WorldWideScience

Sample records for ways extraterrestrial virtual

  1. Extraterrestrial Life

    Science.gov (United States)

    Klein, M. J.

    1993-01-01

    Extraterrestrial Intelligence is intelligent life that developed somewhere other than the earth. Such life has not yet been discovered. However, scientific research, including astronomy, biology, planetary science and studies of fossils here on earth have led many scientists to conclude that such life may exist on planets orbiting at least some of the hundreds of billions of stars in our Milky Way Galaxy. Today, some researchers are trying to find evidence for extraterrestrial intelligence. This effort is often called SETI, which stands for Search for Extraterrestrial Intelligence. SETI researchers decided that looking for evidence of their technology might be the best way to discover other intelligent life in the Galaxy. They decided to use large radio telescopes to search the sky over a wide range of radio frequencies...

  2. Search for extraterrestrial intelligence (SETI)

    International Nuclear Information System (INIS)

    Morrison, P.; Billingham, J.; Wolfe, J.

    1977-01-01

    Findings are presented of a series of workshops on the existence of extraterrestrial intelligent life and ways in which extraterrestrial intelligence might be detected. The coverage includes the cosmic and cultural evolutions, search strategies, detection of other planetary systems, alternate methods of communication, and radio frequency interference. 17 references

  3. SETI pioneers scientists talk about their search for extraterrestrial intelligence

    CERN Document Server

    Swift, David W.

    1990-01-01

    Why did some scientists decide to conduct a search for extraterrestrial intelligence (SETI)? What factors in their personal development predisposed them to such a quest? What obstacles did they encounter along the way? David Swift interviewed the first scientists involved in the search & offers a fascinating overview of the emergence of this modern scientific endeavor. He allows some of the most imaginative scientific thinkers of our time to hold forth on their views regarding SETI & extraterrestrial life & on how the field has developed. Readers will react with a range of opinions as broad as those concerning the likelihood of success in SETI itself. ''A goldmine of original information.''

  4. Extraterrestrial altruism evolution and ethics in the cosmos

    CERN Document Server

    2014-01-01

    Extraterrestrial Altruism examines a basic assumption of the Search for Extraterrestrial Intelligence (SETI): that extraterrestrials will be transmitting messages to us for our benefit. This question of whether extraterrestrials will be altruistic has become increasingly important in recent years as SETI scientists have begun contemplating transmissions from Earth to make contact. Should we expect altruism to evolve throughout the cosmos, or is this only wishful thinking? Would this make biological sense? Is it dangerous to send messages to other worlds, as Stephen Hawking has suggested? Would extraterrestrial societies be based on different ethical principles? Extraterrestrial Altruism explores these and related questions about the motivations of civilizations beyond Earth, providing new insights that are critical for SETI. Chapters are authored by leading scholars from diverse disciplines—anthropology, astronomy, biology, chemistry, computer science, cosmology, engineering, history of science, law, philos...

  5. Extraterrestrial Intelligence: What Would it Mean?

    Science.gov (United States)

    Impey, Chris

    2015-04-01

    Results from NASA's Kepler mission imply a hundred million Earth-like habitable worlds in the Milky Way galaxy, many of which formed billions of years before the Earth. Each of these worlds is likely to have all of the ingredients needed for biology. The real estate of time and space for the evolution of intelligent life is formidable, begging the question of whether or not we are alone in the universe. The implications of making contact have been explored extensively in science fiction and the popular culture, but less frequently in the serious scientific literature. Astronomers have carried out searches for extraterrestrial intelligence for over half a century, with no success so far. In practice, it is easier to search for alien technology than to discern intelligence of unknown function and form. In this talk, the modes of technology that can currently be detected are summarized, along with the implications of a timing argument than any detected civilization is likely to be much more advanced than ours. Fermi's famous question ``Where Are They?'' is as well posed now as it was sixty years ago. The existence of extraterrestrial intelligence would have profound practical, cultural, and religious implications for humanity.

  6. Universalist ethics in extraterrestrial encounter

    Science.gov (United States)

    Baum, Seth D.

    2010-02-01

    If humanity encounters an extraterrestrial civilization, or if two extraterrestrial civilizations encounter each other, then the outcome may depend not only on the civilizations' relative strength to destroy each other but also on what ethics are held by one or both civilizations. This paper explores outcomes of encounter scenarios in which one or both civilizations hold a universalist ethical framework. Several outcomes are possible in such scenarios, ranging from one civilization destroying the other to both civilizations racing to be the first to commit suicide. Thus, attention to the ethics of both humanity and extraterrestrials is warranted in human planning for such an encounter. Additionally, the possibility of such an encounter raises profound questions for contemporary human ethics, even if such an encounter never occurs.

  7. The Societal Impact of Extraterrestrial Life: The Relevance of History and the Social Sciences

    Science.gov (United States)

    Dick, Steven J.

    This chapter reviews past studies on the societal impact of extraterrestrial life and offers four related ways in which history is relevant to the subject: the history of impact thus far, analogical reasoning, impact studies in other areas of science and technology, and studies on the nature of discovery and exploration. We focus particularly on the promise and peril of analogical arguments, since they are by necessity widespread in the field. This chapter also summarizes the relevance of the social sciences, particularly anthropology and sociology, and concludes by taking a closer look at the possible impact of the discovery of extraterrestrial life on theology and philosophy. In undertaking this study we emphasize three bedrock principles: (1) we cannot predict the future; (2) society is not monolithic, implying many impacts depending on religion, culture and worldview; (3) the impact of any discovery of extraterrestrial life is scenario-dependent.

  8. Duties to Extraterrestrial Microscopic Organisms

    Science.gov (United States)

    Cockell, C. S.

    Formulating a normative axiology for the treatment of extraterrestrial microscopic organisms, should they ever be found, requires an extension of environmental ethics to beyond the Earth. Using an ethical framework for the treatment of terrestrial micro-organisms, this paper elaborates a similar ethic for the treatment of extraterrestrial microscopic organisms. An ethic of `teloempathy' allows for the moral considerability of any organism that has `interests', based on rudimentary qualities of conativism, and therefore allows for an identical treatment of all life, related or not related to life on Earth. Although, according to this ethic, individual extraterrestrial microscopic organisms have a good of their own and even `rights', at this level the ethic can only be theoretical, allowing for the inevitable destruction of many individual organisms during the course of human exploratory missions, similarly to the daily destruction of microbes by humans on Earth. A holistic teloempathy, an operative ethic, not only provides a framework for human exploration, but it also has important implications for planetary protection and proposals to implement planetary-scale atmospheric alterations on other bodies. Even prior to the discovery of extraterrestrial life, or the discovery of a complete absence of such life, this exercise yields important insights into the moral philosophy that guides our treatment of terrestrial micro-organisms.

  9. Anthropomorphism in the search for extra-terrestrial intelligence - The limits of cognition?

    Science.gov (United States)

    Bohlmann, Ulrike M.; Bürger, Moritz J. F.

    2018-02-01

    The question "Are we alone?" lingers in the human mind since ancient times. Early human civilisations populated the heavens above with a multitude of Gods endowed with some all too human characteristics - from their outer appearance to their innermost motivations. En passant they created thereby their own cultural founding myths on which they built their understanding of the world and its phenomena and deduced as well rules for the functioning of their own society. Advancing technology has enabled us to conduct this human quest for knowledge with more scientific means: optical and radio-wavelengths are being monitored for messages by an extra-terrestrial intelligence and active messaging attempts have also been undertaken. Scenarios have been developed for a possible detection of extra-terrestrial intelligence and post-detection guidelines and protocols have been elaborated. The human responses to the whole array of questions concerning the potential existence, discovery of and communication/interaction with an extra-terrestrial intelligence share as one clear thread a profound anthropomorphism, which ascribes classical human behavioural patterns also to an extra-terrestrial intelligence in much the same way as our ancestors attributed comparable conducts to mythological figures. This paper aims at pinpointing this thread in a number of classical reactions to basic questions related to the search for extra-terrestrial intelligence. Many of these reactions are based on human motives such as curiosity and fear, rationalised by experience and historical analogy and modelled in the Science Fiction Culture by literature and movies. Scrutinising the classical hypothetical explanations of the Fermi paradox under the angle of a potentially undue anthropomorphism, this paper intends to assist in understanding our human epistemological limitations in the search for extra-terrestrial intelligence. This attempt is structured into a series of questions: I. Can we be alone? II

  10. Information theory, animal communication, and the search for extraterrestrial intelligence

    Science.gov (United States)

    Doyle, Laurance R.; McCowan, Brenda; Johnston, Simon; Hanser, Sean F.

    2011-02-01

    We present ongoing research in the application of information theory to animal communication systems with the goal of developing additional detectors and estimators for possible extraterrestrial intelligent signals. Regardless of the species, for intelligence (i.e., complex knowledge) to be transmitted certain rules of information theory must still be obeyed. We demonstrate some preliminary results of applying information theory to socially complex marine mammal species (bottlenose dolphins and humpback whales) as well as arboreal squirrel monkeys, because they almost exclusively rely on vocal signals for their communications, producing signals which can be readily characterized by signal analysis. Metrics such as Zipf's Law and higher-order information-entropic structure are emerging as indicators of the communicative complexity characteristic of an "intelligent message" content within these animals' signals, perhaps not surprising given these species' social complexity. In addition to human languages, for comparison we also apply these metrics to pulsar signals—perhaps (arguably) the most "organized" of stellar systems—as an example of astrophysical systems that would have to be distinguished from an extraterrestrial intelligence message by such information theoretic filters. We also look at a message transmitted from Earth (Arecibo Observatory) that contains a lot of meaning but little information in the mathematical sense we define it here. We conclude that the study of non-human communication systems on our own planet can make a valuable contribution to the detection of extraterrestrial intelligence by providing quantitative general measures of communicative complexity. Studying the complex communication systems of other intelligent species on our own planet may also be one of the best ways to deprovincialize our thinking about extraterrestrial communication systems in general.

