedzia Cave (1995); Kowary Drifts closed uranium mine (2001); closed uranium mine in Kletno (2004); Zloty Stok closed gold mine (2004); Osowka underground city in Gluszyca (2004).The results of our determinations of radon concentrations at five selected touring routes lead to the following conclusions. 1. The exposure in the Kowary Drifts touring route is at the level of 5% of the recommended maximum annual admissible limit of 20 mSv. 2. It is assessed that workers of the touring routes where exposures are estimated from the measured concentrations and the time spent underground may receive doses ranging from 0.01 to 5 mSv. (N.C.)

  14. Dorothy Jorgensen - Co-Op Tour Summary

    Science.gov (United States)

    Jorgensen, Dorothy

    2014-01-01

    NASA is a household name in this day and age, known commonly as America's government-run powerhouse of innovation and space exploration. It is a common dream for students to be a part of NASA's workforce, but I did not realize that it was my dream until I found that I could not imagine working anywhere else. From August to December, I had the privilege of a co-op tour with NASA at the Johnson Space Center. The National Aeronautics and Space Administration (NASA) first formed in the early hysteria of the Cold War, and in its early days it received enormous funding and political support. It was America's response to the Russian Sputnik, which was a not only a stark symbol of what was suddenly possible, but also of how far behind the United States had fallen in the race for technology. The political atmosphere in the world has since changed, but NASA's drive to push the boundaries of the impossible has not faded: NASA's primary mission has been exploration for the betterment of mankind, and it works towards that mission to this day. The specific NASA site that I worked in was by a coast near Houston, TX, at the Johnson Space Center (Figure 1). I was led on my first day of work to a building dedicated to Structural Engineering (Building 13), which was where I would be spending most of my time in the months to come. It was here that I had my desk and cubicle, and would later do the bulk of my computer modeling and theoretical planning. Later that day we traveled to the Vibrations and Acoustics Test Facility (Building 49), and here I was shown the parts we would use for our technical project and the locations we would work in. I worked in the Loads and Dynamics Branch of the Structural Engineering Division, in the Engineering Directorate.

  15. MR360: Mixed Reality Rendering for 360° Panoramic Videos.

    Science.gov (United States)

    Rhee, Taehyun; Petikam, Lohit; Allen, Benjamin; Chalmers, Andrew

    2017-04-01

    This paper presents a novel immersive system called MR360 that provides interactive mixed reality (MR) experiences using a conventional low dynamic range (LDR) 360° panoramic video (360-video) shown in head mounted displays (HMDs). MR360 seamlessly composites 3D virtual objects into a live 360-video using the input panoramic video as the lighting source to illuminate the virtual objects. Image based lighting (IBL) is perceptually optimized to provide fast and believable results using the LDR 360-video as the lighting source. Regions of most salient lights in the input panoramic video are detected to optimize the number of lights used to cast perceptible shadows. Then, the areas of the detected lights adjust the penumbra of the shadow to provide realistic soft shadows. Finally, our real-time differential rendering synthesizes illumination of the virtual 3D objects into the 360-video. MR360 provides the illusion of interacting with objects in a video, which are actually 3D virtual objects seamlessly composited into the background of the 360-video. MR360 was implemented in a commercial game engine and tested using various 360-videos. Since our MR360 pipeline does not require any pre-computation, it can synthesize an interactive MR scene using a live 360-video stream while providing realistic high performance rendering suitable for HMDs.

  16. A research project with students of Information and Communication Technology in obligatory secondary education: virtual reconstruction of the thermal area of the roman villa of Balazote (Albacete

    Directory of Open Access Journals (Sweden)

    Pilar Mediano Serrano

    2016-10-01

    Full Text Available The optional subject Information and Communication Technology (ICT in obligatory secondary education is fundamentally about how to use applications. The software related to this subject is based on: photo editing programs, 3D constructions, sound editing and video editing. These can be viewed in isolation and independently or as a part of a comprehensive project in which students have to handle all of them at once. This article will explain a project with students: the virtual reconstruction of the thermal area of the roman villa of Balazote (Albacete. The goal was to improve student motivation and get actively involved in their learning process. Students used computers and classes of the course to conduct such research. First, the necessary information was sought, and then, based on that information and using different software about virtual reconstruction and recording and editing films: Gimp, SketchUP, Movie Maker, etc., our film was made. The result of this work is a film consisting of a virtual tour inside the roman villa.

  17. Interacting with a Virtual Rap Dancer

    NARCIS (Netherlands)

    Reidsma, Dennis; Nijholt, Antinus; Rienks, R.J.; Hondorp, G.H.W.; Maybury, M.; Stock, O.; Wahlster, W.

    2005-01-01

    This paper presents a virtual dancer that is able to dance to the beat of music coming in through the microphone and to motion beats detected in the video stream of a human dancer. In the current version its moves are generated from a lexicon that was derived manually from the analysis of the video

  18. The Grand Tour via Geodesic Interpolation of 2-frames

    Science.gov (United States)

    Asimov, Daniel; Buja, Andreas

    1994-01-01

    Grand tours are a class of methods for visualizing multivariate data, or any finite set of points in n-space. The idea is to create an animation of data projections by moving a 2-dimensional projection plane through n-space. The path of planes used in the animation is chosen so that it becomes dense, that is, it comes arbitrarily close to any plane. One of the original inspirations for the grand tour was the experience of trying to comprehend an abstract sculpture in a museum. One tends to walk around the sculpture, viewing it from many different angles. A useful class of grand tours is based on the idea of continuously interpolating an infinite sequence of randomly chosen planes. Visiting randomly (more precisely: uniformly) distributed planes guarantees denseness of the interpolating path. In computer implementations, 2-dimensional orthogonal projections are specified by two 1-dimensional projections which map to the horizontal and vertical screen dimensions, respectively. Hence, a grand tour is specified by a path of pairs of orthonormal projection vectors. This paper describes an interpolation scheme for smoothly connecting two pairs of orthonormal vectors, and thus for constructing interpolating grand tours. The scheme is optimal in the sense that connecting paths are geodesics in a natural Riemannian geometry.

  19. STRATEGI PEMASARAN PAKET WISATA FULL DAY DI PT. TOUR EAST INDONESIA

    Directory of Open Access Journals (Sweden)

    Putu Geni Jaya Ksamawan

    2017-01-01

    Full Text Available he development of increasing tourist arrivals to Bali led to the development of business and tourism in the world of business, one business trip in Bali. PT. Tour East Tours and Travel is the one of the travel agents in Bali in this to win the competition with other companies, the need for proper marketing strategy and correct. This study aims to determine the marketing strategy Full Day tour packages PT. Tour East Indonesia and what strategies can be implemented in the PT. Tour East Tours and Travel to boost sales of tour packages to tourists as well as winning the competition with other companies. In this study using Qualitative descriptive data analysis techniques combined with a SWOT analysis to figure out what the right strategy is used to market tour packages Full Day of PT. Tour East Indonesia. Based on the SWOT matrix analysis obtained a marketing strategy that can be applied to PT. Tour East Tours and Travel is a strategy creation and development of tourism products, increased promotion strategies, human resource development strategy, market segmentation strategy development, and strategies for improving the quality of products and services. From the results of this study can be given advice to the PT. Tour East Tours and Travel is improving service process management and define market segments and maintain the image of the internal and external environment, while maintaining a cooperative relationship, and held training to staff meetings.

  20. Innovating Interfaces with Virtual Worlds

    OpenAIRE

    Reinhard, CarrieLynn D.

    2009-01-01

    Presentation given to the Virtual Worlds Research Group workshop on February 26th, 2009. Presentation focused on the innovations in video game consoles, leading to the emergence of the Nintendo Wii as the current leader, with discussion as to why this is.

  1. Real-time Animation of Interactive Virtual Humans

    NARCIS (Netherlands)

    Egges, A.

    2006-01-01

    Over the last years, there has been a lot of interest in the area of Interactive Virtual Humans (IVHs). Virtual characters who interact naturally with users in mixed realities have many different applications, such as interactive video games, virtual training and rehabilitation, or

  2. Aendringer i blodprofiler under Tour de France 2007

    DEFF Research Database (Denmark)

    Mørkeberg, Jakob; Belhage, Bo; Damsgaard, Rasmus

    2008-01-01

    sports federations. MATERIALS AND METHODS: During the Tour de France 2007, 7 riders were randomly tested on 3 different occasions; the day before the prologue, and 12 and 19 days after the prologue. Blood was drawn into 3 mL EDTA covered tubes and kept at 4 degrees Celsius. They were analyzed within 24.......5% and 12.1% lower on day 19 compared to baseline. CONCLUSION: We observed significant decreases in [Hb] and Hct in 7 riders during Tour de France 2007. Whether or not this is due to decrease in hemoglobin mass or hemodilution, or the latter solely, increases in [Hb] and Hct during prolonged stage racing...

  3. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  4. FAKTOR FAKTOR YANG MEMPENGARUHI LAYANAN RESERVASI HOTEL DI PT. BALI MEGAH WISATA TOUR AND TRAVEL

    National Research Council Canada - National Science Library

    Si Gede Ngurah Bramantya Agustiano; I Made Kusuma Negara; I Wayan Suardana

    2016-01-01

    This study aims to determine the factors that influence hotel reservation service at Bali Megah Wisata Tour and Travel and a contributing factor dominant in hotel reservation service at Bali Megah Wisata Tour and Travel...

  5. Development of improved ambient computation methods in support of the National Parks Air Tour Management Act

    Science.gov (United States)

    2008-09-01

    Approximately 85 National Park units with commercial air tours will need Air Tour : Management Plans (ATMPs). The objective of an ATMP is to prevent or mitigate : significant adverse impacts to National Park resources. Noise impacts must be : charact...

  6. Tewaukon National Wildlife Refuge: Self_Guided Annual Tour and Open House

    Data.gov (United States)

    US Fish and Wildlife Service, Department of the Interior — This memorandum summarizes the results of Tewaukon Natiuonal Wildlife , Refuge Tour on October 17th, 1971. Tour guide is included, which gives details to visitors...

  7. 360° video cloud streaming & HTMLVideoElement extensions: Presentation held at W3C Workshop on Web & Virtual Reality, October 19-20, 2016, San Jose, Calif., USA

    OpenAIRE

    Bassbouss, Louay

    2016-01-01

    Presented in the "360° video on the Web" Session: 360° video on the Web session identified needs for evolutions in streaming infrastructure (both on server and client side) to adapt to the heavy needs of 360° content streaming, and build understanding on what changes are needed to HTML media interfaces to make them suitable for 360° media content. In this presentation, a proof-of-concept 360° video cloud streaming solution that enables high quality 360° video experience on low capability devi...

  8. Reviews Book: The Age of Wonder Equipment: Portoscope DVD: Around the World in 80 Images Book: Four Laws that Drive the Universe Book: Antimatter Equipment: Coffee Saver Starter Set Equipment: Graphite Levitation Kit Book: Critical Reading Video: Science Fiction-Science Fact Web Watch

    Science.gov (United States)

    2009-03-01

    WE RECOMMEND The Age of Wonder This book tells the stories of inspiring 19th-century scientists Antimatter A fast read that gives an intriguing tour of the antimatter world Science Fiction-Science Fact A video from a set of resources about the facts in science fiction WORTH A LOOK Portoscope Lightweight ×30 microscope that is easy on the purse Four Laws that Drive the Universe In just 124 pages Peter Atkins explains thermodynamics Coffee Saver Starter Kit A tool that can demonstrate the effect of reduced air pressure Graphite Levitation Kit Compact set that demonstrates diamagnetic behaviour Critical Reading A study guide on how to read scientific papers HANDLE WITH CARE Around the World in 80 Images Navigate through images from Envistat, country by country WEB WATCH This month's issue features real-time simulation program Krucible 2.0, which enables learners to run virtual experiments

  9. Enhancing the Entertainment Experience of Blind and Low-Vision Theatregoers through Touch Tours

    Science.gov (United States)

    Udo, J. P.; Fels, D. I.

    2010-01-01

    In this paper we demonstrate how universal design theory and the research available on museum-based touch tours can be used to develop a touch tour for blind and low-vision theatregoers. We discuss these theoretical and practical approaches with reference to data collected and experience gained from the creation and execution of a touch tour for…

  10. Places of the imagination. An ethnography of the TV detective tour

    NARCIS (Netherlands)

    S.L. Reijnders (Stijn)

    2010-01-01

    textabstractAbstract. This article considers the phenomenon of the TV detective tour, guided tours of the locations and settings of popular TV detective programs. What explains the growing popularity of these tours? The article proposes that the locations in question serve as physical points of

  11. Theoretical Explanation for Success of Deep-Level-Learning Study Tours

    Science.gov (United States)

    Bergsteiner, Harald; Avery, Gayle C.

    2008-01-01

    Study tours can help internationalize curricula and prepare students for global workplaces. We examine benefits of tours providing deep-level learning experiences rather than industrial tourism using five main theoretical frameworks to highlight the diverse learning benefits associated with intensive study tours in particular. Relevant theoretical…

  12. Ariadne: a Java-based guided tour system for the World Wide Web

    DEFF Research Database (Denmark)

    Jühne, Jesper; Jensen, Anders T.; Grønbæk, Kaj

    1998-01-01

    This paper presents a Guided tour system for the WWW, called Ariadne, which implements the ideas of trails and guided tours, originating from the hypertext field. Ariadne appears as a Java applet to the user and it stores guided tours in a database format separated from the WWW documents included...

  13. 77 FR 11618 - Additional Guidance on Airfare/Air Tour Price Advertisements

    Science.gov (United States)

    2012-02-27

    ... Office of the Secretary Additional Guidance on Airfare/Air Tour Price Advertisements AGENCY: Office of.../air tour price advertisements. SUMMARY: The Department is publishing the following notice providing additional guidance on airfare/air tour price advertisements. FOR FURTHER INFORMATION CONTACT: Nicholas Lowry...

  14. Virtual box

    DEFF Research Database (Denmark)

    Stougaard, Malthe Kirkhoff

    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...

  15. The ACCE 2012 Study Tour: Reflections on Reoccurring Themes

    Science.gov (United States)

    Clements, Di; Grover, David; Grover, Pam; Hearne, Dominic; Knipe, Steven; Martin, Kim; Pazzi, Georgina; Pollard, Edward; Prestridge, Sarah

    2012-01-01

    Transformational leadership is essential in education as it empowers educators to make positive changes to the way they think, feel and act in improving learning for all. Reflection is a vital element of leading the change process. In relation to participating in the ACCE study tour experience, reflection allows one to sit and think about the…

  16. Forestry Tour Educates Youth in North Central Idaho

    Science.gov (United States)

    Brooks, Randall H.; Moroney, Jillian

    2014-01-01

    The Clearwater County Sixth Grade Forestry Tour is a unique 3-day, 2-night program that provides participants an objective view of the importance and impact of natural resource-based industries while promoting an understanding of issues regarding natural resource uses. The targeted audience is 6th grade youth, but others interested in natural…

  17. The extent to which Tanzanian tour operators apply sustainable ...

    African Journals Online (AJOL)

    Based largely on wildlife and natural attractions, Tanzanian tourism has become one of the mainstays of the national economy. Within the tourism sector, the role of tour operators involved in safari style game drives cannot be underestimated. Visits to Ngorogoro crater, Mount Kilimandjaro and the Serengeti plains have ...

  18. Inbound tour operators and sustainable tourism in Kenya

    African Journals Online (AJOL)

    Literature review. This section discusses the literature on sustainability and CSR in developing countries and identifies the main issues for the empirical study: the role of ... Keywords: sustainable tourism development, corporate social responsibility, inbound tour operators, Kenya ..... their business's strategy and operations.

  19. OPPORTUNITIES OF GUIDED TOURS IN PAZARDZHIK: ISLAND-PARK "FREEDOM"

    Directory of Open Access Journals (Sweden)

    Teodora Dudova

    2016-12-01

    Full Text Available Аn emblematic place is presented for the town of Pazardzhik and the region, providing opportunities for art, culture, sports, recreation and entertainment, but also opportunities for guided tours. The combination of the rich history of the town and the place for recreation and tourism has the potential for development of the region in tourism and entertainment.

  20. Search for a Grand Tour of the Jupiter Galilean Moons

    NARCIS (Netherlands)

    Izzo, D.; Simões, L.F.; Märtens, M.; de Croon, G.C.H.E.; Heritier, A.; Yam, C.H.; Blum, C.

    2013-01-01

    We make use of self-adaptation in a Differential Evolution algorithm and of the asynchronous island model to design a complex interplanetary trajectory touring the Galilean Jupiter moons (Io, Europa, Ganymede and Callisto) using the multiple gravity assist technique. Such a problem was recently the

  1. Fostering Student Engagement through a Multi-Day Industry Tour

    Science.gov (United States)

    Taylor, Lorraine L.; Hartman, Cindy L.; Baldwin, Elizabeth D.

