WorldWideScience

Sample records for videos virtual tours

  1. Video-mediated participation in virtual museum tours for older adults

    NARCIS (Netherlands)

    Kostoska, G.; Vermeeren, A.P.O.S.; Kort, J.; Gullström, C.

    2016-01-01

    This paper introduces a virtual tour, Visit the Louvre, designed specifically to engage older adults in an immersive visit through part of the Louvre by a distant real-life guide. An initial diary study and a creative workshop were conducted to understand the needs and values of older adults and how

  2. : 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.

  3. Library Virtual Tours: A Case Study

    Science.gov (United States)

    Ashmore, Beth; Grogg, Jill E.

    2004-01-01

    Virtual tours delivered via the Web have become a common tool for both instruction and outreach. This article is a case study of the creation of a virtual tour for a university library and is intended to provide others interested in creating a virtual tour of their library the opportunity to learn from the mistakes and successes of fellow…

  4. 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.

  5. 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...

  6. 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

  7. Comparing the effectiveness of virtual and traditional forestry field tours

    OpenAIRE

    Easley, Elissa C.; Fletcher, Richard A.; Jensen, Edward C.; Rickenbach, Mark

    2002-01-01

    Virtual tours are among the many new Internet-based tools with potential applications in natural resource education. While technology exists to create virtual tour Web sites, little is understood about how they meet educational objectives and whether they can be complementary alternatives for traditional field tours. The Sustainable Forestry Partnership and the Forestry Media Center at Oregon State University created parallel virtual and field tours to compare these teaching techniques. Both ...

  8. Virtual Tour by AMFI - VR app

    OpenAIRE

    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 Applied Sciences. It offers a platform to showcase the beautiful work that is made by our students, teachers and alumni.

  9. A virtual tour of virtual reality

    Science.gov (United States)

    Harris, Margaret

    2018-03-01

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

  10. 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)

  11. Production of the next-generation library virtual tour

    Science.gov (United States)

    Duncan, James M.; Roth, Linda K.

    2001-01-01

    While many libraries offer overviews of their services through their Websites, only a small number of health sciences libraries provide Web-based virtual tours. These tours typically feature photographs of major service areas along with textual descriptions. This article describes the process for planning, producing, and implementing a next-generation virtual tour in which a variety of media elements are integrated: photographic images, 360-degree “virtual reality” views, textual descriptions, and contextual floor plans. Hardware and software tools used in the project are detailed, along with a production timeline and budget, tips for streamlining the process, and techniques for improving production. This paper is intended as a starting guide for other libraries considering an investment in such a project. PMID:11837254

  12. Using Computer-Based Virtual Tours to Assist Persons With Disabilities

    Directory of Open Access Journals (Sweden)

    Jeffrey M. Broida

    2003-07-01

    Full Text Available Results of a recent study concerning computer technology and people with disabilities indicate that virtual reality tours are effective in conveying information and, in some cases, reducing anxiety. One hundred and ten subjects with physical disabilities participated in the study, and seven quantitative and qualitative instruments were used to assess study variables. Three physical locations were recreated virtually and include interactivity, captioning, digital audio and video, mapping, and other features. The implications may be valuable in both physical and virtual educational settings as educators strive to serve a growing student population.

  13. 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).

  14. A game based virtual campus tour

    Science.gov (United States)

    Razia Sulthana, A.; Arokiaraj Jovith, A.; Saveetha, D.; Jaithunbi, A. K.

    2018-04-01

    The aim of the application is to create a virtual reality game, whose purpose is to showcase the facilities of SRM University, while doing so in an entertaining manner. The virtual prototype of the institution is deployed in a game engine which eases the students to look over the infrastructure, thereby reducing the resources utilization. Time and money are the resources in concern today. The virtual campus application assists the end user even from a remote location. The virtual world simulates the exact location and hence the effect is created. Thus, it virtually transports the user to the university, with the help of a VR Headset. This is a dynamic application wherein the user can move in any direction. The VR headset provides an interface to get gyro input and this is used to start and stop the movement. Virtual Campus is size efficient and occupies minimal space. It is scalable against mobile gadgets. This gaming application helps the end user to explore the campus, while having fun too. It is a user friendly application that supports users worldwide.

  15. 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.

  16. 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

  17. Digital Repatriation: Constructing a Culturally Responsive Virtual Museum Tour

    Directory of Open Access Journals (Sweden)

    Loriene Roy、Mark Christal

    2002-04-01

    Full Text Available

    頁次:14-18

    This paper describe a project that involved educators and three Native American communities in the construction of a virtual tour now available on the Web site of the National Museum of the American Indian(http://www. conexus.si.edu/. In fall 1998, the Pueblo of Laguna Department of Education, the College of Education and Graduate School of Library and Information Science at The University of Texas at Austin, and the Smithsonians National Museum of the American Indian (NMAI began the first collaboration that brought Native American students, teachers, and cultural representatives to the NMAI George Gustav Heye Center in New York City. The virtual tour makes extensive use of QuickTime Virtual Reality (QTVR. The panoramas of the exhibition space serve as an interface for accessing the featured objects selected by the students. Clicking on a hot spot over the museum display of a featured object causes the QTVR object to load in a separate Webpage frame accompanied by an interpreted essay written by a student. Clickable floor plans of the exhibition- space offer another method of navigating the virtual tour and accessing the virtual objects.

  18. Virtual Pinball / Video Arcade games

    NARCIS (Netherlands)

    1997-01-01

    For use in multimedia or other environments, a virtual pinball/video arcade game displays one or more computer-generated runner elements, runner inject elements, and runner interactivity elements. It has a programmed computer for simulating movement of the runner elements. This is interfered with by

  19. 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.

  20. 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.

  1. 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…

  2. 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 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.

  3. Virtual Video Prototyping of Pervasive Healthcare Systems

    DEFF Research Database (Denmark)

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

    2002-01-01

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

  4. Virtual Video Prototyping for Healthcare Systems

    DEFF Research Database (Denmark)

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

    2002-01-01

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

  5. Video interactivo en realidad virtual inmersiva

    OpenAIRE

    Gordo Ara, Juan

    2016-01-01

    Currently, developers are creating new virtual reality applications related to the field of video games or graphics environments created by computers. This is due largely to the arrival to the consumer market of new technologies to experience these virtual reality environments. This has provoked a wide adoption of 360º videos, which can be viewed directly from smartphones. In addition, cheap adapters allow converting the phone into a virtual reality display. In this project we investigated me...

  6. 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...

  7. PERANCANGAN VIRTUAL TOUR KAMPUS I UKSW SEBAGAI MEDIA INFORMASI MAHASISWA BARU

    Directory of Open Access Journals (Sweden)

    Rizal Bastian Nur Budi

    2018-02-01

    Full Text Available Abstrak Kampus I Universitas Kristen Satya Wacana (UKSW beralamat di Jalan Diponegoro 52-56 Kota Salatiga, Jawa Tengah. Memiliki luas keseluruhan 93.580 m2  terdiri dari gedung kantor dan gedung perkuliahan. Media informasi sangat penting bagi mahasiswa untuk mengenali lokasi gedung dan wilayah kampus. Berdasarkan penelitian banyak mahasiswa kesulitan menemukan lokasi gedung perkuliahan dan mengenali wilayah kampus pada awal masa perkuliahan. Media informasi yang telah ada berupa peta dua dimensi wilayah kampus hanya menyajikan informasi yang terbatas. Berdasarkan fakta tersebut, pada penelitian ini dirancang virtual tour panorama 360o  sebagai media informasi Kampus I UKSW untuk mempermudah mahasiswa baru dalam mengenali wilayah serta memberikan informasi awal tentang letak gedung secara visual. Metode perancangan yang digunakan adalah mixed method dan strategi linier. Hasil yang dicapai dari penelitian ini berupa virtual tour sebagai media informasi Kampus I UKSW sudah sesuai dengan harapan, dan layak diaplikasikan pada website Universitas.   Kata Kunci : UKSW, Media Informasi, Virtual tour, Panorama 360o, Mahasiswa Baru   Abstract Campus I of Satya Wacana Christian University (SWCU is located at Diponegoro Street 52-56 Salatiga, Central Java. Campus I UKSW has an overall area of 93,580 m2, consisting of office buildings and lecture buildings. Media information is very important for students to recognize the location of buildings and campus areas. Based on the research, many students have difficulty finding the location of the lecture building and recognize the campus area at the beginning of the lecture. The existing media information that is the two-dimensional map of the campus area presents only limited information. Based on these facts, this research designed virtual panoramic 360o   tour  as  a  medium  of  information  for  Campus  I  SWCU  to  facilitate  new  students  in recognizing the area and providing initial

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

    Directory of Open Access Journals (Sweden)

    D. G. Kingston

    2012-05-01

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

  9. 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.

  10. 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

  11. 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.

  12. 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.

  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. 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…

  15. 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…

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

    NARCIS (Netherlands)

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

    2017-01-01

    A Virtual Reality based training can be an interesting method to teach crowd managers and emergency responders how to act in emergency situations under pressure. Compared to watching Two-Dimensional Video, Virtual Reality is assumed to induce stronger emotions and a more real-life experience of the

  17. 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.

  18. 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.

  19. Worlds of affect: virtual geographies of video games

    OpenAIRE

    Ian Graham Ronald Shaw; Barney Warf

    2009-01-01

    Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that there are two interrelated conceptual dimensions to the study of video games. First, there are the representational issues concerning the worlds depicted in video games, such as those portraying hypersexualized women or Orientalist depictions of Arab enemies. We suggest, however, that these cultural, sexual, and political representations are not the only forces doing work on the player within t...

  20. 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…

  1. Alleviating travel anxiety through virtual reality and narrated video technology.

    Science.gov (United States)

    Ahn, J C; Lee, O

    2013-01-01

    This study presents an empirical evidence of benefit of narrative video clips in embedded virtual reality websites of hotels for relieving travel anxiety. Even though it was proven that virtual reality functions do provide some relief in travel anxiety, a stronger virtual reality website can be built when narrative video clips that show video clips with narration about important aspects of the hotel. We posit that these important aspects are 1. Escape route and 2. Surrounding neighborhood information, which are derived from the existing research on anxiety disorder as well as travel anxiety. Thus we created a video clip that showed and narrated about the escape route from the hotel room, another video clip that showed and narrated about surrounding neighborhood. We then conducted experiments with this enhanced virtual reality website of a hotel by having human subjects play with the website and fill out a questionnaire. The result confirms our hypothesis that there is a statistically significant relationship between the degree of travel anxiety and psychological relief caused by the use of embedded virtual reality functions with narrative video clips of a hotel website (Tab. 2, Fig. 3, Ref. 26).

  2. 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.

  3. Coupled auralization and virtual video for immersive multimedia displays

    Science.gov (United States)

    Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian

    2003-04-01

    The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.

  4. 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.

  5. Virtually numbed: immersive video gaming alters real-life experience.

    Science.gov (United States)

    Weger, Ulrich W; Loughnan, Stephen

    2014-04-01

    As actors in a highly mechanized environment, we are citizens of a world populated not only by fellow humans, but also by virtual characters (avatars). 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? In one study, we correlated participants' reported video-gaming behavior with their emotional rigidity (as indicated by the number of paperclips that they removed from ice-cold water). In a second experiment, we manipulated immersive and nonimmersive gaming behavior and then likewise measured the extent of the participants' emotional rigidity. Both studies yielded reliable impacts, and thus suggest that immersion into a robotic viewpoint desensitizes people to real-life experiences in oneself and others.

  6. Virtual Environments Using Video Capture for Social Phobia with Psychosis

    Science.gov (United States)

    White, Richard; Clarke, Timothy; Turner, Ruth; Fowler, David

    2013-01-01

    Abstract A novel virtual environment (VE) system was developed and used as an adjunct to cognitive behavior therapy (CBT) with six socially anxious patients recovering from psychosis. The novel aspect of the VE system is that it uses video capture so the patients can see a life-size projection of themselves interacting with a specially scripted and digitally edited filmed environment played in real time on a screen in front of them. Within-session process outcomes (subjective units of distress and belief ratings on individual behavioral experiments), as well as patient feedback, generated the hypothesis that this type of virtual environment can potentially add value to CBT by helping patients understand the role of avoidance and safety behaviors in the maintenance of social anxiety and paranoia and by boosting their confidence to carry out “real-life” behavioral experiments. PMID:23659722

  7. An Appeal for heritage interpretation and accessibility. Immersive and interactive virtual reality tours for mobile devices

    Directory of Open Access Journals (Sweden)

    Guillermo Duclos Bautista

    2013-11-01

    Full Text Available We propose an interactive resource for the value enhancement, management, diffusion and accessibility of the architectural and archaeological heritage by means of virtual reality technologies through mobile devices. The resource is, in addition, a tool for the management of the heritage by the employment of intermediate modules that allow the graphical and alphanumeric update of the external and internal databases put in relation with the resource, depending on the interventions and investigations that on the monument are taking place in the time. Furthermore, the resource is a powerful compensatory measure for the virtual accessibility to the heritage by persons with limited mobility and / or sensory deficiencies.

  8. An Appeal for heritage interpretation and accessibility. Immersive and interactive virtual reality tours for mobile devices

    OpenAIRE

    Guillermo Duclos Bautista; Javier Cousillas Ripoll

    2013-01-01

    We propose an interactive resource for the value enhancement, management, diffusion and accessibility of the architectural and archaeological heritage by means of virtual reality technologies through mobile devices. The resource is, in addition, a tool for the management of the heritage by the employment of intermediate modules that allow the graphical and alphanumeric update of the external and internal databases put in relation with the resource, depending on the interventions and investiga...

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

    Science.gov (United States)

    Lin, Chia-Wen; Chang, Yao-Jen; Wang, Chih-Ming; Chen, Yung-Chang; Sun, Ming-Ting

    2002-12-01

    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.

  10. 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.

  11. [Virtual reality in video-assisted thoracoscopic lung segmentectomy].

    Science.gov (United States)

    Onuki, Takamasa

    2009-07-01

    The branching patterns of pulmonary arteries and veins vary greatly in the pulmonary hilar region and are very complicated. We attempted to reconstruct anatomically correct images using a freeware program. After uploading the images to a personal computer, bronchi, pulmonary arteries and veins were traced by moving up and down in the images and the location and thickness of the bronchi and pulmonary vasculture were indicated as different-sized cylinders. Next, based on the resulting numerical data, a 3D image was reconstructed using Metasequoia shareware. The reconstructed images can be manipulated by virtual surgical procedures such as reshaping, cutting and moving. These system would be very helpful in complicated video-assisted thoracic surgery such as lung segmentectomy.

  12. A Virtual Tour of the 1868 Hayward Earthquake in Google EarthTM

    Science.gov (United States)

    Lackey, H. G.; Blair, J. L.; Boatwright, J.; Brocher, T.

    2007-12-01

    The 1868 Hayward earthquake has been overshadowed by the subsequent 1906 San Francisco earthquake that destroyed much of San Francisco. Nonetheless, a modern recurrence of the 1868 earthquake would cause widespread damage to the densely populated Bay Area, particularly in the east Bay communities that have grown up virtually on top of the Hayward fault. Our concern is heightened by paleoseismic studies suggesting that the recurrence interval for the past five earthquakes on the southern Hayward fault is 140 to 170 years. Our objective is to build an educational web site that illustrates the cause and effect of the 1868 earthquake drawing on scientific and historic information. We will use Google EarthTM software to visually illustrate complex scientific concepts in a way that is understandable to a non-scientific audience. This web site will lead the viewer from a regional summary of the plate tectonics and faulting system of western North America, to more specific information about the 1868 Hayward earthquake itself. Text and Google EarthTM layers will include modeled shaking of the earthquake, relocations of historic photographs, reconstruction of damaged buildings as 3-D models, and additional scientific data that may come from the many scientific studies conducted for the 140th anniversary of the event. Earthquake engineering concerns will be stressed, including population density, vulnerable infrastructure, and lifelines. We will also present detailed maps of the Hayward fault, measurements of fault creep, and geologic evidence of its recurrence. Understanding the science behind earthquake hazards is an important step in preparing for the next significant earthquake. We hope to communicate to the public and students of all ages, through visualizations, not only the cause and effect of the 1868 earthquake, but also modern seismic hazards of the San Francisco Bay region.

  13. 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 .

  14. 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 (pgames 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.

  15. 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.

  16. 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.

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

    OpenAIRE

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

    2016-01-01

    Background 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. Objective The objectives of this study were to develop and evaluate ...

  18. 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…

  19. Virtual Worlds and the Learner Hero: How Today's Video Games Can Inform Tomorrow's Digital Learning Environments

    Science.gov (United States)

    Rigby, C. Scott; Przybylski, Andrew K.

    2009-01-01

    Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…

  20. 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…

  1. 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.

  2. 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...

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

    Science.gov (United States)

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

    2010-01-01

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

  4. 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…

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

    Science.gov (United States)

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

    2007-03-01

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

  6. 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.

  7. Touring Katutura!

    OpenAIRE

    Steinbrink, Malte; Buning, Michael; Legant, Martin; Schauwinhold, Berenike; Süßenguth, Tore

    2016-01-01

    Guided sightseeing tours of the former township of Katutura have been offered in Windhoek since the mid-1990s. City tourism in the Namibian capital had thus become, at quite an early point in time, part of the trend towards utilising poor urban areas for purposes of tourism – a trend that set in at the beginning of the same decade. Frequently referred to as “slum tourism” or “poverty tourism”, the phenomenon of guided tours around places of poverty has not only been causing some media sensati...

  8. 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.

  9. 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.

  10. 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.

  11. Touring the Campus Library from the World Wide Web.

    Science.gov (United States)

    Mosley, Pixey Anne; Xiao, Daniel

    1996-01-01

    The philosophy, design, implementation and evaluation of a World Wide Web-accessible Virtual Library Tour of Texas A & M University's Evans Library is presented. Its design combined technical computer issues and library instruction expertise. The tour can be used to simulate a typical walking tour through the library or heading directly to a…

  12. 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.

  13. DHX - Virtual reality storyboard: the case of the visual and acoustic tour of the Baptistery of Pisa

    OpenAIRE

    Palamidese, Patrizia; Carreras, Francesco; Coltelli, Primo; Massei, Leonardo; Bigliazzi, M.

    2003-01-01

    This report contains the detailed storyboard design of a non-linear story that describes a virtual visit of the Baptistery of Pisa, developed within the European project DHX - Digital Artistic and Ecological Heritage Exchange - IST-2001-33476, and described into the "Deliverable D2e.4 - Storyboard of the research prototype scenario" of the project. The scenario architecture makes use of digital storytelling and traditional dramaturgic concepts such as scenes layout, timing, emotional effects,...