  11. The Extraterrestrial Life Debate from Antiquity to 1900

    Science.gov (United States)

    Crowe, Michael J.; Dowd, Matthew F.

    This chapter provides an overview of the Western historical debate regarding extraterrestrial life from antiquity to the beginning of the twentieth century. Though schools of thought in antiquity differed on whether extraterrestrial life existed, by the Middle Ages, the Aristotelian worldview of a unified, finite cosmos without extraterrestrials was most influential, though there were such dissenters as Nicholas of Cusa. That would change as the Copernican revolution progressed. Scholars such as Bruno, Kepler, Galileo, and Descartes would argue for a Copernican system of a moving Earth. Cartesian and Newtonian physics would eventually lead to a view of the universe in which the Earth was one of many planets in one of many solar systems extended in space. As this cosmological model was developing, so too were notions of extraterrestrial life. Popular and scientific writings, such as those by Fontenelle and Huygens, led to a reversal of fortunes for extraterrestrials, who by the end of the century were gaining recognition. From 1700 to 1800, many leading thinkers discussed extraterrestrial intelligent beings. In doing so, they relied heavily on arguments from analogy and such broad principles and ideas as the Copernican Principle, the Principle of Plenitude, and the Great Chain of Being. Physical evidence for the existence of extraterrestrials was minimal, and was always indirect, such as the sighting of polar caps on Mars, suggesting similarities between Earth and other places in the universe. Nonetheless, the eighteenth century saw writers from a wide variety of genres—science, philosophy, theology, literature—speculate widely on extraterrestrials. In the latter half of the century, increasing research in stellar astronomy would be carried out, heavily overlapping with an interest in extraterrestrial life. By the end of the eighteenth century, belief in intelligent beings on solar system planets was nearly universal and certainly more common than it would be by

  12. How likely is extraterrestrial life?

    CERN Document Server

    Halley, J Woods

    2012-01-01

    What does existing scientific knowledge about physics, chemistry, meteorology and biology tell us about the likelihood of extraterrestrial life and civilizations? And what does the fact that there is currently no credible scientific evidence for the existence of extraterrestrial biospheres or civilizations teach  us? This book reviews the various scientific issues that arise in considering the question of how common extraterrestrial life is likely to be in our galaxy and whether humans are likely to detect it. The book stands out because of its very systematic organization and relatively unbiased treatment of the main open question. It covers all relevant aspects of many disciplines required to present the different   possible answers. It has and will provide undergraduates with a stimulating introduction to many of these fields at an early stage in their university careers, when they are still choosing a specialty. The difficulties and the range of possible answers to the title question are carefully addr...

  13. Virtual reality as a way to good business

    OpenAIRE

    Mošorinski Predrag

    2016-01-01

    A virtual economy is the emergent property of the interaction between participants in a virtual world. As businesses compete in the real world, they also compete in virtual worlds. Many companies now incorporate virtual world as a new form of advertising. There are many advantages to using these methods of commercialization. The use of advertising within virtual world is a relatively new idea, due to Virtual World as a relatively new technology. According to trade media company Virtual Worlds...

  14. Virtual reality as a way to good business

    Directory of Open Access Journals (Sweden)

    Mošorinski Predrag

    2016-01-01

    Full Text Available A virtual economy is the emergent property of the interaction between participants in a virtual world. As businesses compete in the real world, they also compete in virtual worlds. Many companies now incorporate virtual world as a new form of advertising. There are many advantages to using these methods of commercialization. The use of advertising within virtual world is a relatively new idea, due to Virtual World as a relatively new technology. According to trade media company Virtual Worlds Management, commercial investments in the virtual sector were in excess of USD 425 million in 2007, and USD 594 million in 2008. During the last year, investments made were approximately 1 billion US $. Investment in marketing and virtual commercials, in Republic of Serbia was about 840 million euros during the last few years.

  15. A Review of Extra-Terrestrial Mining Concepts

    Science.gov (United States)

    Mueller, R. P.; van Susante, P. J.

    2012-01-01

    Outer space contains a vast amount of resources that offer virtually unlimited wealth to the humans that can access and use them for commercial purposes. One of the key technologies for harvesting these resources is robotic mining of regolith, minerals, ices and metals. The harsh environment and vast distances create challenges that are handled best by robotic machines working in collaboration with human explorers. Humans will benefit from the resources that will be mined by robots. They will visit outposts and mining camps as required for exploration, commerce and scientific research, but a continuous presence is most likely to be provided by robotic mining machines that are remotely controlled by humans. There have been a variety of extra-terrestrial robotic mining concepts proposed over the last 40 years and this paper will attempt to summarize and review concepts in the public domain (government, industry and academia) to serve as an informational resource for future mining robot developers and operators. The challenges associated with these concepts will be discussed and feasibility will be assessed. Future needs associated with commercial efforts will also be investigated.

  16. The Search for Extraterrestrials Intercepting Alien Signals

    CERN Document Server

    Ross, Monte

    2009-01-01

    In The Search for Extraterrestrials, Monte Ross explores in detail the key problems in starting a search, the programs that have failed and those that continue. He includes the fundamental considerations and the physics of the necessary laser, UV, IR and RF technologies, as well as coding and information theory considerations. The author explores future possibilities providing the reader with a comprehensive view of the many ways signals from aliens could be sent and explains why the search using RF leaves more than 99% of the electromagnetic spectrum unexamined. He also demonstrates the many parts of the electromagnetic spectrum, considering the next likely steps in this unique enterprise. Given man’s intrinsic nature to explore, the search will continue in one form or many, until success is achieved, which may be tomorrow or a millennium away. In summary, Monte Ross proposes to get around the failure of a fruitless search at radio frequencies by developing, in a precise way, the argument for searching for...

  17. Extraterrestrial Metals Processing, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The Extraterrestrial Metals Processing (EMP) system produces ferrosilicon, silicon monoxide, a glassy mixed oxide slag, and smaller amounts of alkali earth...

  18. Curating NASA's Past, Present, and Future Extraterrestrial Sample Collections

    Science.gov (United States)

    McCubbin, F. M.; Allton, J. H.; Evans, C. A.; Fries, M. D.; Nakamura-Messenger, K.; Righter, K.; Zeigler, R. A.; Zolensky, M.; Stansbery, E. K.

    2016-01-01

    The Astromaterials Acquisition and Curation Office (henceforth referred to herein as NASA Curation Office) at NASA Johnson Space Center (JSC) is responsible for curating all of NASA's extraterrestrial samples. Under the governing document, NASA Policy Directive (NPD) 7100.10E "Curation of Extraterrestrial Materials", JSC is charged with "...curation of all extra-terrestrial material under NASA control, including future NASA missions." The Directive goes on to define Curation as including "...documentation, preservation, preparation, and distribution of samples for research, education, and public outreach." Here we describe some of the past, present, and future activities of the NASA Curation Office.

  19. Extraterrestrial Metals Processing, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The Extraterrestrial Metals Processing (EMP) system produces iron, silicon, and light metals from Mars, Moon, or asteroid resources in support of advanced human...

  20. A Review of Extra-Terrestrial Mining Robot Concepts

    Science.gov (United States)

    Mueller, Robert P.; Van Susante, Paul J.

    2011-01-01

    Outer space contains a vast amount of resources that offer virtually unlimited wealth to the humans that can access and use them for commercial purposes. One of the key technologies for harvesting these resources is robotic mining of regolith, minerals, ices and metals. The harsh environment and vast distances create challenges that are handled best by robotic machines working in collaboration with human explorers. Humans will benefit from the resources that will be mined by robots. They will visit outposts and mining camps as required for exploration, commerce and scientific research, but a continuous presence is most likely to be provided by robotic mining machines that are remotely controlled by humans. There have been a variety of extra-terrestrial robotic mining concepts proposed over the last 100 years and this paper will attempt to summarize and review concepts in the public domain (government, industry and academia) to serve as an informational resource for future mining robot developers and operators. The challenges associated with these concepts will be discussed and feasibility will be assessed. Future needs associated with commercial efforts will also be investigated.

  1. The Ethical Implications for Discovery of Extraterrestrial Life

    Science.gov (United States)

    Stuart, Jill

    2012-05-01

    Ethical frameworks seek to normatively structure our behaviour and preconstitute expectations with regards to moral activity towards each other as well as other creatures and even non-sentient objects such as the environment. This paper considers how ongoing ethical discussions relating to earth-based interactions can be used as analogies to inform nascent conversations about potential future encounters with extraterrestrial life—while also highlighting where these geocentric conversations may fail to capture the unique dynamics of potential extraterrestrial encounters. The paper specifically considers the spectrum of ethical frameworks currently used in earth-based interactions and how they might apply outside the geocentric referent; from ethics towards non- sentient life on earth such as plants and the environment; to ethics towards sentient but ‘unintelligent' life; to intelligent life nonetheless deemed less intelligent than humans. Next the paper considers interactions that we have yet to (knowingly) have encountered here on earth: the ethics of interactions with life more intelligent than ourselves; and finally the ethics of interaction with robotic ‘post-biological' forms, which some specialists in extraterrestrial communications have speculated will likely be the form of ‘creatures' to be encountered should contact with extraterrestrials ever be made. Finally the paper will address deeper philosophical-ethical questions about the significance of such an exercise in shifting ethical frameworks from an anthropocentric perspective.

  2. Implications of extraterrestrial material on the origin of life

    Science.gov (United States)

    Pasek, Matthew A.

    Meteoritic organic material may provide the best perspective on prebiotic chemistry. Meteorites have also been invoked as a source of prebiotic material. This study suggests a caveat to extraterrestrial organic delivery: that prebiotic meteoritic organics were too dilute to promote prebiotic reactions. However, meteoritic material provides building material for endogenous synthesis of prebiotic molecules, such as by hydrolysis of extraterrestrial organic tars, and corrosion of phosphide minerals.