    2015-01-01

    Student engagement may be enhanced by providing educationally purposeful activities outside of the classroom. This study considers the influence of a multi-day industry tour on student engagement for undergraduates majoring in Parks, Recreation and Tourism Management. Data were collected from students' reflections in journal entries focused on an…

  2. Assessment Of Professional Tour Guides’ Performances By Local Tourists

    Directory of Open Access Journals (Sweden)

    Atınç Olcay

    2015-06-01

    Full Text Available With the help of internet and other social networks, a more conscious tourist profile has gained momentum in this new tourism era. The professional tour guide (PTG services, one of the most important components of the tourism services, have been inspired due to these developments. The PTG contributes tremendously to the success of packaged tours. As such, this research aims to determine the importance levels of the expected PTG's qualifications and assessing the performance of PTG’s from the local tourists’ perspectives. In order to ascertain the aim, survey was conducted with 472 local tourists that visited Gaziantep in 2014 with guided package tours in the months of March and April. The findings indicated that the ratings give PTGs’ performances were lower than that of their qualifications’ importance level. From this point of view, it can be suggested that PTGs’ performance levels stay under local tourists’ expectations within the research framework. The results also indicate statistically significant differences with %5 significance level between local tourists’ assessments on knowledge, abilities/skills and characteristics of PTGs and local tourist’ education levels, genders and package tour participation frequencies

  3. Virtual Instrumentation and Virtual Environments

    NARCIS (Netherlands)

    Spoelder, H.J.W.

    1999-01-01

    Instrumentation, interaction and virtual environments provide a challenging triplet for the next generation of instrumentation and measurement tools. As such, they are the logical continuation of an increasingly important component within (virtual) instrumentation. Despite these changes, however,

  4. 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

  5. Virtual marketing in virtual enterprises

    OpenAIRE

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

    2008-01-01

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

  6. The Higgs boson on tour in Italy

    CERN Multimedia

    Antonella Del Rosso

    2012-01-01

    In October and November 2012, several researchers from the Italian Institute of Nuclear Research (INFN) and the University of Bologna took part in “Higgs on Tour” - a series of events proposed by Graziano Bruni, the head of INFN Bologna, and Ivano Dionigi, Chancellor of Bologna University, and created and organised by Barbara Poli.    The event was a great success, with over 2,400 students and members of the public participating in Forli, Reggio Emilia and Bologna, and with a full house at every event. “The comments we received from students and accompanying teachers were enthusiastic. Needless to say, we are very pleased with and proud of the result,” says Fabrizio Fabbri, an INFN researcher in Bologna and one of the speakers at the event. The “Higgs on Tour” show was presented by Patrizio Roversi, a very popular Italian TV presenter. It included a video link with CERN, during which ATLAS and CMS researchers were able to giv...

  7. LAFD: TA-15 DARHT Firefighter Facility Familiarization Tour, OJT 53044, Revision 0.2

    Energy Technology Data Exchange (ETDEWEB)

    Rutherford, Victor Stephen [Los Alamos National Laboratory; Priestley, Terry B. [Los Alamos National Laboratory; Maestas, Marvin Manuel [Los Alamos National Laboratory

    2016-03-17

    The Los Alamos National Laboratory (LANL or the Lab) will conduct familiarization tours for the Los Alamos County Fire Department (LAFD) at the Dual-Axis Radiographic Hydrodynamic Test (DARHT) Facility, TA-15-0312. The purpose of these tours is to orient LAFD firefighters to the DARHT facility layout and hazards. This document provides information and figures to supplement the familiarization tours. The document will be distributed to the trainees at the time of the familiarization tour. A checklist (Attachment A) has also been developed to ensure that all required information is consistently presented to LAFD personnel during the familiarization tours.

  8. A hitchhiker's guide to virtual reality

    CERN Document Server

    McMenemy , Karen

    2007-01-01

    A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important s

  9. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet er...... der dog opstået nye muligheder og udfordringer i forhold til at formidle og distribuere forskningsresultater til forskellige målgrupper via video. Samtidig er klassiske metodologiske problematikker som forskerens positionering i forhold til det undersøgte stadig aktuelle. Både klassiske og nye...... problemstillinger diskuteres i kapitlet, som rammesætter diskussionen ud fra forskellige positioneringsmuligheder: formidler, historiefortæller, eller dialogist. Disse positioner relaterer sig til genrer inden for ’akademisk video’. Afslutningsvis præsenteres en metodisk værktøjskasse med redskaber til planlægning...

  10. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... World Videos. The workshops were run on December 4, 2016, in Cancun in Mexico. The two workshops together received 13 papers. Each paper was then reviewed by at least two expert reviewers in the field. In all, 11 papers were accepted to be presented at the workshops. The topics covered in the papers...

  11. 41 CFR 302-3.216 - When must I begin my first tour renewal travel from Alaska or Hawaii?

    Science.gov (United States)

    2010-07-01

    ... first tour renewal travel from Alaska or Hawaii? 302-3.216 Section 302-3.216 Public Contracts and... must I begin my first tour renewal travel from Alaska or Hawaii? You must begin your first tour renewal travel within 5 years of your first consecutive tours in either Alaska or Hawaii. ...

  12. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real W...

  13. Virtual Congresses

    Science.gov (United States)

    Lecueder, Silvia; Manyari, Dante E.

    2000-01-01

    A new form of scientific medical meeting has emerged in the last few years—the virtual congress. This article describes the general role of computer technologies and the Internet in the development of this new means of scientific communication, by reviewing the history of “cyber sessions” in medical education and the rationale, methods, and initial results of the First Virtual Congress of Cardiology. Instructions on how to participate in this virtual congress, either actively or as an observer, are included. Current advantages and disadvantages of virtual congresses, their impact on the scientific community at large, and future developments and possibilities in this area are discussed. PMID:10641960

  14. Review of Interactive Video--Romanian Project Proposal

    Science.gov (United States)

    Onita, Mihai; Petan, Sorin; Vasiu, Radu

    2016-01-01

    In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…

  15. Example Solar Electric Propulsion System asteroid tours using variational calculus

    Science.gov (United States)

    Burrows, R. R.

    1985-01-01

    Exploration of the asteroid belt with a vehicle utilizing a Solar Electric Propulsion System has been proposed in past studies. Some of those studies illustrated multiple asteroid rendezvous with trajectories obtained using approximate methods. Most of the inadequacies of those approximations are overcome in this paper, which uses the calculus of variations to calculate the trajectories and associated payloads of four asteroid tours. The modeling, equations, and solution techniques are discussed, followed by a presentation of the results.

  16. Northern Lights Chase Tours : Experiences from Northern Norway

    OpenAIRE

    Bertella, Giovanna

    2013-01-01

    This study is focused on the development of northern lights chase tourism, a particular type of northern lights tourism consisting in guided tours that have the goal to find good views of the northern lights. The theoretical approach is based on the understanding of the northern lights experience as a visual experience, and on the recognition of the tourism practitioners as the driving force to new product development. The empirical case concerns the recent development of northern lights chas...

  17. Quality strategies implemented within the tourism agency Perfect Tour

    Directory of Open Access Journals (Sweden)

    Madar, A.

    2012-01-01

    Full Text Available The paper presents the quality strategies adopted by the tourism agency Perfect Tour. The most important advantages of the Romanian agency in comparison with its competitors are: the focus on high quality services, cooperation with other international agencies, entering new fields like medical tourism and sole representative of Disneyland Paris. The strategies adopted explain the good financial results even in the period of crisis.

  18. A Voice Operated Tour Planning System for Autonomous Mobile Robots

    OpenAIRE

    Charles V. Smith Iii; John C. Licato; Michael V. Doran; Thomas G. Thomas Jr.

    2010-01-01

    Control systems driven by voice recognition software have been implemented before but lacked the context driven approach to generate relevant responses and actions. A partially voice activated control system for mobile robotics is presented that allows an autonomous robot to interact with people and the environment in a meaningful way, while dynamically creating customized tours. Many existing control systems also require substantial training for voice application. The system proposed require...

  19. Optimisation using Natural Language Processing: Personalized Tour Recommendation for Museums

    OpenAIRE

    Mathias, Mayeul; Moussa, Assema; Zhou, Fen; Torres-Moreno, Juan-Manuel; Poli, Marie-Sylvie; Josselin, Didier; El-Bèze, Marc; Linhares, Andréa Carneiro; Rigat, Francoise

    2015-01-01

    This paper proposes a new method to provide personalized tour recommendation for museum visits. It combines an optimization of preference criteria of visitors with an automatic extraction of artwork importance from museum information based on Natural Language Processing using textual energy. This project includes researchers from computer and social sciences. Some results are obtained with numerical experiments. They show that our model clearly improves the satisfaction of the visitor who fol...

  20. The U.S. commercial air tour industry: a review of aviation safety concerns.

    Science.gov (United States)

    Ballard, Sarah-Blythe

    2014-02-01

    The U.S. Title 14 Code of Federal Regulations defines commercial air tours as "flight[s] conducted for compensation or hire in an airplane or helicopter where a purpose of the flight is sightseeing." The incidence of air tour crashes in the United States is disproportionately high relative to similar commercial aviation operations, and air tours operating under Part 91 governance crash significantly more than those governed by Part 135. This paper reviews the government and industry response to four specific areas of air tour safety concern: surveillance of flight operations, pilot factors, regulatory standardization, and maintenance quality assurance. It concludes that the government and industry have successfully addressed many of these tenet issues, most notably by: advancing the operations surveillance infrastructure through implementation of en route, ground-based, and technological surveillance methods; developing Aeronautical Decision Making and cue-based training programs for air tour pilots; consolidating federal air tour regulations under Part 136; and developing public-private partnerships for raising maintenance operating standards and improving quality assurance programs. However, opportunities remain to improve air tour safety by: increasing the number and efficiency of flight surveillance programs; addressing pilot fatigue with more restrictive flight hour limitations for air tour pilots; ensuring widespread uptake of maintenance quality assurance programs, especially among high-risk operators not currently affiliated with private air tour safety programs; and eliminating the 25-mile exception allowing Part 91 operators to conduct commercial air tours without the safety oversight required of Part 135 operators.

  1. Virtual Laboratories and Virtual Worlds

    Science.gov (United States)

    Hut, Piet

    2008-05-01

    Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it possible for astrophysicists to enter their virtual labs themselves, in virtual form as avatars. This has several advantages, from new possibilities to explore the results of the simulations to a shared presence in a virtual lab with remote collaborators on different continents. I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see http://www.qwaq.com).

  2. Heterogeneous Context-Aware Robots Providing a Personalized Building Tour

    Directory of Open Access Journals (Sweden)

    Anna Hristoskova

    2013-01-01

    Full Text Available Existing robot guides offer a tour of a building, such as a museum or science centre, to one or more visitors. Usually the tours are predefined and lack support for dynamic interactions between the different robots. This paper focuses on the distributed collaboration of multiple heterogeneous robots (receptionist, companion guiding visitors through a building. Semantic techniques support the formal definition of tour topics, the available content on a specific topic, and the robot and person profiles including interests and acquired knowledge. The robot guides select topics depending on their participants' interests and prior knowledge. Whenever one guide moves into the proximity of another, the guides automatically exchange participants, optimizing the amount of interesting topics. Robot collaboration is realized through the development of a software module that allows a robot to transparently include behaviours performed by other robots into its own set of behaviours. The multi-robot visitor guide application is integrated into an extended distributed heterogeneous robot team, using a receptionist robot that was not originally designed to cooperate with the guides. Evaluation of the implemented algorithms presents a 90% content coverage of relevant topics for the participants.

  3. The Tour du Canton defeats the rainy weather

    CERN Multimedia

    Katarina Anthony

    2011-01-01

    On 8 June, over 2200 runners set off from the Route Marie Curie, outside Restaurant No. 1, in the third leg of the 2011 Tour de Canton race. CERN's mixed team held onto the first place in the inter-enterprise competition.   Sigurd Lettow, CERN Director for Administration and General Infrastructure gives the start to runners at the Tour du Canton (8 June 2011). Hosted by the CERN Running Club in collaboration with the communes of Meyrin and Satigny, the race gave runners and their families the chance to pay a flying visit to CERN. “The Tour du Canton races give different areas the opportunity to show off their part of the Canton of Geneva,” says David Nisbet, a member of the Club and one of the organizers of the event. “It was a chance for us to bring unlikely visitors onto the CERN site for a day of competition and fun.” With the starting/finishing line located outside Restaurant No. 1, runners got a look at CERN’s new restaurant extensio...

  4. Video Games and the Pedagogy of Place

    Science.gov (United States)

    Hutchison, David

    2007-01-01

    In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…

  5. Virtual Acoustics

    Science.gov (United States)

    Lokki, Tapio; Savioja, Lauri

    The term virtual acoustics is often applied when sound signal is processed to contain features of a simulated acoustical space and sound is spatially reproduced either with binaural or with multichannel techniques. Therefore, virtual acoustics consists of spatial sound reproduction and room acoustics modeling.

  6. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition...

  7. Video Analytics

    DEFF Research Database (Denmark)

    include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition......This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...

  8. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

    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...... for performing these projects. This paper compares best practices with practiced practices for virtual projects and discusses ways to bridge the gap between them. We have studied eleven virtual projects in five Danish organizations and compared them with a predefined list of best practices compiled from...... 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...

  9. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    This paper proposes the notion of activity-systems to denote a virtual frame of activity that requires mutually coordinated action. The underlying assumption is that such framings may support the informal learning and reflective practices of actors, and especially so, when they are provoking...... and challenging. It is suggested that the prevailing ‘traditions’ of collaborative learning and knowledge sharing need to be challenged and complemented, if we are to be able to support the variety and the diversity in the repertoires of virtual learning activities. In order to conceptualize such activity......-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...

  10. 78 FR 57796 - Safety Zone; Pro Hydro-X Tour, Atlantic Ocean, Islamorada, FL

    Science.gov (United States)

    2013-09-20

    ... Hydro- X Tour. The Pro Hydro-X Tour is a series of Jet Ski races. The race course is in an oval configuration. There will be 7 Jet Skis on the course for each race. The Pro Hydro-X Tour is scheduled to take...) 292-8809 ext. 5, email [email protected] . If you have questions on viewing or submitting material...

  11. FAKTOR FAKTOR YANG MEMPENGARUHI LAYANAN RESERVASI HOTEL DI PT. BALI MEGAH WISATA TOUR AND TRAVEL

    OpenAIRE

    Si Gede Ngurah Bramantya Agustiano; I Made Kusuma Negara; I Wayan Suardana

    2016-01-01

    This study aims to determine the factors that influence hotel reservation service at Bali Megah Wisata Tour and Travel and a contributing factor dominant in hotel reservation service at Bali Megah Wisata Tour and Travel. The respondents in this study use purposive sampling technique in which the criteria are tourists who have made hotel reservation at Bali Megah Wisata Tour and Travel, with the total sample of 190 respondents. Questionnaires were used to collect data have been tested for vali...

  12. THE SURVEY OF ATTITUDES OF STUDENTS OF MANAGEMENT TOWARD TRAVEL TOUR PRICES

    OpenAIRE

    Lubomir Karas; Martina Ferencova

    2010-01-01

    When choosing travel tours several factors play an important role such as a destination, purpose of travel tour, the agency's reputation, mode of transportation, accommodation, food, but price and any discounts. This article discusses the survey of attitudes of students of Faculty of Management University of Presov in Presov toward travel tour prices. Príspevok vznikol ako sucast riesenia grantoveho projektu VEGA C. 1/0876/10.

  13. From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?

    Directory of Open Access Journals (Sweden)

    Athanasios Petrovits

    2013-03-01

    Full Text Available Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.

  14. 76 FR 17471 - Air Tour Management Plan Environmental Assessment for Mount Rainier National Park, WA; Public...

    Science.gov (United States)

    2011-03-29

    ..., Huxley College of Environmental Studies, Western Washington University Issued in Hawthorne, California..., Federal Aviation Administration, Air Tour Management Program, AWP-1SP, 15000 Aviation Blvd., Hawthorne, CA...

  15. A Virtual Tour of Plate Tectonics: Using Google Earth for Inquiry Investigations

    Science.gov (United States)

    Mulvey, Bridget; Bell, Randy

    2012-01-01

    Google Earth is an exciting way to engage students in scientific inquiry--the foundation of science education standards and reforms. The National Science Education Standards identify inquiry as an active process that incorporates questioning, gathering and analyzing data, and thinking critically about the interplay of evidence and explanations.…

  16. Virtual Visit to the ATLAS Control Room by The Higgs in Tour in Bologna

    CERN Multimedia

    2014-01-01

    CONFERENZA SPETTACOLO PER LE SCUOLE per presentare una delle scoperte più importanti degli ultimi 30 anni nel campo della Fisica delle Particelle Elementari. Dopo anni segnati dall`impegno e dalla determinazione di migliaia di ricercatori di tutto il mondo, il 4 luglio 2012, durante una conferenza trasmessa in diretta dal CERN, viene annunciata al mondo la scoperta di una nuova particella: il bosone di HIGGS. L`anno successivo viene attribuito il Premio Nobel per la Fisica 2013 ai fisici teorici François Englert e Peter Higgs che la ipotizzarono nel Modello Standard per dare massa alle altre particelle.