  14. 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.

  15. 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

  16. 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

  17. 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.

  18. 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...... coding is proposed, which utilizes cross-band correlation to estimate the Laplacian parameters more accurately. Experimental results show that the proposed noise model can improve the rate-distortion (RD) performance....

  19. 360° virtual reality video for the acquisition of knot tying skills: A randomised controlled trial.

    Science.gov (United States)

    Yoganathan, S; Finch, D A; Parkin, E; Pollard, J

    2018-04-10

    360° virtual reality (VR) video is an exciting and evolving field. Current technology promotes a totally immersive, 3-dimensional (3D), 360° experience anywhere in the world using simply a smart phone and virtual reality headset. The potential for its application in the field of surgical education is enormous. The aim of this study was to determine knot tying skills taught with a 360-degree VR video compared to conventional 2D video teaching. This trial was a prospective, randomised controlled study. 40 foundation year doctors (first year postgraduate) were randomised to either the 360-degree VR video (n = 20) or 2D video teaching (n = 20). Participants were given 15 min to watch their allocated video. Ability to tie a single handed reef knot was then assessed against a marking criteria developed for the Royal College of Surgeons, England, (RCSeng) Basic Surgical Skills (BSS) course, by a blinded assessor competent in knot tying. Each candidate then underwent further teaching using Peyton's four step model. Knot tying technique was then re-assessed. Knot tying scores were significantly better in the VR video teaching arm when compared with conventional (median knot score 5.0 vs 4.0 p = 0.04). When used in combination with face to face skills teaching this difference persisted (median knot score 9.5 vs 9.0 p = 0.01). More people in the VR arm constructed a complete reef knot than in the 2D arm following face to face teaching (17/20 vs 12/20). No difference between the groups existed in the time taken to construct a reef knot following video and teaching (median time 31.0s vs 30.5s p = 0.89). This study shows there is significant merit in the application of 360-degree VR video technology in surgical training, both as an independent teaching aid and when used as an adjunct to traditional face to face teaching. Copyright © 2018 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.

  20. Authoring Tours of Geospatial Data With KML and Google Earth

    Science.gov (United States)

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

    2008-12-01

    As virtual globes become widely adopted by the general public, the use of geospatial data has expanded greatly. With the popularization of Google Earth and other platforms, GIS systems have become virtual reality platforms. Using these platforms, a casual user can easily explore the world, browse massive data-sets, create powerful 3D visualizations, and share those visualizations with millions of people using the KML language. This technology has raised the bar for professionals and academics alike. It is now expected that studies and projects will be accompanied by compelling, high-quality visualizations. In this new landscape, a presentation of geospatial data can be the most effective form of advertisement for a project: engaging both the general public and the scientific community in a unified interactive experience. On the other hand, merely dumping a dataset into a virtual globe can be a disorienting, alienating experience for many users. To create an effective, far-reaching presentation, an author must take care to make their data approachable to a wide variety of users with varying knowledge of the subject matter, expertise in virtual globes, and attention spans. To that end, we present techniques for creating self-guided interactive tours of data represented in KML and visualized in Google Earth. Using these methods, we provide the ability to move the camera through the world while dynamically varying the content, style, and visibility of the displayed data. Such tours can automatically guide users through massive, complex datasets: engaging a broad user-base, and conveying subtle concepts that aren't immediately apparent when viewing the raw data. To the casual user these techniques result in an extremely compelling experience similar to watching video. Unlike video though, these techniques maintain the rich interactive environment provided by the virtual globe, allowing users to explore the data in detail and to add other data sources to the presentation.

  1. Virtual navigation performance: the relationship to field of view and prior video gaming experience.

    Science.gov (United States)

    Richardson, Anthony E; Collaer, Marcia L

    2011-04-01

    Two experiments examined whether learning a virtual environment was influenced by field of view and how it related to prior video gaming experience. In the first experiment, participants (42 men, 39 women; M age = 19.5 yr., SD = 1.8) performed worse on a spatial orientation task displayed with a narrow field of view in comparison to medium and wide field-of-view displays. Counter to initial hypotheses, wide field-of-view displays did not improve performance over medium displays, and this was replicated in a second experiment (30 men, 30 women; M age = 20.4 yr., SD = 1.9) presenting a more complex learning environment. Self-reported video gaming experience correlated with several spatial tasks: virtual environment pointing and tests of Judgment of Line Angle and Position, mental rotation, and Useful Field of View (with correlations between .31 and .45). When prior video gaming experience was included as a covariate, sex differences in spatial tasks disappeared.

  2. Simulating video-assisted thoracoscopic lobectomy: a virtual reality cognitive task simulation.

    Science.gov (United States)

    Solomon, Brian; Bizekis, Costas; Dellis, Sophia L; Donington, Jessica S; Oliker, Aaron; Balsam, Leora B; Zervos, Michael; Galloway, Aubrey C; Pass, Harvey; Grossi, Eugene A

    2011-01-01

    Current video-assisted thoracoscopic surgery training models rely on animals or mannequins to teach procedural skills. These approaches lack inherent teaching/testing capability and are limited by cost, anatomic variations, and single use. In response, we hypothesized that video-assisted thoracoscopic surgery right upper lobe resection could be simulated in a virtual reality environment with commercial software. An anatomy explorer (Maya [Autodesk Inc, San Rafael, Calif] models of the chest and hilar structures) and simulation engine were adapted. Design goals included freedom of port placement, incorporation of well-known anatomic variants, teaching and testing modes, haptic feedback for the dissection, ability to perform the anatomic divisions, and a portable platform. Preexisting commercial models did not provide sufficient surgical detail, and extensive modeling modifications were required. Video-assisted thoracoscopic surgery right upper lobe resection simulation is initiated with a random vein and artery variation. The trainee proceeds in a teaching or testing mode. A knowledge database currently includes 13 anatomic identifications and 20 high-yield lung cancer learning points. The "patient" is presented in the left lateral decubitus position. After initial camera port placement, the endoscopic view is displayed and the thoracoscope is manipulated via the haptic device. The thoracoscope port can be relocated; additional ports are placed using an external "operating room" view. Unrestricted endoscopic exploration of the thorax is allowed. An endo-dissector tool allows for hilar dissection, and a virtual stapling device divides structures. The trainee's performance is reported. A virtual reality cognitive task simulation can overcome the deficiencies of existing training models. Performance scoring is being validated as we assess this simulator for cognitive and technical surgical education. Copyright © 2011. Published by Mosby, Inc.

  3. 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

  4. in-town tour optimization town tour optimization town tour

    African Journals Online (AJOL)

    eobe

    operation was formulated as a Traveling Salesman Problem on Excel spreadsheet. The results ... 19.27 %, tour time by 0.33-22.80 %, and fuel consumption. 22.80 %, and fuel ..... solving TSPs and reports a real world in-town tour improvement ...

  5. 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...

  6. 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...

  7. Usual and Virtual Reality Video Game-Based Physiotherapy for Children and Youth with Acquired Brain Injuries

    Science.gov (United States)

    Levac, Danielle; Miller, Patricia; Missiuna, Cheryl

    2012-01-01

    Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in…

  8. 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.

  9. Google Earth Grand Tour Themes

    Science.gov (United States)

    De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.; Dordevic, M. M.

    2014-12-01

    As part of an NSF TUES Type 3 project entitled "Google Earth for Onsite and Distance Education (GEODE)," we are assembling a "Grand Tour" of locations on Earth and other terrestrial bodies that every geoscience student should know about and visit at least in virtual reality. Based on feedback from colleagues at previous meetings, we have identified nine Grand Tour themes: "Plates and Plumes," "Rocks and Regions," "Geology Through Time," "The Mapping Challenge*," "U.S. National Parks*," "The Magical Mystery Tour*," "Resources and Hazards," "Planets and Moons," and "Top of the Pops." Themes marked with an asterisk are most developed at this stage and will be demonstrated in real time. The Mapping Challenge invites students to trace geological contacts, measure bedding strike and dip and the plunge, trend, and facing of a fold. There is an advanced tool for modeling periclinal folds. The challenge is presented in a game-like format with an emphasis on puzzle-solving that will appeal to students regardless of gender. For the tour of U.S. national parks, we divided the most geologically important parks into four groups—Western Pacific, West Coast, Rockies, and East Coast. We are combining our own team's GigaPan imagery with imagery already available on the Internet. There is a great deal of imagery just waiting to be annotated for geological education purposes. The Magical Mystery Tour takes students to Google Streetview locations selected by instructors. Students are presented with questions or tasks and are given automatic feedback. Other themes are under development. Within each theme, we are crowd-sourcing contributions from colleagues and inviting colleagues to vote for or against proposed locations and student interactions. The GEODE team includes the authors and: Heather Almquist, Stephen Burgin, Cinzia Cervato, Gene Cooper, Paul Karabinos, Terry Pavlis, Jen Piatek, Bill Richards, Jeff Ryan, Ron Schott, Kristen St. John, and Barb Tewksbury.

  10. Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study.

    Science.gov (United States)

    Metcalf, Mary; Rossie, Karen; Stokes, Katie; Tallman, Christina; Tanner, Bradley

    2018-04-16

    New technologies such as virtual reality, augmented reality, and video games hold promise to support and enhance individuals in addiction treatment and recovery. Quitting or decreasing cigarette or alcohol use can lead to significant health improvements for individuals, decreasing heart disease risk and cancer risks (for both nicotine and alcohol use), among others. However, remaining in recovery from use is a significant challenge for most individuals. We developed and assessed the Take Control game, a partially immersive Kinect for Windows platform game that allows users to counter substance cues through active movements (hitting, kicking, etc). Formative analysis during phase I and phase II guided development. We conducted a small wait-list control trial using a quasi-random sampling technique (systematic) with 61 participants in recovery from addiction to alcohol or tobacco. Participants used the game 3 times and reported on substance use, cravings, satisfaction with the game experience, self-efficacy related to recovery, and side effects from exposure to a virtual reality intervention and substance cues. Participants found the game engaging and fun and felt playing the game would support recovery efforts. On average, reported substance use decreased for participants during the intervention period. Participants in recovery for alcohol use saw more benefit than those in recovery for tobacco use, with a statistically significant increase in self-efficacy, attitude, and behavior during the intervention. Side effects from the use of a virtual reality intervention were minor and decreased over time; cravings and side effects also decreased during the study. The preliminary results suggest the intervention holds promise as an adjunct to standard treatment for those in recovery, particularly from alcohol use. ©Mary Metcalf, Karen Rossie, Katie Stokes, Christina Tallman, Bradley Tanner. Originally published in JMIR Serious Games (http://games.jmir.org), 16.04.2018.

  11. 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.

  12. 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.

  13. Performansi Video on Demand (VOD) Pada Virtual Private Network (VPN) Menggunakan OpenVPN

    OpenAIRE

    Priyambudi, Henry Okta

    2013-01-01

    Multimedia streaming menggunakanmedia video, sebagai cara penyampaian informasi yanglebih baik dibandingkan dengan teks atau suara. Salahsatu jenis multimedia streaming adalah Video OnDemand (VOD). Pada sistem video on demand, file videotelah disimpan terlebih dahulu di dalam server. Clientmerequest file video yang diinginkan dan prosesstreaming dapat dilakukan.. Salah satu kelemahan darivideo on demand adalah tidak ada sistem authentifikasipada client. Setiap client dapat melakukan streaming...

  14. 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.

  15. Effectiveness of virtual reality using video gaming technology in elderly adults with diabetes mellitus.

    Science.gov (United States)

    Lee, Sunwoo; Shin, Sungrae

    2013-06-01

    Diabetes in elderly adults is associated with an increased risk of fall. The aim of study was to determine whether a virtual reality exercise (VRE) program would improve balance, strength, gait, and falls efficacy in elderly adults with diabetes. Fifty-five subjects with diabetes mellitus over 65 years of age were randomly assigned to a VRE group (VREG) (n=27) and a control group (CG) (n=28). The VREG received the VRE program and diabetes education, whereas the CG received only the diabetes education. The VRE program used video gaming (PlayStation(®) 2; Sony, Tokyo, Japan) and was conducted for 50 min twice a week for 10 weeks. Balance, muscle strength, gait, and falls efficacy were measured at baseline and after intervention. Measurements were taken using a clinical tests (the one-leg-standing test, the Berg Balance Scale, the functional reach test, the timed up-and-go test, and the sit-to-stand test), and gait analysis. A self-administered questionnaire was used to measure falls efficacy. After training, the VREG showed significantly improved balance, decreased sit-to-stand times, and increased gait speed, cadence, and falls efficacy. The VRE program was to maximize the effects of exercise by triggering players was to be fully immersed into the games and enhanced major influential factors on the falls of subject. This study suggests VRE programs are feasible and effective for reduced the risk of falls in elderly adults with type 2 diabetes.

  16. The use of video capture virtual reality in burn rehabilitation: the possibilities.

    Science.gov (United States)

    Haik, Josef; Tessone, Ariel; Nota, Ayala; Mendes, David; Raz, Liat; Goldan, Oren; Regev, Elli; Winkler, Eyal; Mor, Elisheva; Orenstein, Arie; Hollombe, Ilana

    2006-01-01

    We independently explored the use of the Sony PlayStation II EyeToy (Sony Corporation, Foster City, CA) as a tool for use in the rehabilitation of patients with severe burns. Intensive occupational and physical therapy is crucial in minimizing and preventing long-term disability for the burn patient; however, the therapist faces a difficult challenge combating the agonizing pain experienced by the patient during therapy. The Sony PlayStation II EyeToy is a projected, video-capture system that, although initially developed as a gaming environment for children, may be a useful application in a rehabilitative context. As compared with other virtual reality systems the EyeToy is an efficient rehabilitation tool that is sold commercially at a relatively low cost. This report presents the potential advantages for use of the EyeToy as an innovative rehabilitative tool with mitigating effects on pain in burn rehabilitation. This new technology represents a challenging and motivating way for the patient to immerse himself or herself in an alternate reality while undergoing treatment, thereby reducing the pain and discomfort he or she experiences. This simple, affordable technique may prove to heighten the level of patient cooperation and therefore speed the process of rehabilitation and return of functional ability.

  17. Increasing Reasoning Awareness: Video Analysis of Students' Two-Party Virtual Patient Interactions.

    Science.gov (United States)

    Edelbring, Samuel; Parodis, Ioannis; Lundberg, Ingrid E

    2018-02-27

    Collaborative reasoning occurs in clinical practice but is rarely developed during education. The computerized virtual patient (VP) cases allow for a stepwise exploration of cases and thus stimulate active learning. Peer settings during VP sessions are believed to have benefits in terms of reasoning but have received scant attention in the literature. The objective of this study was to thoroughly investigate interactions during medical students' clinical reasoning in two-party VP settings. An in-depth exploration of students' interactions in dyad settings of VP sessions was performed. For this purpose, two prerecorded VP sessions lasting 1 hour each were observed, transcribed in full, and analyzed. The transcriptions were analyzed using thematic analysis, and short clips from the videos were selected for subsequent analysis in relation to clinical reasoning and clinical aspects. Four categories of interactions were identified: (1) task-related dialogue, in which students negotiated a shared understanding of the task and strategies for information gathering; (2) case-related insights and perspectives were gained, and the students consolidated and applied preexisting biomedical knowledge into a clinical setting; (3) clinical reasoning interactions were made explicit. In these, hypotheses were followed up and clinical examples were used. The researchers observed interactions not only between students and the VP but also (4) interactions with other resources, such as textbooks. The interactions are discussed in relation to theories of clinical reasoning and peer learning. The dyad VP setting is conducive to activities that promote analytic clinical reasoning. In this setting, components such as peer interaction, access to different resources, and reduced time constraints provided a productive situation in which the students pursued different lines of reasoning. ©Samuel Edelbring, Ioannis Parodis, Ingrid E Lundberg. Originally published in JMIR Medical Education (http

  18. 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.

  19. Video gaming in children improves performance on a virtual reality trainer but does not yet make a laparoscopic surgeon.

    Science.gov (United States)

    Rosenthal, Rachel; Geuss, Steffen; Dell-Kuster, Salome; Schäfer, Juliane; Hahnloser, Dieter; Demartines, Nicolas

    2011-06-01

    In children, video game experience improves spatial performance, a predictor of surgical performance. This study aims at comparing laparoscopic virtual reality (VR) task performance of children with different levels of experience in video games and residents. A total of 32 children (8.4 to 12.1 years), 20 residents, and 14 board-certified surgeons (total n = 66) performed several VR and 2 conventional tasks (cube/spatial and pegboard/fine motor). Performance between the groups was compared (primary outcome). VR performance was correlated with conventional task performance (secondary outcome). Lowest VR performance was found in children with low video game experience, followed by those with high video game experience, residents, and board-certified surgeons. VR performance correlated well with the spatial test and moderately with the fine motor test. The use of computer games can be considered not only as pure entertainment but may also contribute to the development of skills relevant for adequate performance in VR laparoscopic tasks. Spatial skills are relevant for VR laparoscopic task performance.

  20. 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.

  1. 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

  2. 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

  3. The comparison of CT virtual colonoscopy with video colonoscopy (the detection of simulated polyps in pig colon)

    International Nuclear Information System (INIS)

    Tang Wen; Gong Jianping; Gao Zhixin; Lu Zhian

    2000-01-01

    Objective: To assess the value of CT virtual colonoscopy for the detection of simulated polyps in pig colon. Methods: Injecting the smelted wax under the mucosa to simulate the polyps in pig colon, then detected by video colonoscopy and scanned by helical CT. The images were obtained with collimation 3 mm, 5 mm, 10 mm and with the table pitch 1 and 2. All images were reconstructed at 1 mm intervals. Results: The shapes were depicted as follows: those greater than 10 mm in diameter polyps were clearly depicted. 5-9 mm in diameter polyps were faintly depicted. Those smaller than 5 mm in diameter were depicted difficulty. The details depicted: polyps larger than 10 mm in diameter and 5-9 mm in diameter were clearly depicted and that smaller than 5 mm in diameter were depicted difficulty. The images quality lowered with the increasing collimation and pitch. Conclusion: CT virtual colonoscopy is a non-invasive diagnostic technique. It can show the inner wall of colon as same as video colonoscopy does, and is a good alternative in clinical application

  4. A case study comparing children???s motivation using a virtual world,video and print material to learn global citizenship.

    OpenAIRE

    O'Tuathail, Padraic

    2011-01-01

    non-peer-reviewed The last decade has seen an enormous surge in the use of virtual worlds by both adults and children. Educators are keen to discover how this technology can be transferred to the classroom to facilitate effective learning. The aim of this study was to compare children???s motivation with three media components: a virtual world, video and print materials. The intervention involved 27 children in first class in a primary school using components of the Panwapa website over...