  3. Science, religion, and the search for extraterrestrial intelligence

    CERN Document Server

    Wilkinson, David

    2013-01-01

    If the discovery of life elsewhere in the universe is just around the corner, what would be the consequences for religion? Would it represent another major conflict between science and religion, even leading to the death of faith? Some would suggest that the discovery of any suggestion of extraterrestrial life would have a greater impact than even the Copernican and Darwinian revolutions. It is now over 50 years since the first modern scientific papers were published on the search for extraterrestrial intelligence (SETI). Yet the religious implications of this search and possible discovery have never been systematically addressed in the scientific or theological arena. SETI is now entering its most important era of scientific development. New observation techniques are leading to the discovery of extra-solar planets daily, and the Kepler mission has already collected over 1000 planetary candidates. This deluge of data is transforming the scientific and popular view of the existence of extraterrestrial intel...

  4. The Ĝ Infrared Search for Extraterrestrial Civilizations with Large Energy Supplies

    Science.gov (United States)

    Wright, Jason Thomas; Povich, Matthew; Griffith, Roger; Maldonado, Jessica; Sigurdsson, Steinn; Star Cartier, Kimberly

    2015-08-01

    The WISE and Spitzer large-area surveys of the mid-infrared sky bring a new opportunity to search for evidence of the energy supplies of very large extraterrestrial civilizations. If these energy supplies rival the output of a civilization's parent star (Kardashev Type II), or if a galaxy-spanning supercivilization's use rivals that of the total galactic luminosity (Type III), they would be detectable as anomolously mid-infrared-bright stars and galaxies, respectively. We have already performed the first search for this emission from Type III civilizations using the WISE all-sky survey, and put the first upper limits on them in the local universe, and discuss ways to improve on these limits. We also discuss some detectable forms of and limits on Type II civilizations in the Mliky Way.

  5. 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…

  6. Inscribed matter as an energy-efficient means of communication with an extraterrestrial civilization.

    Science.gov (United States)

    Rose, Christopher; Wright, Gregory

    2004-09-02

    It is well known that electromagnetic radiation-radio waves-can in principle be used to communicate over interstellar distances. By contrast, sending physical artefacts has seemed extravagantly wasteful of energy, and imagining human travel between the stars even more so. The key consideration in earlier work, however, was the perceived need for haste. If extraterrestrial civilizations existed within a few tens of light years, radio could be used for two-way communication on timescales comparable to human lifetimes (or at least the longevities of human institutions). Here we show that if haste is unimportant, sending messages inscribed on some material can be strikingly more energy efficient than communicating by electromagnetic waves. Because messages require protection from cosmic radiation and small messages could be difficult to find among the material clutter near a recipient, 'inscribed matter' is most effective for long archival messages (as opposed to potentially short "we exist" announcements). The results suggest that our initial contact with extraterrestrial civilizations may be more likely to occur through physical artefacts-essentially messages in a bottle-than via electromagnetic communication.

  7. The Search for Extraterrestrial Intelligence (SETI)

    Science.gov (United States)

    Tarter, Jill

    The search for evidence of extraterrestrial intelligence is placed in the broader astronomical context of the search for extrasolar planets and biomarkers of primitive life elsewhere in the universe. A decision tree of possible search strategies is presented as well as a brief history of the search for extraterrestrial intelligence (SETI) projects since 1960. The characteristics of 14 SETI projects currently operating on telescopes are discussed and compared using one of many possible figures of merit. Plans for SETI searches in the immediate and more distant future are outlined. Plans for success, the significance of null results, and some opinions on deliberate transmission of signals (as well as listening) are also included. SETI results to date are negative, but in reality, not much searching has yet been done.

  8. Terrestrial and extraterrestrial superresonators as drivers for an inertial confinement fusion reactor

    International Nuclear Information System (INIS)

    Seifritz, W.; Vath, W.

    1992-01-01

    This paper reports on the recirculating power fraction of a laser-driven inertial confinement fusion (ICF) reactor which can be reduced by using laser diodes to pump a neodymium solid-state laser. To overcome the high costs of two-dimensional arrays of laser diodes, two types of superresonators are proposed: a terrestrially based one and an extraterrestrially based one on a geostationary orbit. Both are designed in such a way that a sequence of short laser pulses (10 to 20 ns wide), each with an energy of 5 to 10 MJ and a frequency of 10 Hz, are produced to trigger a deuterium-tritium ICF reactor. The terrestrial superresonator needs a much smaller number of two-dimensional laser diode arrays than a conventionally pumped once-through solid-state laser system, and the extraterrestrial resonator is pumped by means of concentrated solar radiation. In practice, at least an order of magnitude fewer laser diodes and crystalline calcium fluoride gain media are needed to meet the requirements of a laser driver for an ICF reactor. If, finally, a liquid neodymium laser system could be used for an ICF reactor, the cooling of the gain slabs would be facilitated substantially

  9. The Ĝ Infrared Search for Extraterrestrial Civilizations with Large Energy Supplies. I. Background and Justification

    Science.gov (United States)

    Wright, J. T.; Mullan, B.; Sigurdsson, S.; Povich, M. S.

    2014-09-01

    We motivate the Ĝ infrared search for extraterrestrial civilizations with large energy supplies. We discuss some philosophical difficulties of the search for extraterrestrial intelligence (SETI), and how communication SETI circumvents them. We review "Dysonian SETI," the search for artifacts of alien civilizations, and find that it is highly complementary to traditional communication SETI; the two together might succeed where either one alone has not. We discuss the argument of Hart that spacefaring life in the Milky Way should be either galaxy-spanning or non-existent, and examine a portion of his argument that we call the "monocultural fallacy." We discuss some rebuttals to Hart that invoke sustainability and predict long Galaxy colonization timescales. We find that the maximum Galaxy colonization timescale is actually much shorter than previous work has found (energy supplies and argue that detectably large energy supplies can plausibly be expected to exist because life has the potential for exponential growth until checked by resources or other limitations, and intelligence implies the ability to overcome such limitations. As such, if Hart's thesis is correct, then searches for large alien civilizations in other galaxies may be fruitful; if it is incorrect, then searches for civilizations within the Milky Way are more likely to succeed than Hart argued. We review some past Dysonian SETI efforts and discuss the promise of new mid-infrared surveys, such as that of WISE.

  10. Curating NASA's Future Extraterrestrial Sample Collections: How Do We Achieve Maximum Proficiency?

    Science.gov (United States)

    McCubbin, Francis; Evans, Cynthia; Zeigler, Ryan; Allton, Judith; Fries, Marc; Righter, Kevin; Zolensky, Michael

    2016-01-01

    The Astromaterials Acquisition and Curation Office (henceforth referred to herein as NASA Curation Office) at NASA Johnson Space Center (JSC) is responsible for curating all of NASA's extraterrestrial samples. Under the governing document, NASA Policy Directive (NPD) 7100.10E "Curation of Extraterrestrial Materials", JSC is charged with "The curation of all extraterrestrial material under NASA control, including future NASA missions." The Directive goes on to define Curation as including "... documentation, preservation, preparation, and distribution of samples for research, education, and public outreach." Here we describe some of the ongoing efforts to ensure that the future activities of the NASA Curation Office are working towards a state of maximum proficiency.

  11. Funding the Search for Extraterrestrial Intelligence with a Lottery Bond

    OpenAIRE

    Haqq-Misra, Jacob

    2013-01-01

    I propose the establishment of a SETI Lottery Bond to provide a continued source of funding for the search for extraterrestrial intelligence (SETI). The SETI Lottery Bond is a fixed rate perpetual bond with a lottery at maturity, where maturity occurs only upon discovery and confirmation of extraterrestrial intelligent life. Investors in the SETI Lottery Bond purchase shares that yield a fixed rate of interest that continues indefinitely until SETI succeeds---at which point a random subset of...

  12. Using virtual reality to determine how emergency signs facilitate way-finding.

    Science.gov (United States)

    Tang, Chieh-Hsin; Wu, Wu-Tai; Lin, Ching-Yuan

    2009-07-01

    In this study, virtual reality was the tool used to construct an experimental space. Three scenarios - one without emergency signs, another with an old-version emergency sign, and the third with a new-version emergency sign - were created, after which 107 subjects, divided into three groups, engaged in an emergency escape game to determine if and how various emergency signs aid in way-finding in the event of an emergency. Under the presupposition that the minimum time needed for an emergency escape without any mistake occurring was 40s, we found that the average way-finding time in the scenario without any emergency signs was 123.8s, for the scenario with the new-version signs 84.8s, and for the scenario with the old-version signs 75.6s; statistically, this demonstrated that the absence of signs results in slower escape than either old signs (p=0.001) or new signs (p=0.005). These findings indicate that signs do help way-finding greatly. Males were found to exhibit better way-finding skills than females (pConstruction workers and fire safety personnel, as a combined group, did not fare better than others with less presumed prior experience with building plans or emergency exit procedures. In addition, when faced with both an emergency direction sign and an exit door, almost half of the subjects (42% of the participants) were chosen to take the door instead of following the direction posted on the sign. Finally, we found that, at T-intersections, the majority of participants (60%) chose to turn left versus right.

  13. Extraterrestrial seismology

    CERN Document Server

    Tong, Vincent C H

    2015-01-01

    Seismology is a highly effective tool for investigating the internal structure of the Earth. Similar techniques have also successfully been used to study other planetary bodies (planetary seismology), the Sun (helioseismology), and other stars (asteroseismology). Despite obvious differences between stars and planetary bodies, these disciplines share many similarities and together form a coherent field of scientific research. This unique book takes a transdisciplinary approach to seismology and seismic imaging, reviewing the most recent developments in these extraterrestrial contexts. With contributions from leading scientists, this timely volume systematically outlines the techniques used in observation, data processing, and modelling for asteroseismology, helioseismology, and planetary seismology, drawing comparisons with seismic methods used in geophysics. Important recent discoveries in each discipline are presented. With an emphasis on transcending the traditional boundaries of astronomy, solar, planetary...