  17. Communicating A Controversial and Complex Project to the Public: Yucca Mountain Tours - Real and Virtual Communication

    Energy Technology Data Exchange (ETDEWEB)

    A.B. Benson; P.V. Nelson; M. d' Ouville

    2000-03-01

    Since 1983, under the Nuclear Waste Policy Act of 1982, as amended (42 U.S.C. 10101 et seq.), the U.S. Department of Energy (the Department) has been investigating a site at Yucca Mountain, Nevada, to determine whether it is suitable for development as the nation's first repository for permanent geologic disposal of spent nuclear fuel and high-level radioactive waste. By far, the largest quantity of waste destined for geologic disposal is spent nuclear fuel from 118 commercial nuclear power reactors at 72 power plant sites and 1 commercial storage site across the United States. Currently, 104 of these reactors are still in operation and generate about 20 percent of the country's electricity. Under standard contracts that DOE executed with the utilities, DOE is to accept spent nuclear fuel from the utilities for disposal. Until that happens, the utilities must safely store their spent nuclear fuel in compliance with Nuclear Regulatory Commission regulations. As of December 1998, commercial spent nuclear fuel containing approximately 38,500 metric tons of heavy metal (MTHM) was stored in 33 states. The balance of the waste destined for geologic disposal in a repository is Department-owned spent nuclear fuel and high-level radioactive waste. The Department's spent nuclear fuel includes naval spent nuclear fuel and irradiated fuel from weapons production, domestic research reactors, and foreign research reactors. For disposal in a geologic repository, high-level radioactive waste would be processed into a solid glass form and placed into approximately 20,000 canisters. No liquid or hazardous wastes regulated under the Resource Conservation and Recovery Act of 1976 would be disposed of in a geologic repository. The difficulty in siting new facilities, particularly those designed as nuclear or nuclear-related facilities, is well documented. In this context, national boundaries are not significant distinguishing barriers. As one publication observed, ''Environmental activists, local residents and governmental officials are protesting proposed waste facilities from Taiwan to Texas''. Here in Nevada, Yucca Mountain is no exception. The Department's study of the Yucca Mountain site for possible development as a permanent repository for spent nuclear fuel and high-level radioactive waste has been criticized by many, for many reasons. The Yucca Mountain Project is both controversial and complex--a fact that makes communication with the public a challenge.

  18. Virtual LEGOs: Incorporating Minecraft into the Art Education Curriculum

    Science.gov (United States)

    Overby, Alexandra; Jones, Brian L.

    2015-01-01

    What could video games bring to a K-12 visual arts curriculum? Overby and Jones were skeptical about incorporating gaming and virtual worlds into the classroom, but watching their own children engaging in the video game Minecraft changed their perception. As they started researching the game and how these kids were operating within the space, they…

  19. Visualization and labeling of point clouds in virtual reality

    DEFF Research Database (Denmark)

    Stets, Jonathan Dyssel; Sun, Yongbin; Greenwald, Scott W.

    2017-01-01

    We present a Virtual Reality (VR) application for labeling and handling point cloud data sets. A series of room-scale point clouds are recorded as a video sequence using a Microsoft Kinect. The data can be played and paused, and frames can be skipped just like in a video player. The user can walk...

  20. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Dan L. Lacrãmã

    2007-01-01

    Full Text Available This paper is focused on the presentation of Virtual Reality principles together with the main implementation methods and techniques. An overview of the main development directions is included.

  1. Virtual Savannah

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

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

  2. Virtual care

    DEFF Research Database (Denmark)

    Kamp, Annette; Aaløkke Ballegaard, Stinne

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

  3. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

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

  4. 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.

  5. The Potential for Scientific Collaboration in Virtual Ecosystems

    Science.gov (United States)

    Magerko, Brian

    2010-01-01

    This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…

  6. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-01-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…

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

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

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

  8. Radiation effects on science instruments in Grand Tour type missions

    Science.gov (United States)

    Parker, R. H.

    1972-01-01

    The extent of the radiation effects problem is delineated, along with the status of protective designs for 15 representative science instruments. Designs for protecting science instruments from radiation damage is discussed for the various instruments to be employed in the Grand Tour type missions. A literature search effort was undertaken to collect science instrument components damage/interference effects data on the various sensitive components such as Si detectors, vidicon tubes, etc. A small experimental effort is underway to provide verification of the radiation effects predictions.

  9. AVATAR -- Adaptive Visualization Aid for Touring And Recovery

    Energy Technology Data Exchange (ETDEWEB)

    L. O. Hall; K. W. Bowyer; N. Chawla; T. Moore, Jr.; W. P. Kegelmeyer

    2000-01-01

    This document provides a report on the initial development of software which uses a standard visualization tool to determine, label and display salient regions in large 3D physics simulation datasets. This software uses parallel pattern recognition behind the scenes to handle the huge volume of data. This software is called AVATAR (Adaptive Visualization Aid for Touring and Recovery). It integrates approaches to gathering labeled training data, learning from large training sets utilizing parallelism and the final display of salient data in unseen visualization data sets. The paper uses vorticity fields for a large-eddy simulation to illustrate the method.

  10. The effects of radiation on the outer planets grand tour

    Science.gov (United States)

    1971-01-01

    A handbook is presented which was designed to accompany an oral presentation on the effects of radiation on the outer planets grand tour (OPGT). A summary of OPGT radiation environments expected from natural sources and the radioisotope thermoelectric generators and basic radiation effects and processes are reviewed, and ionization and displacement effects are examined. The presentation summarizes the effects of radiation on miscellaneous spacecraft materials and devices. The annealing and hardening of electronics are described. Special emphasis is placed on microcircuits. Mathematical modeling of circuits affected by radiation and radiation environmental testing are discussed. A review of means of evaluating the performance and correcting failures of irradiated devices is also presented.

  11. A Voice Operated Tour Planning System for Autonomous Mobile Robots

    Directory of Open Access Journals (Sweden)

    Charles V. Smith Iii

    2010-06-01

    Full Text Available Control systems driven by voice recognition software have been implemented before but lacked the context driven approach to generate relevant responses and actions. A partially voice activated control system for mobile robotics is presented that allows an autonomous robot to interact with people and the environment in a meaningful way, while dynamically creating customized tours. Many existing control systems also require substantial training for voice application. The system proposed requires little to no training and is adaptable to chaotic environments. The traversable area is mapped once and from that map a fully customized route is generated to the user

  12. THE TOURING PROGRAM TYPOLOGY IN THE COUNTY OF GALATI

    Directory of Open Access Journals (Sweden)

    Gina CRĂESCU

    2006-01-01

    Full Text Available During the last years, the tourism sector noted a continuous increase of consume of touristy products. The area of reference for this article is Galaţi county, that might not have, at first sight, touristy potential, mainly because of the lack of spectacular relief, but this article is trying to prove that the traveling agencies could realize thematic touristy programs based on the numerous cultural and natural local values. Promoting this kind of touring programs might lead to the development of this sector in Galati county that could be a viable alternative for the local human communities that can benefit from the incomes resulted from tourism activities.

  13. ATLAS Virtual Visit Trondheim-28-05

    CERN Document Server

    2014-01-01

    Norwegian University of Science and Technology in Trondheim is interested in collaborating with CERN on multidisciplinary development project for master level students called Challenge Based Innovation (CBI). Now they are participating to the virtual visit in order to understand how CERN actually works and experience the context they would be working on during the CBI project. The session will be followed with a separate video call with CBI organizers where the students can discuss the practical arrangements of the course - See more at: http://atlas-live-virtual-visit.web.cern.ch/atlas-live-virtual-visit/2014/Trondheim-2014.html#sthash.Q1WUmbcc.dpuf

  14. STRATEGI PEMASARAN PAKET WISATA PADA PT. PANDAWA LIMA TOUR AND TRAVEL INDONESIA DI DENPASAR

    Directory of Open Access Journals (Sweden)

    I Gede Adhi Suputra Arimbawa PG.

    2017-01-01

    Full Text Available This research is about the marketing strategies implemented by PT. Pandawa Lima Tour and Travel tour packages. Company offers tour packages in Bali and beyond Bali tour packages with variety of facilities. As a common general company, PT. Pandawa Lima Tour and Travel has the objective to make profit and trying to satisfy consumers. This research aims to determine the marketing strategy package in PT. Pandawa Lima Tour and Travel tour package in Denpasar. The data collection method in research carried out by the method of observation, in-depth interviews, library research, and technique documentation. The data analysis technique used is descriptive qualitative combined with the SWOT approach. Discussion of the results of the marketing strategy adopted by the PT. Pandawa Lima Tour and Travel is SO strategy by increasing sales promotion to target markets, enhance cooperation with hotels and travel agents and maintain the diversity and innovation of product and service quality. ST strategies to further enhance cooperation with other travel agencies, and improve service quality. WO strategies to enhance the promotion through the mass media, and printing brochures, expanding market segments and improve the quality of human resources in education and training. While WT strategy by increasing promotional activities and improve human resources. Based on the results of the discussion, can give advice - advice on marketing strategies in PT. Pandawa Lima Tour and Travel tour packages that maintain good relations with the company's existing transport and suggest PT. Pandawa Lima Tour and Travel to their own transport, improving education and training for employees and appropriate compensation, as well as updating the architecture buildings and office equipment.

  15. THE EDUCATIONAL POTENTIAL OF VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Ruxandra Claudia CHIRCA (NEACȘU

    2015-11-01

    Full Text Available In nowadays' world, technological assistance is no longer confined to its primary purpose of communication or informational support and the boundaries between real and virtual world are becoming increasingly harder to be defined. This is the world of digital natives, today's children, who grow up in a technology-brimming environment and who spend most of their time playing video games. Are these video games constructive in any way? Scientific studies state they are. Video games help children in setting their goals, provide constant feedback and offer immediate rewards, along with the opportunity to collaborate with other players. Furthermore, video games can generate strong emotional reactions, such as joy or fear, and they have a captivating story line, which reveals itself within a realm of elaborate graphics.

  16. 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. 

  17. 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.

  18. Virtual Specimens

    Science.gov (United States)

    de Paor, D. G.

    2009-12-01

    Virtual Field Trips have been around almost as long as the Worldwide Web itself yet virtual explorers do not generally return to their desktops with folders full of virtual hand specimens. Collection of real specimens on fields trips for later analysis in the lab (or at least in the pub) has been an important part of classical field geoscience education and research for generations but concern for the landscape and for preservation of key outcrops from wanton destruction has lead to many restrictions. One of the author’s favorite outcrops was recently vandalized presumably by a geologist who felt the need to bash some of the world’s most spectacular buckle folds with a rock sledge. It is not surprising, therefore, that geologists sometimes leave fragile localities out of field trip itineraries. Once analyzed, most specimens repose in drawers or bins, never to be seen again. Some end up in teaching collections but recent pedagogical research shows that undergraduate students have difficulty relating specimens both to their collection location and ultimate provenance in the lithosphere. Virtual specimens can be created using 3D modeling software and imported into virtual globes such as Google Earth (GE) where, they may be linked to virtual field trip stops or restored to their source localities on the paleo-globe. Sensitive localities may be protected by placemark approximation. The GE application program interface (API) has a distinct advantage over the stand-alone GE application when it comes to viewing and manipulating virtual specimens. When instances of the virtual globe are embedded in web pages using the GE plug-in, Collada models of specimens can be manipulated with javascript controls residing in the enclosing HTML, permitting specimens to be magnified, rotated in 3D, and sliced. Associated analytical data may be linked into javascript and localities for comparison at various points on the globe referenced by ‘fetching’ KML. Virtual specimens open up

  19. Forbidden City : An Immersive Virtual Reality World Using the HTC VIVE to explore the real imperial palace of China

    OpenAIRE

    Liu, Fang

    2017-01-01

    Forbidden City is a 3D virtual tour of an ancient Chinese architectural masterpiece, first of the world's top five palaces -The Imperial Palace in Beijing, China. This travel guide is designed to give you useful information that will greatly enhance your experience, and it will bring you into an immersive virtual world by using the device of the HTC VIVE rather than static texts and images. This 3D guide integrates cultural and historical information, which is practical and informative. Yo...

  20. ATLAS Virtual Visit-Soweto_07-08-2014

    CERN Multimedia

    2014-01-01

    National Science Week (4-9 August 2014), is an initiative of the Department of Science and Technology (DST). It is a countrywide celebration of science run in all nine provinces of South Africa simultaneously at multiple sites per province. In particular, Gauteng province regional events will be hosted at the Soweto Science Centre by the University of Johannesburg. The event is expected to be well attended by learners, teachers the media, the general public, policy makers and many stakeholders in the area of Science and Technology. The Soweto Science Centre has made a measurable impact in the academic performance of schools in its feeder region, and it is an increasingly a successful vehicle for science communication. This year, for the first time, the activities will include a virtual tour of ATLAS. The virtual tour will be preceded by public lectures on High Energy Physics at ATLAS - See more at: http://atlas-live-virtual-visit.web.cern.ch/atlas-live-virtual-visit/2014/Soweto-2-2014.html#sthash.J2Kw5pUG.dpu...

  1. STRATEGI BERSAING BIRO PERJALANAN WISATA ALINDO DEWATA TOURS BALI

    Directory of Open Access Journals (Sweden)

    Nelsye Natalina Lintong

    2015-09-01

    Full Text Available Alindo Dewata Tours Bali as an inbound tours companydeals with the competitors by applying competitive strategy.Nevertheless the competitive strategy applied is not maximumyet. It is apparently seen at the average growth of touristsnumber handled since 2004-2013 by the company only 5,97 %.Therefore, this study has the objective to know what internalexternal factors that give influences and competitive strategy tobe applied in the company. This research using analysis toolsof Internal Factor Evaluation (IFE matrix, External FactorEvaluation (EFE matrix for general strategy, Internal External(IE matrix, Strength Weakness Opportunity Threat (SWOTmatrix for alternative strategy and Quantitative StrategicPlanning Matrix (QSPM for priority strategy. The result of IFEmatrix indicates bundle pricing policy as the prime strengthand the application of the management information system notmaximum as the prime weakness. EFE matrix indicates qualitystrategy contributes the service as prime opportunity and thedependency on the foreign travel agencies as prime threat.Based on IE matrix, the company’s position is at five (V levelfor resistance and endurance strategy. SWOT matrix indicateseight competitive strategic alternatives. Suggested first priorityby QSPM is to develop market segment, both overseas anddomestic market.

  2. V.A. Gorodtsov and Kazan: tour 1920

    Directory of Open Access Journals (Sweden)

    Kuzminykh Sergey V.

    2014-12-01

    Full Text Available A fragment of an archival document is published, that is connected to the September 8-12, 1920, stay in Kazan of V.A. Gorodtsov, who headed the Archaeological Subdepartment with the Museum Department of the RSFSR People’s Commissariat for Education, in the framework of his inspecting tour around the towns of the Volga and Urals region. The document is a diary, and its entries reflect information about the tour and its results that had not been exhaustively reflected in official documentation. It narrates about meetings, polemic exchanges, Gorodtsov’s addresses to scientists and the public, his impressions of the archaeological investigations in the regions, and the state of the museums and collections. V.A. Gorodtsov’s encounters and personal contacts with B.F. Adler, N.F. Katanov, M.G. Hudyakov and other researchers had played a positive role in archaeology development in the Volga-Kama region during the hardest times after the revolution.

  3. Virtual Rap Dancer: Invitation to Dance

    NARCIS (Netherlands)

    Reidsma, Dennis; Nijholt, Antinus; Poppe, Ronald Walter; Rienks, R.J.; Hondorp, G.H.W.

    This paper presents a virtual rap dancer that is able to dance to the beat of music coming in from music recordings, beats obtained from music, voice or other input through a microphone, motion beats detected in the video stream of a human dancer, or motions detected from a dance mat. The rap

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

    Science.gov (United States)

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

    2017-01-01

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

  5. In-Town Tour Optimization of Conventional Mode for Municipal Solid ...

    African Journals Online (AJOL)

    This study illustrates the application of a simple and efficient Solver add-in tool in Microsoft Office Excel© 2010 software for in-town tour optimization of solid waste collection. Data required for tour optimization was obtained from the municipal authority, field studies, and a digitized map of Ilorin, Nigeria while collection ...

  6. Connecting Universal Design for Learning with Gallery Tours in Art Museum Education

    Science.gov (United States)

    Neach, Lauren

    2017-01-01

    My research study titled, "Connecting Universal Design for Learning with Gallery Tours in Art Museum Education," establishes a relationship between gallery tours in art museum education and the principles of UDL, (CAST, 2011). Through this study I will address contemporary theories on art museum education, volunteer guide training, and…

  7. 26 CFR 1.513-7 - Travel and tour activities of tax exempt organizations.