  5. Touring the Low Countries

    NARCIS (Netherlands)

    Strien, van Kees

    1998-01-01

    Touring the Low Countries is an anthology of approximately forty travel documents by British tourists - journals, letters, and financial accounts - most of them published here for the first time.The United Provinces and the Spanish Netherlands, with all the variety of their contrasting cultural

  6. 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.

  7. 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

  8. 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…

  9. Virtual Interaction through Video-Web Communication: A Step towards Enriching and Internationalizing Language Learning Programs

    Science.gov (United States)

    Jauregi, Kristi; Banados, Emerita

    2008-01-01

    This paper describes an intercontinental project with the use of interactive tools, both synchronous and asynchronous, which was set up to internationalize academic learning of Spanish language and culture. The objective of this case study was to investigate whether video-web communication tools can contribute to enriching the quality of foreign…

  10. Usual and virtual reality video game-based physiotherapy for children and youth with acquired brain injuries.

    Science.gov (United States)

    Levac, Danielle; Miller, Patricia; Missiuna, Cheryl

    2012-05-01

    Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using thematic analysis. Physiotherapists describe using interventions that motivate children to challenge performance quality and optimize real-life functioning. Intervention strategies are influenced by characteristics of the child, parent availability to practice skills outside therapy, and therapist experience. VR use motivates children to participate, but can influence therapist use of verbal strategies and complicate interventions. Physiotherapists consider unique characteristics of this population when providing interventions that promote learning of motor skills. The VR technology has advantageous features but its use with this population can be challenging; further research is recommended.

  11. A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.

    Science.gov (United States)

    Yu, Jun; Wang, Zeng-Fu

    2015-05-01

    A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.

  12. 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.

  13. 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.

  14. Virtual georeferencing : how an 11-eyed video camera helps the pipeline industry

    Energy Technology Data Exchange (ETDEWEB)

    Ball, C.

    2006-08-15

    Designed by Immersive Media Corporation (IMC) the new Telemmersion System is a lightweight camera system capable of generating synchronized high-resolution video streams that represent a full motion spherical world. With 11 cameras configured in a sphere, the system is portable and can be easily mounted on ground and air-borne vehicles for use in surveillance; integration; commanded control of interactive intelligent databases; scenario modelling; and specialized training. The system was recently used to georeference immersive video of existing and proposed pipeline routes. Footage from the system was used to supplement traditional data collection methods for environmental impact assessment; route selection and engineering; regulatory compliance; and public consultation. Traditionally, the medium used to visualize pipeline routes is a map overlaid with aerial photography. Pipeline routes are typically flown throughout the planning stages in order to give environmentalists, engineers and other personnel the opportunity to visually inspect the terrain, identify issues and make decisions. The technology has significantly reduced the costs during the planning stages of pipeline routes, as the remote footage can be stored on DVD, allowing various stakeholders and contractors to view the terrain and zoom in on particular land features. During one recent 3-day trip, 500 km of proposed pipeline was recorded using the technology. Typically, for various regulatory and environmental requirements, a half a dozen trips would have been required. 2 figs.

  15. Virtually transparent epidermal imagery (VTEI): on new approaches to in vivo wireless high-definition video and image processing.

    Science.gov (United States)

    Anderson, Adam L; Lin, Bingxiong; Sun, Yu

    2013-12-01

    This work first overviews a novel design, and prototype implementation, of a virtually transparent epidermal imagery (VTEI) system for laparo-endoscopic single-site (LESS) surgery. The system uses a network of multiple, micro-cameras and multiview mosaicking to obtain a panoramic view of the surgery area. The prototype VTEI system also projects the generated panoramic view on the abdomen area to create a transparent display effect that mimics equivalent, but higher risk, open-cavity surgeries. The specific research focus of this paper is on two important aspects of a VTEI system: 1) in vivo wireless high-definition (HD) video transmission and 2) multi-image processing-both of which play key roles in next-generation systems. For transmission and reception, this paper proposes a theoretical wireless communication scheme for high-definition video in situations that require extremely small-footprint image sensors and in zero-latency applications. In such situations the typical optimized metrics in communication schemes, such as power and data rate, are far less important than latency and hardware footprint that absolutely preclude their use if not satisfied. This work proposes the use of a novel Frequency-Modulated Voltage-Division Multiplexing (FM-VDM) scheme where sensor data is kept analog and transmitted via "voltage-multiplexed" signals that are also frequency-modulated. Once images are received, a novel Homographic Image Mosaicking and Morphing (HIMM) algorithm is proposed to stitch images from respective cameras, that also compensates for irregular surfaces in real-time, into a single cohesive view of the surgical area. In VTEI, this view is then visible to the surgeon directly on the patient to give an "open cavity" feel to laparoscopic procedures.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. Cassini Tour Atlas Automated Generation

    Science.gov (United States)

    Grazier, Kevin R.; Roumeliotis, Chris; Lange, Robert D.

    2011-01-01

    During the Cassini spacecraft s cruise phase and nominal mission, the Cassini Science Planning Team developed and maintained an online database of geometric and timing information called the Cassini Tour Atlas. The Tour Atlas consisted of several hundreds of megabytes of EVENTS mission planning software outputs, tables, plots, and images used by mission scientists for observation planning. Each time the nominal mission trajectory was altered or tweaked, a new Tour Atlas had to be regenerated manually. In the early phases of Cassini s Equinox Mission planning, an a priori estimate suggested that mission tour designers would develop approximately 30 candidate tours within a short period of time. So that Cassini scientists could properly analyze the science opportunities in each candidate tour quickly and thoroughly so that the optimal series of orbits for science return could be selected, a separate Tour Atlas was required for each trajectory. The task of manually generating the number of trajectory analyses in the allotted time would have been impossible, so the entire task was automated using code written in five different programming languages. This software automates the generation of the Cassini Tour Atlas database. It performs with one UNIX command what previously took a day or two of human labor.

  1. 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...

  2. MedlinePlus Tour

    Science.gov (United States)

    ... captioning, click the CC button on the lower right-hand corner of the player. Video player keyboard shortcuts Transcript Welcome to MedlinePlus, the consumer health information website from the National Library of ...

  3. A tour of inequality

    Science.gov (United States)

    Eliazar, Iddo

    2018-02-01

    This paper presents a concise and up-to-date tour to the realm of inequality indices. Originally devised for socioeconomic applications, inequality indices gauge the divergence of wealth distributions in human societies from the socioeconomic 'ground state' of perfect equality, i.e. pure communism. Inequality indices are quantitative scores that take values in the unit interval, with the zero score characterizing perfect equality. In effect, inequality indices are applicable in the context of general distributions of sizes - non-negative quantities such as count, length, area, volume, mass, energy, and duration. For general size distributions, which are omnipresent in science and engineering, inequality indices provide multi-dimensional and infinite-dimensional quantifications of the inherent inequality - i.e., the statistical heterogeneity, the non-determinism, the randomness. This paper compactly describes the insights and the practical implementation of inequality indices.

  4. Touring the Demolished Slum?

    DEFF Research Database (Denmark)

    Holst, Tore Elias Harsløf Mukherjee

    2015-01-01

    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......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...... was suddenly demolished. To the NGO staff, this posed two mutually exclusive ethical demands: a) to represent slums so that the plight of their (sometimes displaced) inhabitants might be publicized and discussed and b) to hide slums from view so the state would have no incentive to remove them as a part...

  5. The Yucca Mountain tours

    International Nuclear Information System (INIS)

    Shepard, N.F.; Champagne, D.L.

    1992-01-01

    In 1978, Mderthaner et al. observed that opposition to nuclear facilities was lowest near the facility. This suggested that opposition decreased as familiarity with the facility increased, with distance from the facility as an inverse measure of familiarity. In this paper, the authors analyze data from the literature supporting this hypothesis and examine a poll of 1200 public visitors to the candidate repository site at Yucca Mountain, Nevada, in March through June 1991. The tour poll and independent pools show that most Nevadans support the present scientific investigation of the site while opposing the repository. Among the visitors, support for the investigation increased from 66 to 90 percent, which we attribute to increased familiarity

  6. 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…

  7. Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse

    OpenAIRE

    Nevelsteen, Kim J. L.

    2015-01-01

    There is no generally accepted definition for a virtual world, with many complimentary terms and acronyms having emerged implying a virtual world. Advances in systems architecture techniques such as, host migration of instances, mobile ad-hoc networking, and distributed computing, bring in to question whether those architectures can actually support a virtual world. Without a concrete definition, controversy ensues and it is problematic to design an architecture for a virtual world. Several r...

  8. 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...

  9. Lecturer on tour!

    Science.gov (United States)

    1998-11-01

    Readers may recall the interview with Professor Peter Kalmus which appeared in the July issue of Physics Education and which indicated his latest role of lecturer for the 1998-9 Institute of Physics Schools and Colleges Lecture series. This year's lecture is entitled `Particles and the universe' and the tour was due to begin in St Andrews, Scotland, late in September. Professor Kalmus will be looking at various aspects of particle physics, quantum physics and relativity, and discussing how they reveal the secrets of the beginning of our universe. His own experience of working at CERN, the European centre for particle physics in Switzerland, as well as at other international research facilities will provide a unique insight into activity in one of the most exciting areas of physics. The talks are aimed at the 16-19 age group but members of the public are also welcome to attend. They will act as an opportunity to gain a sneak preview of the dynamic new topics that will soon feature in the A-level syllabus arising from the Institute's 16-19 project. Further details of attendance are available from the local organizers, a list of whom may be obtained from Catherine Wilson in the Education Department at the Institute of Physics, 76 Portland Place, London W1N 3DH (tel: 0171 470 4800, fax: 0171 470 4848). The published schedule (as of September) for the lecture series consists of the following: Dates

  10. Virtual shooting vs. actual learning: examining university students’ ideas about video games as tools for learning history

    OpenAIRE

    Feenstra, William

    2011-01-01

    Video games are a popular area of research in education and many scholars are currently investigating the great potential of video games to engage and to teach students more effectively. Studies have long demonstrated that students perceive history as a dull subject. This study examines the potential of commercial video games as a potential tool to improve students’ engagement in history, by focusing on what historical content university students believe they learn and what interests they dev...

  11. 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.

  12. 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

  13. 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.

  14. 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.

  15. 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...

  16. How to Arrange Student Tours to the Soviet Union.

    Science.gov (United States)

    Winokur, Marshall

    The details of planning a student tour to the Soviet Union are described by an experienced tour organizer. Student tours of one to three weeks are presented as rewarding alternatives to lengthy overseas study. Recommendations are made regarding choice of tour type, length of tour, travel agencies, time of year to travel, advertising a tour,…

  17. 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,…

  18. 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...

  19. 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

  20. 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

  1. Virtual Environments for the Transfer of Navigation Skills in the Blind: A Comparison of Directed Instruction Versus Video Game Based Learning Approaches

    Directory of Open Access Journals (Sweden)

    Erin C Connors

    2014-05-01

    Full Text Available 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

  2. Users' Perspectives on Tour-Guide Training Courses Using 3D Tourist Sites

    Science.gov (United States)

    Chen, Yu-Fen; Mo, Huai-en

    2014-01-01

    Taiwan is currently attempting to develop itself into a twenty-first century tourist hub to take advantage of today's thriving global tourism economy. In the coming years, Taiwan anticipates an urgent demand for tour guides, and there is a clear need for training solutions that can serve a rapidly growing population. Computer-mediated virtual 3D…

  3. 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...

  4. 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.

  5. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

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

  6. 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

  7. Optimization Technique in Scheduling Duck Tours

    OpenAIRE

    Norhazwani M. Y.; Khoo; C. F.; Hasrul Nisham R.

    2011-01-01

    Tourism industries are rapidly increased for the last few years especially in Malaysia. In order to attract more tourists, Malaysian Governance encourages any effort to increase Malaysian tourism industry. One of the efforts in attracting more tourists in Malacca, Malaysia is a duck tour. Duck tour is an amphibious sightseeing tour that works in two types of engines, hence, it required a huge cost to operate and maintain the vehicle. To other country, it is not so new but...

  8. 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.

  9. 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...

  10. 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 < 0.05), but not on static balance in both groups. In conclusion, we demonstrate a significant improvement in dynamic balance in chronic stroke patients with VRBT. VRBT is feasible and suitable for chronic stroke patients with balance deficit in clinical settings.

  11. 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

  12. Study tour in Russia at harvesting time

    International Nuclear Information System (INIS)

    1972-01-01

    A unique study tour on the use of isotopes and radiation in genetics and plant breeding was recently held in the USSR. It was the 11th in the series of the Agency's Study Tour Programme for scientists from developing countries, the principles of which were outlined in Bulletin Volume 13, No. 3, 1971. Eight study tours were organised from 1966 to 1971. This year three further tours have been conducted: the 9th on radiological protection in CSSR, Sweden, the Federal Republic of Germany and USSR, the 10th on the mass rearing of insects as related to the sterile male technique in the USA, and the latest again in the USSR. Included are some notes on the programme and participation of this tour. (author)

  13. Active Video Gaming for Children with Cerebral Palsy: Does a Clinic-Based Virtual Reality Component Offer an Additive Benefit? A Pilot Study.

    Science.gov (United States)

    Levac, Danielle; McCormick, Anna; Levin, Mindy F; Brien, Marie; Mills, Richard; Miller, Elka; Sveistrup, Heidi

    2018-02-01

    To compare changes in gross motor skills and functional mobility between ambulatory children with cerebral palsy who underwent a 1-week clinic-based virtual reality intervention (VR) followed by a 6-week, therapist-monitored home active video gaming (AVG) program and children who completed only the 6-week home AVG program. Pilot non-randomized controlled trial. Five children received 1 hour of VR training for 5 days followed by a 6-week home AVG program, supervised online by a physical therapist. Six children completed only the 6-week home AVG program. The Gross Motor Function Measure Challenge Module (GMFM-CM) and Six Minute Walk Test (6MWT) evaluated change. There were no significant differences between groups. The home AVG-only group demonstrated a statistically and clinically significant improvement in GMFM-CM scores following the 6-week AVG intervention (median difference 4.5 points, interquartile range [IQR] 4.75, p = 0.042). The VR + AVG group demonstrated a statistically and clinically significant decrease in 6MWT distance following the intervention (median decrease 68.2 m, IQR 39.7 m, p = 0.043). All 6MWT scores returned to baseline at 2 months post-intervention. Neither intervention improved outcomes in this small sample. Online mechanisms to support therapist-child communication for exercise progression were insufficient to individualize exercise challenge.

  14. 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.

  15. 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.

  16. DEVELOPMENT OF A VIRTUAL MUSEUM INCLUDING A 4D PRESENTATION OF BUILDING HISTORY IN VIRTUAL REALITY

    OpenAIRE

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

    2017-01-01

    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 ...

  17. Tour operators, environment and sustainable development

    International Nuclear Information System (INIS)

    Andriola, L.; Chirico, R.; Declich, P.

    2001-01-01

    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 [it

  18. 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...... 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...

  19. 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

  20. 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.

  1. 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...

  2. Virtual materiality

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

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

  3. Tour of the Standards and Calibrations Laboratory

    International Nuclear Information System (INIS)

    Elliott, J.H.

    1978-01-01

    This tour of Lawrence Livermore Laboratory's Standards and Calibrations Laboratory is intended as a guide to the capabilities of and services offered by this unique laboratory. Described are the Laboratory's ability to provide radiation fields and measurements for dosimeters, survey instruments, spectrometers, and sources and its available equipment and facilities. The tour also includes a survey of some Health Physics and interdepartmental programs supported by the Standards and Calibrations Laboratory and a listing of applicable publications

  4. 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...

  5. "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,…

  6. Virtual Tower

    International Nuclear Information System (INIS)

    Wayne, R.A.

    1997-01-01

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

  7. Virtual care

    DEFF Research Database (Denmark)

    Kamp, Annette; Aaløkke Ballegaard, Stinne

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

  8. Perception of Virtual Audiences.

    Science.gov (United States)

    Chollet, Mathieu; Scherer, Stefan

    2017-01-01

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

  9. 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...

  10. 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…

  11. 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...

  12. The Virtual Dressing Room

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft

    2013-01-01

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

  13. 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.

  14. 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

  15. Developing a Canoe Tour for Upitrek Ltd.

    OpenAIRE

    Matzner, Ute

    2011-01-01

    The thesis was aimed to result in a sound paddling tourism product for the tour operator Upitrek Ltd. This request of product extension was based on the customer demands the company is facing. Therefore Upitrek Ltd. has acted as the commissioning party in this thesis, as the company will be provided with a fully developed tour product. The first section of this work investigates the history and current situation of the sector of water-based tourism, with an emphasis on paddling tourism, b...

  16. 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......This paper presents a guided tour system for the WWW. It is a module for the Webvise open hypermedia system that implements the ideas of trails and guided tours, originating from the hypertext field. Webvise appears as an open hypermedia helper application to the user and stores the guided tours...... in an XML format called OHIF separated from the WWW documents included in the tour. The main advantages of the system are: (1) a browser independent format in terms of HTML and PNG-based image maps for reading the guided tours; (2) support for a familiar metaphor, namely, a metro route map; (3) overview...

  17. 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.

  18. 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

  19. 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 nuove attivita'. La maggiore parte dei

  20. 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

  1. Evaluation of the Kids' Shop Smart tour.

    Science.gov (United States)

    Smith, Shannon C; Kalina, Laura

    2004-01-01

    We investigated the impact of the Kids' Shop Smart Tour program on participants' attitudes toward trying new foods and eating a variety of foods, as well as their recognition of Canada's Food Guide to Healthy Eating. Data were collected from parents/caregivers, students in kindergarten to grade 3, and teachers; questionnaires, quizzes, and interviews were used. Questionnaires were sent home with 947 students; 52% of parents/caregivers returned completed questionnaires. Many parents/caregivers reported that their children tried and liked unfamiliar foods on the tour. No significant difference was detected in children's willingness to try new foods or consumption of a greater variety of food before and after the tour. Quiz score differences between participants and a comparison group were not statistically significant. Of the 38 teachers who completed interviews, 97% reported that the program helped them meet curriculum requirements; 95% would recommend the resource to other teachers. Quantitative findings do not indicate that the program increases children's willingness to try new foods or eat a greater variety of food. However, qualitative data revealed that some parents observed their children trying new foods more willingly and demonstrating greater knowledge of and interest in Canada's Food Guide to Healthy Eating. Further research with validated measurement tools is recommended to establish the effectiveness of the Kids' Shop Smart Tour.