  14. From stereoscopic recording to virtual reality headsets: Designing a new way to learn surgery.

    Science.gov (United States)

    Ros, M; Trives, J-V; Lonjon, N

    2017-03-01

    To improve surgical practice, there are several different approaches to simulation. Due to wearable technologies, recording 3D movies is now easy. The development of a virtual reality headset allows imagining a different way of watching these videos: using dedicated software to increase interactivity in a 3D immersive experience. The objective was to record 3D movies via a main surgeon's perspective, to watch files using virtual reality headsets and to validate pedagogic interest. Surgical procedures were recorded using a system combining two side-by-side cameras placed on a helmet. We added two LEDs just below the cameras to enhance luminosity. Two files were obtained in mp4 format and edited using dedicated software to create 3D movies. Files obtained were then played using a virtual reality headset. Surgeons who tried the immersive experience completed a questionnaire to evaluate the interest of this procedure for surgical learning. Twenty surgical procedures were recorded. The movies capture a scene which is extended 180° horizontally and 90° vertically. The immersive experience created by the device conveys a genuine feeling of being in the operating room and seeing the procedure first-hand through the eyes of the main surgeon. All surgeons indicated that they believe in pedagogical interest of this method. We succeeded in recording the main surgeon's point of view in 3D and watch it on a virtual reality headset. This new approach enhances the understanding of surgery; most of the surgeons appreciated its pedagogic value. This method could be an effective learning tool in the future. Copyright © 2016. Published by Elsevier Masson SAS.

  15. Psycholinguistics and the Search for Extraterrestrial Intelligence

    Directory of Open Access Journals (Sweden)

    Lidija Krotenko

    2017-09-01

    Full Text Available The author of the article reveals the possibilities of psycholinguistics in the identifi cation and interpretation of languages and texts of Alien Civilizations. The author combines modern interdisciplinary research in psycholinguistics with the theory “Evolving Matter” proposed by Oleg Bazaluk and concludes that the identifi cation of languages and texts of Alien Civilizations, as well as the communication of terrestrial civilization with Extraterrestrial Intelligence, is in principle possible. To that end, it is necessary to achieve the required level of the modeling of neurophilosophy and to include these achievements of modern psycholinguistics studies: а language acquisition; b language comprehension; c language production; d second language acquisition. On the one hand, the possibilities of neurophilosophy to accumulate and model advanced neuroscience research; on the other hand, highly specialized psycholinguistic studies in language evolution are able to provide the communication of terrestrial civilization with Extraterrestrial Intelligence.

  16. The Problem of Extraterrestrial Civilizations and Extrasolar Planets

    Science.gov (United States)

    Mickaelian, A. M.

    2015-07-01

    The problem of extraterrestrial intelligence is the best example of multidisciplinary science. Here philosophy and religion, astronomy, radiophysics, spectrography, space flights and astronautics, geology and planetology, astroecology, chemistry and biology, history and archaeology, psychology, sociology, linguistics, diplomacy, UFOs and peculiar phenomena are involved. Among these many-sided studies, astronomers have probably displayed the most progress by discovering thousands of extrasolar planets. At present, a number of search programs are being accomplished, including those with space telescopes, and planets in so-called "habitable zone" are considered as most important ones, for which various orbital and physical parameters are being calculated. As the discovery of extraterrestrial life is the final goal, a special attention is given to Earth-like planets, for the discovery of which most sensitive technical means are necessary.

  17. L factor: hope and fear in the search for extraterrestrial intelligence

    Science.gov (United States)

    Rubin, Charles T.

    2001-08-01

    The L factor in the Drake equation is widely understood to account for most of the variance in estimates of the number of extraterrestrial intelligences that might be contacted by the search for extraterrestrial intelligence (SETI). It is also among the hardest to quantify. An examination of discussions of the L factor in the popular and technical SETI literature suggests that attempts to estimate L involve a variety of potentially conflicting assumptions about civilizational lifespan that reflect hopes and fears about the human future.

  18. Toward a new cosmic consciousness: Psychoeducational aspects of contact with extraterrestrial civilizations

    Science.gov (United States)

    De la Torre, Gabriel G.

    2014-02-01

    This study presents a new approach to the concept of cosmic consciousness integrated in current neuroscience knowledge and discusses implications for the search for extraterrestrial intelligence. It also examines different aspects related to consciousness and how it may play a key role in the understanding of the search for extraterrestrial intelligence and life in the Universe and its implications. Subjects (n=116) were college students from Spain, the United States, and Italy. Subjects responded to a questionnaire comprising five different sections: (A) religious beliefs, (B) environment and general opinion, (C) astronomy, (D) contact, and (E) attention and perception. The results showed the importance of several modular aspects that affect Space awareness in humans. Preliminary results are discussed with regard to current neuroscience, factor analysis, and possible implications for the understanding of contact with extraterrestrial intelligence. The roles of education, new search strategies, and possible contact scenarios are also discussed.

  19. 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...

  20. Who owns the Moon? extraterrestrial aspects of land and mineral resources ownership

    CERN Document Server

    Pop, Virgiliu

    2008-01-01

    This work investigates the permissibility and viability of property rights on the celestial bodies, particularly the extraterrestrial aspects of land and mineral resources ownership. In lay terms, it aims to find an answer to the question "Who owns the Moon?" After critically analyzing and dismantling with legal arguments the trivial issue of sale of extraterrestrial real estate, the book addresses the apparent silence of the law in the field of landed property in outer space, scrutinizing whether the factual situation on the extraterrestrial realms calls for legal regulations. The legal status of asteroids and the relationship between appropriation under international law and civil law appropriation are duly examined, as well as different property patterns – such as the commons regime, the Common Heritage of the Mankind, and the Frontier paradigm. Virgiliu Pop is one of world's specialists in the area of space property rights. A member of the International Institute of Space Law, Virgiliu has authored seve...

  1. Tracers of the Extraterrestrial Component in Sediments and Inferences for Earth's Accretion History

    Science.gov (United States)

    Kyte, Frank T.

    2003-01-01

    The study of extraterrestrial matter in sediments began with the discovery of cosmic spherules during the HMS Challenger Expedition (1873-1876), but has evolved into a multidisciplinary study of the chemical, physical, and isotopic study of sediments. Extraterrestrial matter in sediments comes mainly from dust and large impactors from the asteroid belt and comets. What we know of the nature of these source materials comes from the study of stratospheric dust particles, cosmic spherules, micrometeorites, meteorites, and astronomical observations. The most common chemical tracers of extraterrestrial matter in sediments are the siderophile elements, most commonly iridium and other platinum group elements. Physical tracers include cosmic and impact spherules, Ni-rich spinels, meteorites, fossil meteorites, and ocean-impact melt debris. Three types of isotopic systems have been used to trace extraterrestrial matter. Osmium isotopes cannot distinguish chondritic from mantle sources, but provide a useful tool in modeling long-term accretion rates. Helium isotopes can be used to trace the long-term flux of the fine fraction of the interplanetary dust complex. Chromium isotopes can provide unequivocal evidence of an extraterrestrial source for sediments with high concentrations of meteoritic Cr. The terrestrial history of impacts, as recorded in sediments, is still poorly understood. Helium isotopes, multiple Ir anomalies, spherule beds, and craters all indicate a comet shower in the late Eocene. The Cretaceous-Tertiary boundary impact event appears to have been caused by a single carbonaceous chondrite projectile, most likely of asteroid origin. Little is known of the impact record in sediments from the rest of the Phanerozoic. Several impact deposits are known in the Precambrian, including several possible mega-impacts in the Early Archean.

  2. The Ĝ infrared search for extraterrestrial civilizations with large energy supplies. I. Background and justification

    International Nuclear Information System (INIS)

    Wright, J. T.; Mullan, B.; Sigurdsson, S.; Povich, M. S.

    2014-01-01

    We motivate the Ĝ infrared search for extraterrestrial civilizations with large energy supplies. We discuss some philosophical difficulties of the search for extraterrestrial intelligence (SETI), and how communication SETI circumvents them. We review 'Dysonian SETI', the search for artifacts of alien civilizations, and find that it is highly complementary to traditional communication SETI; the two together might succeed where either one alone has not. We discuss the argument of Hart that spacefaring life in the Milky Way should be either galaxy-spanning or non-existent, and examine a portion of his argument that we call the 'monocultural fallacy'. We discuss some rebuttals to Hart that invoke sustainability and predict long Galaxy colonization timescales. We find that the maximum Galaxy colonization timescale is actually much shorter than previous work has found (<10 9 yr), and that many 'sustainability' counter-arguments to Hart's thesis suffer from the monocultural fallacy. We extend Hart's argument to alien energy supplies and argue that detectably large energy supplies can plausibly be expected to exist because life has the potential for exponential growth until checked by resources or other limitations, and intelligence implies the ability to overcome such limitations. As such, if Hart's thesis is correct, then searches for large alien civilizations in other galaxies may be fruitful; if it is incorrect, then searches for civilizations within the Milky Way are more likely to succeed than Hart argued. We review some past Dysonian SETI efforts and discuss the promise of new mid-infrared surveys, such as that of WISE.

  3. The weak force and SETH: The search for Extra-Terrestrial Homochirality

    Science.gov (United States)

    MacDermott, Alexandra J.