    Science.gov (United States)

    2010-04-01

    ... periodicals and books. As one of its activities, N conducts study tours to national parks and other locations... Board of Education of the State of P. The tours are directed toward students enrolled in degree programs... devoted to organized study, preparation of reports, lectures, instruction and recitation by the students...

  8. The Organization and Conduct of the AGTA Study Tour of China, January 1975

    Science.gov (United States)

    Milne, A. K.

    1975-01-01

    Describes the study tour of China undertaken by 20 members of the Australian Geography Teachers Association. An itinerary of the three week tour and reports from Australian and Chinese newspapers are included. For journal availability, see SO 505 212. (Author/DB)

  9. Heuristics for Comparing the Lengths of Completed E-TSP Tours: Crossings and Areas

    Science.gov (United States)

    MacGregor, James N.

    2017-01-01

    The article reports three experiments designed to explore heuristics used in comparing the lengths of completed Euclidean Traveling Salesman Problem (E-TSP) tours. The experiments used paired comparisons in which participants judged which of two completed tours of the same point set was shorter. The first experiment manipulated two factors, the…

  10. The implementation of an environmental management system for Dutch tour operators: an actor-network perspective

    NARCIS (Netherlands)

    Duim, van der V.R.; Marwijk, van R.B.M.

    2006-01-01

    This paper uses an actor-network perspective on innovation to examine the introduction of a mandatory product-oriented environmental management system (in Dutch: Product en MilieuZorg or PMZ) for Dutch outbound tour operators by the Netherlands Association of Tour Operators (VRO). In-depth

  11. Indentations and Starting Points in Traveling Sales Tour Problems: Implications for Theory

    Science.gov (United States)

    MacGregor, James N.

    2012-01-01

    A complete, non-trivial, traveling sales tour problem contains at least one "indentation", where nodes in the interior of the point set are connected between two adjacent nodes on the boundary. Early research reported that human tours exhibited fewer such indentations than expected. A subsequent explanation proposed that this was because…

  12. 77 FR 13384 - Additional Guidance on Airfare/Air Tour Price Advertisements; Correction

    Science.gov (United States)

    2012-03-06

    ... From the Federal Register Online via the Government Publishing Office ] DEPARTMENT OF TRANSPORTATION Office of the Secretary Additional Guidance on Airfare/Air Tour Price Advertisements; Correction... Department published a notice entitled ``Additional Guidance on Airfare/Air Tour Price Advertisements,'' in...

  13. STRATEGI PEMASARAN PAKET WISATA MELALUI MEDIA ONLINE DI TRULY ASIA TOUR AND TRAVEL

    Directory of Open Access Journals (Sweden)

    Ade Prawita Sari

    2016-07-01

    Full Text Available The purpose of this research is to find out the marketing strategy of tour package at Truly Asia tour and travel through online system. SWOT analysis is the method for this research and implemented into SWOT matrix table to find out the right strategy for the tour package at Truly Asia tour and travel through online system. Now days Marketing strategy through online system very popular and the conclusion of this research is Truly Asia as a company need to improve their variant of tour package in order to make tourist more interest to visit the company website. Besides that, increase the cheap price must be accompanied by quality of products to suit with the target, providing accurate information on the website is rather tourist confidence crisis, as well as using the internet connection system that has good quality, in order to minimize system error.

  14. Virtual Violence.

    Science.gov (United States)

    2016-08-01

    In the United States, exposure to media violence is becoming an inescapable component of children's lives. With the rise in new technologies, such as tablets and new gaming platforms, children and adolescents increasingly are exposed to what is known as "virtual violence." This form of violence is not experienced physically; rather, it is experienced in realistic ways via new technology and ever more intense and realistic games. The American Academy of Pediatrics continues to be concerned about children's exposure to virtual violence and the effect it has on their overall health and well-being. This policy statement aims to summarize the current state of scientific knowledge regarding the effects of virtual violence on children's attitudes and behaviors and to make specific recommendations for pediatricians, parents, industry, and policy makers. Copyright © 2016 by the American Academy of Pediatrics.

  15. 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.

  16. Virtual Touch

    DEFF Research Database (Denmark)

    Stenslie, Ståle

    Erotogod. The third chapter investigates the foundations of touch through a physiological and psychological approach. Chapter four presents an alternative haptic history of Virtual Realities through the presentation and discussion of several technological and artistic works that are computer...... is the analysis and conclusion of my experiments. The problems addressed concern how it feels to touch and be touched in multimodal environments, or so called Virtual Realities. Firstly how haptic, corporeal interaction influence the overall experience of a given interactive human-to-computer system. Secondly...... and the psychophysically-contextualized work of art The main results and applications of the study are firstly that haptic technologies bridge the gap between the real (corporeal) and the virtual (immaterial) world, supporting the assumption that the distinction between the ‘virtual’ and the ‘real’ is not convincing...

  17. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... NEI YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...

  18. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...

  19. NEI You Tube Videos: Amblyopia

    Science.gov (United States)

    ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...

  20. Designing and Using Videos in Undergraduate Geoscience Education - a workshop and resource website review

    Science.gov (United States)

    Wiese, K.; Mcconnell, D. A.

    2014-12-01

    Do you use video in your teaching? Do you make your own video? Interested in joining our growing community of geoscience educators designing and using video inside and outside the classroom? Over four months in Spring 2014, 22 educators of varying video design and development expertise participated in an NSF-funded On the Cutting Edge virtual workshop to review the best educational research on video design and use; to share video-development/use strategies and experiences; and to develop a website of resources for a growing community of geoscience educators who use video: http://serc.carleton.edu/NAGTWorkshops/video/workshop2014/index.html. The site includes links to workshop presentations, teaching activity collections, and a growing collection of online video resources, including "How-To" videos for various video editing or video-making software and hardware options. Additional web resources support several topical themes including: using videos to flip classes, handling ADA access and copyright issues, assessing the effectiveness of videos inside and outside the classroom, best design principles for video learning, and lists and links of the best videos publicly available for use. The workshop represents an initial step in the creation of an informal team of collaborators devoted to the development and support of an ongoing network of geoscience educators designing and using video. Instructors who are interested in joining this effort are encouraged to contact the lead author.

  1. 14 CFR 136.35 - Prohibition of commercial air tour operations over the Rocky Mountain National Park.

    Science.gov (United States)

    2010-01-01

    ... operations over the Rocky Mountain National Park. 136.35 Section 136.35 Aeronautics and Space FEDERAL... National Parks Air Tour Management § 136.35 Prohibition of commercial air tour operations over the Rocky Mountain National Park. All commercial air tour operations in the airspace over the Rocky Mountain National...

  2. Virtual Liability?

    Science.gov (United States)

    Zirkel, Perry A.

    2003-01-01

    Analyzes federal district court case involving legal action against certain companies that produced violent video games, a violent motion picture, or maintained pornographic websites. Parents of three Kentucky high school students shot and killed by another student who regularly viewed the aforementioned material brought suit. The court dismissed…

  3. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed ... Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic ...

  4. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

    Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.

  5. Virtual Learning

    Science.gov (United States)

    Cvetkovic, Dragan, Ed.

    2016-01-01

    The first chapter provides an overview of the popular systems for distance learning. In the second chapter, a review of all major social and economic activities in order to improve the system of virtual learning is given. The third chapter deals with the influence of technology in the management of educational institutions. The fourth chapter…

  6. Virtual modeling

    NARCIS (Netherlands)

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

    2003-01-01

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

  7. 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.…

  8. 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.

  9. 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....

  10. 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…

  11. Virtual patrolling

    NARCIS (Netherlands)

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

    2016-01-01

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

  12. Virtual patrolling.

    NARCIS (Netherlands)

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

    2016-01-01

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

  13. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  14. The effects of video games on laparoscopic simulator skills.

    Science.gov (United States)

    Jalink, Maarten B; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E N; ten Cate Hoedemaker, Henk O

    2014-07-01

    Recently, there has been a growth in studies supporting the hypothesis that video games have positive effects on basic laparoscopic skills. This review discusses all studies directly related to these effects. A search in the PubMed and EMBASE databases was performed using synonymous terms for video games and laparoscopy. All available articles concerning video games and their effects on skills on any laparoscopic simulator (box trainer, virtual reality, and animal models) were selected. Video game experience has been related to higher baseline laparoscopic skills in different studies. There is currently, however, no standardized method to assess video game experience, making it difficult to compare these studies. Several controlled experiments have, nevertheless, shown that video games cannot only be used to improve laparoscopic basic skills in surgical novices, but are also used as a temporary warming-up before laparoscopic surgery. Copyright © 2014 Elsevier Inc. All rights reserved.

  15. Virtual Optical Comparator

    Energy Technology Data Exchange (ETDEWEB)

    Thompson, Greg

    2008-10-20

    The Virtual Optical Comparator, VOC, was conceived as a result of the limitations of conventional optical comparators and vision systems. Piece part designs for mechanisms have started to include precision features on the face of parts that must be viewed using a reflected image rather than a profile shadow. The VOC concept uses a computer generated overlay and a digital camera to measure features on a video screen. The advantage of this system is superior edge detection compared to traditional systems. No vinyl charts are procured or inspected. The part size and expensive fixtures are no longer a concern because of the range of the X-Y table of the Virtual Optical Comparator. Product redesigns require only changes to the CAD image overlays; new vinyl charts are not required. The inspection process is more ergonomic by allowing the operator to view the part sitting at a desk rather than standing over a 30 inch screen. The procurement cost for the VOC will be less than a traditional comparator with a much smaller footprint with less maintenance and energy requirements.

  16. Virtual Diving in the Underwater Archaeological Site of Cala Minnola

    Science.gov (United States)

    Bruno, F.; Lagudi, A.; Barbieri, L.; Muzzupappa, M.; Mangeruga, M.; Pupo, F.; Cozza, M.; Cozza, A.; Ritacco, G.; Peluso, R.; Tusa, S.

    2017-02-01

    The paper presents the application of the technologies and methods defined in the VISAS project for the case study of the underwater archaeological site of Cala Minnola located in the island of Levanzo, in the archipelago of the Aegadian Islands (Sicily, Italy). The VISAS project (http://visas-project.eu) aims to improve the responsible and sustainable exploitation of the Underwater Cultural Heritage by means the development of new methods and technologies including an innovative virtual tour of the submerged archaeological sites. In particular, the paper describes the 3D reconstruction of the underwater archaeological site of Cala Minnola and focus on the development of the virtual scene for its visualization and exploitation. The virtual dive of the underwater archaeological site allows users to live a recreational and educational experience by receiving historical, archaeological and biological information about the submerged exhibits, the flora and fauna of the place.

  17. ATLAS Virtual Visit Albuquerque-05-06-2014

    CERN Multimedia

    2014-01-01

    Projecting Particles is a two-day, hands-on workshop for middle and high-school students from Albuquerque, New Mexico focused on exploring and experiencing the theoretical concepts of particle physics through light, space, form and movement. Conceived by STEMArts founder and interdisciplinary artist, Agnes Chavez, the workshop is a collaborative event presented by the National Hispanic Cultural Center and 516 ARTS for Digital Latin America. It is supported in part by Los Alamos National Laboratory and led in collaboration with Vienna based artist and Tagtool app developer, Markus Dorninger. Students will participate in the Atlas Virtual Tour to learn about cutting-edge discoveries in particle physics and their theoretical implications, such as supersymmetry and extra dimensions. - See more at: http://atlas-live-virtual-visit.web.cern.ch/atlas-live-virtual-visit/2014/Albuquerque-2014.html#sthash.DNv2nbuH.dpuf

  18. Characterization of social video

    Science.gov (United States)

    Ostrowski, Jeffrey R.; Sarhan, Nabil J.

    2009-01-01

    The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.

  19. Tour du canton de Genève 2017

    CERN Document Server

    CERN Running club

    2017-01-01

    Pour rappel, le tour du canton est un évènement incontournable pour les coureurs de la région genevoise. Une épreuve qui a lieu le mercredi soir et qui se déroule sur 4 étapes.  Le Running Club du CERN a encore brillé cette année en obtenant de très bons résultats en individuel et surtout par équipe. L’équipe femme monte sur la première marche du podium (voir photo jointe) Les deux premières équipes hommes se classent 2e et 4e sur 51 équipes classées. Voir classement complet ici : http://www.sport-info.com/i_resultats.php?id=113

  20. La Tour de Babel ou la Part du Diable

    Directory of Open Access Journals (Sweden)

    James Dauphiné

    2000-06-01

    Full Text Available Denis de Rougemont dans son essai La Part du Diable s’est efforcé de prouver que la Tour de Babel est exemplaire de l’action du « diable dans nos dieux et dans nos maladies ». Plus proche des analyses contenues dans les Mythologies de Barthes que de celles rencontrées au fil des traités de démonologie, Denis de Rougemont dénonce le modernisme qui a, de fait, consacré Babel « grand mythe de notre temps » (p. 146. La thèse avancée a pour fondement « la babélisation des cadres matériels de notr...

  1. An exact "Tour de France" passes through CERN

    CERN Multimedia

    CERN Bulletin

    2011-01-01

    In August 2011, the renowned French mountaineer Lionel Daudet set off from Mont Blanc on a "Tour de la France exacte",  strictly following the 5,000 km of land borders and coastline without using a single motorised vehicle. And about a week into his expedition, the French border led him… to CERN of course… where he described his experience as out of the ordinary.   Lionel Daudet at one of the posts marking the French border in Meyrin (next to the Linac 4 building).  The words "out of the ordinary" are not used lightly by a man who has scaled France's highest peaks in extreme conditions and conquered the world's greatest climbs (mainly solo), from Alaska to Patagonia. "I had never visited a physics lab before today," confesses Lionel Daudet, sitting at a table in the CERN cafeteria. "You get the feeling that knowledge is being built here. When I crossed this particular border...

  2. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created

  3. Video visual analytics

    OpenAIRE

    Höferlin, Markus Johannes

    2013-01-01

    The amount of video data recorded world-wide is tremendously growing and has already reached hardly manageable dimensions. It originates from a wide range of application areas, such as surveillance, sports analysis, scientific video analysis, surgery documentation, and entertainment, and its analysis represents one of the challenges in computer science. The vast amount of video data renders manual analysis by watching the video data impractical. However, automatic evaluation of video material...

  4. Market Analysis on Virtual Reality Games in Finland : Case Vivendi

    OpenAIRE

    Tapanainen, Tiia

    2016-01-01

    The case company of this thesis is Vivendi, a French mass media company specialized in music, movies and the television industry. Recently, the company has started to develop their video games field by investing in two video game companies. A thorough analysis on the newest big thing of video game industry, virtual reality, is needed when Vivendi is planning to do more investments. Especially Finland as a country of video games and high technology could be just the right kind of a place for t...

  5. VIDEO BLOGGING AND ENGLISH PRESENTATION PERFORMANCE: A PILOT STUDY.

    Science.gov (United States)

    Alan Hung, Shao-Ting; Danny Huang, Heng-Tsung

    2015-10-01

    This study investigated the utility of video blogs in improving EFL students' performance in giving oral presentations and, further, examined the students' perceptions toward video blogging. Thirty-six English-major juniors participated in a semester-long video blog project for which they uploaded their 3-min. virtual presentation clips over 18 weeks. Their virtual presentation clips were rated by three raters using a scale for speaking performance that contained 14 presentation skills. Data sources included presentation clips, reflections, and interviews. The results indicated that the students' overall presentation performance improved significantly. In particular, among the 14 presentation skills projection, intonation, posture, introduction, conclusion, and purpose saw the most substantial improvement. Finally, the qualitative data revealed that learners perceived that the video blog project facilitated learning but increased anxiety.

  6. A Novel Mobile Video Community Discovery Scheme Using Ontology-Based Semantical Interest Capture

    Directory of Open Access Journals (Sweden)

    Ruiling Zhang

    2016-01-01

    Full Text Available Leveraging network virtualization technologies, the community-based video systems rely on the measurement of common interests to define and steady relationship between community members, which promotes video sharing performance and improves scalability community structure. In this paper, we propose a novel mobile Video Community discovery scheme using ontology-based semantical interest capture (VCOSI. An ontology-based semantical extension approach is proposed, which describes video content and measures video similarity according to video key word selection methods. In order to reduce the calculation load of video similarity, VCOSI designs a prefix-filtering-based estimation algorithm to decrease energy consumption of mobile nodes. VCOSI further proposes a member relationship estimate method to construct scalable and resilient node communities, which promotes video sharing capacity of video systems with the flexible and economic community maintenance. Extensive tests show how VCOSI obtains better performance results in comparison with other state-of-the-art solutions.