  2. 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 ...

  3. 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

  4. 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

  5. The Cassette Tour: An Effective, Efficient Orientation.

    Science.gov (United States)

    Poirier, Gayle

    1992-01-01

    Describes the development, use, promotion, and student evaluation of a 25-minute audiocassette tour of the Louisiana State University library, which was developed as a pilot project by the bibliographic instruction librarian in 1990. Notes that student suggestions have been instrumental in the development of more tool and subject specific…

  6. Culture phenomenon analysis on the forest tour activity of China

    Institute of Scientific and Technical Information of China (English)

    Jiang Minjin

    2006-01-01

    This paper analyzes culture and forest culture, the intension of culture and forest culture, combines the understanding of the main cultural factor with the forest tour activity of China, analyzes the compatible phenomenon of Chinese forest culture and traditional culture, and explores culture of forest tourist site containing the meaning in forest tour. The author thinks the tour of forest culture which will be the important component of forest tour in forest culture,This paper puts forward simple questions existing in exploitation and advantage of forest tour culture, and proposes some countermeasures.

  7. 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.

  8. 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 ...

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

    OpenAIRE

    I Gede Adhi Suputra Arimbawa PG.; I GPB. Sasrawan Mananda; I Putu Sudana

    2017-01-01

    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...

  10. 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...

  11. 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.

  12. Virtuální prohlídka staveniště termojaderného reaktoru aneb Tour de ITER

    Czech Academy of Sciences Publication Activity Database

    Řípa, Milan

    Únor (2017) ISSN 2464-7888 Institutional support: RVO:61389021 Keywords : fusion * ITER * tokamak * virtual * 2D * 3D * dron Subject RIV: BL - Plasma and Gas Discharge Physics OBOR OECD: Fluids and plasma physics (including surface physics) http://www.3pol.cz/cz/rubriky/jaderna-fyzika-a-energetika/1977-virtualni-prohlidka-staveniste-termojaderneho-reaktoru-aneb-tour-de-iter

  13. BECOMING A TOUR GUIDE: ANALYZING THE MOTIVATIONS

    Directory of Open Access Journals (Sweden)

    Monika PRAKASH

    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.

  14. Virtual classroom project

    OpenAIRE

    Gmeiner, Nicholas

    2017-01-01

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

  15. TU-E-TOUR-T-00: Exhibit Hall Guided Tours-Microdosimeters for Therapy (Tuesday)

    International Nuclear Information System (INIS)

    2016-01-01

    Tour Leader: Indra Das, NYU Langone Medical Center, New York, NY Tour Guides: Hsui Ai, Indiana University School of Medicine, Indianapolis, IN Aaron Andersen, Indiana University School of Medicine, Indianapolis, IN Olga Volotoskova, NYU Langone Medical Center, New York, NY Participating Vendors: IBA PTW – New York RTI Electronics, Inc. Standard Imaging, Inc. Sun Nuclear Corporation Small fields are increasing used in specialized radiation treatments such as Gammaknife, Cyberknife, Tomotherapy, IMRT, VMAT, SRS and SBRT. Due to small field size electron transport creates lateral electronic disequilibrium and thus dosimetry could be very difficult. Microdetectors are used for small field dosimetry which will be discussed in preface of this tour as below: Understanding small field e.g. meaning and definition of small field IAEA definition and approach Characteristics of microdetectors in terms of perturbation, recombination, correction Suitability of microdetectors in small field dosimetry

  16. 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

  17. Virtual reality at work

    Science.gov (United States)

    Brooks, Frederick P., Jr.

    1991-01-01

    The utility of virtual reality computer graphics in telepresence applications is not hard to grasp and promises to be great. When the virtual world is entirely synthetic, as opposed to real but remote, the utility is harder to establish. Vehicle simulators for aircraft, vessels, and motor vehicles are proving their worth every day. Entertainment applications such as Disney World's StarTours are technologically elegant, good fun, and economically viable. Nevertheless, some of us have no real desire to spend our lifework serving the entertainment craze of our sick culture; we want to see this exciting technology put to work in medicine and science. The topics covered include the following: testing a force display for scientific visualization -- molecular docking; and testing a head-mounted display for scientific and medical visualization.

  18. Creating Three New Bike Tours in Santiago de Chile Case Study: Huaso Tours & Bike Rental

    OpenAIRE

    Heino, Jenni

    2015-01-01

    The purpose of this Bachelor´s thesis was to create new bike tour services for the thesis case company Huaso Tours & Bike Rental, based in Santiago de Chile. The idea for the thesis was perceived from a free time activity of mountain biking in Santiago de Chile´s popular tourist attraction San Cristobal hill. This park draws thousands of bikers monthly to enjoy the green areas of the city, however, there is no mountain bike service offered to visit this hill. By conducting a small pre-researc...

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

    OpenAIRE

    Yan Han; Hongzhi Guan; Jiaying Duan

    2014-01-01

    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 scen...

  20. 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

  1. TOUR CONSTRUCTION HEURISTICS FOR AN ORDER SEQUENCING PROBLEM

    Directory of Open Access Journals (Sweden)

    De Villiers, A. P.

    2012-11-01

    Full Text Available An order picking system that requires pickers to move in a clockwise direction around a picking line with fixed locations is considered. The problem is divided into three tiers. The tier in which orders must be sequenced is addressed. Eight tour construction heuristics are developed and implemented for an order picking system operating in unidirectional picking lines. Two classes of tour construction heuristics the tour construction starting position ( and the tour construction ending position ( are developed to sequence orders in a picking line. All algorithms are tested and compared using real life data sets. The best solution quality was obtained by a heuristic with adaptations.

  2. 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…

  3. Telepresence and remote communication through virtual reality

    OpenAIRE

    Rydenfors, Gabriella

    2017-01-01

    This Master Thesis concerns a telepresence implementation which utilizes state-of-the-art virtual reality combined with live 360 degree video. Navigation interfaces for telepresence with virtual reality headsets were developed and evaluated through a user study. An evaluation of telepresence as a communication media was performed, comparing it to video communication. The result showed that telepresence was a better communication media than video communication.

  4. Dashboard Videos

    Science.gov (United States)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  5. 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.

  6. Grand Tour: immaginario, territorio e culture digitali

    Directory of Open Access Journals (Sweden)

    Emiliano Ilardi

    2016-12-01

    Full Text Available Il Grand Tour può essere recuperato come asset narrativo utile per un intervento strategico di re-branding del viaggio in Italia? Il contributo analizza il contesto e le condizioni per una progettazione di questo livello nell’ambiente culturale dell’epoca digitale. Considerando gli archetipi moderni della mediazione dei luoghi come una grande riserva di senso, da riattivare sia nelle pratiche basate sui format seriali e transmediali che valorizzano i territori nella produzione creativa, sia nella costruzione di infrastrutture digitali e  transluoghi per la valorizzazione degli attrattori culturali.

  7. ITER Council tour of Clarington site

    International Nuclear Information System (INIS)

    Dautovich, D.

    2001-01-01

    The ITER Council meeting was recently held in Toronto on 27 and 28 February. ITER Canada provided local arrangements for the Council meeting on behalf of Europe as the Official host. Following the meeting, on 1 March, ITER Canada conducted a tour of the proposed ITER construction site at Charington, and the ITER Council members attended a luncheon followed by a speech by Dr. Peter Barnard, Chairman and CEO of ITER Canada, at the Empire Club of Canada. The official invitation to participate in these events came from Dr. Peter Harrison, Deputy Minister of Natural Resources Canada. This report provides a brief summary of the events on 1 March

  8. 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....

  9. Virtual digital library

    Science.gov (United States)

    Thoma, George R.

    1996-03-01

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

  10. 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.

  11. Virtual Reality as a Story Telling Platform for Geoscience Communication

    Science.gov (United States)

    Lazar, K.; Moysey, S. M.

    2017-12-01

    Capturing the attention of students and the public is a critical step for increasing societal interest and literacy in earth science issues. Virtual reality (VR) provides a means for geoscience engagement that is well suited to place-based learning through exciting and immersive experiences. One approach is to create fully-immersive virtual gaming environments where players interact with physical objects, such as rock samples and outcrops, to pursue geoscience learning goals. Developing an experience like this, however, can require substantial programming expertise and resources. At the other end of the development spectrum, it is possible for anyone to create immersive virtual experiences with 360-degree imagery, which can be made interactive using easy to use VR editing software to embed videos, audio, images, and other content within the 360-degree image. Accessible editing tools like these make the creation of VR experiences something that anyone can tackle. Using the VR editor ThingLink and imagery from Google Maps, for example, we were able to create an interactive tour of the Grand Canyon, complete with embedded assessments, in a matter of hours. The true power of such platforms, however, comes from the potential to engage students as content authors to create and share stories of place that explore geoscience issues from their personal perspective. For example, we have used combinations of 360-degree images with interactive mapping and web platforms to enable students with no programming experience to create complex web apps as highly engaging story telling platforms. We highlight here examples of how we have implemented such story telling approaches with students to assess learning in courses, to share geoscience research outcomes, and to communicate issues of societal importance.

  12. 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.

  13. 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...

  14. 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...

  15. 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.

  16. 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 ...

  17. Students as Tour Guides: Innovation in Fieldwork Assessment

    Science.gov (United States)

    Coe, Neil M.; Smyth, Fiona M.

    2010-01-01

    This paper introduces and details an innovative mode of fieldcourse assessment in which students take on the role of tour guides to offer their lecturer and peers a themed, theoretically informed journey through the urban landscape of Havana, Cuba. Informed by notions of student-centered learning and mobile methods, the tour offers an enjoyable,…

  18. 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...

  19. TSP tour domination and Hamilton cycle decompositions of regular digraphs

    DEFF Research Database (Denmark)

    Gutin, Gregory; Yeo, Anders

    2001-01-01

    by the relative performance compared to the optimal value. In particular, we show that for the asymmetric traveling salesman problem, there is a deterministic polynomial time algorithm that finds a tour that is at least as good as the median of all tour values. Our algorithm uses an unpublished theorem...

  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. 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.

  2. 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.

  3. Hanford's Public Tour Program - An Excellent Educational Tool

    International Nuclear Information System (INIS)

    Sinclair, K.M.

    2010-01-01

    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.

  4. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  5. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  6. 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.

  7. WE-C-TOUR-I-00: Exhibit Hall Guided Tours-Dosimters for QC in Diagnostic Imaging (Wednesday)

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2016-06-15

    Tour Leader: Xia Jiang, Ohio State University, Columbus, OH Tour Guides: Xia Jiang, Ohio State University, Columbus, OH Kevin Little, The University of Chicago, Chicago, IL Adrien Sanchez, University of Chicago, Chicago, IL Participating Vendors: IBA PTW - New York Radcal Corporation RTI Electronics, Inc. Exhibit Hall Guided Tours is a new program launching this year at the Annual Meeting. The Guided Tours are designed to enhance the interaction between meeting attendees and exhibitors. This year’s Imaging Guided Tours are organized around the theme of dosimeters for quality control in diagnostic imaging. Tours will begin with an introduction and background given by Dr. Xia Jiang, the Tour Leader. The introduction will cover the types and properties of different radiation dosimeters used for quality assurance in clinical radiology. Attendees will then break into smaller groups, each lead by an AAPM-member Tour Guide. The tour groups will visit the exhibit booths of vendors who provide appropriate dosimeters, and a vendor representative will give a presentation to the group about their particular product(s). The vendor representatives as well as the Tour Guides will be available to answer questions. Outline: Types and properties of radiation detectors and dosimeters Ionization chamber dosimeters Solid state dosimeters Dosimeter calibration: Primary and secondary standards dosimetry laboratories Instruments for measuring tube voltage and exposure time Vendor presentations will likely cover features and innovations of different dosimeter systems, as well as their practical use. Learning Objectives: Understand the types and properties of different instrumentations used for quality control in diagnostic imaging. Understand the process of dosimeter calibration. Gain familiarity with the latest commercial dosimeter systems from different vendors.

  8. WE-C-TOUR-I-00: Exhibit Hall Guided Tours-Dosimters for QC in Diagnostic Imaging (Wednesday)

    International Nuclear Information System (INIS)

    2016-01-01

    Tour Leader: Xia Jiang, Ohio State University, Columbus, OH Tour Guides: Xia Jiang, Ohio State University, Columbus, OH Kevin Little, The University of Chicago, Chicago, IL Adrien Sanchez, University of Chicago, Chicago, IL Participating Vendors: IBA PTW - New York Radcal Corporation RTI Electronics, Inc. Exhibit Hall Guided Tours is a new program launching this year at the Annual Meeting. The Guided Tours are designed to enhance the interaction between meeting attendees and exhibitors. This year’s Imaging Guided Tours are organized around the theme of dosimeters for quality control in diagnostic imaging. Tours will begin with an introduction and background given by Dr. Xia Jiang, the Tour Leader. The introduction will cover the types and properties of different radiation dosimeters used for quality assurance in clinical radiology. Attendees will then break into smaller groups, each lead by an AAPM-member Tour Guide. The tour groups will visit the exhibit booths of vendors who provide appropriate dosimeters, and a vendor representative will give a presentation to the group about their particular product(s). The vendor representatives as well as the Tour Guides will be available to answer questions. Outline: Types and properties of radiation detectors and dosimeters Ionization chamber dosimeters Solid state dosimeters Dosimeter calibration: Primary and secondary standards dosimetry laboratories Instruments for measuring tube voltage and exposure time Vendor presentations will likely cover features and innovations of different dosimeter systems, as well as their practical use. Learning Objectives: Understand the types and properties of different instrumentations used for quality control in diagnostic imaging. Understand the process of dosimeter calibration. Gain familiarity with the latest commercial dosimeter systems from different vendors.

  9. TU-E-TOUR-I-00: Exhibit Hall Guided Tours-Dosimters for QC in Diagnostic Imaging (Tuesday)

    International Nuclear Information System (INIS)

    2016-01-01

    Tour Leader: Xia Jiang, Ohio State University, Columbus, OH Tour Guides: Xia Jiang, Ohio State University, Columbus, OH Kevin Little, The University of Chicago, Chicago, IL Christina Sammet, Lurie Children’s Hospital of Chicago, Chicago, IL Participating Vendors: IBA PTW - New York Radcal Corporation RTI Electronics, Inc. Exhibit Hall Guided Tours is a new program launching this year at the Annual Meeting. The Guided Tours are designed to enhance the interaction between meeting attendees and exhibitors. This year’s Imaging Guided Tours are organized around the theme of dosimeters for quality control in diagnostic imaging. Tours will begin with an introduction and background given by Dr. Xia Jiang, the Tour Leader. The introduction will cover the types and properties of different radiation dosimeters used for quality assurance in clinical radiology. Attendees will then break into smaller groups, each lead by an AAPM-member Tour Guide. The tour groups will visit the exhibit booths of vendors who provide appropriate dosimeters, and a vendor representative will give a presentation to the group about their particular product(s). The vendor representatives as well as the Tour Guides will be available to answer questions. Outline: Types and properties of radiation detectors and dosimeters Ionization chamber dosimeters Solid state dosimeters Dosimeter calibration: Primary and secondary standards dosimetry laboratories Instruments for measuring tube voltage and exposure time Vendor presentations will likely cover features and innovations of different dosimeter systems, as well as their practical use. Learning Objectives: Understand the types and properties of different instrumentations used for quality control in diagnostic imaging. Understand the process of dosimeter calibration. Gain familiarity with the latest commercial dosimeter systems from different vendors.

  10. TU-E-TOUR-I-00: Exhibit Hall Guided Tours-Dosimters for QC in Diagnostic Imaging (Tuesday)

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2016-06-15

    Tour Leader: Xia Jiang, Ohio State University, Columbus, OH Tour Guides: Xia Jiang, Ohio State University, Columbus, OH Kevin Little, The University of Chicago, Chicago, IL Christina Sammet, Lurie Children’s Hospital of Chicago, Chicago, IL Participating Vendors: IBA PTW - New York Radcal Corporation RTI Electronics, Inc. Exhibit Hall Guided Tours is a new program launching this year at the Annual Meeting. The Guided Tours are designed to enhance the interaction between meeting attendees and exhibitors. This year’s Imaging Guided Tours are organized around the theme of dosimeters for quality control in diagnostic imaging. Tours will begin with an introduction and background given by Dr. Xia Jiang, the Tour Leader. The introduction will cover the types and properties of different radiation dosimeters used for quality assurance in clinical radiology. Attendees will then break into smaller groups, each lead by an AAPM-member Tour Guide. The tour groups will visit the exhibit booths of vendors who provide appropriate dosimeters, and a vendor representative will give a presentation to the group about their particular product(s). The vendor representatives as well as the Tour Guides will be available to answer questions. Outline: Types and properties of radiation detectors and dosimeters Ionization chamber dosimeters Solid state dosimeters Dosimeter calibration: Primary and secondary standards dosimetry laboratories Instruments for measuring tube voltage and exposure time Vendor presentations will likely cover features and innovations of different dosimeter systems, as well as their practical use. Learning Objectives: Understand the types and properties of different instrumentations used for quality control in diagnostic imaging. Understand the process of dosimeter calibration. Gain familiarity with the latest commercial dosimeter systems from different vendors.

  11. 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.

  12. Tour guides developing urban ecotourism destinations

    DEFF Research Database (Denmark)

    Meged, Jane Widtfeldt; Lasa-Gonzalez, Anne Cecilie

    is “controlled by other stakeholder and largely beyond the influence of tour guides” (ibid). In fact Weiler and Black (2015) argue that pathways and extend have never been investigated on how interpretative guiding improves the economic viability and competitiveness of business, and social and cultural benefits...... to local communities and destinations. In this paper, we want to propose a research agenda where guides have a central role in cooperation with public and private key stakeholder in development of a scalable participatory model for sustainable urban ecotourism. Wang & Wang (2013) define urban ecotourism...... as an “activity system to satisfy needs of the locals and visitors for using local natural scenery, culture and folk customs, and also to maintain ecological balance of urban environment and establish environment-friendly concepts” (2013:1). Drawing on Iterative Participatory Design, where “the concept is defined...

  13. 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.

  14. Land reclamation on the Nevada Test Site: A field tour

    International Nuclear Information System (INIS)

    Winkel, V.K.; Ostler, W.K.

    1993-01-01

    An all-day tour to observe and land reclamation on the Nevada Test Site was conducted in conjunction with the 8th Wildland Shrub and Arid Land Restoration Symposium. Tour participants were introduced to the US Department of Energy reclamation programs for Yucca Mountain Site Characterization Project and Treatability Studies for Soil Media (TSSM) Project. The tour consisted of several stops that covered a variety of topics and studies including revegetation by seeding, topsoil stockpile stabilization, erosion control, shrub transplanting, shrub herbivory, irrigation, mulching, water harvesting, and weather monitoring

  15. 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.