    1996-07-01

    We propose that a search for extra-terrestrial life can be approached as a Search for Extra-Terrestrial Homochirality-SETH. Homochirality is probably a pre-condition for life, so a chiral influence may be required to get life started. We explain how the weak force mediated by the Z0 boson gives rise to a small parity-violating energy difference (PVED) between enantiomers, and discuss how the resulting small excess of the more stable enantiomer may be amplified to homochirality. Titan and comets are good places to test for emerging pre-biotic homochirality, while on Mars there may be traces of homochirality as a relic of extinct life. Our calculations of the PVED show that the natural L-amino acids are indeed more stable than their enantiomers, as are several key D-sugars and right-hand helical DNA. Thiosubstituted DNA analogues show particularly large PVEDs. L-quartz is also more stable than D-quartz, and we believe that further crystal counts should be carried out to establish whether reported excesses of L quartz are real. Finding extra-terrestrial molecules of the same hand as on Earth would lend support to the universal chiral influence of the weak force. We describe a novel miniaturized space polarimeter, called the SETH Cigar, which we hope to use to detect optical rotation on other planets. Moving parts are avoided by replacing the normal rotating polarizer by multiple fixed polarizers at different angles as in the eye of the bee. Even if we do not find the same hand as on Earth, finding extra-terrestrial optical rotation would be of enormous importance as it would still be the homochiral signature of life.

  4. Extraterrestrial Organic Chemistry: From the Interstellar Medium to the Origins of Life

    Science.gov (United States)

    Pohorille, Andrew; DeVincenzi, Donald L. (Technical Monitor)

    2000-01-01

    Extraterrestrially delivered organics in the origin of cellular life. Various processes leading to the emergence of cellular life from organics delivered from space to earth or other planetary bodies in the solar system will be reviewed. The focus will be on: (1) self-assembly of amphiphilic material to vesicles and other structures, such as micelles and multilayers, and its role in creating environments suitable for chemical catalysis, (2) a possible role of extraterrestrial delivery of organics in the formation of the simplest bioenergetics (3) mechanisms leading from amino acids or their precursors to simple peptides and, subsequently, to the evolution of metabolism. These issues will be discussed from two opposite points of view: (1) Which molecules could have been particularly useful in the protobiological evolution; this may provide focus for searching for these molecules in interstellar media. (2) Assuming that a considerable part of the inventory of organic matter on the early earth was delivered extraterrestrially, what does relative abundance of different organics in space tell us about the scenario leading to the origin of life.

  5. [An encounter with extraterrestrial intelligence].

    Science.gov (United States)

    Hisabayashi, Hisashi

    2003-12-01

    It is much easier to find extraterrestrial intelligence than to detect simple organisms living on other planets. However, it is hard to communicate with such intelligence without the mutual understanding of inter-stellar communication protocol. The radio SETI (The Search for Extra-Terrestrial Intelligence) was initiated with the pioneering work of F. Drake in 1960, one year after the historical SETI paper by Cocconi and Morrison. This talk explains that SETI evolves with two bases of science; the understanding of our universe and the development of technology. Since SETI has had strong connection with radio astronomy from its early beginning, the impacts of radio astronomical findings and technological breakthrough can be seen in many aspects of the SETI history. Topics of this talk include the detection of microwave 3 K background radiation in the universe. Interstellar atomic and molecular lines found in radio-wave spectra provide the evidence of pre-biotic chemical evolution in such region. Radio telescope imaging and spectral technique are closely associated with methodology of SETI. Topics of the talk extend to new Allen Telescope Array and projected Square Kilometer Array. Recent optical SETI and the discoveries of extra solar planets are also explained. In the end, the recent understanding of our universe is briefly introduced in terms of matter, dark matter and dark energy. Even our understanding of the universe has been evolutionarily revolved and accumulated after 1960, we must recognize that our universe is still poorly understood and that astronomy and SETI are required to proceed hand in hand.

  6. Extraterrestrial Radiation Chemistry and Molecular Astronomy

    Science.gov (United States)

    Hudson, Reggie L.; Moore, Marla H.

    2009-01-01

    Astronomical observations of both solar system and interstellar regions have revealed a rich chemical inventory that includes most classes of organic molecules and selected inorganics. For example, gas-phase ethylene glycol and SOz have been observed by astronomers, while solidphase detections include OCS, H2O2 , and the cyanate anion.' All of these are found in environments that are, by earthly standards, exceedingly hostile: temperatures of 10 - 100 K, miniscule densities, and near-ubiquitous ionizing-radiation fields. Beyond the simplest chemical species, these conditions have made it difficult-to-impassible to account for the observed molecular abundances using gas-phase chemistry, suggesting solid-phase reactions play an important role. In extraterrestrial environments, cosmic rays, UV photons, and magnetospheric radiation all drive chemical reactions, even at cryogenic temperatures. To study this chemistry, radiation astrochemists conduct experiments on icy materials, frozen under vacuum and exposed to sources such as keV electrons and MeV protons. Compositional changes usually are followed with IR spectroscopy and, in selected cases, more-sensitive mass-spectral techniques. This talk will review some recent results on known and suspected extraterrestrial molecules and ions. Spectra and reaction pathways will be presented, and predictions made for interstellar chemistry and the chemistry of selected solar system objects. Some past radiation-chemical contributions, and future needs, will be explored.

  7. [Extraterrestrial influences on health and disease].

    Science.gov (United States)

    Sitar, J

    1994-02-14

    As to extraterrestrial influences on man in health and disease so far only the effect of the sun and moon are known. This concerns the effect of solar radiation of different wavelengths and the effect of corpuscular solar radiation which has an impact on the condition of the terrestrial magnetic field and electric conditions in the atmosphere. Moreover there is also a question of important influences of gravitation (tides). Here the influence of the position of the moon in relation to the connecting line between sun and earth is involved. In the course of the synodic month (from new moon to the next new moon) a semilunar periodicity of different medical and geomagnetic indicators as well as meteorological ones plays a part. Based on his own research and that of others the author reaches the conclusion that extraterrestrial and terrestrial influences are interrelated and exert a mutual influence on each other and that it is not sensible to separate them strictly. Investigation of all the mentioned influences is important not only for biomedical prognosis but also for basic geophysical and meteorological research. Perspectively it would be useful to plan model experiments. The author feels it is his duty to refuse publication of different horoscopes in the mass media, whatever the intention. In the lay public this may lead to popularization of astrology which has nothing in common with serious research.

  8. Finding Extraterrestrial Life Using Ground-based High-dispersion Spectroscopy

    NARCIS (Netherlands)

    Snellen, I.A.G.; Kok, R.; Poole, le R.S.; Brogi, M.; Birkby, J.L.

    2013-01-01

    Exoplanet observations promise one day to unveil the presence of extraterrestrial life. Atmospheric compounds in strong chemical disequilibrium would point to large-scale biological activity just as oxygen and methane do in the Earth's atmosphere. The cancellation of both the Terrestrial Planet

  9. 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...

  10. The weak force and SETH: The search for Extra-Terrestrial Homochirality

    International Nuclear Information System (INIS)

    MacDermott, A.J.

    1996-01-01

    We propose that a search for extra-terrestrial life can be approached as a Search for Extra-Terrestrial Homochirality emdash SETH. Homochirality is probably a pre-condition for life, so a chiral influence may be required to get life started. We explain how the weak force mediated by the Z 0 boson gives rise to a small parity-violating energy difference (PVED) between enantiomers, and discuss how the resulting small excess of the more stable enantiomer may be amplified to homochirality. Titan and comets are good places to test for emerging pre-biotic homochirality, while on Mars there may be traces of homochirality as a relic of extinct life. Our calculations of the PVED show that the natural L-amino acids are indeed more stable than their enantiomers, as are several key D-sugars and right-hand helical DNA. Thiosubstituted DNA analogues show particularly large PVEDs. L-quartz is also more stable than D-quartz, and we believe that further crystal counts should be carried out to establish whether reported excesses of L quartz are real. Finding extra-terrestrial molecules of the same hand as on Earth would lend support to the universal chiral influence of the weak force. We describe a novel miniaturized space polarimeter, called the SETH Cigar, which we hope to use to detect optical rotation on other planets. Moving parts are avoided by replacing the normal rotating polarizer by multiple fixed polarizers at different angles as in the eye of the bee. Even if we do not find the same hand as on Earth, finding extra-terrestrial optical rotation would be of enormous importance as it would still be the homochiral signature of life. copyright 1996 American Institute of Physics

  11. The Virtual Museum for Meteorites: an Online Tool for Researchers Educators and Students

    Science.gov (United States)

    Madiedo, J. M.

    2013-09-01

    The Virtual Museum for Meteorites (Figure 1) was created as a tool for students, educators and researchers [1, 2]. One of the aims of this online resource is to promote the interest in meteorites. Thus, the role of meteorites in education and outreach is fundamental, as these are very valuable tools to promote the public's interest in Astronomy and Planetary Sciences. Meteorite exhibitions reveal the fascination of students, educators and even researchers for these extraterrestrial rocks and how these can explain many key questions origin and evolution of our Solar System. However, despite the efforts related to the origin and evolution of our Solar System. However, despite the efforts of private collectors, museums and other institutions to organize meteorite exhibitions, the reach of these is usually limited. The Virtual Museum for Meteorites takes advantage of HTML and related technologies to overcome local boundaries and offer its contents for a global audience. A description of the recent developments performed in the framework of this virtual museum is given in this work.

  12. Is it possible to interpret in a quasiclassical way the Coulomb interaction by the exchange of virtual photon

    International Nuclear Information System (INIS)

    Federighi, T.