  7. Tour leaders with detailed knowledge of travel-related diseases play a key role in disease prevention.

    Science.gov (United States)

    Hsu, Shu-Hua; Huang, Hsien-Liang; Lu, Chia-Wen; Cheng, Shao-Yi; Lee, Long-Teng; Chiu, Tai-Yuan; Huang, Kuo-Chin

    2018-02-01

    In Taiwan, group tours are a popular mode of international travel; hence, group tour leaders must ensure traveler safety and health. This study identified factors influencing tour leaders' willingness to recommend pretravel medical consultation and vaccination.A cross-sectional questionnaire survey was administered to tour leaders from January 2011 to December 2012. Multivariate logistic regression analyses were performed to estimate the odds ratios of having a positive attitude and willingness based on different knowledge scores of the tour leaders after adjustments for age, sex, education level, and seniority.Tour leaders with a more detailed knowledge of both travel-related infectious and noninfectious diseases demonstrated a higher willingness to receive vaccination. They believed that consultation at travel clinics before travel can improve travelers' health (P < .05).This study supports the importance and effectiveness on educating tour leaders' knowledge about travel-related diseases to improve health care for travelers.

  8. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

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

    2017-11-20

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large

  9. Practical system for generating digital mixed reality video holograms.

    Science.gov (United States)

    Song, Joongseok; Kim, Changseob; Park, Hanhoon; Park, Jong-Il

    2016-07-10

    We propose a practical system that can effectively mix the depth data of real and virtual objects by using a Z buffer and can quickly generate digital mixed reality video holograms by using multiple graphic processing units (GPUs). In an experiment, we verify that real objects and virtual objects can be merged naturally in free viewing angles, and the occlusion problem is well handled. Furthermore, we demonstrate that the proposed system can generate mixed reality video holograms at 7.6 frames per second. Finally, the system performance is objectively verified by users' subjective evaluations.

  10. On Tour with the Prince: Monarchy, Imperial Politics and Publicity in the Prince of Wales's Dominion Tours 1919-20.

    Science.gov (United States)

    Mort, Frank

    2018-03-01

    The stage managers of ritual and the media transformed the British monarchy in the late-nineteenth and early-twentieth century, consolidating its image as splendid and popular and also as more accessible and quasi-democratic. Historians have emphasized that these processes of modernization largely began in Britain. This article locates the origins of democratized royal ritual in the white dominions, especially after 1918. Canada, Australia and New Zealand were political and cultural laboratories where royal advisors and British and dominion politicians launched experiments in the practice of progressive empire and innovatory styles of informal ceremonial, which had a long-term impact on imperial and later Commonwealth relations. Focusing on the Prince of Wales's early dominion tours, the article argues that though royal diplomacy followed earlier itineraries in efforts to consolidate the racialized British world, it also threw up new and unintended consequences. These registered the rapidly changing international order after the collapse of the European monarchies, together with the demands of the prince's own modernist personality. Faced with republican and socialist opposition in Australia and Canada, the touring prince was drawn into competing forms of nationalism, as dominion politicians and journalists embraced him as representing domestic aspirations for self-government and cultural recognition. It is argued that modern royalty personified by the Prince of Wales problematizes the history of twentieth-century public reputations defined by the culture of celebrity. The British monarchy was forced to confront both the constitutional claims of empire and the politics of dominion nationalism, as well as the pressures of international publicity.

  11. 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

  12. 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

  13. Factors underlying male and female use of violent video games

    OpenAIRE

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression ...

  14. Internet and video technology in psychotherapy supervision and training.

    Science.gov (United States)

    Wolf, Abraham W

    2011-06-01

    The seven articles in this special section on the use of Internet and video technology represent the latest growth on one branch of the increasingly prolific and differentiated work in the technology of psychotherapy. In addition to the work presented here on video and the Internet applications to supervision and training, information technology is changing the field of psychotherapy through computer assisted therapies and virtual reality interventions.

  15. Real norms, virtual cases: a rationalist, casuistic account of virtual rape

    NARCIS (Netherlands)

    Soraker, Johnny; Hinman, L.; Brey, Philip A.E.

    2007-01-01

    The purpose of this paper is to propose and consider a rationalist account of the effects of virtual experiences, such as engaging in simulated acts of violence in video games. This descriptive account will be based on sound principles for case-based reasoning, or what I will refer to as

  16. Medical student attitudes toward video games and related new media technologies in medical education

    National Research Council Canada - National Science Library

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-01-01

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks...

  17. The nothingness as an ontological category on the video game: Analyzing Sad Satan

    National Research Council Canada - National Science Library

    Aarón RODRÍGUEZ SERRANO

    2017-01-01

    .... The research is framed in the metaphysical study of video games, trying to go over the narratological readings, and asking about the way in which the designing of virtual worlds is, at the same time...

  18. Web-based three-dimensional Virtual Body Structures: W3D-VBS.

    Science.gov (United States)

    Temkin, Bharti; Acosta, Eric; Hatfield, Paul; Onal, Erhan; Tong, Alex

    2002-01-01

    Major efforts are being made to improve the teaching of human anatomy to foster cognition of visuospatial relationships. The Visible Human Project of the National Library of Medicine makes it possible to create virtual reality-based applications for teaching anatomy. Integration of traditional cadaver and illustration-based methods with Internet-based simulations brings us closer to this goal. Web-based three-dimensional Virtual Body Structures (W3D-VBS) is a next-generation immersive anatomical training system for teaching human anatomy over the Internet. It uses Visible Human data to dynamically explore, select, extract, visualize, manipulate, and stereoscopically palpate realistic virtual body structures with a haptic device. Tracking user's progress through evaluation tools helps customize lesson plans. A self-guided "virtual tour" of the whole body allows investigation of labeled virtual dissections repetitively, at any time and place a user requires it.

  19. 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

  20. The CASPER Virtual Physics Circus

    Science.gov (United States)

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

    2013-10-01

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

  1. Patents and Antitrust: Video Games and Violent Crime

    OpenAIRE

    Ward, Michael R.

    2007-01-01

    Psychology studies of the effects of playing video games have found emotional responses and physical reactions associated with reinforced violent and anti-social attitudes. It is not clear, however, whether these markers are associated with increases in one's preferences for anti-social behaviors or whether virtual behaviors act to partially sate one's desire for actual antisocial behaviors. Violent or criminal behaviors in the virtual world and in the physical world could plausibly be either...

  2. Collaboration and dialogue in Virtual reality

    DEFF Research Database (Denmark)

    Jensen, Camilla Gyldendahl

    2017-01-01

    Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each o...... identifies several clear opportunities about incorporating gamification mechanisms known from e.g. video games software.......“Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each...... other. Combined with “Building Information Models” (BIM), “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based...

  3. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

    Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.

  4. Virtual Goods Recommendations in Virtual Worlds

    OpenAIRE

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

    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 v...

  5. Virtual Visit to the ATLAS Control Room by the University of Barcelona

    CERN Multimedia

    2013-01-01

    Future Learning is an initiative at the University of Barcelona - Faculty of Pedagogy and Education - aimed at developing research on the educational, cultural and socio-economic aspects of the use of ICT in learning settings, with special emphasis on virtual learning and eLearning. In the framework of the PATHWAY EU project, Future Learning is leading a series of teacher training activities around the CERN mini-exhibition that is touring Spain this year.

  6. Virtual Ultrasound Guidance for Inexperienced Operators

    Science.gov (United States)

    Caine, Timothy; Martin, David

    2012-01-01

    Medical ultrasound or echocardiographic studies are highly operator-dependent and generally require lengthy training and internship to perfect. To obtain quality echocardiographic images in remote environments, such as on-orbit, remote guidance of studies has been employed. This technique involves minimal training for the user, coupled with remote guidance from an expert. When real-time communication or expert guidance is not available, a more autonomous system of guiding an inexperienced operator through an ultrasound study is needed. One example would be missions beyond low Earth orbit in which the time delay inherent with communication will make remote guidance impractical. The Virtual Ultrasound Guidance system is a combination of hardware and software. The hardware portion includes, but is not limited to, video glasses that allow hands-free, full-screen viewing. The glasses also allow the operator a substantial field of view below the glasses to view and operate the ultrasound system. The software is a comprehensive video program designed to guide an inexperienced operator through a detailed ultrasound or echocardiographic study without extensive training or guidance from the ground. The program contains a detailed description using video and audio to demonstrate equipment controls, ergonomics of scanning, study protocol, and scanning guidance, including recovery from sub-optimal images. The components used in the initial validation of the system include an Apple iPod Classic third-generation as the video source, and Myvue video glasses. Initially, the program prompts the operator to power-up the ultrasound and position the patient. The operator would put on the video glasses and attach them to the video source. After turning on both devices and the ultrasound system, the audio-video guidance would then instruct on patient positioning and scanning techniques. A detailed scanning protocol follows with descriptions and reference video of each view along with

  7. "Moral Realism" and Justness in War in Gregory of Tours'"Historia Francorum".

    Science.gov (United States)

    Reynolds, Burnam W.

    1982-01-01

    Examines how the concept of justness influenced the conduct of wars in the early Middle Ages. The author offers a new interpretation of Gregory of Tours' perspective on war as found in his "Historia Francorum." (AM)

  8. EFEKTIFITAS METODE GROUP FIELD TOUR MELALUI TEKNIK SIMFONI OTAK DALAM PEMBELAJARAN PENULISAN SASTRA KREATIF

    Directory of Open Access Journals (Sweden)

    Akhmad Fauzan

    2014-03-01

    Full Text Available Group field tour methode by Brain Symphoni Technique Investigate how the advantages of implementation. To get the goal the reseacher used Quasi experiment by giving pre test and post test to two different classes as experiment and control class. In experiment class is given the reatment but control class is not. Based on that fact, the problems as follow (1 Is there any difference between creative student used group field tour methode by Brain Symphony technique and not? (2 Is the usage group field tour methode significant by Brain Symphoni thechnique in Creative Literature Writing. The technique is using Quasi experiment methode. Student used this methode is increasing the competence in short story. It showed by pre test and post test comparasion. In post test the score is significant comparated to control class. The control class is increasing too but it is not as big as experiment class. Key word: group field tour, literature learning.

  9. Evaluating Bloemfontein’s image as a tourist destination: A tour operator’s perspective

    Directory of Open Access Journals (Sweden)

    AJ Strydom

    2014-07-01

    Full Text Available Tour operators have been identified as vital information sources influencing the images and decision-making processes of tourists. Bloemfontein is situated in Central South Africa.  Tourism marketers believe that the city is an ideal stopover destination for national tour operators  en route to other destinations.  Research was conducted among national tour operators in Johannesburg, Durban and Cape Town to determine their perceptions of Bloemfontein and whether they regard the city as a tourist or stopover destination.  The research indicates that the city is not regarded as a tourist destination, but is seen as an ideal stopover destination which could be included in future tour itineraries.  It is currently excluded because operators are unfamiliar with the tourism offering(s of Bloemfontein due to insufficient marketing by the tourism officials of the city.

  10. Association Rule Analysis for Tour Route Recommendation and Application to Wctsnop

    Science.gov (United States)

    Fang, H.; Chen, C.; Lin, J.; Liu, X.; Fang, D.

    2017-09-01

    The increasing E-tourism systems provide intelligent tour recommendation for tourists. In this sense, recommender system can make personalized suggestions and provide satisfied information associated with their tour cycle. Data mining is a proper tool that extracting potential information from large database for making strategic decisions. In the study, association rule analysis based on FP-growth algorithm is applied to find the association relationship among scenic spots in different cities as tour route recommendation. In order to figure out valuable rules, Kulczynski interestingness measure is adopted and imbalance ratio is computed. The proposed scheme was evaluated on Wangluzhe cultural tourism service network operation platform (WCTSNOP), where it could verify that it is able to quick recommend tour route and to rapidly enhance the recommendation quality.

  11. ASSOCIATION RULE ANALYSIS FOR TOUR ROUTE RECOMMENDATION AND APPLICATION TO WCTSNOP

    Directory of Open Access Journals (Sweden)

    H. Fang

    2017-09-01

    Full Text Available The increasing E-tourism systems provide intelligent tour recommendation for tourists. In this sense, recommender system can make personalized suggestions and provide satisfied information associated with their tour cycle. Data mining is a proper tool that extracting potential information from large database for making strategic decisions. In the study, association rule analysis based on FP-growth algorithm is applied to find the association relationship among scenic spots in different cities as tour route recommendation. In order to figure out valuable rules, Kulczynski interestingness measure is adopted and imbalance ratio is computed. The proposed scheme was evaluated on Wangluzhe cultural tourism service network operation platform (WCTSNOP, where it could verify that it is able to quick recommend tour route and to rapidly enhance the recommendation quality.

  12. HIV/AIDS awareness and attitudes of tour guides in Turkey.

    Science.gov (United States)

    Avcikurt, Cevdet; Koroglu, Ozlem; Koroglu, Ahmet; Avcikurt, Ayla Solmaz

    2011-02-01

    The aim of this study was to ascertain Turkish tour guides' awareness and attitudes regarding HIV and AIDS. A sample of 516 tour guides registered in Turkey who verbally consented to participate in this study responded to an anonymous, self-administered questionnaire. The respondents typically exhibited a reasonable to excellent degree of knowledge about HIV and AIDS. However, the survey revealed some common misconceptions, indicating that tour guides require additional training in the mechanisms of HIV transmission. We also observed some differences in the level of HIV-related knowledge between different demographic groups. The knowledge level of male respondents was better than that of the female respondents. We also observed that knowledge levels increased with both age and work experience. These results are discussed within the framework of critical studies on HIV-related knowledge. Implications for the development of curricula and in-service training programmes for tour guide organisations and institutions are discussed.

  13. The joy of x a guided tour of math, from one to infinity

    CERN Document Server

    Strogatz, Steven

    2012-01-01

    A delightful tour of the greatest ideas of math, showing how math intersects with philosophy, science, art, business, current events, and everyday life, by an acclaimed science communicator and regular contributor to the New York Times.

  14. The Humans That We Are: Prison Poetry Tour Narrative (Part 2)

    Science.gov (United States)

    Meissner, Caits

    2017-01-01

    Caits Meissner continues sharing from her reimagined book tour, where she brings poetry workshops and collaborative readings to prisons, jails and reentry programs around the country. [For Part 1, see EJ1138725.

  15. Communicating for Climate Change Adaptation: Lessons from a Case Study with Nature-Based Tour Operators

    Science.gov (United States)

    Timm, K.; Sparrow, E. B.; Pettit, E. C.; Trainor, S. F.; Taylor, K.

    2014-12-01

    Increasing temperatures are projected to have a positive effect on the length of Alaska's tourism season, but the natural attractions that tourism relies on, such as glaciers, wildlife, fish, or other natural resources, may change. In order to continue to derive benefits from these resources, nature-based tour operators may have to adapt to these changes, and communication is an essential, but poorly understood, component of the climate change adaptation process. The goal of this study was to determine how to provide useful climate change information to nature-based tour operators by answering the following questions: 1. What environmental changes do nature-based tour operators perceive? 2. How are nature-based tour operators responding to climate and environmental change? 3. What climate change information do nature-based tour operators need? To answer these questions, twenty-four nature-based tour operators representing 20 different small and medium sized businesses in Juneau, Alaska were interviewed. The results show that many of Juneau's nature-based tour operators are observing, responding to, and in some cases, actively planning for further changes in the environment. The types of responses tended to vary depending on the participants' certainty in climate change and the perceived risks to their organization. Using these two factors, this study proposes a framework to classify climate change responses for the purpose of generating meaningful information and communication processes that promote adaptation and build adaptive capacity. During the course of the study, several other valuable lessons were learned about communicating about adaptation. The results of this study demonstrate that science communication research has an important place in the practice of promoting and fostering climate change adaptation. While the focus of this study was tour operators, the lessons learned may be valuable to other organizations striving to engage unique groups in climate

  16. The Nature Tour Mobile Learning Application. Implementing the Mobile Application in Finnish Early Childhood Education Settings

    OpenAIRE

    Rikala, Jenni; Kankaanranta, Marja

    2014-01-01

    This paper explores the process and impact of the implementation of the Nature Tour mobile learning application in Finnish early childhood education settings. The interest is to explore whether the concept of Nature Tour mobile application meets the needs of early childhood education in field trips. The idea of the mobile application is to help recording and comparing nature observations as well as to arouse children’s interest in nature. The feasibility of the mobile application ...

  17. Watching video games. Playing with Archaeology and Prehistory

    Directory of Open Access Journals (Sweden)

    Daniel García Raso

    2016-12-01

    Full Text Available Video games have become a mass culture phenomenon typical of the West Post-Industrial Society as well as an avant-garde narrative medium. The main focus of this paper is to explore and analyze the public image of Archaeology and Prehistory spread by video games and how we can achieve a virtual faithful image of both. Likewise, we are going to proceed to construct an archaeological outline of video games, understanding them as an element of the Contemporary Material Culture and, therefore, subject to being studied by Archaeology.

  18. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ... group for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support ...

  19. Video Games and Citizenship

    National Research Council Canada - National Science Library

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

    ... by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship...

  20. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles News Resources Links Videos Podcasts Webinars For the ... Doctor Find a Provider Meet the Team Blog Articles News Provider Directory Donate Resources Links Videos Podcasts ...