  16. Exercise intensity of cycle-touring events.

    Science.gov (United States)

    Neumayr, G; Pfister, R; Mitterbauer, G; Gaenzer, H; Sturm, W; Eibl, G; Hoertnagl, H

    2002-10-01

    The aim of the study was to analyze the exercise intensity of recreational cyclists participating in a cycling-touring event. In 14 male healthy recreational cyclists heart rate (HR) monitoring was performed during the Otztal Radmarathon 1999 (distance: 230 km; altitude difference: 5500 m) in order to evaluate the HR response and to estimate the cardiopulmonary strains for the less-trained athlete confronted with such a marathon. Four different exercise intensities were defined as percentages of maximal HR (HR(max)) as follows: recovery HR (HR(re)) 90 %. All athletes finished the competition successfully. The mean racing time was 10 h 14 min, the average speed 22.5 km/h. The mean HR(max) was 188 bpm, the average value of the measured HRs (HR(average)) was 145 bpm resulting in a mean HR(average)/HR(max) ratio of 0.77. Athletes spent 18.5 % (1 h 54 min) of total race time within HR(re), 28 % (2 h 52 min) within HR(ma), 39.5 % (4 h 02 min) within HR(ia), and 14 % (1 h 26 min) within HR(an). The vast majority of exercise was done under "aerobic conditions" (HR(re) + HR(ma) + HR(ia) = 86 % or 8 h 48 min) - confirming the knowledge that the aerobic energy supply is crucial for the performance of long-term exercise. The large amount of high exercise intensities (HR(ia) + HR(an) = 53.5 % or 5 h 30 min), however, features the intense cardiopulmonary strains evoked by such competitions. The HR response was related to the course profile with HRs significantly declining in all subjects to an extent of 10 % during the course of race. Our findings show that the exercise intensity borne by recreational cyclists during a cycle-touring event is high and very similar to that of professionals. With respect to the high cardiovascular strains a thorough medical screening is advisable for any participant of such an event combining both high volume and high intensity loads.

  17. Deferensifikasi Dan Diversifikasi Produk Dalam Pengembangan Produk Tour Bpw

    OpenAIRE

    Rachmadi, Hari

    2008-01-01

    The meaning of diversification and diferensification product is to make a product with kinds of variety subject and other subyek (tourism object). Fasility or service so it look all product have her own specialization the is sport, cultural, and adventure so it make more kinds of interesting product. The diversification and deferensification product is useful to increase service and sales tour package in travel agent, because that can make change at tour package more variety and more int...

  18. 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 ...

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. WE-C-TOUR-T-00: Exhibit Hall Guided Tours-Microdosimeters for Therapy (Wednesday) WE-C-TOUR-T-01

    International Nuclear Information System (INIS)

    2016-01-01

    Tour Leader: Indra Das, NYU Langone Medical Center, New York, NY Tour Guides: Hsui Ai, Indiana University School of Medicine, Indianapolis, IN Paulina Galvis, NYU Langone Medical Center, New York, NY Olga Volotoskova, NYU Langone Medical Center, New York, NY Participating Vendors: IBA PTW – New York RTI Electronics, Inc. Standard Imaging, Inc. Sun Nuclear Corporation Small fields are increasing used in specialized radiation treatments such as Gammaknife, Cyberknife, Tomotherapy, IMRT, VMAT, SRS and SBRT. Due to small field size electron transport creates lateral electronic disequilibrium and thus dosimetry could be very difficult. Microdetectors are used for small field dosimetry which will be discussed in preface of this tour as below: Understanding small field e.g. meaning and definition of small field IAEA definition and approach Characteristics of microdetectors in terms of perturbation, recombination, correction Suitability of microdetectors in small field dosimetry

  4. 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...

  5. Insecure positions, heteronomous autonomy and tourism-cultural capital: a Bourdieusian reading of tour guides on BBC Worldwide's Doctor Who Experience Walking Tour

    OpenAIRE

    Garner, Ross

    2017-01-01

    This article contributes towards debates concerning media tourism and tour guiding by using Pierre Bourdieu’s (1993) arguments regarding field and capital to analyse performed tour guide identities on BBC Worldwide’s Doctor Who Experience Walking Tour in Cardiff Bay. The article pursues three core arguments: firstly, that a Bourdieusian framework provides an enhanced understanding of the insecure positions that tour guides occupy in what is referred to throughout as the tourism field. Secondl...

  6. 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...

  7. 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 ...

  8. 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...

  9. 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...

  10. 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...

  11. 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 ...

  12. A Smooth Tour Construction Approach for a Mobile Robot with Kinematic Constraints

    Directory of Open Access Journals (Sweden)

    Ahmet Yazici

    2013-10-01

    Full Text Available Mobile robots are increasingly used for service-like applications in which the service points are known and the mobile robot starts from a starting location, visits all the service points requested and returns to the starting location. The tour construction problem in these applications can be treated as a Travelling Salesman Problem (TSP. Classical tour construction algorithms that are proposed for the TSP find tours do not consider robot kinematic constraints. These tours may have sharp turns at some service points. When a mobile robot follows such a tour, it stops, turns and speeds up again. Therefore, the robots waste a considerable amount of power and time. In these cases, tour smoothing can be used to overcome this problem. However, smoothing an existing tour may result in unnecessarily long tours. In this study, a Smooth Tour Construction (STC approach is proposed for mobile robots with kinematic constraints. The STC approach considers tour construction and tour smoothing concurrently. The logic behind the tour construction part of the approach is based on the Savings Algorithm (SA. The tour smoothing is based on Dubins' arc-line approach. Experiments are conducted for P3-DX robots in a laboratory environment. Comparisons are also drawn with various tour smoothing algorithms in simulation environments to demonstrate the effectiveness of the proposed STC approach.

  13. Radon exposure in selected underground touring routes in Poland

    International Nuclear Information System (INIS)

    Olszewski, J.; Chruscielewski, W.; Jankowski, J.

    2006-01-01

    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 -1 , while atmospheric radon concentration is 4.4 Bq m -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. 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.)

  15. 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.

  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. Nuclear information for video presentation

    International Nuclear Information System (INIS)

    Dalton, J.

    1979-01-01

    In an effort to help calm the turbulence left in the wake of the Three Mile Island (TMI) nuclear accident, the Georgia Society of Professional Engineers sponsored the production of a video tape on the inner workings of a nuclear power plant. A 30-minute segment was shown on public television and a longer version is being prepared for use on a commercial network. The tape is neither pro nor con in the multitude of issues surrounding the future of nuclear energy. It simply gives a layman's tour of a nuclear power plant and hopes to provide the public with objective information on how nuclear power is generated. The article discusses the background of the taping program project, and how it was put together

  18. Challenges Affecting the Quality Service of the Tour Guide in Egypt

    Directory of Open Access Journals (Sweden)

    Heba Magdy

    2016-07-01

    Full Text Available The research spots the light on the challenges that face the Egyptian tour guide and could affect on his service quality. Several studies were previously done on these challenges in other countries; however, this study is considered the first to be done in Egypt. The researcher depended on interviews with members of the Egyptian tour-guiding Syndicate, travel agencies, and numbers of Tour-guides. Through these interviews certain challenges are detected: the poor payment, the role conflict between the tour leader and the tour-guide, the foreign labour, feeling not appreciated from the government, renewing the licence, creation of other tour-guiding jobs.

  19. The job that no one wants to do? Museum educators’ articulations about guided tours

    Directory of Open Access Journals (Sweden)

    Cecilia Rodehn

    2017-03-01

    Full Text Available The aim of this paper is to investigate museum educators’ articulations of their performance during guided tours. The paper investigates preparations for a guided tour, considerations related to doing guided tours and the events after the guided tour. The text focus especially on preparation and the aftermath as this is not normally discussed in research on museum education. The paper is based on participant observation of guided tours, filming of guided tours and qualitative semi-structured interviews. The material is analysed using performance theories and theories on materiality. The paper seeks to unearth knowledge imbued in the museum educators’ performance and reveal what can be known from guiding bodies.

  20. A Review on Virtual Reality

    OpenAIRE

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

    2012-01-01

    Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and...

  1. Model Strategi Prospektif Kinerja Manajemen di Perusahaan Tour & Travel

    Directory of Open Access Journals (Sweden)

    Rudy Aryanto

    2010-11-01

    Full Text Available This study aimed to build a prospective management model of sustainable tour packages in PT. Golden Rama Express. Given the complexity and the many interrelated factors in the performance management packagetours, it is necessary to approach a holistic system. First, the method used in developing the performance management model is a sustainable package tour and, second, using prospective analysis. Determination of the attributes that reflect the sustainability performance of the tour package is based on field studies. Based on the four dimensions of sustainability, namely the dimensions before the trip, during trip, etc., and the tour leader aredetermined as much as 23 attributes. Attributes in four dimensions for each package tour Junglelicious Africa, Asia Splendid, Adventurous Australia and New Zealand, Europe Romantical and Marvelous the U.S. and Canada. After obtained the level of sustainability index values of each dimension that can be categorized into the not sustainable until very sustainable values of the index, combination of these factors forms the basis of development models.. Based on the scenario that was built and in order to achieve the ideal scenario is the recommended scenario is the optimistic scenario.

  2. Reassessing Occupational Licensing Of Tour Guides (Opinion Piece

    Directory of Open Access Journals (Sweden)

    Amir SHANI

    2017-06-01

    Full Text Available It is conventionally held that to protect tourists from incompetent and/or unscrupulous tour guides, governments should require guides to be licensed in order to legally practice their profession. Despite the implementation of such regulatory statutes in many countries, it is argued in this opinion paper that the severe drawbacks of licensing demands should be re-evaluated by both policy-makers and tourism scholars. The licensing of guides is not only an ineffective means of quality assurance, with negative consequences for many of those involved, but it also undermines the ethical foundations of a free society. Furthermore, licensing is an archaic practice for ensuring standardization among the members of a profession in a way that is no longer suitable for addressing the challenges of the tourism industry in the 21st century, in which a wide variety of specialized and innovative guided tours are offered to tourists. Although this commentary presents a firm stand against the compulsory licensing of tour guides, it should be seen as an invitation for open discussion among tourism researchers regarding the necessity of licensing tour guides in particular, and of government tourism regulation in general. Moreover, further research is needed to clarify key points on the issue of the professional licensing of tour guides.

  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. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  5. 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.

  6. WE-C-TOUR-T-01: Microdosimeters for Therapy

    International Nuclear Information System (INIS)

    Das, I.

    2016-01-01

    Tour Leader: Indra Das, NYU Langone Medical Center, New York, NY Tour Guides: Hsui Ai, Indiana University School of Medicine, Indianapolis, IN Paulina Galvis, NYU Langone Medical Center, New York, NY Olga Volotoskova, NYU Langone Medical Center, New York, NY Participating Vendors: IBA PTW – New York RTI Electronics, Inc. Standard Imaging, Inc. Sun Nuclear Corporation Small fields are increasing used in specialized radiation treatments such as Gammaknife, Cyberknife, Tomotherapy, IMRT, VMAT, SRS and SBRT. Due to small field size electron transport creates lateral electronic disequilibrium and thus dosimetry could be very difficult. Microdetectors are used for small field dosimetry which will be discussed in preface of this tour as below: Understanding small field e.g. meaning and definition of small field IAEA definition and approach Characteristics of microdetectors in terms of perturbation, recombination, correction Suitability of microdetectors in small field dosimetry

  7. A Website: a Way to Promote the Products and the Services of Salim International Tours and Travel

    OpenAIRE

    Merari, Clarrisa; Ibrahim, Jusuf I

    2015-01-01

    Salim Tours and Travels offers various services such as reserving flight tickets (domestic and International), reserving hotel rooms, assisting clients to apply for passports or visas and providing International or domestic tours. Salim Tours and Travels is located on Panglima Sudirman 72-1, Surabaya, which is at the center of Surabaya. Salim Tours and Travel Agency was established on 2nd February, 2002 in Surabaya. Because of Tour and Travel have a good prospect in the future, Salim Tours ne...

  8. Exposure of tour guides to Radon at the Cango caves

    International Nuclear Information System (INIS)

    Pule, O.J.; Lindsay, R.

    2008-01-01

    Full text: A study was commissioned by the National Nuclear Regulator of South Africa to investigate the radon levels in the Cango caves and the associated radiological exposure to tour guides. The Cango caves are about 1.3 km in length and are visited by about 300000 tourists per annum due to their natural beauty. This study followed an earlier investigation by the Department of Health which indicated levels in excess of 1000 Bqm -3 which could lead to excess exposure of the cave tour guides. Radon in the various cave chambers and radon exposure of tour guides was measured using RAD-7 continuous radon monitor, electrets ion chambers and personnel monitoring electrets respectively. The measurements in the cave were done during summer and winter seasons to determine any variations between the seasons. The occupancy time for individual guides and equilibrium factor were also investigated. The radon concentration in the cave range from 1000 Bqm -3 to more than 2000 Bqm -3 with equilibrium factor of approximately 0.4, and the variation between winter and summer measurements are insignificant. The radon exposure levels to tour guides differ due to various time periods they spent in the caves. The average dose to tour guides due to radon is 7 mSv -a and the highest exposure is about 10 mSv -a . The exposure to tourists is found to be insignificant due to time they spent in the cave. The regulatory authority is currently investigating what action is necessary to protect the tour guides. (author)

  9. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

  10. Realistic generation of natural phenomena based on video synthesis

    Science.gov (United States)

    Wang, Changbo; Quan, Hongyan; Li, Chenhui; Xiao, Zhao; Chen, Xiao; Li, Peng; Shen, Liuwei

    2009-10-01

    Research on the generation of natural phenomena has many applications in special effects of movie, battlefield simulation and virtual reality, etc. Based on video synthesis technique, a new approach is proposed for the synthesis of natural phenomena, including flowing water and fire flame. From the fire and flow video, the seamless video of arbitrary length is generated. Then, the interaction between wind and fire flame is achieved through the skeleton of flame. Later, the flow is also synthesized by extending the video textures using an edge resample method. Finally, we can integrate the synthesized natural phenomena into a virtual scene.

  11. iPod tours: a new approach to induction

    OpenAIRE

    Mawson, M.

    2007-01-01

    This article is based on a presentation given at a conference organized by cpd 25 in April 2007; “The Library in the Interactive Environment: Practical use of technology to improve the student experience”. It describes the development and creation of an iPod induction tour for the Main Library at Sheffield University, with input from students. It also discusses the use and evaluation of the tour, and concludes by describing how the Library is using the experience to consider other technologie...

  12. 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...

  13. Kaloko-Honokohau National Historical Park Air Tour Management Plan planning and NEPA scoping document

    Science.gov (United States)

    2004-03-03

    The Federal Aviation Administration (FAA), in cooperation with the National Park Service (NPS), has initiated the development of an Air Tour Management Plan (ATMP) for Kaloko-Honokohau Historic Park pursuant to the National Parks Air Tour Management ...

  14. Kalaupapa National Historic Park Air Tour Management Plan planning and NEPA scoping study

    Science.gov (United States)

    2005-03-03

    The Federal Aviation Administration (FAA), in cooperation with the National Park Service (NPS), has initiated the development of an Air Tour Management Plan (ATMP) for Kalaupapa Historic Park pursuant to the National Parks Air Tour Management Act of ...

  15. 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

  16. 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…

  17. 41 CFR 302-3.209 - What is overseas tour renewal travel?

    Science.gov (United States)

    2010-07-01

    ... renewal travel? 302-3.209 Section 302-3.209 Public Contracts and Property Management Federal Travel... of Transfers Overseas Tour Renewal Agreement § 302-3.209 What is overseas tour renewal travel? Overseas tour renewal travel refers to travel of you and your immediate family returning to your home in...

  18. 76 FR 26948 - Small Business Jobs Act Tour: Selected Provisions Having an Effect on Government Contracting

    Science.gov (United States)

    2011-05-10

    ...] Small Business Jobs Act Tour: Selected Provisions Having an Effect on Government Contracting AGENCY: U.S... INFORMATION CONTACT: Richard L. Miller, Small Business Job's Act Tour-Office of Government Contracting and..., concerning the Small Business Act Tour: Selected Provisions Having an Effect on Government that announced a...

  19. 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...

  20. Virtual Reality

    Science.gov (United States)

    1993-04-01

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

  1. Virtual Box

    DEFF Research Database (Denmark)

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

    2007-01-01

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

  2. Fermilab Ed Office - High School Tour Request Form

    Science.gov (United States)

    will not work. Programs | Science Adventures | Calendar | Registration | About | Contact | FAQ capacity for physical science tours in April 2018. We will try to accommodate all requests but there is -St Charles CUSD 303-St Charles Kendall-Lisbon CCSD 90-Newark Kendall-Newark CCSD 66-Newark Kendall

  3. 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...

  4. The Use of Theatre Tours in Road Safety Education.

    Science.gov (United States)

    Powney, Janet; And Others

    The Scottish Road Safety Campaign and the Road Safety Council of Wales have made a large investment in theater tours as a method of providing road safety education. This study aimed to evaluate the effectiveness of a road safety message delivered by a theater group, Road Safety Officers (RSOs), or, teachers for pupils in upper secondary classes.…

  5. 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…

  6. Touring between war and peace Imagining the 'transcontinental motorway', 19301950

    NARCIS (Netherlands)

    Badenoch, Alexander

    2007-01-01

    In 1930 the Alliance internationale de tourisme, a confederation of national cycle and motor touring clubs, set out plans for a motor road from London to Istanbul. This article explores the reasons for the road plan's relative success as a transnational project in the tense inter-war years by

  7. Getting Back to Basics: A Student Library Orientation Tour

    Science.gov (United States)

    Sciammarella, Susan; Fernandes, Maria Isabel

    2007-01-01

    In developing a Library Orientation Tour, it is important to be perceptive about the needs of a college population. At Queensborough Community College the student population is a mix of traditional and non-traditional students from diversified backgrounds. The initial contact with the Library, and its resources, may be overwhelming for students…

  8. Visitor Learning on Guided Tours: An Activity Theory Approach

    Science.gov (United States)

    Robinson, Lily Beatrice

    2016-01-01

    Guided tours, field trips, and other non-formal learning experiences occur in a variety of settings such as museums, parks, civic buildings, and architectural landmarks for the purpose of educating the public. This study yielded four main findings. (1) Program educational goals were visitor awareness, positive affective experience, and advocacy.…

  9. Text Version of the Indoor Air Quality House Tour

    Science.gov (United States)

    Get a quick glimpse of some of the most important ways to protect the air in your home by touring the Indoor Air Quality (IAQ) House. Room-by-room, you'll learn about the key pollutants and how to address them.