    1978-01-01

    By supposing that virtual photons are ''bound'' photons continuosly emitted and reabsorbed by any electron, the existence of the Coulomb's law between charges is deduced in a quasiclassical way. There are both a lower limit for the law ( approximately 10 -13 cm) originated by the cutting-off of the Bose-Einstein statistics and an upper limit ( approximately 10 17 cm) connected with the existence of a not null rest mass of the photon ( approximately 5.7.10 -56 g)

  13. Extraterrestrial material analysis: loss of amino acids during liquid-phase acid hydrolysis

    Science.gov (United States)

    Buch, Arnaud; Brault, Amaury; Szopa, Cyril; Freissinet, Caroline

    2015-04-01

    Searching for building blocks of life in extraterrestrial material is a way to learn more about how life could have appeared on Earth. With this aim, liquid-phase acid hydrolysis has been used, since at least 1970 , in order to extract amino acids and other organic molecules from extraterrestrial materials (e.g. meteorites, lunar fines) or Earth analogues (e.g. Atacama desert soil). This procedure involves drastic conditions such as heating samples in 6N HCl for 24 h, either under inert atmosphere/vacuum, or air. Analysis of the hydrolyzed part of the sample should give its total (free plus bound) amino acid content. The present work deals with the influence of the 6N HCl hydrolysis on amino acid degradation. Our experiments have been performed on a standard solution of 17 amino acids. After liquid-phase acid hydrolysis (6N HCl) under argon atmosphere (24 h at 100°C), the liquid phase was evaporated and the dry residue was derivatized with N-Methyl-N-(t-butyldimethylsilyl)trifluoroacetamide (MTBSTFA) and dimethylformamide (DMF), followed by gas chromatography-mass spectrometry analysis. After comparison with derivatized amino acids from the standard solution, a significant reduction of the chromatographic peak areas was observed for most of the amino acids after liquid-phase acid hydrolysis. Furthermore, the same loss pattern was observed when the amino acids were exposed to cold 6N HCl for a short amount of time. The least affected amino acid, i.e. glycine, was found to be 73,93% percent less abundant compared to the non-hydrolyzed standard, while the most affected, i.e. histidine, was not found in the chromatograms after hydrolysis. Our experiments thereby indicate that liquid-phase acid hydrolysis, even under inert atmosphere, leads to a partial or total loss of all of the 17 amino acids present in the standard solution, and that a quick cold contact with 6N HCl is sufficient to lead to a loss of amino acids. Therefore, in the literature, the reported increase

  14. Beyond the Drake Equation: On the Probability of the Nature of Extraterrestrial Life Forms in Our Galaxy Today

    Science.gov (United States)

    Geller, Harold A.

    2014-01-01

    I will discuss my research into the issues associated with the nature of any extraterrestrials that may be encountered in the future in our galaxy. This research was sparked by statements made by Stephen Hawking in 2010 regarding his fear of emitting radiation from our Earth so that an extraterrestrial intelligent civilization may be alerted to our existence in the galaxy today. While addressing issues of extraterrestrial altruism, a probabilistic equation was developed which addresses the number of extraterrestrial intelligent life forms that may exist in our galaxy today, who could use our bodies for nourishment or reproductive purposes. The equation begins with the results from a Drake Equation calculation, and proceeds by addressing such biochemical parameters as the fraction of ETIs with: dextro sugar stereo-isomers; levo amino acid stereo-isomers; similar codon interpretation; chromosomal length and, similar cell membrane structure to allow egg penetration.

  15. On the Search for the Amino Acids on the Lunar Surface as it Relates to Other Extraterrestrial Bodies

    Science.gov (United States)

    Hoover, Richard B.; Kolb, Vera M.

    2009-01-01

    The early search for the amino acids on the lunar surface fines indicated such a low amount of the amino acids that it was deemed insignifi cant. While the later studies seemed to depart in some ways from the earlier results, they were not pursued. In this paper we critically ev aluate the results from the Apollo missions from the new perspective with considerations of the sensitivity of the instrumentation availabl e at the time. We discuss the possible relevance of the lunar results to the findings of the amino acids on the surfaces of other extraterrestrial bodies, such as Mars.

  16. Study of extraterrestrial material by means of a high sensitive mass spectrometer, 1

    International Nuclear Information System (INIS)

    Arai, O.; Kaneko, K.; Kobayashi, K.; Shimamura, T.

    1975-01-01

    In this report it is described about a high sensitive mass spectrometer for measurement of isotopic abundance of extraterrestrial material. Detecting isotopic anomalies in extraterrestrial matter induced by cosmic ray or solar wind irradiation, we can obtain many informations about interplanetary and/or intersteller space. For this purpose we reform the mass spectrometer of Low Energy Physics Division of INS to improve the sensitivity and the resolution. In section I--VI some improvements of the mass spectrometer (vacuum system, ion source, collector etc.) are described. In section VII--X newly developed ion counting system is discussed. (auth.)

  17. Virtual Peace Education

    Science.gov (United States)

    Firer, Ruth

    2008-01-01

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

  18. Effects of VIrtualIty on Employee Performance and CommItment: A Research

    OpenAIRE

    Baysal, Zeynep; Baraz, Barış

    2017-01-01

    In the modern business world, due to the impact of technological advancements and globalisation,organisations are obliged to keep up with the change in order to seize new opportunities they encounterand overcome the obstacles in their way. Concepts of virtuality and virtual organisations are amongthese concepts which surfaced as a result of these changes. All white-collar employees have a certaindegree of virtuality and the fact that organisations are taking rapid steps towards virtualisation...

  19. The Role of Extraterrestrial Materials in the Origin of Life

    Science.gov (United States)

    Sandford, Scott A.

    2016-01-01

    It has been well established for some time now that C-rich organic materials are relatively common in a number of environments in space. This is known through the telescopic detection of these materials using spectroscopy techniques in the infrared and sub-millimeter wavelength ranges and through the identification of organics in extraterrestrial materials. Extraterrestrial materials in which organics have been found include collected meteorites and interplanetary dust particles, and samples returned by NASA spacecraft from comets. These organics are produced by a variety of astrochemical processes. Despite their abiotic origins, these organic materials of are considerable interest to astrobiology for several reasons. First, organic materials of any composition are important as a means of delivering the elements C, H, O, and N to the surfaces of newly formed planets, and these elements are likely critical to the origin and subsequent evolution of life (certainly for life as we know it). In addition, it is clear that at least a portion of the organics found in space are in the form of molecules that play important roles in modern biology - for example, molecules like amino acids, amphiphiles, quinones, etc. Thus, the delivery of extraterrestrial organics to planetary surfaces brings not only bulk C, H, O, and N, but also molecular complexity in forms that are potentially useful for the origin and early evolution of life. This suggests that the production and delivery of cosmic organic compounds may have played key roles in the origin of life on Earth and, by extension, on other planets in the universe.

  20. Insights from Cyanobacterial Genomes for the Development of Extraterrestrial Photoautotrophic Biotechnologies

    Science.gov (United States)

    Brown, I. I.; Bryant, D. A.; Tringe, S. G.; Malley, K.; Sosa, O.; Sarkisova, S. A.; Garrison, D. H.; McKay, D. S.

    2010-04-01

    Using genomic and metagenomic analysis, Fe-tolerant cyanobacterial species with a large and diverse set of stress-tolerant genes, were identified as prime candidates for in situ resource utilization in a biogeoreactor at extraterrestrial outposts.

  1. Extraterrestrial cause for the Cretaceous-Tertiary extinction

    International Nuclear Information System (INIS)

    Alvarez, L.W.; Alvarez, W.; Asaro, F.; Michel, H.V.

    1980-01-01

    Platinum metals are depleted in the earth's crust relative to their cosmic abundance; concentrations of these elements in deep-sea sediments may thus indicate influxes of extraterrestrial material. Deep-sea limestones exposed in Italy, Denmark, and New Zealand show iridium increases of about 30, 160, and 20 times, respectively, above the background level at precisely the time of the Cretaceous-Tertiary extinctions, 65 million years ago. Reasons are given to indicate that this iridium is of extraterrestrial origin, but did not come from a nearby supernova. A hypothesis is suggested which accounts for the extinctions and the iridium observations. Impact of a large earth-crossing asteroid would inject about 60 times the object's mass into the atmosphere as pulverized rock; a fraction of this dust would stay in the stratosphere for several years and be distributed worldwide. The resulting darkness would suppress photosynthesis, and the expected biological consequences match quite closely the extinctions observed in the paleontological record. One prediction of this hypothesis has been verified: the chemical composition of the boundary clay, which is thought to come from the stratospheric dust, is markedly different from that of clay mixed with the Cretaceous and Tertiary limestones, which are chemically similar to each other. Four different independent estimates of the diameter of the asteroid give values that lie in the range 10 +- 4 kilometers

  2. The Virtual Museum for Meteorites

    Science.gov (United States)

    Madiedo, J. M.

    2012-09-01

    Meteorites play a fundamental role in education and outreach, as these samples of extraterrestrial materials are very valuable tools to promote the public's interest in Astronomy and Planetary Sciences. Thus, for instance, meteorite exhibitions reveal the interest and fascination of students, educators and even researchers for these peculiar rocks and how these can provide information to explain many fundamental questions related to the origin and evolution of our Solar System. However, despite the efforts of private collectors, museums and other institutions to organize meteorite exhibitions, the reach of these is usually limited. But this issue can be addressed thanks to new technologies related to the Internet. In fact we can take advantage of HTML and related technologies to overcome local boundaries and open the possibility of offering these exhibitions for a global audience. With this aim a Virtual Museum for Meteorites has been created and a description of this web-based tool is given here.

  3. Virtual Dance and Motion-Capture

    Directory of Open Access Journals (Sweden)

    Marc Boucher

    2011-01-01

    Full Text Available A general view of various ways in which virtual dance can be understood is presented in the first part of this article. It then appraises the uses of the term “virtual” in previous studies of digital dance. A more in-depth view of virtual dance as it relates to motion-capture is offered, and key issues are discussed regarding computer animation, digital imaging, motion signature, virtual reality and interactivity. The paper proposes that some forms of virtual dance be defined in relation to both digital technologies and contemporary theories of virtuality.