  1. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  2. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    questions of our media literacy pertaining to authoring multimodal texts (visual, verbal, audial, etc.) in research practice and the status of multimodal texts in academia. The implications of academic video extend to wider issues of how researchers harness opportunities to author different types of texts......Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic...... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...

  3. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Back Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo ... Support Groups Back Is a support group for me? Find a group Back Upcoming events Video Library ...

  4. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork ... for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ...

  5. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  6. Videos, Podcasts and Livechats

    Science.gov (United States)

    ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  7. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media ... a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos Podcasts Webinars ...

  8. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  9. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

    This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.

  10. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... News Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ... this section Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ...

  11. LAFD: TA-55 RLUOB/CUB Facility Familiarization Tour, OJT #55265

    Energy Technology Data Exchange (ETDEWEB)

    Rutherford, Victor Stephen [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2017-09-14

    Los Alamos National Laboratory (LANL) conducts familiarization tours for personnel of the Los Alamos County Fire Department (LAFD) at the RLUOB/CUB, technical area (TA)-55, 400/440, facility, Radiological Laboratory Utility Office Building (RLUOB)/Central Utility Building (CUB). These familiarization tours are official LANL business; the purpose of these tours is to orient LAFD firefighters to the facility so that they can respond efficiently and quickly to a variety of emergency situations. This orientation includes, among other topics, the ingress and egress of the area and buildings, layout and organization of the facility, evacuation procedures and assembly points, and areas of concern within the various buildings at the facility. LAFD firefighters have the skills and abilities to perform firefighting operations and other emergency response tasks that cannot be provided by other LANL personnel who have the required clearance level. This handout provides details of the information, along with maps and diagrams, to be presented during the familiarization tours. The handout is distributed to the trainees at the time of the tour; a corresponding checklist is also used as guidance during the familiarization tours to ensure that all required information is presented to LAFD personnel.

  12. Los Alamos County Fire Department LAFD: TA-55 PF-4 Facility Familiarization Tour, OJT 55260

    Energy Technology Data Exchange (ETDEWEB)

    Rutherford, Victor Stephen [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2017-07-13

    Los Alamos National Laboratory (LANL) will conduct familiarization tours for Los Alamos County Fire Department (LAFD) personnel at the Plutonium Facility (PF-4) at Technical Area (TA)-55. These familiarization tours are official LANL business; the purpose of these tours is to orient the firefighters to the facility so that they can respond efficiently and quickly to a variety of emergency situations. This orientation includes the ingress and egress of the area and buildings, layout and organization of the facility, evacuation procedures and assembly points, and areas of concern within the various buildings at the facility. LAFD firefighters have the skills and abilities to perform firefighting operations and other emergency response tasks that cannot be provided by other LANL personnel who have the required clearance level. This handout provides details of the information, along with maps and diagrams, to be presented during the familiarization tours. The handout will be distributed to the trainees at the time of the tour. A corresponding checklist will also be used as guidance during the familiarization tours to ensure that all required information is presented to LAFD personnel.

  13. STRATEGI PEMASARAN PT. ALLIANCE VAST TOURS TERHADAP WISATAWAN PENGGUNA JASA PERJALANAN

    Directory of Open Access Journals (Sweden)

    I Putu Pradipa Artawan

    2017-01-01

    Full Text Available Indonesia especially Bali has a huge potential in the field of tourism. It can be seen from a wide range of beautiful natural scenery, culture, history of the nation, festivals and ceremonies are unique, different kinds of art and crafts, and a number of very attractive place for tourists throughout the year . The study aims is to determine the marketing strategy of the company's tour packages PT. Vast Alliance Tour who can be success to attract tourists to use the services at PT. Vast Alliance Tour. The analysis using SWOT to determine what the is right strategy which can be used to market package of PT. Vast Alliance Tour. This study led to the conclusion that that the marketing strategies undertaken by PT. Vast Alliance Tour in promoting its products through website, brochures, and sales calls. Products offered by PT. Vast Alliance Tour package in the form of packages like rafting, water sports, cruise, spa, and and much more. Strategy undertaken in this study using the SWOT analysis is to combine the strengths and opportunities that can cover the weaknesses and threats that exist in the relevant product market.

  14. 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.

  15. COLLABORATION AND DIALOGUE IN VIRTUAL REALITY

    Directory of Open Access Journals (Sweden)

    Camilla Gyldendahl Jensen

    2017-01-01

    Full Text Available “Virtual reality” adds a new dimension to constructivist problem-based learning (PBL environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with “Building Information Models” (BIM, “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based on predefined tutorials are tested for their ability to facilitate collaborative processes. This study addresses the problem from a new angle by the virtual universe created through the students' own iterative design of a building. The “Virtual reality” system's narrative tale arises spontaneously through the dialogue. The result of this study shows that “Virtual Reality”, as a tool, creates some changes in the dialogue conditions which affect the learning process. The use of “Virtual Reality” requires a very precise framing about the system's ability to facilitate a collaborative learning process. The analysis identifies several clear opportunities about incorporating gamification mechanisms known from e.g. video games software.

  16. Transmission of compressed video

    Science.gov (United States)

    Pasch, H. L.

    1990-09-01

    An overview of video coding is presented. The aim is not to give a technical summary of possible coding techniques, but to address subjects related to video compression in general and to the transmission of compressed video in more detail. Bit rate reduction is in general possible by removing redundant information; removing information the eye does not use anyway; and reducing the quality of the video. The codecs which are used for reducing the bit rate, can be divided into two groups: Constant Bit rate Codecs (CBC's), which keep the bit rate constant, but vary the video quality; and Variable Bit rate Codecs (VBC's), which keep the video quality constant by varying the bit rate. VBC's can be in general reach a higher video quality than CBC's using less bandwidth, but need a transmission system that allows the bandwidth of a connection to fluctuate in time. The current and the next generation of the PSTN does not allow this; ATM might. There are several factors which influence the quality of video: the bit error rate of the transmission channel, slip rate, packet loss rate/packet insertion rate, end-to-end delay, phase shift between voice and video, and bit rate. Based on the bit rate of the coded video, the following classification of coded video can be made: High Definition Television (HDTV); Broadcast Quality Television (BQTV); video conferencing; and video telephony. The properties of these classes are given. The video conferencing and video telephony equipment available now and in the next few years can be divided into three categories: conforming to 1984 CCITT standard for video conferencing; conforming to 1988 CCITT standard; and conforming to no standard.

  17. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.

  18. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

    This guide aims to provide an introduction to Desktop Video Conferencing. You may be familiar with video conferencing, where participants typically book a designated conference room and communicate with another group in a similar room on another site via a large screen display. Desktop video conferencing (DVC), as the name suggests, allows users to video conference from the comfort of their own office, workplace or home via a desktop/laptop Personal Computer. DVC provides live audio and visua...

  19. A Google Earth Grand Tour of the Terrestrial Planets

    Science.gov (United States)

    De Paor, Declan; Coba, Filis; Burgin, Stephen

    2016-01-01

    Google Earth is a powerful instructional resource for geoscience education. We have extended the virtual globe to include all terrestrial planets. Downloadable Keyhole Markup Language (KML) files (Google Earth's scripting language) associated with this paper include lessons about Mercury, Venus, the Moon, and Mars. We created "grand…

  20. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply: (1...

  1. 18th Stage of the 2004 Tour de France

    CERN Multimedia

    Relations with the Hosts States Service

    2004-01-01

    Haute-Savoie / Pays de Gex 23 July 2004 On Friday 23 July 2004, the 18th stage of the Tour de France cycle race will be departing from Annemasse (Haute-Savoie) and heading for Lons-le-Saunier (Jura), passing through Archamps, Saint-Julien-en-Genevois, Collonges, Farges, Saint-Jean-de-Gonville, Thoiry, Sergy, Saint-Genis-Pouilly, Chevry, Gex et Mijoux, inter alia (a detailed itinerary with approximate passage times can be found on http://www.letour.fr/2004/us/index.html). This event is likely to cause numerous disruptions to local traffic, as the roads used by the race will be closed to all vehicles except those bearing the official race insignia: 90 minutes before the first rider comes through; up to 15 minutes after the police vehicle bearing the ' fin de course ' sign has driven through. Furthermore, there will be no access to the centre of Saint-Genis-Pouilly from about 12.30 p.m. to 2.30 p.m. As a result, you are strongly advised to take these difficulties into account when making any car journeys ...

  2. Tours: étude chrono-chorématique

    Directory of Open Access Journals (Sweden)

    Xavier Rodier

    2010-12-01

    Full Text Available Caesarodunum fut une cité romaine sur la rive gauche de la Loire. La Cité réduite du IVe siècle fut doublée par le bourg de Châteauneuf associé à l’abbaye Saint-Martin. Réunie dans les enceintes des XIVe siècle et XVIIe siècle, Tours reste bipolaire jusqu’au XVIIIe siècle lorsque la grande route nord-sud entre cité et bourg, radiale parisienne, devient l’axe majeur de l'extension selon le modèle des villes de val. Confinée entre Loire et Cher jusqu’au XIXe siècle la ville déborde après 1950 sur les plateaux en y dédoublant les espaces d’activités, à un carrefour d’autoroutes.

  3. Tour of Jupiter Galilean moons: Winning solution of GTOC6

    Science.gov (United States)

    Colasurdo, Guido; Zavoli, Alessandro; Longo, Alessandro; Casalino, Lorenzo; Simeoni, Francesco

    2014-09-01

    The paper presents the trajectory designed by the Italian joint team Politecnico di Torino & Sapienza Università di Roma (Team5), winner of the 6th edition of the Global Trajectory Optimization Competition (GTOC6). In the short time available in these competitions, Team5 resorted to basic knowledge, simple tools and a powerful indirect optimization procedure. The mission concerns a 4-year tour of the Jupiter Galilean moons. The paper explains the strategy that was preliminarily devised and eventually implemented by looking for a viable trajectory. The first phase is a capture that moves the spacecraft from the arrival hyperbola to a low-energy orbit around Jupiter. Six series of flybys follow; in each one the spacecraft orbits Jupiter in resonance with a single moon; criteria to construct efficient chains of resonant flybys are presented. Transfer legs move the spacecraft from resonance with a moon to another one; precise phasing of the relevant moons is required; mission opportunities in a 11-year launch window are found by assuming ballistic trajectories and coplanar circular orbits for the Jovian satellites. The actual trajectory is found by using an indirect technique.

  4. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…

  5. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    With an interest in learning that is set in collaborative situations, the data session presents excerpts from video data produced by two of fifteen students from a class of 5th semester techno-anthropology course. Students used video cameras to capture the time they spent working with a scientist...... video, nature of the interactional space, and material and spatial semiotics....

  6. Developing a Promotional Video

    Science.gov (United States)

    Epley, Hannah K.

    2014-01-01

    There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…

  7. Modeling 3D Unknown object by Range Finder and Video Camera ...

    African Journals Online (AJOL)

    Computer-generated and video images are superimposed. The man-machine interface functions deal mainly with on line building of graphic aids to improve perception, updating the geometric database of the robotic site, and video control of the robot. The superimposition of the real and virtual worlds is carried out through ...

  8. A Video Game for Learning Brain Evolution: A Resource or a Strategy?

    Science.gov (United States)

    Barbosa Gomez, Luisa Fernanda; Bohorquez Sotelo, Maria Cristina; Roja Higuera, Naydu Shirley; Rodriguez Mendoza, Brigitte Julieth

    2016-01-01

    Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions…

  9. Creating Machinima (3D) and Real Life Videos in an ESP Classroom

    Science.gov (United States)

    Ochoa Alpala, Carol Anne; Ortíz García, William Ricardo

    2018-01-01

    This research paper reports on the development of oral presentation skills in a 3D virtual world called "Moviestorm" machinima, in contrast with real-life videos. In this way, the implementation of both types of videos sought to promote the improvement of oral communication skills, specifically oral presentations in a foreign language,…

  10. 360-degree videos: a new visualization technique for astrophysical simulations

    Science.gov (United States)

    Russell, Christopher M. P.

    2017-11-01

    360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.

  11. Virtual Visit to the ATLAS Control Room by Al-Quds University

    CERN Document Server

    2014-01-01

    ATLAS virtual visit features Al-Quds University, a Palestinian university with campuses in Abu Dis and Beit Hanina-Jerusalem. As part of the "Physics Without Frontiers" project, funded by ICTP, Al-Quds is hosting a one day particle physics masterclass. During the day the students are given an introduction to particle physics, the LHC and the ATLAS Experiment, before having the chance to analyse real LHC data. This virtual visit comprises of a live tour around the ATLAS control room and the opportunity to ask questions to the ATLAS physicists.

  12. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; George, Stacey; Thomas, Susie; Deutsch, Judith E; Crotty, Maria

    2015-02-12

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles have been rapidly adopted in clinical settings. This is an update of a Cochrane Review published in 2011. To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity. To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance activity, global motor function, cognitive function, activity limitation, participation restriction and quality of life, voxels or regions of interest identified via imaging, and adverse events. Additionally, we aimed to comment on the feasibility of virtual reality for use with stroke patients by reporting on patient eligibility criteria and recruitment. We searched the Cochrane Stroke Group Trials Register (October 2013), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2013, Issue 11), MEDLINE (1950 to November 2013), EMBASE (1980 to November 2013) and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance function and activity, and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted investigators to obtain missing information. We included 37 trials that involved 1019 participants. Study sample sizes were generally small and interventions

  13. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

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

  14. Virtual screening of virtual libraries.

    Science.gov (United States)

    Green, Darren V S

    2003-01-01

    Virtual screening of virtual libraries (VSVL) is a rapidly changing area of research. Great efforts are being made to produce better algorithms, selection methods and infrastructure. Yet, the number of successful examples in the literature is not impressive, although the quality of work certainly is high. Why is this? One reason is that these methods tend to be applied at the lead generation stage and therefore there is a large lead-time before successful examples appear in the literature. However, any computational chemist would confirm that these methods are successful and there exists a glut of start-up companies specialising in virtual screening. Moreover, the scientific community would not be focussing so much attention on this area if it were not yielding results. Even so, the paucity of literature data is certainly a hindrance to the development of better methods. The VSVL process is unique within the discovery process, in that it is the only method that can screen the > 10(30) genuinely novel molecules out there. Already, some VSVL methods are evaluating 10(13) compounds, a capacity that high throughput screening can only dream of. There is a huge potential advantage for the company that develops efficient and effective methods, for lead generation, lead hopping and optimization of both potency and ADME properties. To do this, it requires more than the software, it requires confidence to exploit the methodology, to commit synthesis on the basis of it, and to build this approach into the medicinal chemistry strategy. It is a fact that these tools remain quite daunting for the majority of scientists working at the bench. The routine use of these methods is not simply a matter of education and training. Integration of these methods into accessible and robust end user software, without dilution of the science, must be a priority. We have reached a coincidence, where several technologies have the required level of maturity predictive computational chemistry

  15. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

    This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV

  16. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

    Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi

  17. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

    There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.

  18. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

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

  19. Online Video Game Addiction: Exploring a New Phenomenon

    NARCIS (Netherlands)

    A.J. van Rooij (Antonius)

    2011-01-01

    textabstractOver a period of thirty years, video games have evolved from Pac Man to photorealistic, massively populated, three-dimensional environments. Adolescents become involved with online virtual communities (tribes, guilds, groups) and play games on a daily basis with people they have never

  20. Methamphetamine Craving Induced in an Online Virtual Reality Environment

    OpenAIRE

    Culbertson, Christopher; Nicolas, Sam; Zaharovits, Itay; London, Edythe D.; De La Garza, Richard; Brody, Arthur L.; Newton, Thomas F.

    2010-01-01

    The main aim of this study was to assess self-reported craving and physiological reactivity in a methamphetamine virtual reality (METH-VR) cue model created using Second Life, a freely available online gaming platform. Seventeen, non-treatment seeking, individuals that abuse methamphetamine (METH) completed this one-day, outpatient, within-subjects study. Participants completed four test sessions: 1) METH-VR 2) neutral-VR 3) METH-video 4) neutral-video in a counterbalanced (latin square) fash...

  1. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi

  2. Dodgeball: a Virtual Reality Sport Game Using Kinect and XNA Game Studio

    OpenAIRE

    Leonardo, Erick; -, Liliana; Gunadi, Kartika

    2015-01-01

    Technology development, particularly in video game, has reached to all human life aspects. Many game developers seek not only for innovations to a more interesting gaming system, but also for added values to the game itself. Virtual reality game becomes one of the alternatives to develop the gameplay aspect. Players are highly immersed in the video game world, and convinced as if they were in the game itself. This thesis aims to make a virtual reality game with Dodgeball sport theme using Kin...

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

    CERN Document Server

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

    2010-01-01

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

  4. [Frequencies of injuries and causes of accidents during ski touring on ski slopes - a pilot study].