  10. 14 CFR 136.39 - Air tour management plans (ATMP).

    Science.gov (United States)

    2010-01-01

    ... 14 Aeronautics and Space 3 2010-01-01 2010-01-01 false Air tour management plans (ATMP). 136.39... management plans (ATMP). (a) Establishment. The Administrator, in cooperation with the Director, shall... of decision. (d) Procedure. In establishing an ATMP for a national park or tribal lands, the...

  11. Video Golf

    Science.gov (United States)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  12. 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

  13. 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...

  14. 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...

  15. 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.

  16. OAS :: Videos

    Science.gov (United States)

    subscriptions Videos Photos Live Webcast Social Media Facebook @oasofficial Facebook Twitter @oas_official Audios Photos Social Media Facebook Twitter Newsletters Press and Communications Department Contact us at Rights Actions against Corruption C Children Civil Registry Civil Society Contact Us Culture Cyber

  17. 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

  18. VISIT - Virtual visits to nuclear power plants

    International Nuclear Information System (INIS)

    Mollaret, Jean-Christophe

    2001-01-01

    For more than twenty years, EDFs Communication Division has conducted a policy of opening its generation sites to the general public. Around 300,000 people visit a nuclear power plant every year. However, for the security of persons and the safety of facilities, those parts of the plant situated in controlled areas are not accessible to visitors. For the sake of transparency, EDF has taken an interest in the technologies offered by virtual reality to show the general public what a nuclear power plant is really like, so as to initiate dialogue on nuclear energy, particularly with young people. Visit has been developed with virtual reality technologies. It serves to show the invisible (voyage to the core of fission), the inaccessible and to immerse the visitors in environments which are usually closed to the general public (discovery of the controlled area of a nuclear power plant). Visit is used in Public Information Centres which receive visitors to EDF power plants and during international exhibitions and conferences. Visit allows a virtual tour of the following controlled areas: locker room hot area/cold area, a necessary passage before entering the controlled areas; reactor building; fuel building; waste auxiliary building (liquid, solid and gaseous effluents). It also includes a tour of the rooms or equipment usually accessible to the general public: control room, turbine hall, transformer, air cooling tower

  19. 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. ...

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

    Science.gov (United States)

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

    2010-01-01

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

  1. 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…

  2. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

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

  3. Virtual Reflexes

    OpenAIRE

    Jonker, Catholijn; Broekens, Joost; Plaat, Aske

    2014-01-01

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

  4. Virtual volatility

    Science.gov (United States)

    Silva, A. Christian; Prange, Richard E.

    2007-03-01

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

  5. Virtual bronchoscopy

    International Nuclear Information System (INIS)

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

    2001-01-01

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

  6. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

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

  7. 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.

  8. 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.

  9. Studi Pengelolaan Paket Wisata One Day Tour Di Kabupaten Semarang

    OpenAIRE

    Rozaqi, Aditama Fauzy; Fitriyah; astrika, Lusia

    2016-01-01

    STUDY OF ONE DAY TOUR MANAGEMENT AS A TOURISMPACKAGES IN SEMARANG DISTRICT.ABSTRACTAutonomy regions is a government affairs transferred to manage their ownhousehold. One of the choices of the government affairs is tourism. Tourism is a new lifestyleindustry which is can fulfill to providing the faster economical growth in the labor sector,income, the standard of living. There's a thousand regions in Indonesia which is has aincredible tourism potential, nevertheless that potential is never be ...

  10. 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.

  11. OnToPV - a virtual guidance through the PV-plant ''Solardach New Munich Trade Fair''; OnToPV - eine virtuelle Fuehrung druch die PV-Anlage ''Solardach Neue Messe Muenchen''

    Energy Technology Data Exchange (ETDEWEB)

    Stich, C.; Becker, G.; Zehner, M. [Fachhochschule Muenchen (Germany). Fachbereich Elektrotechnik; Giesler, B. [Shell Solar GmbH, Muenchen (Germany); Weber, W.; Flade, F. [Solarenergiefoerderverein Bayern e.V., Muenchen (Germany)

    2003-07-01

    OnToPV is the project of an online tour guide through the PV-plant of the new Munich trade fair. The first focs was to provide an interactive circuit of a PV-plant. Within a virtual tour different areas of the plant should be made accessible over the internet. For this purpose a three-dimensional, multimedia guidance was developed for the PV-plant of the new Munich trade fair with informative diagrams, *.pdf-files and retrievable video-files. In such a way interested internet-users could experience with minimum system requirements, local- and time-independently the PV-plant in its structure and components and could receive different background informations in addition. From the view of the plant operators such an internet project serves on the one hand as an additional source of information where questions could be referred to and on the other hand as sort of advertisement for the technology and the PV-system. In addition the attractiveness of the internet appearance of the plant operator rises and the public awareness of such projects could increase. Seen from the user perspective - such an internet project gives private or business users the possibility to inform themselves interactively, purposefully and with the possibility to move through the plant on their own. Users could utilize the guidance through the plant without overcoming far geographical distances, saving time and money. Perhaps this source of information helps awaking a larger consciousness for renewable energies. The result OnToPV showed the various possibilities offered by projects of this kind in the internet. Ideas of possible extensions as for example the integration of current PV-plant operational data or of a virtual learning platform illustrate the perspectives of the project. Virtual guidance of this kind for various types of power plants are conceivable. (orig.)

  12. 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...

  13. ANALISIS KEPUASAN WISATAWAN TERHADAP VARIASI PAKET DENPASAR CITY TOUR

    Directory of Open Access Journals (Sweden)

    Shintia Jayanti

    2017-01-01

    Full Text Available Denpasar city tour as one of tourism product in Bali, also developed becomes one of favorite choice for tourist. Since tourism industry product is very dynamic and depends on the environment, it is important to know tourist’s perception and analysis about tourist satisfaction for variety of Denpasar city tour, for making some regulation to improve the product or making some innovation about the product. This research conducted by questionnaire method, also supported with interviews and direct observation. The results analyzed by using Importance-Performance Analysis. The result showed that tourist felt dissatisfaction about the product (Denpasar city tour as shown at the indicator (92,75 percent, and cartecius diagram showed that there are some point that is important for the tourist and should be maintain the performance, such as variation object, facility in the object, reliable information. There are also some point that tourist feel it is important but they feel dissatisfaction about it. There are security checks and security staffs in the object.

  14. Plant inspection tours with mobile data logging system

    International Nuclear Information System (INIS)

    Roesser, U.

    2006-01-01

    The MDE Mobile Data Logging System has been introduced in a number of German power plants for efficient logging, evaluation, and quality-assured documentation of data recorded on plant inspection tours by means of pocket PCs instead of slips of paper. It will be installed in other nuclear power plants in the near future. The MDE system is composed of the pocket PCs for logging data during plant inspection tours, the associated docking stations installed in the respective areas of application, one PC or, if necessary, several PCs with the appropriate user software, and the associated network links. To install the software in the power plant, lists of rooms and measurement stations as well as other positions on an inspection course are transmitted to the MDE system. When the system has been commissioned, inspection tours are planned in accordance with past experience and optimized in the computer. User experience is taken into account in program updates. New functions improve user comfort and ease of evaluation. Additions to the MDE software, and applications in other areas, are tentatively planned and will be implemented as the need arises. (orig.)

  15. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

    In relation to the Tutor course in the Mediterranean Virtual University (MVU) project, a virtual workshop “Getting experiences with different synchronous communication media, collaboration, and group work” was held with all partner institutions in January 2006. More than 25 key-tutors within MVU...

  16. 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.

  17. Extending Science lessons with Virtual Reality

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina; Tilling, Steve; Needham, Richard

    2016-01-01

    The Open University, Field Studies Council and Association for Science Education are conducting research into the use of Google Expeditions and other virtual reality tools to a) augment and extend field work experiences; and b) as an additional tool in the classrooms along with resources such as videos, photographs. \\ud \\ud The following aspects were discussed in this workshop:\\ud \\ud Does the virtual reality technology improve student engagement, and what are the implications for teachers?\\u...

  18. Report on the first visiting tour in fiscal 1999; 1999 nendo daiikkai kengakukai hokoku

    Energy Technology Data Exchange (ETDEWEB)

    Matsunuma, T. [Mechanical Engineering Lab., Tokyo (Japan)

    1999-09-20

    This paper reports the first visiting tour in 1999 held by the Japan Gas Turbine Society. The visit was made to the Second Technical School of the Maritime Self Defense Force in Yokosuka. The school was established as the Torpedo Training School of the Navy in 1989, and now implementing education mainly on engines, emergency measures, information, and foreign languages as one of the four currently operating technical schools. The school gives the education to 1000 students every year. The gas turbine drills included training on replacement of turbine auxiliary engines, operation and adjustment of the M1A gas turbine engine, maneuvering of gas turbine engines, operation of full-size engines, and servicing of a diesel engine. The training for electrical and emergency actions included training on a lathe, a milling machine, woodworking, and gas welding to deal with unexpected happenings on ocean. A visit was made to the general purpose escort ship having a helicopter on board, 'Harusame'. The vessel has a total length of 151 m, a width of 17.4 m and a height of 47 m, boarding 166 men. It is mounted with four gas turbine engines as the main engines (with a total output of 60,000 horsepower), and three small gas turbine engines and one diesel engine as the auxiliary engines. The engine room is said sufficiently monitored only by video cameras in normal operation. (NEDO)

  19. 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.

  20. Applying Virtual Reality to commercial Edutainment

    Science.gov (United States)

    Grissom, F.; Goza, Sharon P.; Goza, S. Michael

    1994-01-01

    Virtual reality (VR) when defined as a computer generated, immersive, three dimensional graphics environment which provides varying degrees of interactivity, remains an expensive, highly specialized application, yet to find its way into the school, home, or business. As a novel approach to a theme park-type attraction, though, its use can be justified. This paper describes how a virtual reality 'tour of the human digestive system' was created for the Omniplex Science Museum of Oklahoma City, Oklahoma. The customers main objectives were: (1) to educate; (2) to entertain; (3) to draw visitors; and (4) to generate revenue. The 'Edutainment' system ultimately delivered met these goals. As more such systems come into existence the resulting library of licensable programs will greatly reduce development costs to individual institutions.

  1. High Quality Virtual Reality for Architectural Exhibitions

    DEFF Research Database (Denmark)

    Kreutzberg, Anette

    2016-01-01

    This paper will summarise the findings from creating and implementing a visually high quality Virtual Reality (VR) experiment as part of an international architecture exhibition. It was the aim to represent the architectural spatial qualities as well as the atmosphere created from combining natural...... and artificial lighting in a prominent not yet built project. The outcome is twofold: Findings concerning the integration of VR in an exhibition space and findings concerning the experience of the virtual space itself. In the exhibition, an important aspect was the unmanned exhibition space, requiring the VR...... experience to be self-explanatory. Observations of different visitor reactions to the unmanned VR experience compared with visitor reactions at guided tours with personal instructions are evaluated. Data on perception of realism, spatial quality and light in the VR model were collected with qualitative...

  2. 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…

  3. 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...

  4. 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.

  5. Virtual Teams.

    Science.gov (United States)

    Geber, Beverly

    1995-01-01

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

  6. Virtual data

    International Nuclear Information System (INIS)

    Bjorklund, E.

    1993-01-01

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

  7. 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.

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

    International Nuclear Information System (INIS)

    Benson, A.B.; Nelson, P.V.; D'Ouville, M.

    2000-01-01

    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

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

    OpenAIRE

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

    2012-01-01

    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 ...

  10. 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.

  11. 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…

  12. 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.

  13. 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.

  14. 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

  15. Resolution and optimization methods for tour planning problems

    International Nuclear Information System (INIS)

    Vasserot, Jean-Pierre

    1976-12-01

    The aim of this study is to describe computerized methods for the resolution of the computer supported tour planning problem. After a presentation of this problem in operational research, the different existing methods of resolution are reviewed with the different approaches which have led to their elaboration. Different critics and comparisons are made on these methods and some improvements and new procedures are proposed, some of them allowing to solve more general problems. Finally, the structure of such a program, made at the CII to solve this kind of problem under multiple constraints is analysed [fr

  16. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

    The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...

  17. 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.

  18. 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.

  19. 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. 

  20. Household/Zonal Socioeconomic Characteristics and Tour Making: Case of Richmond/Tri-Cities Model Region in Virginia

    Directory of Open Access Journals (Sweden)

    Xueming CHEN

    2014-06-01

    Full Text Available This paper statistically assesses the impacts of household/zonal socio economic characteristics on tour making within the Richmond/Tri-Cities Model Region, Virginia, United States, based on the dataset made available through the 2009 Virginia National Household Travel Survey (NHTS Add-On Program. The tour analysis distinguishes nine tour types (three simple tours and six complex tours stratified by aggregate tour purposes of work (including school and other subsistence activities, maintenance and discretionary. A series of regression model runs have yielded the following conclusions: First, at aggregate level, the number of drivers, median household income, household size, number of workers, and zonal walking modal share are statistically significant and positively impact tour frequency. Tour length and complexity are positively related to household income and number of vehicles, but negatively related to zonal walking modal share. Second, at an individual tour type level, each tour type’s frequency/length/complexity is impacted by a different set of household/zonal socioeconomic characteristics. Zonal socioeconomic characteristics have little or no impacts on household tour making. It is recognized that many unknown factors may also have impacted tour activities, which require further in-depth studies in order to better explain complex tours.

  1. An Interactive Virtual Reality System for On-Orbit Servicing

    OpenAIRE

    Sagardia, Mikel; Hertkorn, Katharina; Hulin, Thomas; Wolff, Robin; Hummel, Johannes; Dodiya, Janki; Gerndt, Andreas

    2013-01-01

    The growth of space debris is becoming a serious problem. There is an urgent need for mitigation measures based on maintenance, repair and de-orbiting technologies. Our video presents a virtual reality framework in which robotic maintenance tasks of satellites can be simulated interactively. The two key components of this framework are a realistic virtual reality simulation and an immersive interaction device. The peculiarity of the virtual reality simulation is the combi...

  2. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen 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: ...

  4. Innovation by Using a Virtual College

    DEFF Research Database (Denmark)

    Borch, Ole; Nielsen, P.S.

    2001-01-01

    . This article presents how simple equipment was used and how the pedagogical model is implemented in the innovation process. The way slides, sound, video and whiteboard were used in a virtual college as well as performing the exam is described. The methods were used in the course: "Object Oriented Programming...

  5. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  6. 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…

  7. Empirical Evidence of Priming, Transfer, Reinforcement, and Learning in the Real and Virtual Trillium Trails

    Science.gov (United States)

    Harrington, M. C. R.

    2011-01-01

    Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…

  8. Yucca Mountain public tours: Can they impact public opinion?

    International Nuclear Information System (INIS)

    Reilly, B.; Austin, P.

    1991-01-01

    The Yucca Mountain site in Nevada was selected by Congress in 1987 as the only site for the US Department of Energy (DOE) to study for suitability as a high-level radioactive waste repository. Several years of site characterization studies are needed to determine if the site is suitable. However, DOE's study of the site is one of the most intensely opposed federal programs today. The fight against DOE's effort to study the repository leads the political agendas of Nevada's governor and Congressional delegation. The politicians and the press have been the primary sources of information for Nevada citizens on the Yucca Mountain site characterization program. However, there is a more direct source of factual information regarding the program - the site itself and the participating scientists. The DOE is offering Nevada citizens the opportunity to form their own opinions by touring the Yucca Mountain site and interacting with DOE scientists and engineers. Feedback from monthly tours conducted from March to June 1991 has indicated substantial support from Nevada citizens for DOE's study of the site. In fact, a surprising number of citizens have indicated that the opportunity to gather information and formulate their own opinions led them to change their opinions

  9. Incidence of chromosomal aberrations and micronuclei in cave tour guides.

    Science.gov (United States)

    Bilban, M; Bilban-Jakopin, C; Vrhovec, S

    2001-01-01

    An analysis of structural chromosomal aberrations (SCA) and micronucleus tests (MN) were performed in 38 subjects, cave tour guides and in appropriate control group. The dominant type of chromosomal aberrations in tourist guides were chromosomal breaks (0.013 per cell) and acentric fragments (0.011 per cell). In the control group, these aberrations were present up to 0.008 on cells. Considering the analysed cells of the guides in total (33,556), the incidence of dicentric and rings range is below 0.0008 on cells, even though three dicentric and ring chromosoms were found already in the first 1000 in vitro metaphases of some guides. Only 0.0003 dicentrics and neither other translocations were found in control group (ambiental exposure). The incidence of micronuclei in cytokinesis blocked lymphocytes ranged from 12-32 per 500 CB cells in the cave tour guides and from 4-11 per 500 CB cells in control group. Measurements of radon and its daughters were performed at different locations in the cave. Annual doses from 40-60 mSv were estimated per 2000 work hours for cave guides. The changes found in the genome of somatic cells may be related to the exposure doses of radon and its daughters, although smoking should not be ignored.

  10. 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.

  11. 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.

  12. 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…

  13. 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…

  14. 26 CFR 1.513-7 - Travel and tour activities of tax exempt organizations.

    Science.gov (United States)

    2010-04-01

    ... within the UnitedStates. The study tours are conducted by teachers and other personnel certified by the... organization. The examples are as follows: Example 1. O, a university alumni association, is exempt from... faculty member of O's related university frequently joins the tour as a guest of the alumni association...

  15. Emotional exhaustion and job satisfaction of tour guides in rural areas

    Directory of Open Access Journals (Sweden)

    Anđelković Željko

    2017-01-01

    Full Text Available The purpose of this study was to determinate the job satisfaction and emotional exhaustion of tour guides in rural areas and to show how these two concepts are related to each other. A total of 102 tour guides, who lead tours or have experience in leading tours in rural areas took part in the questionnaire and the results were given and processed in SPSS version 17. Tour guides have a great importance in interpretation of rural areas as well as a significant role in presenting local customs and products in rural tourism. Exploring their satisfaction but also emotional exhaustion is of paramount importance for maintaining their excellence in interpretation of these areas. The results indicate that job satisfaction is still not on satisfying level, while emotional exhaustion is under acceptable limits. The results also showed that there is a negative connection between these two concepts. The obtained data should be beneficial not only to tour-operators but also to other tourism-related companies dealing with FDA (Front Desk Activities and employees in rural tourism: the data about job satisfaction and emotional exhaustion of tour guides can be used in developing management and work motivation strategies. The profound insight in job satisfaction and emotional exhaustion is important in order to achieve business excellence of tour guides in rural areas.