  4. Religions and extraterrestrial life how will we deal with it?

    CERN Document Server

    Weintraub, David A

    2014-01-01

    In the twenty-first century, the debate about life on other worlds is quickly changing from the realm of speculation to the domain of hard science. Within a few years, as a consequence of the rapid discovery by astronomers of planets around other stars, astronomers very likely will have discovered clear evidence of life beyond the Earth. Such a discovery of extraterrestrial life will change everything.  Knowing the answer as to whether humanity has company in the universe will trigger one of the greatest intellectual revolutions in history, not the least of which will be a challenge for at least some terrestrial religions. Which religions will handle the discovery of extraterrestrial life with ease and which will struggle to assimilate this new knowledge about our place in the universe? Some religions as currently practiced appear to only be viable on Earth. Other religions could be practiced on distant worlds but nevertheless identify both Earth as a place and humankind as a species of singular spiritual re...

  5. Origin of spherule samples recovered from antarctic ice sheet-Terrestrial or extraterrestrial?

    Energy Technology Data Exchange (ETDEWEB)

    Sekimoto, Shun; Takamiya, Koichi; Shibata, Seiichi [Research Reactor Institute, Kyoto University, Osaka (Japan); Kobayashi, Takayuki [College of Humanities and Sciences, Nihon University, Tokyo (Japan); Ebihara, Mitsuru [Dept. of Chemistry, Tokyo Metropolitan University, Tokyo (Japan)

    2016-04-15

    Thirty-eight spherules from the Antarctic ice sheet were analyzed using neutron activation analysis under two different conditions to investigate their origin. In almost all of these spherules, the contents of iron, cobalt, and manganese were determined to be 31% to 88%, 17 mg/kg to 810 mg/kg, and 0.017% to 7%, respectively. A detectable iridium content of 0.84 mg/kg was found in only one spherule, which was judged to be extraterrestrial in origin. A comparison of elemental compositions of the Antarctic spherules analyzed in this study with those of deep-sea sediment spherules and those of terrestrial materials revealed that most of the Antarctic spherules except for the sample in which iridium was detected could not be identified as extraterrestrial in origin.

  6. Trends in Virtualized User Environments

    Directory of Open Access Journals (Sweden)

    Diane Barrett

    2008-06-01

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

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

    Science.gov (United States)

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

    2011-01-01

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

  8. 1001 Ways to run AutoDock Vina for virtual screening

    NARCIS (Netherlands)

    Jaghoori, Mohammad Mahdi; Bleijlevens, Boris; Olabarriaga, Silvia D.

    2016-01-01

    Large-scale computing technologies have enabled high-throughput virtual screening involving thousands to millions of drug candidates. It is not trivial, however, for biochemical scientists to evaluate the technical alternatives and their implications for running such large experiments. Besides

  9. A Virtual Good Idea

    Science.gov (United States)

    Bolch, Matt

    2009-01-01

    School districts across the country have always had to do more with less. Funding goes only so far, leaving administrators and IT staff to find innovative ways to save money while maintaining a high level of academic quality. Creating virtual servers accomplishes both tasks, district technology personnel say. Virtual environments not only allow…

  10. Laboratory for Extraterrestrial Physics

    Science.gov (United States)

    Vondrak, Richard R. (Technical Monitor)

    2001-01-01

    The NASA Goddard Space Flight Center (GSFC) Laboratory for Extraterrestrial Physics (LEP) performs experimental and theoretical research on the heliosphere, the interstellar medium, and the magnetospheres and upper atmospheres of the planets, including Earth. LEP space scientists investigate the structure and dynamics of the magnetospheres of the planets including Earth. Their research programs encompass the magnetic fields intrinsic to many planetary bodies as well as their charged-particle environments and plasma-wave emissions. The LEP also conducts research into the nature of planetary ionospheres and their coupling to both the upper atmospheres and their magnetospheres. Finally, the LEP carries out a broad-based research program in heliospheric physics covering the origins of the solar wind, its propagation outward through the solar system all the way to its termination where it encounters the local interstellar medium. Special emphasis is placed on the study of solar coronal mass ejections (CME's), shock waves, and the structure and properties of the fast and slow solar wind. LEP planetary scientists study the chemistry and physics of planetary stratospheres and tropospheres and of solar system bodies including meteorites, asteroids, comets, and planets. The LEP conducts a focused program in astronomy, particularly in the infrared and in short as well as very long radio wavelengths. We also perform an extensive program of laboratory research, including spectroscopy and physical chemistry related to astronomical objects. The Laboratory proposes, develops, fabricates, and integrates experiments on Earth-orbiting, planetary, and heliospheric spacecraft to measure the characteristics of planetary atmospheres and magnetic fields, and electromagnetic fields and plasmas in space. We design and develop spectrometric instrumentation for continuum and spectral line observations in the x-ray, gamma-ray, infrared, and radio regimes; these are flown on spacecraft to study

  11. Virtual Reality: Is It Real Or Not?

    Directory of Open Access Journals (Sweden)

    S. Serap Kurbanoğlu

    1996-01-01

    Full Text Available In this paper virtual reality technology and how libraries might be affected by this technology are examined. Virtual reality sets out to address a problem. The problem is that of user-friendliness of computer systems. Needless to say, the current generation of computers still involves a barrier between human and machine. This is keyboard or mouse on the human side, and the screen on the computer side. If computers are really going to become a part of everyone’s normal day to day experiences, they, must allow users to visualise information in a way familiar to them, not the way the computers forces them to. Virtual reality provides such a way. With the increasing amounts of information available in electronic form, it is clear that virtual reality technology will have a profound impact on libraries.

  12. Energy use, entropy and extra-terrestrial civilizations

    International Nuclear Information System (INIS)

    Hetesi, Zsolt

    2010-01-01

    The possible number of extra-terrestrial civilizations is estimated by the Drake-equation. Many articles pointed out that there are missing factors and over-estimations in the original equation. In this article we will point out that assuming some axioms there might be several limits for a technical civilization. The key role of the energy use and the problem of the centres and periphery strongly influence the value of the Llifetime of a civilization. Our development have several edifications of the investigations of the growth of an alien civilization.

  13. Energy use, entropy and extra-terrestrial civilizations

    Energy Technology Data Exchange (ETDEWEB)

    Hetesi, Zsolt, E-mail: zs.hetesi@astro.elte.h [Eoetvoes University, Department of Astronomy, Budapest, H-1518, PO Box 32 (Hungary)

    2010-03-01

    The possible number of extra-terrestrial civilizations is estimated by the Drake-equation. Many articles pointed out that there are missing factors and over-estimations in the original equation. In this article we will point out that assuming some axioms there might be several limits for a technical civilization. The key role of the energy use and the problem of the centres and periphery strongly influence the value of the Llifetime of a civilization. Our development have several edifications of the investigations of the growth of an alien civilization.

  14. Virtual Reality in Psychology

    Science.gov (United States)

    Foreman, Nigel

    2009-01-01

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

  15. Saving Money and Time with Virtual Server

    CERN Document Server

    Sanders, Chris

    2006-01-01

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

  16. An Earth-Based Equivalent Low Stretch Apparatus to Assess Material Flammability for Microgravity and Extraterrestrial Fire-Safety Applications

    Science.gov (United States)

    Olson, S. L.; Beeson, H.; Haas, J. P.

    2003-01-01

    The objective of this project is to modify the standard oxygen consumption (cone) calorimeter (described in ASTM E 1354 and NASA STD 6001 Test 2) to provide a reproducible bench-scale test environment that simulates the buoyant or ventilation flow that would be generated by or around a burning surface in a spacecraft or extraterrestrial gravity level. This apparatus will allow us to conduct normal gravity experiments that accurately and quantitatively evaluate a material's flammability characteristics in the real-use environment of spacecraft or extra-terrestrial gravitational acceleration. The Equivalent Low Stretch Apparatus (ELSA) uses an inverted cone geometry with the sample burning in a ceiling fire configuration that provides a reproducible bench-scale test environment that simulates the buoyant or ventilation flow that would be generated by a flame in a spacecraft or extraterrestrial gravity level. Prototype unit testing results are presented in this paper. Ignition delay times and regression rates for PMMA are presented over a range of radiant heat flux levels and equivalent stretch rates which demonstrate the ability of ELSA to simulate key features of microgravity and extraterrestrial fire behavior.

  17. : 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.

  18. The Virtual Shopping Experience: using virtual presence to motivate online shopping

    Directory of Open Access Journals (Sweden)

    Carolyn Chin

    2005-11-01

    Full Text Available Online shopping has thus far tended to be a niche business – highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of ‘traditional’ goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace. In this wide-ranging review paper we investigate the issue of the virtual experience – endeavouring to understand what is needed for a successful ‘shopping experience’ online and what the possible obstacles or pitfalls along the way might be. We initially introduce the concepts of virtual presence (the sense of ‘being there’ and virtual reality, discussing the possible roles both can play in providing a solution to the problem of effective online shopping. We then consider the Experience Economy, a concept which encapsulates many of the issues related to the problem of online shopping and which suggests ways in which online retailers can enhance the effectiveness of their sites by means of a virtual ‘experience’. Having set the scene for online shopping, we discuss eTailing today in terms of direct product experience and the opportunities which cyber-shopping offers to replicate this process. Finally, we identify some of the possibilities and problems of online shopping today, illustrating the current status of virtual presence in retailing with two micro-cases of success and failure.