    Science.gov (United States)

    Ruedl, G; Pocecco, E; Kopp, M; Burtscher, M

    2015-03-01

    Ski touring along ski slopes (slope touring) increased in recent years on Austrian ski slopes. However, ascending on the border of the slope and skiing downhill on the slope might be associated with a certain injury risk. Thus, the aim of this pilot study was to evaluate frequencies of injuries, causes of accidents and potential risk factors during slope touring. Slope-tourers were interviewed from March to April 2014 at the bottom of 4 Austrian ski areas. Interviews were conducted during the week and at the weekend from 7.30 a. m. to 8.45 p. m. A total of 451 slope-tourers (60.1 % males) with a mean age of 39.3 ± 14.4 years were interviewed. Interviewed persons reported that they perform about 20.6 ± 16.0 slope tours per season mainly with a partner (48 %) and during the day (51 %). Ski helmet use was 60 %. A total of 57 persons (12.6 %) reported that they suffered at least once from an injury during slope touring needing medical care. This corresponds to a rate of 6 injuries per 1000 slope tours. Main injury causes were a fall (78 %) and a collision with another person (15 %) and the main injured body part was the knee (36 %). Slope-tourers with an injury were wearing more often back protectors, and were falling more often during downhill skiing, and were abstaining less often from alcohol and were listening more often to music during downhill skiing compared to slope-tourers without an injury. Based on the findings of this pilot study we recommend abstaining from alcohol and not listening to music during downhill skiing to reduce the injury risk during slope touring. © Georg Thieme Verlag KG Stuttgart · New York.

  5. Berlin: Sustainability and Tour Guides in a Partial Dark Tourism Destination

    Directory of Open Access Journals (Sweden)

    Asaf Leshem

    2013-10-01

    Full Text Available When guiding in Berlin about the Holocaust or about the Cold War, tour guides often hear the phrase: “I didn’t come here for that, but I want to see that as well...” Many of Berlin’s 10 Million visitors per year claim to have an attraction towards both the morbid and the lighter side of the city. Following from that popular sentiment it is argued that Berlin can be defined as a Partial Dark Tourism Destination. As such, it is further argued that Berlin is prone to an increase of socio-economic and socio-cultural negative impacts. The premise of the research is that Berlin’s tour guides function as a link between the residents of the city and the visitors. The thesis, then, is that tour guides play a role and can contribute to development of social, cultural and economic urban tourism sustainability. An analysis of tourism impacts and tourists-residents relations is presented, in which the tour guide plays a role in influencing the visitor’s behaviour. I conclude that tour guides have greater influence on social, cultural and economic behaviour of the tourist than previously considered, and therefore a potential to enhance sustainable tourism development in Berlin. The significance of this research is in the way it points out to the roles Berlin tour guides play in facilitation of sustainable tourism development in the city. Furthermore, the research shows the ways in which tour guides contribute to increasing responsible tourist behaviour.

  6. Virtual Visit to the ATLAS Control Room by University of São Paulo

    CERN Multimedia

    2013-01-01

    On 03/07/2013, we will have a conference to students from the University of São Paulo (USP), part of the Post Graduation Program in Interdisciplinary Science Education. This program comprises the following areas: Teaching of Physics, Teaching of Chemistry and Teaching of Biology. The event will be enriched by a Virtual Visit to the ATLAS Detector at CERN/Switzerland. The attendees to the virtual tour are enrolled on the course "Complements of Electromagnetism", from the Teaching of Physics area. A total of 21 students are expected, most of them are high school teachers in public and private schools in the State of São Paulo, Brazil. - See more at: http://atlas-live-virtual-visit.web.cern.ch/atlas-live-virtual-visit/2013/SaoPaulo2013.html

  7. US commercial air tour crashes, 2000-2011: burden, fatal risk factors, and FIA Score validation.

    Science.gov (United States)

    Ballard, Sarah-Blythe; Beaty, Leland P; Baker, Susan P

    2013-08-01

    This study provides new public health data concerning the US commercial air tour industry. Risk factors for fatality in air tour crashes were analyzed to determine the value of the FIA Score in predicting fatal outcomes. Using the Federal Aviation Administration's (FAA) General Aviation and Air Taxi Survey and National Transportation Safety Board data, the incidence of commercial air tour crashes from 2000 through 2010 was calculated. Fatality risk factors for crashes occurring from 2000 through 2011 were analyzed using regression methods. The FIA Score, Li and Baker's fatality risk index, was validated using receiver operating characteristic (ROC) curves. The industry-wide commercial air tour crash rate was 2.7 per 100,000 flight hours. The incidence rates of Part 91 and 135 commercial air tour crashes were 3.4 and 2.3 per 100,000 flight hours, respectively (relative risk [RR] 1.5, 95% confidence interval [CI] 1.1-2.1, P=0.015). Of the 152 air tour crashes that occurred from 2000 through 2011, 30 (20%) involved at least one fatality and, on average, 3.5 people died per fatal crash. Fatalities were associated with three major risk factors: fire (adjusted odds ratio [AOR] 5.1, 95% CI 1.5-16.7, P=0.008), instrument meteorological conditions (AOR 5.4, 95% CI 1.1-26.4, P=0.038), and off-airport location (AOR 7.2, 95% CI 1.6-33.2, P=0.011). The area under the FIA Score's ROC curve was 0.79 (95% CI 0.71-0.88). Commercial air tour crash rates were high relative to similar commercial aviation operations. Disparities between Part 91 and 135 air tour crash rates reflect regulatory disparities that require FAA action. The FIA Score appeared to be a valid measurement of fatal risk in air tour crashes. The FIA should prioritize interventions that address the three major risk factors identified by this study. Published by Elsevier Ltd.

  8. US Commercial Air Tour Crashes, 2000–2011: Burden, Fatal Risk Factors, and FIA Score Validation

    Science.gov (United States)

    Ballard, Sarah-Blythe; Beaty, Leland P.; Baker, Susan P.

    2013-01-01

    Introduction This study provides new public health data concerning the US commercial air tour industry. Risk factors for fatality in air tour crashes were analyzed to determine the value of the FIA score in predicting fatal outcomes. Methods Using the Federal Aviation Administration’s (FAA) General Aviation and Air Taxi Survey and National Transportation Safety Board data, the incidence of commercial air tour crashes from 2000 through 2010 was calculated. Fatality risk factors for crashes occurring from 2000 through 2011 were analyzed using regression methods. The FIA score, Li and Baker’s fatality risk index, was validated using receiver operating characteristic (ROC) curves. Results The industry-wide commercial air tour crash rate was 2.7 per 100,000 flight hours. The incidence rates of Part 91 and 135 commercial air tour crashes were 3.4 and 2.3 per 100,000 flight hours, respectively (relative risk [RR] 1.5, 95% confidence interval [CI] 1.1–2.1, P=0.015). Of the 152 air tour crashes that occurred from 2000 through 2011, 30 (20%) involved at least one fatality and, on average, 3.5 people died per fatal crash. Fatalities were associated with three major risk factors: fire (Adjusted odds ratio [AOR] 5.1, 95% CI 1.5–16.7, P=0.008), instrument meteorological conditions (AOR 5.4, 95% CI 1.1–26.4, P=0.038), and off-airport location (AOR 7.2, 95% CI 1.6–33.2, P=0.011). The area under the FIA Score’s ROC curve was 0.79 (95% CI 0.71–0.88). Discussion Commercial air tour crash rates were high relative to similar commercial aviation operations. Disparities between Part 91 and 135 air tour crash rates reflect regulatory disparities that require FAA action. The FIA Score appeared to be a valid measurement of fatal risk in air tour crashes. The FIA should prioritize interventions that address the three major risk factors identified by this study. PMID:23631935

  9. Cochrane review: virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, K; George, S; Thomas, S; Deutsch, J E; Crotty, M

    2012-09-01

    Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed. Randomised and quasi-randomised controlled trials that compared virtual reality with an alternative or no intervention were included in the review. The authors searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, electronic databases, trial registers, reference lists, Dissertation Abstracts, conference proceedings and contacted key researchers and virtual reality manufacturers. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria. Nineteen studies with a total of 565 participants were included in the review. Variation in intervention approaches and outcome data collected limited the extent to which studies could be compared. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardised mean difference, SMD) 0.53, 95% confidence intervals [CI] 0.25 to 0.81)) based on seven studies, and activities of daily living (ADL) function (SMD 0.81, 95% CI 0.39 to 1.22) based on three studies. No statistically significant effects were found for grip strength (based on two studies) or gait speed (based on three studies). Virtual reality appears to be a promising approach however, further studies are required to confirm these findings.

  10. Decision Factors for Domestic Package Tours – Case Study of a Region in South Africa

    Directory of Open Access Journals (Sweden)

    Nerine Bresler

    2011-04-01

    Full Text Available This article argues that perceived risk is an inhibitor for the emerging domestic market to develop a culture of going on holiday, which is necessary for the sustainable development of tourism in South Africa. Entrenching a culture of travel can be expedited through appropriate package tours in the same way as it stimulated domestic travel in former Eastern European societies. Packaged tours provide convenience, and both psychological and financial security in a single transaction which can be considered a surrogate for the benefit of risk avoidance when visiting friends and relatives. A survey was conducted in the most promising region, namely the province Gauteng, among the potential market to identify the importance of decision factors for domestic packaged tours. The most important perceived decision criteria were cancellation possibility, affordability, and safety whilst on tour and the three least important were radio promotion, train transport and proximity. The results may be used by the National Department of Tourism to promote domestic tourism, as well as by new and small tour operators to improve decision-making and render competition more knowledge-based. It would thus serve the needs of both tourist buyers and tourism sellers and contribute to sustainable development.

  11. FAKTOR FAKTOR YANG MEMPENGARUHI LAYANAN RESERVASI HOTEL DI PT. BALI MEGAH WISATA TOUR AND TRAVEL

    Directory of Open Access Journals (Sweden)

    Si Gede Ngurah Bramantya Agustiano

    2016-07-01

    Full Text Available This study aims to determine the factors that influence hotel reservation service at Bali Megah Wisata Tour and Travel and a contributing factor dominant in hotel reservation service at Bali Megah Wisata Tour and Travel. The respondents in this study use purposive sampling technique in which the criteria are tourists who have made hotel reservation at Bali Megah Wisata Tour and Travel, with the total sample of 190 respondents. Questionnaires were used to collect data have been tested for validity and reliability. The data analysis which is used to answer the hypothesis of this study is factor analysis. The results of factor analysis showed that 5 factors affecting hotel reservation service at Bali Megah Wisata Tour and Travel are structur and ease of use factor with eigen value 6,492, reputation and security factor with eigen value 2,671, usefulness factor with eigen value 2,497, information content factor with eigen value 1,889 and responsiveness and personalization factor with eigen value 1,059. Structure and ease of use factor is a contributing factor dominant in hotel reservation service at Bali Megah Wisata Tour and Travel.

  12. EKSPEKTASI DAN PERSEPSI WISATAWAN TERHADAP KUALITAS PELAYANAN PADA MARINA SRIKANDI TOUR & TRAVEL DI PADANGBAI

    Directory of Open Access Journals (Sweden)

    Made Natha Dwipayana

    2013-12-01

    Full Text Available Differences between expectation and perception of visitor about service quality of a travel agency were the background of this research which is entitled “Visitor’s Perception And Expectation of Service Quality At Marina Srikandi Tour And Travel In Padang Bai. Through this research, a thought to maintain professionalism of travel agency with qualified standards, understand different visitor expectations was a major thing that want to be achieved. Background of problem in this research was divided into two problems, such as (1 what are visitor expectation and perception about service quality at Marina Srikandi Tour and travel? (2 How is the visitor’s satisfaction about service quality which is given by Marina Srikandi Tour and travel? Based on the background of problems above, there were two aims of study in this research, they are: (1 to know visitor expectation and perception about service quality at Marina Srikandi Tour and travel, and (2 to know visitor’s satisfaction about service quality which is given by Marina Srikandi Tour and travel.

  13. KINERJA KARYAWAN DAN KEPENTINGAN WISATAWAN TERHADAP KUALITAS PELAYANAN JASA CV. CAN TOUR & TRAVEL

    Directory of Open Access Journals (Sweden)

    Rr. Bathari Nindita K.

    2013-12-01

    Full Text Available CAN Tour & Travel is the new agent company so it’s need to find the satisfaction customer of quality service in this company. This paper will give input to improve company towards better. CAN Tour & Travel realize the tourist desire to provided services. Technique of determining the sample used in this research is the accidental sampling of 75 respondents. Data analysis techniques in this research used the analysis of quantitative and qualitative data analysis. Based on the research results have produced an average performance appraisal CAN Tour & Travel of 3.28 which means that the performance of CAN Tour & Travel is in excellent condition. And also generated an average rating of 3.51 valuation interest which means very important. There are various factors contained in determining tourist satisfaction is that the cleanliness and tidiness of employees, completeness and readiness of facilities, employee performance, employee's ability to communicate and provide information very well, timely and responsive to the needs and guest complaints, and build a good relationship with tourists itself. Discussion of the result obtained in this research that many performance factors that must be maintained and be prioritywith which should be further improved. It can be seen from the tourist’s perception of low performance with great interest.Result in this research can be recommended the CAN Tour & Travel giving great concern to employees in serving tourist.

  14. A F o cus on Far Eastern Tourists – Tour Operator Selection Criteria

    Directory of Open Access Journals (Sweden)

    Ayşe Çelik

    2014-03-01

    Full Text Available Tour operators are becoming more important in the long haul destination market. Identifying tour operator selection criteria is crucial to orientate marketing strategies. The aim of the study was to determine the tour operation selection criteria of a package holiday maker visiting Turkey from the Far East according to the nationality. Data was drawn up and analyzed from tourists who came from three of these countries namely: Japan, South Korea, and China between February and April 2013 in Cappadocia. Quantitative methodology employing One-way ANOVA analysis was used. Deduction was made by analysing the tour operator selection criteria data that nationality was not a meaningful differentiation for a tourist in their assessment of the “Service Quality’” and “Opportunity to interact with other people’” items referred to in the survey questionnaire. Other items from the resulting data gave meaningful differences in cross - cultural behaviour. Results from the study provide important cues for tour operator managers to consider developing different promotional strategy initiatives to engage and attract more Japanese, South Korean, and Chinese tourists to Turkey.

  15. Investigating multimodal communication in virtual meetings

    DEFF Research Database (Denmark)

    Persson, John Stouby; Mathiassen, Lars

    2014-01-01

    recordings of their oral exchanges and video recordings of their shared dynamic representation of the project’s status and plans, our analysis reveals how their interrelating of visual and verbal communication acts enabled effective communication and coordination. In conclusion, we offer theoretical...... propositions that explain how interrelating of verbal and visual acts based on shared dynamic representations enable communication repairs during virtual meetings. We argue the proposed framework provides researchers with a novel and practical approach to investigate the complex data involved in virtual......To manage distributed work, organizations increasingly rely on virtual meetings based on multimodal, synchronous communication technologies. However, despite technological advances, it is still challenging to coordinate knowledge through these meetings with spatial and cultural separation. Against...

  16. Defining the cognitive enhancing properties of video games: Steps Towards Standardization and Translation.

    Science.gov (United States)

    Goodwin, Shikha Jain; Dziobek, Derek

    2016-09-01

    Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using the discussion of an article published by Clemenson and Stark (2005) as the starting point. The authors used a distinction between 2D versus 3D video games to compare their effects on the learning and memory in humans. The primary hypothesis of the authors is that the exploration of virtual environments while playing video games is a human correlate of environment enrichment. Authors found that video gamers performed better than the non-video gamers, and if non-gamers are trained on playing video gamers, 3D games provide better environment enrichment compared to 2D video games, as indicated by better memory scores. The end goal of standardization in video games is to be able to translate the field so that the results can be used for greater good.

  17. Just a game? Unjustified virtual violence produces guilt in empathetic players

    NARCIS (Netherlands)

    Hartmann, T.; Toz, E.; Brandon, M.

    2010-01-01

    Many avid gamers discount violent conduct in video games as morally insignificant as "it is just a game." However, recent debates among users, regarding video games featuring inappropriate forms of virtual violence, suggest a more complex truth. Two ex- periments (N

  18. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  19. Collaborative Video Sketching

    DEFF Research Database (Denmark)

    Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi

    2017-01-01

    This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... forms and through empirical examples, we present and discuss the video recording of sketching sessions, as well as development of video sketches by rethinking, redoing and editing the recorded sessions. The empirical data is based on workshop sessions with researchers and students from universities...... and university colleges and primary and secondary school teachers. As researchers, we have had different roles in these action research case studies where various video sketching techniques were applied.The analysis illustrates that video sketching can take many forms, and two common features are important...

  20. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

    Full Text Available As academics we study, research and teach audiovisual media, yet rarely disseminate and mediate through it. Today, developments in production technologies have enabled academic researchers to create videos and mediate audiovisually. In academia it is taken for granted that everyone can write a text. Is it now time to assume that everyone can make a video essay? Using the online journal of academic videos Audiovisual Thinking and the videos published in it as a case study, this article seeks to reflect on the emergence and legacy of academic audiovisual dissemination. Anchoring academic video and audiovisual dissemination of knowledge in two critical traditions, documentary theory and semiotics, we will argue that academic video is in fact already present in a variety of academic disciplines, and that academic audiovisual essays are bringing trends and developments that have long been part of academic discourse to their logical conclusion.