  16. 75 FR 53980 - Notice of Field Tours for the Pinedale Anticline Working Group

    Science.gov (United States)

    2010-09-02

    ... Project Area (PAPA) 2008 Supplemental Environmental Impact Statement (SEIS), and the Pinedale Anticline...) PAWG will conduct field tours of the Pinedale Anticline Project Area (PAPA). Tours are open to the... . SUPPLEMENTARY INFORMATION: The PAWG was established by the EIS ROD for the PAPA on July 27, 2000, and carried...

  17. Report of tour of duty to the USA: 14 October 1999 to 26 October 1999

    CSIR Research Space (South Africa)

    Steyn, WJvdM

    1999-11-01

    Full Text Available This report describes a tour of duty undertaken to the USA in October 1999. The objectives of this tour of duty were to attend the 1999 Reno APT Conference, visit to smart material companies and visit the Palmdale HVS site....

  18. Lake Mead National Recreational Area air tour management plan and planning and National Environmental Policy Act scoping document

    Science.gov (United States)

    2004-04-19

    The Federal Aviation Administration (FAA), in cooperation with the National Park Service (NPS), has initiated the development of an Air Tour Management Plan (ATMP) for Lake Mead National Recreation Area (LAME) pursuant to the National Parks Air Tour ...

  19. 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.

  20. Constructing a Travel Risks’ Evaluation Model for Tour Freelancers Based on the ANP Approach

    Directory of Open Access Journals (Sweden)

    Chin-Tsai Lin

    2016-01-01

    Full Text Available This study constructs a new travel risks’ evaluation model for freelancers to evaluate and select tour groups by considering the interdependencies of the evaluation criteria used. First of all, the proposed model adopts the Nominal Group Technique (NGT to identify suitable evaluation criteria for evaluating travel risks. Six evaluation criteria and 18 subcriteria are obtained. The six evaluation criteria are financial risk, transportation risk, social risk, hygiene risk, sightseeing spot risk, and general risk for freelancer tour groups. Secondly, the model uses the analytic network process (ANP to determine the relative weight of the criteria. Finally, examples of group package tours (GPTs are used to demonstrate the travel risk evaluation process for this model. The results show that the Tokyo GPT is the best group tour. The proposed model helps freelancers to effectively evaluate travel risks and decision-making, making it highly applicable to academia and tour groups.

  1. 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.

  2. 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.

  3. Virtual toolbox

    Science.gov (United States)

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

    1993-04-01

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

  4. Virtual Meteorological Center

    Directory of Open Access Journals (Sweden)

    Marius Brinzila

    2007-10-01

    Full Text Available A virtual meteorological center, computer based with Internet possibility transmission of the information is presented. Circumstance data is collected with logging field meteorological station. The station collects and automatically save data about the temperature in the air, relative humidity, pressure, wind speed and wind direction, rain gauge, solar radiation and air quality. Also can perform sensors test, analyze historical data and evaluate statistical information. The novelty of the system is that it can publish data over the Internet using LabVIEW Web Server capabilities and deliver a video signal to the School TV network. Also the system performs redundant measurement of temperature and humidity and was improved using new sensors and an original signal conditioning module.

  5. Virtual polytopes

    International Nuclear Information System (INIS)

    Panina, G Yu; Streinu, I

    2015-01-01

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

  6. WE-C-TOUR-I-01: Dosimters for QC in Diagnostic Imaging

    International Nuclear Information System (INIS)

    Jiang, X.

    2016-01-01

    Tour Leader: Xia Jiang, Ohio State University, Columbus, OH Tour Guides: Xia Jiang, Ohio State University, Columbus, OH Kevin Little, The University of Chicago, Chicago, IL Adrien Sanchez, University of Chicago, Chicago, IL Participating Vendors: IBA PTW - New York Radcal Corporation RTI Electronics, Inc. Exhibit Hall Guided Tours is a new program launching this year at the Annual Meeting. The Guided Tours are designed to enhance the interaction between meeting attendees and exhibitors. This year’s Imaging Guided Tours are organized around the theme of dosimeters for quality control in diagnostic imaging. Tours will begin with an introduction and background given by Dr. Xia Jiang, the Tour Leader. The introduction will cover the types and properties of different radiation dosimeters used for quality assurance in clinical radiology. Attendees will then break into smaller groups, each lead by an AAPM-member Tour Guide. The tour groups will visit the exhibit booths of vendors who provide appropriate dosimeters, and a vendor representative will give a presentation to the group about their particular product(s). The vendor representatives as well as the Tour Guides will be available to answer questions. Outline: Types and properties of radiation detectors and dosimeters Ionization chamber dosimeters Solid state dosimeters Dosimeter calibration: Primary and secondary standards dosimetry laboratories Instruments for measuring tube voltage and exposure time Vendor presentations will likely cover features and innovations of different dosimeter systems, as well as their practical use. Learning Objectives: Understand the types and properties of different instrumentations used for quality control in diagnostic imaging. Understand the process of dosimeter calibration. Gain familiarity with the latest commercial dosimeter systems from different vendors.

  7. WE-C-TOUR-I-01: Dosimters for QC in Diagnostic Imaging

    Energy Technology Data Exchange (ETDEWEB)

    Jiang, X. [Ohio State University (United States)

    2016-06-15

    Tour Leader: Xia Jiang, Ohio State University, Columbus, OH Tour Guides: Xia Jiang, Ohio State University, Columbus, OH Kevin Little, The University of Chicago, Chicago, IL Adrien Sanchez, University of Chicago, Chicago, IL Participating Vendors: IBA PTW - New York Radcal Corporation RTI Electronics, Inc. Exhibit Hall Guided Tours is a new program launching this year at the Annual Meeting. The Guided Tours are designed to enhance the interaction between meeting attendees and exhibitors. This year’s Imaging Guided Tours are organized around the theme of dosimeters for quality control in diagnostic imaging. Tours will begin with an introduction and background given by Dr. Xia Jiang, the Tour Leader. The introduction will cover the types and properties of different radiation dosimeters used for quality assurance in clinical radiology. Attendees will then break into smaller groups, each lead by an AAPM-member Tour Guide. The tour groups will visit the exhibit booths of vendors who provide appropriate dosimeters, and a vendor representative will give a presentation to the group about their particular product(s). The vendor representatives as well as the Tour Guides will be available to answer questions. Outline: Types and properties of radiation detectors and dosimeters Ionization chamber dosimeters Solid state dosimeters Dosimeter calibration: Primary and secondary standards dosimetry laboratories Instruments for measuring tube voltage and exposure time Vendor presentations will likely cover features and innovations of different dosimeter systems, as well as their practical use. Learning Objectives: Understand the types and properties of different instrumentations used for quality control in diagnostic imaging. Understand the process of dosimeter calibration. Gain familiarity with the latest commercial dosimeter systems from different vendors.

  8. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

  9. Storage, access, and retrieval of endoscopic and laparoscopic video

    Science.gov (United States)

    Bellaire, Gunter; Steines, Daniel; Graschew, Georgi; Thiel, Andreas; Bernarding, Johannes; Tolxdorff, Thomas; Schlag, Peter M.

    1999-05-01

    The system presented here enhances documentation and data- secured, second-opinion facilities by integrating video into DICOM3.0. Digital stereoscopic video sequences (DSVS) are especially in demand for surgery (laparoscopy, microsurgery, surgical microscopy, second opinion, virtual reality). Therefore DSVS are also integrated into the DICOM video concept. We present an implementation for a medical video server extended by a DICOM interface. Security mechanisms conforming with DICOM are integrated to enable secure internet access. Digital (stereoscopic) video sequences relevant for surgery should be examined regarding the clip length necessary for diagnosis and documentation and the clip size manageable with today's hardware. Methods for DSVS compression are described, implemented, and tested. Image sources relevant for this paper include, among others, a stereoscopic laparoscope and a monoscopic endoscope. Additionally, an approach is presented to analyze the motion of the endoscopic camera for future automatic video- cutting.

  10. 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.

  11. 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…

  12. 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

  13. 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.…

  14. 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…

  15. 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....

  16. 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.

  17. 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

  18. Virtual reality via photogrammetry

    Science.gov (United States)

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

    1996-03-01

    We wish to walk into a photograph just as Alice walked into the looking glass. From a mathematical perspective, this problem is exceedingly ill-posed (e.g. Is that a large, distant object or a small, nearby object?). A human expert can supply a large amount of a priori information that can function as mathematical constraints. The constrained problem can then be attacked with photogrammetry to obtain a great deal of quantitative information which is otherwise only qualitatively apparent. The user determines whether the object to be analyzed contains two or three vanishing points, then selects an appropriate number of points from the photon to enable the code to compute the locations of the vanishing points. Using this information and the standard photogrammetric geometric algorithms, the location of the camera, relative to the structure, is determined. The user must also enter information regarding an absolute sense of scale. As the vectors from the camera to the various points chosen from the photograph are determined, the vector components (coordinates) are handed to a virtual reality software package. Once the objects are entered, the appropriate surfaces of the 3D object are `wallpapered' with the surface from the photograph. The user is then able to move through the virtual scene. A video will demonstrate our work.

  19. Personal Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2004-01-01

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

  20. 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.

  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. Tour du canton de Genève 2017

    CERN Multimedia

    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

  3. Gregory Merkel Tours Marshall Space Flight Center (MSFC)

    Science.gov (United States)

    1972-01-01

    Gregory A. Merkel (left), high school student from Springfield, Massachusetts, is pictured here with Harry Coons of the Marshall Space Flight Center (MSFC) during a visit to the center. Merkel was among 25 winners of a contest in which some 3,500 high school students proposed experiments for the following year's Skylab mission. The nationwide scientific competition was sponsored by the National Science Teachers Association and the National Aeronautics and Space Administration (NASA). The winning students, along with their parents and sponsor teachers, visited MSFC where they met with scientists and engineers, participated in design reviews for their experiments, and toured MSFC facilities. Of the 25 students, 6 did not see their experiments conducted on Skylab because the experiments were not compatible with Skylab hardware and timelines. Of the 19 remaining, 11 experiments required the manufacture of additional equipment.

  4. Pretour in-servicing of teachers and students: Effects on tour program

    International Nuclear Information System (INIS)

    Walker, R.J.

    1989-01-01

    Plant tour programs constitute a major educational outreach program for nuclear facilities. As a result of observing exhibits, touring facilities, and interacting with plant personnel, students become more informed and receptive to the nuclear energy issue. With this new information, students have a better understanding of the plant, its operation, and its place in their future. The management of the Perry power plant in Perry, Ohio, has recognized the need for, and the benefits to be derived from, a plant tour program for students. These students are tomorrow's customers and voters. It has also recognized the problems inherent in providing such tours; for instance, a visit to a nuclear power plant can overwhelm unprepared students. Another problem is that resource materials regarding nuclear energy that are available to educators are often outdated. To address this lack of educational material and to improve the educational quality of the tour program, the Perry plant has developed a three-step program. This program includes a new energy education center and a walking tour of its unfinished unit 2 facility. Updated materials are delivered to the classroom familiarizing both teachers and students with the concepts and terminology that will be used during their visit. As a result of the familiarization, the students leave the tour experience with a greater understanding and awareness of the nuclear cycle. This serves to strengthen ties with area school districts, because the power plant is now looked upon as an educational resource

  5. 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.

  6. Packet-aware transport for video distribution [Invited

    Science.gov (United States)

    Aguirre-Torres, Luis; Rosenfeld, Gady; Bruckman, Leon; O'Connor, Mannix

    2006-05-01

    We describe a solution based on resilient packet rings (RPR) for the distribution of broadcast video and video-on-demand (VoD) content over a packet-aware transport network. The proposed solution is based on our experience in the design and deployment of nationwide Triple Play networks and relies on technologies such as RPR, multiprotocol label switching (MPLS), and virtual private LAN service (VPLS) to provide the most efficient solution in terms of utilization, scalability, and availability.

  7. 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 ...

  8. 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.

  9. 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.

  10. Online Video Game Addiction: Exploring a New Phenomenon

    OpenAIRE

    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 seen in ‘real’ life. Large online games provide a virtual environment in which they have fun and can freely experiment with different identities, speak other languages, and form new social connection...

  11. PROBLEM PENDIDIKAN VIDEO GAMES DALAM PERSPEKTIF TEORI SIMULACRA JEAN BAUDRILLARD

    Directory of Open Access Journals (Sweden)

    Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin

    2013-05-01

    Full Text Available Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data were collected from bibliographi­cal sources that related to data. In the second step, the data were analyzed to examine the pedagogical-philosophical properties of the video games. The results indicate that video games change the way children view the world. Video games present the world as hiper-reality. Bu putting aside the negative values and maximizing the positive ones, the understanding of hiper-reality allows for the inculcation of children. Abstrak: Problem Pendidikan Video Games dalam Perspectif Teori Simulacra Jean Baudrillard. Permainan video games diyakini berdampak positif sekaligus negatif pada proses kognitif dan afektif anak.-anak. Terutama, video games berpengaruh pada proses internalisasi nilai-nilai dan pembentukan identitas mereka. Teknologi virtual yang disajikan oleh video games, seperti didekati oleh teori simulacra Jean Baudrillard, menyuguhkan jebakan akan realitas palsu. Melalui riset pustaka dengan metode "filsafat her­meneutis", dianalisis data untuk membangun refleksi filsafat pendidikan atas permainan video games itu. Hasil penelitian ini menyatakan video games menyuguhkan sebuah hiper-realitas dari simulasi realitas, atau simulacra dalam teori Jean Baudrillard. Simulacra adalah dunia yang terbentuk dari salinan realitas, yang menjadi acuan melebihi realitas asli. Disimpulkan bahwa video games menjadi semacam “ruang konseptual”, yang dibentuk oleh simulacra. Dengan mengenali hakikat hiper-realitas, video games dapat

  12. 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 educating tour leaders' knowledge about travel-related diseases to improve health care for travelers.

  13. 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

  14. 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

  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. 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.

  17. 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.

  18. 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

  19. Virtual automation.

    Science.gov (United States)

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

    2001-01-01

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

  20. Virtual Cystoscopy

    International Nuclear Information System (INIS)

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

    2011-01-01

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

  1. 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.

  2. Tools for building virtual laboratories

    International Nuclear Information System (INIS)

    Agarwal, Debora; Johnston, William E.; Loken, Stewart; Tierney, Brian

    1996-01-01

    There is increasing interest in making unique research facilities facilities accessible on the Internet. Computer systems, scientific databases and experimental apparatus can be used by international collaborations of scientists using high-speed networks and advanced software tools to support collaboration. We are building tools including video conferencing and electronic white boards that are being used to create examples of virtual laboratories. This paper describes two pilot projects which provide testbeds for the tools. The first is a virtual laboratory project providing remote access to LBNL's Advanced Light Source. The second is the Multidimensional Applications and Gigabit internet work Consortium (MAGIC) testbed which has been established to develop a very high-speed, wide-are network to deliver realtime data at gigabit-per-second rates. (author)

  3. Shared virtual environments for telerehabilitation.

    Science.gov (United States)

    Popescu, George V; Burdea, Grigore; Boian, Rares

    2002-01-01

    Current VR telerehabilitation systems use offline remote monitoring from the clinic and patient-therapist videoconferencing. Such "store and forward" and video-based systems cannot implement medical services involving patient therapist direct interaction. Real-time telerehabilitation applications (including remote therapy) can be developed using a shared Virtual Environment (VE) architecture. We developed a two-user shared VE for hand telerehabilitation. Each site has a telerehabilitation workstation with a videocamera and a Rutgers Master II (RMII) force feedback glove. Each user can control a virtual hand and interact hapticly with virtual objects. Simulated physical interactions between therapist and patient are implemented using hand force feedback. The therapist's graphic interface contains several virtual panels, which allow control over the rehabilitation process. These controls start a videoconferencing session, collect patient data, or apply therapy. Several experimental telerehabilitation scenarios were successfully tested on a LAN. A Web-based approach to "real-time" patient telemonitoring--the monitoring portal for hand telerehabilitation--was also developed. The therapist interface is implemented as a Java3D applet that monitors patient hand movement. The monitoring portal gives real-time performance on off-the-shelf desktop workstations.

  4. 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 ...

  5. 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 ...

  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. 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.

  8. 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...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  9. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

    This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…

  10. 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,…

  11. Personalized Location-Based Recommendation Services for Tour Planning in Mobile Tourism Applications

    Science.gov (United States)

    Yu, Chien-Chih; Chang, Hsiao-Ping

    Travel and tour planning is a process of searching, selecting, grouping and sequencing destination related products and services including attractions, accommodations, restaurants, and activities. Personalized recommendation services aim at suggesting products and services to meet users’ preferences and needs, while location-based services focus on providing information based on users’ current positions. Due to the fast growing of user needs in the mobile tourism domain, how to provide personalized location-based tour recommendation services becomes a critical research and practical issue. The objective of this paper is to propose a system architecture and design methods for facilitating the delivery of location-based recommendation services to support personalized tour planning. Based on tourists’ current location and time, as well as personal preferences and needs, various recommendations regarding sightseeing spots, hotels, restaurants, and packaged tour plans can be generated efficiently. An application prototype is also implemented to illustrate and test the system feasibility and effectiveness.

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

    Science.gov (United States)

    2012-03-06

    ...The Department published a notice entitled ``Additional Guidance on Airfare/Air Tour Price Advertisements,'' in the Federal Register of February 27, 2012; the notice contained an incorrect address for the Department.

  13. 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.

  14. 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.

  15. 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.

  16. "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)

  17. Hawaii Volcanoes National Park Air Tour Management Plan: Planning and NEPA Scoping Document

    Science.gov (United States)

    2004-03-03

    The Federal Aviation Administration (FAA), in cooperation with the National Park Service (NPS), has initiated the development of Air Tour Management Plans (ATMPs) for Haleakala National Park, Hawaii Volcanoes National Park, Puukohola Heiau National H...

  18. 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.