  1. SPECIAL FEATURES OF VIRTUAL PRACTICE INTERACTIVE MEDIA DISCIPLINES FOR DISTANCE LEARNING

    Directory of Open Access Journals (Sweden)

    M.P. Mazur

    2010-08-01

    Full Text Available The features of the development of interactive virtual practical training courses for distance learning are examined in the article. The authors propose their own methods of development tools such disciplines as virtual simulation or video-on labs.

  2. Evaluation of the Persistent Issues in History Laboratory for Virtual Field Experience (PIH-LVFE)

    Science.gov (United States)

    Brush, Thomas; Saye, John; Kale, Ugur; Hur, Jung Won; Kohlmeier, Jada; Yerasimou, Theano; Guo, Lijiang; Symonette, Simone

    2009-01-01

    The Persistent Issues in History Laboratory for Virtual Field Experience (PIH-LVFE) combines a database of video cases of authentic classroom practices with multiple resources and tools to enable pre-service social studies teachers to virtually observe teachers implementing problem-based learning activities. In this paper, we present the results…

  3. Learning Icelandic Language and Culture in Virtual Reykjavik: Starting to Talk

    Science.gov (United States)

    Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías

    2016-01-01

    This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…

  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. Civic Participation among Seventh-Grade Social Studies Students in Multi-User Virtual Environments

    Science.gov (United States)

    Zieger, Laura; Farber, Matthew

    2012-01-01

    Technological advances on the Internet now enable students to develop participation skills in virtual worlds. Similar to controlling a character in a video game, multi-user virtual environments, or MUVEs, allow participants to interact with others in synchronous, online settings. The authors of this study created a link between MUVEs and…

  6. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2013-01-01

    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...

  7. Estimating the gaze of a virtuality human.

    Science.gov (United States)

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

    2013-04-01

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

  8. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

  9. Green Power Partnership Videos

    Science.gov (United States)

    The Green Power Partnership develops videos on a regular basis that explore a variety of topics including, Green Power partnership, green power purchasing, Renewable energy certificates, among others.

  10. Virtual Goods Recommendations in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Kuan-Yu Chen

    2015-01-01

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

  11. 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.

  12. Genesee County REACH Windshield Tours: enhancing health professionals understanding of community conditions that influence infant mortality.

    Science.gov (United States)

    Kruger, Daniel J; French-Turner, Tonya; Brownlee, Shannon

    2013-06-01

    The Genesee County Racial and Ethnic Approaches to Community Health (REACH) program is a community-based program designed to reduce African American infant mortality rates in Flint, Michigan. Genesee County REACH activities address three core themes: fostering community mobilization, reducing racism, and enhancing the maternal-infant health care system. The REACH Community Action Plan was generated using a community-based participatory approach, and is based on a socio-ecological model with interventions focused at the individual, organizational, health system, and community levels. Genesee County REACH's Community Windshield Tours were developed to raise awareness of social and environmental barriers to health promotion among health care system staff in Flint, Michigan. These tours provide a close-up examination of the community's environmental conditions and the experiences of mothers, children, and families at risk for poor birth outcomes. In this article, we report our findings from pre-/post-tour surveys, as well as long-term follow-up surveys, to assess the impact of this REACH activity on participants' knowledge and beliefs about Genesee County residents, and to determine any resultant individual, policy, system, or environmental changes. We used t tests to compare participants' responses before and after the tours. We found that several individual- and systems-level changes have resulted from these tours, reflecting greater cultural sensitivity and increased understanding of patients' circumstances. African American infant mortality rates in Genesee County declined to a historic low in 2005, and they remain lower than in previous years. Although REACH coalition partners recognize that this reduction cannot be attributed to a single intervention or activity, REACH activities such as the Community Windshield Tours addressing multiple levels of the socio-ecological model may have had a synergistic effect.

  13. Virtual PCR

    Energy Technology Data Exchange (ETDEWEB)

    Gardner, S N; Clague, D S; Vandersall, J A; Hon, G; Williams, P L

    2006-02-23

    The polymerase chain reaction (PCR) stands among the keystone technologies for analysis of biological sequence data. PCR is used to amplify DNA, to generate many copies from as little as a single template. This is essential, for example, in processing forensic DNA samples, pathogen detection in clinical or biothreat surveillance applications, and medical genotyping for diagnosis and treatment of disease. It is used in virtually every laboratory doing molecular, cellular, genetic, ecologic, forensic, or medical research. Despite its ubiquity, we lack the precise predictive capability that would enable detailed optimization of PCR reaction dynamics. In this LDRD, we proposed to develop Virtual PCR (VPCR) software, a computational method to model the kinetic, thermodynamic, and biological processes of PCR reactions. Given a successful completion, these tools will allow us to predict both the sequences and concentrations of all species that are amplified during PCR. The ability to answer the following questions will allow us both to optimize the PCR process and interpret the PCR results: What products are amplified when sequence mixtures are present, containing multiple, closely related targets and multiplexed primers, which may hybridize with sequence mismatches? What are the effects of time, temperature, and DNA concentrations on the concentrations of products? A better understanding of these issues will improve the design and interpretation of PCR reactions. The status of the VPCR project after 1.5 years of funding is consistent with the goals of the overall project which was scoped for 3 years of funding. At half way through the projected timeline of the project we have an early beta version of the VPCR code. We have begun investigating means to improve the robustness of the code, performed preliminary experiments to test the code and begun drafting manuscripts for publication. Although an experimental protocol for testing the code was developed, the preliminary

  14. Virtual rehabilitation: what are the practical barriers for home-based research?

    OpenAIRE

    Threapleton, Kate; Drummond, Avril E.R.; Standen, Penny

    2016-01-01

    Virtual reality technologies are becoming increasingly accessible and affordable to deliver, and consequently the interest in applying virtual reality within rehabilitation is growing. This has resulted in the emergence of research exploring the utility of virtual reality and interactive video gaming interventions for home use by patients. The aim of this paper is to highlight the practical factors and difficulties that may be encountered in research in this area, and to make recommendations ...

  15. Segment scheduling method for reducing 360° video streaming latency

    Science.gov (United States)

    Gudumasu, Srinivas; Asbun, Eduardo; He, Yong; Ye, Yan

    2017-09-01

    360° video is an emerging new format in the media industry enabled by the growing availability of virtual reality devices. It provides the viewer a new sense of presence and immersion. Compared to conventional rectilinear video (2D or 3D), 360° video poses a new and difficult set of engineering challenges on video processing and delivery. Enabling comfortable and immersive user experience requires very high video quality and very low latency, while the large video file size poses a challenge to delivering 360° video in a quality manner at scale. Conventionally, 360° video represented in equirectangular or other projection formats can be encoded as a single standards-compliant bitstream using existing video codecs such as H.264/AVC or H.265/HEVC. Such method usually needs very high bandwidth to provide an immersive user experience. While at the client side, much of such high bandwidth and the computational power used to decode the video are wasted because the user only watches a small portion (i.e., viewport) of the entire picture. Viewport dependent 360°video processing and delivery approaches spend more bandwidth on the viewport than on non-viewports and are therefore able to reduce the overall transmission bandwidth. This paper proposes a dual buffer segment scheduling algorithm for viewport adaptive streaming methods to reduce latency when switching between high quality viewports in 360° video streaming. The approach decouples the scheduling of viewport segments and non-viewport segments to ensure the viewport segment requested matches the latest user head orientation. A base layer buffer stores all lower quality segments, and a viewport buffer stores high quality viewport segments corresponding to the most recent viewer's head orientation. The scheduling scheme determines viewport requesting time based on the buffer status and the head orientation. This paper also discusses how to deploy the proposed scheduling design for various viewport adaptive video

  16. The effects of hypnosis on an elite senior European tour golfer: a single-subject design.

    Science.gov (United States)

    Pates, John

    2013-01-01

    This study examined the effects of a hypnosis intervention on the performance and flow-state experiences of an elite senior European Tour golf professional. The experimental effect was assessed during 11 Senior European Tour golf events. Performance and flow data were analyzed using a single-subject design combined with a procedure to monitor the player's internal experience. The results indicated that the player's mean stroke average and mean flow scores increased from baseline to intervention. There were no overlapping data points between baseline and intervention conditions for both performance and flow-state scores. The qualitative data revealed hypnosis may positively control emotions, thoughts, feelings, and perceptions.

  17. A branch-and-cut algorithm for the capacitated profitable tour problem

    DEFF Research Database (Denmark)

    Jepsen, Mads Kehlet; Petersen, Bjørn; Spoorendonk, Simon

    2014-01-01

    This paper considers the Capacitated Profitable Tour Problem (CPTP) which is a special case of the Elementary Shortest Path Problem with Resource Constraints (ESPPRC). The CPTP belongs to the group of problems known as traveling salesman problems with profits. In CPTP each customer is associated...... with a profit and a demand and the objective is to find a capacitated tour (rooted in a depot node) that minimizes the total travel distance minus the profit of the visited customers. The CPTP can be recognized as the sub-problem in many column generation applications, where it is traditionally solved through...

  18. "Pushing the Boundaries": Participant Motivation and Self-Reported Benefits of Short-Term International Study Tours

    Science.gov (United States)

    Bretag, Tracey; van der Veen, Robert

    2017-01-01

    Short-term overseas study tours serve as a means of developing students' global competencies. The authors conducted pre-departure and post-return focus groups with three groups of students at an Australian university who had participated in short-term study tours to Asia to explore their motivations for participating and their self-reported…

  19. Development of Youth Leadership Life Skills of Texas Youth as San Antonio Livestock Exposition School Tour Guides

    Science.gov (United States)

    Real, Laura A.; Harlin, Julie F.

    2006-01-01

    This study's purpose was to determine the youth leadership life skills of Texas 4- H, FFA, and FCCLA members participating as school tour guides. Descriptive characteristics were evaluated to determine those affecting leadership life skills development. School tour guides participating in the exit-meeting during the 2004 San Antonio Livestock…

  20. Grocery Store (or Supermarket) Tours as an Effective Nutrition Education Medium: A Systematic Review.

    Science.gov (United States)

    Nikolaus, Cassandra J; Muzaffar, Henna; Nickols-Richardson, Sharon M

    2016-09-01

    To evaluate evidence regarding grocery store tours as an effective nutrition education medium for improving nutrition knowledge and food-related behaviors. A systematic literature review of studies published from 1984 to 2015 concerning grocery store (or supermarket) tours and impact on nutrition knowledge and behaviors. Three investigators independently reviewed articles, extracted details, and assessed the quality of each study. Of 307 citations identified, 8 were reviewed and 6 were of neutral quality. Increases in nutrition knowledge were reported in 4 studies, as evaluated by investigator-designed quizzes, with short intervals between tours and assessments. Six programs assessed behavior change using subjective reports or objective purchasing behavior measures; 2 studies did not perform statistical analyses. The 6 studies that reported positive health-related outcomes had varying topics, tour lengths, and target audiences. Grocery store tours are increasingly used as an avenue for nutrition education to improve knowledge and/or alter food selection behaviors and may result in positive outcomes, but it is unknown whether these outcomes persist for longer than 3 months after the tour and whether there are common attributes of effective grocery store tours. More rigorous studies with uniform methodology in study design and outcome measures are needed to confirm the effectiveness of supermarket tours. Copyright © 2016 Society for Nutrition Education and Behavior. Published by Elsevier Inc. All rights reserved.

  1. Deaf-Accessibility for Spoonies: Lessons from Touring "Eve and Mary Are Having Coffee" While Chronically Ill

    Science.gov (United States)

    Barokka (Okka), Khairani

    2017-01-01

    This article presents lessons from touring a show on pain with limited resources and in chronic pain. In 2014, I toured solo deaf-accessible poetry/art show "Eve and Mary Are Having Coffee" in various forms in the UK, Austria, and India. As an Indonesian woman with then-extreme chronic pain and fatigue, herein are lessons learned from…

  2. The Experiential Learning Impact of International and Domestic Study Tours: Class Excursions That Are More than Field Trips

    Science.gov (United States)

    Gomez-Lanier, Lilia

    2017-01-01

    Experiential education programs, such as international and domestic study tours, bridge the limitations of formal learning classroom by allowing students to experience reality in a new learning dimension. This mixed-methods study explores experiential learning during a domestic interior design study tour to New York City and an international…

  3. VIDEO GAMES ARE AN INTERESTING OBJECT TO THE COGNITION STUDIES

    Directory of Open Access Journals (Sweden)

    Cleci Maraschin

    2013-12-01

    Full Text Available Video games create a virtual space that can be inhabited in various ways by the players. Despite the controversies in which they are constantly included, electronic games bear witness to the modus operandi in our contemporary cognition permeated by technical objects. By focusing the know-how instead of a declarative experience the games open questions in the field of new literacies and problematize the use of technology in teaching practices. From the development of a locative game at the Botanical Garden of Porto Alegre, this article discussed some, methodological, political and theoretical implications arising from the research with video games in the field of cognitive studies. We discuss, finally, three theoretical / methodological implications the practice with video games forces us to think: research the video game through the process of its operation, questioning cognitive policies that organize our everyday and map the complex web of practices that supports the use of technical objects.

  4. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    Rotation of three-dimensional objects by a two-dimensional mouse is a typical task in computer-aided design, operation simulations, and desktop virtual reality. The most commonly used rotation technique is a virtual trackball surrounding the object and operated by the mouse pointer. This article...... reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENCE]. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual...... trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation [CHECK END OF SENTENCE], which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake...

  5. Do optional activities matter in virtual learning environments?

    NARCIS (Netherlands)

    Ruipérez-Valiente, José A.; Muñoz-Merino, Pedro J.; Delgado Kloos, Carlos; Niemann, Katja; Scheffel, Maren

    2014-01-01

    Virtual Learning Environments (VLEs) provide students with activi-ties to improve their learning (e.g., reading texts, watching videos or solving exercises). But VLEs usually also provide optional activities (e.g., changing an avatar profile or setting goals). Some of these have a connection with

  6. The Virtual Workplace Ethnography: Positioning Student Writers as Knowledge Makers

    Science.gov (United States)

    Sommers, Jeff

    2015-01-01

    The Virtual Workplace Ethnography is a first-year composition assignment that positions students as knowledge makers by requiring them to apply a theoretical lens ("Working Knowledge") to a video representation of a workplace. The lens provides multiple terms for analysis of workplace behaviors in context, providing a scaffolding for…

  7. Chat, pizarra virtual, aulas modulares virtuales

    OpenAIRE

    Demo, Juan Pablo; Painefilu, Jaime Paul; Ferreira Szpiniak, Ariel; Zorzán, Fabio

    2014-01-01

    En el presente artículo se estudian distintas herramientas sincrónicas y asincrónicas que pueden ser incorporadas dentro de un aula virtual. En particular, se analizan desde el punto de vista de integrarlas a un Entorno Virtual de Enseñanza y Aprendizaje (EVEA) específico. Los componentes seleccionados tienen que ver con comunicación por texto de forma on-line (chat), pizarras virtuales, y organización de aulas virtuales por unidades o módulos que permitan a cada alumno seguir su propia secue...

  8. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer Support Program Community Connections Overview ... group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork Peer Support Program ...

  9. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

    This study investigates the effectiveness of a video tutorial for software training whose construction was based on a combination of insights from multimedia learning and Demonstration-Based Training. In the videos, a model of task performance was enhanced with instructional features that were

  10. Digital Video Editing

    Science.gov (United States)

    McConnell, Terry

    2004-01-01

    Monica Adams, head librarian at Robinson Secondary in Fairfax country, Virginia, states that librarians should have the technical knowledge to support projects related to digital video editing. The process of digital video editing and the cables, storage issues and the computer system with software is described.

  11. AudioMove Video

    DEFF Research Database (Denmark)

    2012-01-01

    Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult.......Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult....

  12. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators…

  13. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

    Full Text Available The article focuses on the origins of the song videos as TV and Internet-genre. In addition, it considers problems of screen images creation depending on the musical form and the text of a songs in connection with relevant principles of accent and phraseological video editing and filming techniques as well as with additional frames and sound elements.

  14. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... group for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  15. Personal Digital Video Stories

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Henningsen, Birgitte Sølbeck; Louw, Arnt Vestergaard

    2016-01-01

    agenda focusing on video productions in combination with digital storytelling, followed by a presentation of the digital storytelling features. The paper concludes with a suggestion to initiate research in what is identified as Personal Digital Video (PDV) Stories within longitudinal settings, while...

  16. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

    Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)

  17. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing Chronic Pain and Depression ...

  18. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  19. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  20. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... questions Clinical Studies Publications Catalog Photos and Images Spanish Language Information Grants and Funding Extramural Research Division ... Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video ...