  19. Virtual Reality for Prototyping Service Journeys

    Directory of Open Access Journals (Sweden)

    Costas Boletsis

    2018-04-01

    Full Text Available The use of virtual elements for developing new service prototyping environments and more realistic simulations has been suggested as a way to optimise the service prototyping process. This work examines the application of virtual reality (VR in prototyping service journeys and it hypothesises that VR can recreate service journeys in a highly immersive, agile, and inexpensive manner, thus allowing users to have a representative service experience and enabling service designers to extract high-quality user feedback. To that end, a new service prototyping method, called VR service walkthrough, is presented and evaluated through an empirical comparative study. A VR service walkthrough is a virtual simulation of a service journey, representing how the service unfolds over space and time. A comparative study between the VR service walkthrough method and an adapted service walkthrough method evaluates the application of both methods using a location-based audio tour guide service as a case study. Two user groups (each with 21 users were used to evaluate both methods based on two factors: the user experience they offered and the subjective meaningfulness and quality of feedback they produced. Results show that the VR service walkthrough method gave a performance similar to that of the service walkthrough method. It was also able to communicate the service concept in an immersive way and foster constructive feedback.

  20. A gentlemanly tour on the fringes of Europe: William Hartigan Barrington in Scandinavia and Russia, 1837

    OpenAIRE

    Byrne, Angela

    2013-01-01

    In 1837, 22-year-old William Hartigan Barrington (1815–72) made a five-month tour of northern Europe. His detailed diaries describe his encounters with the people and cultures of Scandinavia and Russia, and his interest in a range of topics considered suitable for an educated young gentleman, including systems of government, the arts, manufacturing and commerce, infrastructure, and the poor and poor relief. His tours were expected to provide certain educational and socio-cultural benefits, wh...

  1. Business Ethics of Tour Operators – The Case Study of TUI

    OpenAIRE

    Marija Šuleić; Aleksandra Dragin; Vanja Dragićević

    2014-01-01

    A large number of participants in tourism, both in offer and in demand, has conditioned the need for the creation ethical codices based on legislative regulations and moral principles. Among central figures in tourism, there are travel agencies and tour operators, the intermediaries between service providers and service users, in other words, passengers. The tour operators who are engaged in initiating tourism provide the services on foreign markets and tend to adapt their business to the law...

  2. 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

  3. 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.

  4. Integrative, Interdisciplinary Learning in Bermuda Through Video Projects

    Science.gov (United States)

    Fox, R. J.; Connaughton, M.

    2017-12-01

    Understanding an ecosystem and how humans impact it requires a multidisciplinary perspective and immersive, experiential learning is an exceptional way to achieve understanding. In summer 2017 we took 18 students to the Bermuda Institute of Ocean Sciences (BIOS) as part of a Washington College two-week, four-credit summer field course. We took a multi-disciplinary approach in choosing the curriculum. We focused on the ecology of the islands and surrounding coral reefs as well as the environmental impacts humans are having on the islands. Additionally, we included geology and both local and natural history. Our teaching was supplemented by the BIOS staff and local tour guides. The student learning was integrated and reinforced through student-led video projects. Groups of three students were tasked with creating a 5-7 minute video appropriate for a public audience. We selected video topics based upon locations we would visit in the first week and topics were randomly assigned. The project intention was for the students to critically analyze and evaluate an area of Bermuda that is a worthwhile tourist destination. Students presented why a tourist should visit a locale, the area's ecological distinctiveness and complexity, the impact humans are having, and ways tourists can foster stewardship of that locale. These projects required students to learn how to make and edit videos, collaborate with peers, communicate a narrative to the public, integrate multi-disciplinary topics for a clear, whole-system perspective, observe the environment from a critical viewpoint, and interview local experts. The students produced the videos within the two-week period, and we viewed the videos as a group on the last day. The students worked hard, were proud of their final products, and produced excellent videos. They enjoyed the process, which provided them opportunities to collaborate, show individual strengths, be creative, and work independently of the instructors.

  5. 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…

  6. 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,…

  7. 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.

  8. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

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

    2011-09-07

    Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness. To evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke. We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers. 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 outcomes of interest were: upper limb function and activity, 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 all investigators to obtain missing information. We included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. results were statistically significant for arm function (standardised

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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

  15. 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

  16. User interface using a 3D model for video surveillance

    Science.gov (United States)

    Hata, Toshihiko; Boh, Satoru; Tsukada, Akihiro; Ozaki, Minoru

    1998-02-01

    These days fewer people, who must carry out their tasks quickly and precisely, are required in industrial surveillance and monitoring applications such as plant control or building security. Utilizing multimedia technology is a good approach to meet this need, and we previously developed Media Controller, which is designed for the applications and provides realtime recording and retrieval of digital video data in a distributed environment. In this paper, we propose a user interface for such a distributed video surveillance system in which 3D models of buildings and facilities are connected to the surveillance video. A novel method of synchronizing camera field data with each frame of a video stream is considered. This method records and reads the camera field data similarity to the video data and transmits it synchronously with the video stream. This enables the user interface to have such useful functions as comprehending the camera field immediately and providing clues when visibility is poor, for not only live video but also playback video. We have also implemented and evaluated the display function which makes surveillance video and 3D model work together using Media Controller with Java and Virtual Reality Modeling Language employed for multi-purpose and intranet use of 3D model.

  17. 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…

  18. On gravity a brief tour of a weighty subject

    CERN Document Server

    Zee, A

    2018-01-01

    Of the four fundamental forces of nature, gravity might be the least understood and yet the one with which we are most intimate. From the months each of us spent suspended in the womb anticipating birth to the moments when we wait for sleep to transport us to other realities, we are always aware of gravity. In On Gravity, physicist A. Zee combines profound depth with incisive accessibility to take us on an original and compelling tour of Einstein's general theory of relativity. Inspired by Einstein's audacious suggestion that spacetime could ripple, Zee begins with the stunning discovery of gravity waves. He goes on to explain how gravity can be understood in comparison to other classical field theories, presents the idea of curved spacetime and the action principle, and explores cutting-edge topics, including black holes and Hawking radiation. Zee travels as far as the theory reaches, leaving us with tantalizing hints of the utterly unknown, from the intransigence of quantum gravity to the mysteries of dark...

  19. 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 ...

  20. A Guided Tour of Mathematical Methods - 2nd Edition

    Science.gov (United States)

    Snieder, Roel

    2004-09-01

    Mathematical methods are essential tools for all physical scientists. This second edition provides a comprehensive tour of the mathematical knowledge and techniques that are needed by students in this area. In contrast to more traditional textbooks, all the material is presented in the form of problems. Within these problems the basic mathematical theory and its physical applications are well integrated. The mathematical insights that the student acquires are therefore driven by their physical insight. Topics that are covered include vector calculus, linear algebra, Fourier analysis, scale analysis, complex integration, Green's functions, normal modes, tensor calculus, and perturbation theory. The second edition contains new chapters on dimensional analysis, variational calculus, and the asymptotic evaluation of integrals. This book can be used by undergraduates, and lower-level graduate students in the physical sciences. It can serve as a stand-alone text, or as a source of problems and examples to complement other textbooks. All the material is presented in the form of problems Mathematical insights are gained by getting the reader to develop answers themselves Many applications of the mathematics are given

  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. 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

  3. Sounds of silence: How to animate virtual worlds with sound

    Science.gov (United States)

    Astheimer, Peter

    1993-01-01

    Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.

  4. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

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

  5. 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...

  6. Video Bioinformatics Analysis of Human Embryonic Stem Cell Colony Growth

    Science.gov (United States)

    Lin, Sabrina; Fonteno, Shawn; Satish, Shruthi; Bhanu, Bir; Talbot, Prue

    2010-01-01

    Because video data are complex and are comprised of many images, mining information from video material is difficult to do without the aid of computer software. Video bioinformatics is a powerful quantitative approach for extracting spatio-temporal data from video images using computer software to perform dating mining and analysis. In this article, we introduce a video bioinformatics method for quantifying the growth of human embryonic stem cells (hESC) by analyzing time-lapse videos collected in a Nikon BioStation CT incubator equipped with a camera for video imaging. In our experiments, hESC colonies that were attached to Matrigel were filmed for 48 hours in the BioStation CT. To determine the rate of growth of these colonies, recipes were developed using CL-Quant software which enables users to extract various types of data from video images. To accurately evaluate colony growth, three recipes were created. The first segmented the image into the colony and background, the second enhanced the image to define colonies throughout the video sequence accurately, and the third measured the number of pixels in the colony over time. The three recipes were run in sequence on video data collected in a BioStation CT to analyze the rate of growth of individual hESC colonies over 48 hours. To verify the truthfulness of the CL-Quant recipes, the same data were analyzed manually using Adobe Photoshop software. When the data obtained using the CL-Quant recipes and Photoshop were compared, results were virtually identical, indicating the CL-Quant recipes were truthful. The method described here could be applied to any video data to measure growth rates of hESC or other cells that grow in colonies. In addition, other video bioinformatics recipes can be developed in the future for other cell processes such as migration, apoptosis, and cell adhesion. PMID:20495527

  7. Virtual Multimedia Libraries Built from the Web

    OpenAIRE

    Rowe, Neil C.

    2002-01-01

    Second ACM-IEEE Joint Conference on Digital Libraries (JCDL02), Portland, OR, July 2002, 158-159. We have developed a tool MARIE-4 for building virtual libraries of multimedia (images, video, and audio) by automatically exploring (crawling) a specified subdomain of the World Wide Web to create an index based on caption keywords. Our approach uses carefully-researched criteria to identify and rate caption text, and employs both an expert system and a neural network. We have used it to...

  8. Maestro, a wonder in virtual reality

    International Nuclear Information System (INIS)

    Debiar, A.; Loverini, M.J.; Annibal, M.

    1997-01-01

    The CEA's robotics and remote control service has developed an innovative control unit for the MAESTRO manipulator (modular arm and efficient system for tele-robotics), allowing for the association of robotics and virtual reality. Applications are aimed at preparing tasks and missions in nuclear reactor maintenance and monitoring, enhancing video images with synthetic images, and assisting the operator's task allowing him to feel all the interactions between the robot and the obstacles

  9. Realidad virtual

    OpenAIRE

    García García, Alberto Luis

    2000-01-01

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

  10. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

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

  11. From virtual environment to virtual community

    NARCIS (Netherlands)

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

    2001-01-01

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

  12. Virtual assistant: Enhancing content acquisition by eliciting information from humans

    OpenAIRE

    Ozeki, Motoyuki; Maeda, Shunichi; Obata, Kanako; Nakamura, Yuichi

    2009-01-01

    In this paper, we propose the "Virtual Assistant, " a novel framework for supporting knowledge capturing in videos. The Virtual Assistant is an artificial agent that simulates a human assistant shown in TV programs and prompts users to provide feedback by asking questions. This framework ensures that sufficient information is provided in the captured content while users interact in a natural and enjoyable way with the agent. We developed a prototype agent based on a chatbot-like approach and ...

  13. 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

  14. 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.

  15. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

    Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.

    2004-08-10

    A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.

  16. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    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......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...

  17. 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.

  18. Virtual pinhole confocal microscope

    Energy Technology Data Exchange (ETDEWEB)

    George, J.S.; Rector, D.M.; Ranken, D.M. [Los Alamos National Lab., NM (United States). Biophysics Group; Peterson, B. [SciLearn Inc. (United States); Kesteron, J. [VayTech Inc. (United States)

    1999-06-01

    Scanned confocal microscopes enhance imaging capabilities, providing improved contrast and image resolution in 3-D, but existing systems have significant technical shortcomings and are expensive. Researchers at Los Alamos National Laboratory have developed a novel approach--virtual pinhole confocal microscopy--that uses state of the art illumination, detection, and data processing technologies to produce an imager with a number of advantages: reduced cost, faster imaging, improved efficiency and sensitivity, improved reliability and much greater flexibility. Work at Los Alamos demonstrated proof of principle; prototype hardware and software have been used to demonstrate technical feasibility of several implementation strategies. The system uses high performance illumination, patterned in time and space. The authors have built functional confocal imagers using video display technologies (LCD or DLP) and novel scanner based on a micro-lens array. They have developed a prototype system for high performance data acquisition and processing, designed to support realtime confocal imaging. They have developed algorithms to reconstruct confocal images from a time series of spatially sub-sampled images; software development remains an area of active development. These advances allow the collection of high quality confocal images (in fluorescence, reflectance and transmission modes) with equipment that can inexpensively retrofit to existing microscopes. Planned future extensions to these technologies will significantly enhance capabilities for microscopic imaging in a variety of applications, including confocal endoscopy, and confocal spectral imaging.

  19. 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.

  20. 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

  1. 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.

  2. Carbon Dioxide Concentrations and Temperatures within Tour Buses under Real-Time Traffic Conditions.

    Science.gov (United States)

    Chiu, Chun-Fu; Chen, Ming-Hung; Chang, Feng-Hsiang

    2015-01-01

    This study monitored the carbon dioxide (CO2) concentrations and temperatures of three 43-seat tour buses with high-passenger capacities in a course of a three-day, two-night school excursion. Results showed that both driver zones and passenger zones of the tour buses achieved maximum CO2 concentrations of more than 3000 ppm, and maximum daily average concentrations of 2510.6 and 2646.9 ppm, respectively. The findings confirmed that the CO2 concentrations detected in the tour buses exceeded the indoor air quality standard of Taiwan Environmental Protection Administration (8 hr-CO2: 1000 ppm) and the air quality guideline of Hong Kong Environmental Protection Department (1 hr-CO2: 2500 ppm for Level 1 for buses). Observations also showed that high-capacity tour bus cabins with air conditioning system operating in recirculation mode are severely lacking in air exchange rate, which may negatively impact transportation safety. Moreover, the passenger zones were able to maintain a temperature of between 20 and 25°C during travel, which effectively suppresses the dispersion of volatile organic compounds. Finally, the authors suggest that in the journey, increasing the ventilation frequency of tour bus cabin, which is very beneficial to maintain the travel safety and enhance the quality of travel.

  3. 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.

  4. Carbon Dioxide Concentrations and Temperatures within Tour Buses under Real-Time Traffic Conditions

    Science.gov (United States)

    Chiu, Chun-Fu; Chen, Ming-Hung; Chang, Feng-Hsiang

    2015-01-01

    This study monitored the carbon dioxide (CO2) concentrations and temperatures of three 43-seat tour buses with high-passenger capacities in a course of a three-day, two-night school excursion. Results showed that both driver zones and passenger zones of the tour buses achieved maximum CO2 concentrations of more than 3000 ppm, and maximum daily average concentrations of 2510.6 and 2646.9 ppm, respectively. The findings confirmed that the CO2 concentrations detected in the tour buses exceeded the indoor air quality standard of Taiwan Environmental Protection Administration (8 hr-CO2: 1000 ppm) and the air quality guideline of Hong Kong Environmental Protection Department (1 hr-CO2: 2500 ppm for Level 1 for buses). Observations also showed that high-capacity tour bus cabins with air conditioning system operating in recirculation mode are severely lacking in air exchange rate, which may negatively impact transportation safety. Moreover, the passenger zones were able to maintain a temperature of between 20 and 25°C during travel, which effectively suppresses the dispersion of volatile organic compounds. Finally, the authors suggest that in the journey, increasing the ventilation frequency of tour bus cabin, which is very beneficial to maintain the travel safety and enhance the quality of travel. PMID:25923722

  5. 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.

  6. 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.

  7. 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.

  8. 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......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...... 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...

  9. A Virtual Class Calculus

    DEFF Research Database (Denmark)

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

    2006-01-01

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

  10. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

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

  11. Virtual cystoscopy.

    Science.gov (United States)

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

    2008-07-01

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

  12. 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…

  13. 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.

  14. 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

  15. 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.

  16. Virtual Web Services

    OpenAIRE

    Rykowski, Jarogniew

    2007-01-01

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

  17. Virtual button interface

    Science.gov (United States)

    Jones, J.S.

    1999-01-12

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

  18. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

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

  19. 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

  20. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

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

    2015-01-01

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

  1. 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)

  2. 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.

  3. 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

  4. Videos - The National Guard

    Science.gov (United States)

    Legislative Liaison Small Business Programs Social Media State Websites Videos Featured Videos On Every Front 2:17 Always Ready, Always There National Guard Bureau Diversity and Inclusion Play Button 1:04 National Guard Bureau Diversity and Inclusion The ChalleNGe Ep.5 [Graduation] Play Button 3:51 The

  5. 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.

  6. STRATEGI PEMASARAN PAKET WISATA PILGRIM PT. DONGAN SAHUTA TOUR AND TRAVEL DI BALI

    Directory of Open Access Journals (Sweden)

    Paradita Putri Amelia

    2017-04-01

    Full Text Available This study aimed to determine the marketing activities of pilgrim package tour that have been performed by PT. Dongan Sahuta Tour and Travel, develop strategies and also marketing programs that can be implemented by the company. Data collection by observation, interviews, questionnaires and literature study. The sampling technique used purposive sampling. Data were analyzed using qualitative descriptive analysis, analysis of the Likert scale and SWOT analysis approach. The results obtained there are four teen indicators of strengths, weaknesses of tree indicators, four indicators of opportunities and four indicators threats. Marketing strategies that can be implemented by the firm such as 1create and develop a quality product, 2provide rebates to customers who have used the services of PT. Dongan Sahuta Tour and Travel several times.The advice given are more active in the promotion by giving rebates, conduct marketing activities as E-commers, expand cooperation with business trips or individuals.

  7. Modifying Memory: Selectively Enhancing and Updating Personal Memories for a Museum Tour by Reactivating Them

    Science.gov (United States)

    St. Jacques, Peggy L.; Schacter, Daniel L.

    2013-01-01

    Memory can be modified when reactivated, but little is known about how the properties and extent of reactivation can selectively affect subsequent memory. We developed a novel museum paradigm to directly investigate reactivation-induced plasticity for personal memories. Participants reactivated memories triggered by photos taken from a camera they wore during a museum tour and made relatedness judgments on novel photos taken from a different tour of the same museum. Subsequent recognition memory for events at the museum was better for memories that were highly reactivated (i.e., the retrieval cues during reactivation matched the encoding experience) than for memories that were reactivated at a lower level (i.e., the retrieval cues during reactivation mismatched the encoding experience), but reactivation also increased false recognition of photographs depicting stops that were not experienced during the museum tour. Reactivation thus enables memories to be selectively enhanced and distorted via updating, thereby supporting the dynamic and flexible nature of memory. PMID:23406611

  8. 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 ...

  9. 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 ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ... *PDF files require the free Adobe® Reader® software for viewing. This website is maintained by the ...

  11. 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 ...

  12. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

    This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...

  13. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  14. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games.

    Science.gov (United States)

    Jentzsch, Thorsten; Rahm, Stefan; Seifert, Burkhardt; Farei-Campagna, Jan; Werner, Clément M L; Bouaicha, Samy

    2016-07-01

    To investigate the association between arthroscopy simulator performance and video game skills. This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. Level II, observational cross-sectional study. Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  15. 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 ...

  16. 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...

  17. 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…

  18. 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…

  19. 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.

  20. "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…