  19. Virtual Reality: a way to prepare and optimize operations in decommissioning projects

    International Nuclear Information System (INIS)

    Chabal, Caroline; Soulabaille, Yves

    2016-01-01

    The CEA has operated numerous nuclear facilities to carry out R and D and define nuclear fuel life cycle processes since the 1950's. It must now manage the clean-up and dismantling of those which have reached the end of their lifetime. These high priority actions have led to the creation of a dismantling R and D division which provides innovative tools, including in-situ radiological characterization, remote handling and cutting, and intervention scenario simulation. The latter involves running defined scenarios and verifying their suitability for the environment. Simulation is an ideal means of visualizing and therefore better knowing highly radioactive environments where humans cannot enter, of testing different technical alternatives, and of training workers prior to interventions. This paper describes Virtual Reality (VR) uses on dismantling projects. A VR simulation can be defined as an interactive and immersive simulation that enables the user to interact with a computer-simulated environment. VR environments, mostly based on visual immersion displayed through stereoscopic devices, can also include additional sensory information, such as sound or touch. Our application, based on audio, tactile and visual immersion, provides a useful support to verify pre-defined scenarios and to design alternative solutions if necessary. Thanks to a stereoscopic visualization, users are immersed in a virtual world, where they can hear virtual sounds when there is a collision, and can manipulate virtual objects and touch them via a haptic interface. This article first describes the PRESAGE immersive room in Marcoule. Then, the data preparation is explained, especially the 3D model reconstruction and the simulation configuration (remote handling and radiological). Next, different VR uses on decommissioning projects are shown and illustrated by examples. The advantages of such technologies include their speed in testing, user-friendliness, reactivity and usefulness in the

  20. Is Your Gut Conscious? Is an Extraterrestrial?

    Science.gov (United States)

    Vos Post, Jonathan

    2011-10-01

    This paper speculates on questions intending to be taken scientifically rather than metaphysically: "Can the human gut (enteric nervous system) be conscious?"; "Can your immune system think?"; "Could consciousness be coded in DNA?"; "What do we mean when asserting that an Extraterrestrial is Thinking, or is Conscious? We explore through reference to theory, experiment, and computational models by Christof Koch (Caltech), Barbara Wold (Caltech), and Stuart Kauffman (University of Calgary, Tampere University of Technology, Santa Fe Institute). We use a tentative new definition of thinking, designed to be applicable for humans, cetecea, corvids, artificial intelligences, and extraterrestrial intelligences of any substrate (i.e. Life as We Do Not Know It): "Thinking is the occurrence, transformation, and storage in a mind or brain (or simulation thereof) of information-bearing structures (representations) of one kind or another, such as thoughts, concept, percepts, ideas, impressions, notions, rules, schemas, images, phantasms, or subpersonal representations." We use the framework for Consciousness developed by Francis Crick and Christof Koch. We try to describe scientific goals, but discuss Philosophy sufficient to avoid naïve philosophical category errors (thus are careful not to conflate thought, consciousness, and language) Penrose, Hameroff, and Kauffman speculate (differently) that CNS consciousness is a macroscopic quantum phenomenon. Might intestinal, immune system, or genetic regulatory network dynamics exhibit emergent cooperative quantum effects? The speculations are in the context of Evolution by Natural Selection, presumed to operate throughout the Cosmos, and recent work in the foundations of Computational Biology and Quantum Mechanics.

  1. Analytical SuperSTEM for extraterrestrial materials research

    Energy Technology Data Exchange (ETDEWEB)

    Bradley, J P; Dai, Z R

    2009-09-08

    Electron-beam studies of extraterrestrial materials with significantly improved spatial resolution, energy resolution and sensitivity are enabled using a 300 keV SuperSTEM scanning transmission electron microscope with a monochromator and two spherical aberration correctors. The improved technical capabilities enable analyses previously not possible. Mineral structures can be directly imaged and analyzed with single-atomic-column resolution, liquids and implanted gases can be detected, and UV-VIS optical properties can be measured. Detection limits for minor/trace elements in thin (<100 nm thick) specimens are improved such that quantitative measurements of some extend to the sub-500 ppm level. Electron energy-loss spectroscopy (EELS) can be carried out with 0.10-0.20 eV energy resolution and atomic-scale spatial resolution such that variations in oxidation state from one atomic column to another can be detected. Petrographic mapping is extended down to the atomic scale using energy-dispersive x-ray spectroscopy (EDS) and energy-filtered transmission electron microscopy (EFTEM) imaging. Technical capabilities and examples of the applications of SuperSTEM to extraterrestrial materials are presented, including the UV spectral properties and organic carbon K-edge fine structure of carbonaceous matter in interplanetary dust particles (IDPs), x-ray elemental maps showing the nanometer-scale distribution of carbon within GEMS (glass with embedded metal and sulfides), the first detection and quantification of trace Ti in GEMS using EDS, and detection of molecular H{sub 2}O in vesicles and implanted H{sub 2} and He in irradiated mineral and glass grains.

  2. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

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

  3. Miniature Time of Flight Mass Spectrometer for Space and Extraterrestrial Applications, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The PI has developed a miniature time-of-flight mass spectrometer (TOF-MS), which can be op-timized for space and extraterrestrial applications, by using a...

  4. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

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

  5. Art in virtual reality 2010

    Science.gov (United States)

    Chang, Ben

    2010-01-01

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

  6. On Being Bored and Lost (in Virtuality)

    Science.gov (United States)

    Moore, Kristen; Pflugfelder, Ehren Helmut

    2010-01-01

    Education in virtual worlds has the potential, it seems, for engaging students in innovative ways and for enabling new discourses on a host of issues. Virtual locations like "Second Life," "Kaneva," or "World of Warcraft," among other multi-user virtual environments (MUVEs), also come with unique challenges for educators as they consider the…

  7. Etnografía virtual Virtual ethnography: exploring a methodological option for the research on virtual learning environments.

    Directory of Open Access Journals (Sweden)

    Álvarez Cadavid Gloria María

    2009-01-01

    Full Text Available Este artículo pretende esbozar algunas de las consideraciones metodológicas que hoy confluyen en el estudio de los ambientes virtuales, desde la opción etnográfica. De manera específica se quiere observar la forma en que, algunos investigadores han abordado el aspecto metodológico para estudiar los ambientes virtuales, líneas de evolución y posible contribución al conocimiento y mejoramiento de los procesos de e-learning. This article aims to outline some methodological considerations that merge together on the study of virtual learning environments, especially from the ethnographic perspective. Specifically, what we want to observe, is the way some researchers have approached the methodological aspect in order to study virtual learning environments, the evolution lines and the possible contribution they’ve made to knowledge and improvement of e-learning processes.

  8. The virtual corporation : learning from construction

    NARCIS (Netherlands)

    Kornelius, L.; Wamelink, J.W.F.

    1998-01-01

    Manufacturing organisations are evolving towards virtual corporations, under the influence of an increasing need for specialisation. In the literature and in management the virtual corporation is advocated as the way of doing business for the twenty-first century. However, in the construction

  9. When Rural Reality Goes Virtual.

    Science.gov (United States)

    Husain, Dilshad D.

    1998-01-01

    In rural towns where sparse population and few business are barriers, virtual reality may be the only way to bring work-based learning to students. A partnership between a small-town high school, the Ohio Supercomputer Center, and a high-tech business will enable students to explore the workplace using virtual reality. (JOW)

  10. Energy Consumption Management of Virtual Cloud Computing Platform

    Science.gov (United States)

    Li, Lin

    2017-11-01

    For energy consumption management research on virtual cloud computing platforms, energy consumption management of virtual computers and cloud computing platform should be understood deeper. Only in this way can problems faced by energy consumption management be solved. In solving problems, the key to solutions points to data centers with high energy consumption, so people are in great need to use a new scientific technique. Virtualization technology and cloud computing have become powerful tools in people’s real life, work and production because they have strong strength and many advantages. Virtualization technology and cloud computing now is in a rapid developing trend. It has very high resource utilization rate. In this way, the presence of virtualization and cloud computing technologies is very necessary in the constantly developing information age. This paper has summarized, explained and further analyzed energy consumption management questions of the virtual cloud computing platform. It eventually gives people a clearer understanding of energy consumption management of virtual cloud computing platform and brings more help to various aspects of people’s live, work and son on.

  11. Enhancing Spiritualism in Virtual World

    Science.gov (United States)

    Dangwal, Kiran Lata; Singh, Shireesh Pal

    2012-01-01

    Spiritualism is one word which puts man on the highest plinth of life. Spirituality is the way we find meaning, hope, comfort and inner peace in life. Spirituality in the virtual World is generally known as Virtual Spirituality. A goldmine of wisdom from all kinds of religious and spiritual philosophies, traditions and practices can be found in…

  12. Exploring the Human Ecology of the Younger Dryas Extraterrestrial Impact Event

    Science.gov (United States)

    Kennett, D. J.; Erlandson, J. M.; Braje, T. J.; Culleton, B. J.

    2007-05-01

    Several lines of evidence now exist for a major extraterrestrial impact event in North America at 12.9 ka (the YDB). This impact partially destabilized the Laurentide and Cordilleran ice sheets, triggered abrupt Younger Dryas cooling and extensive wildfires, and contributed to megafaunal extinction. This event also occurred soon after the well established colonization of the Americas by anatomically modern humans. Confirmation of this event would represent the first near-time extraterrestrial impact with significant effects on human populations. These likely included widespread, abrupt human mortality, population displacement, migration into less effected or newly established habitats, loss of cultural traditions, and resource diversification in the face of the massive megafaunal extinction and population reductions in surviving animal populations. Ultimately, these transformations established the context for the special character of plant and animal domestication and the emergence of agricultural economies in North America. We explore the Late Pleistocene archaeological record in North America within the context of documented major biotic changes associated with the YDB in North America and of the massive ecological affects hypothesized for this event.

  13. Virtual Reality and its Implementation in Transport Ergonomics

    Directory of Open Access Journals (Sweden)

    Jasna Jurum-Kipke

    2007-03-01

    Full Text Available The experience of our environment is based on the informationthat reach us by means of our sensory organs, andwhich are subsequently processed in our brains. Digital interpretationimplemented to mathematical models of the studiedsubjects brings us to the so-called virtual reality that allows us toreplace some natural human senses, in this case the visualones, by computer-generated infonnation. The procedure is expandedto three-dimensional (3D scanning i. e. searching ofthe special form of the obse1ved subject/object, then digital recordingof the space point cloud (pixels which correspond tothe item, then vectorisation of the fonn, rendering and finallyanimation. In this way, by watching the display, the impressionof the virtual environment can be generated in the human perception.Moreover, in this way the human model can be realizedin a characteristic way in such a virtual space. The implementationof this virtual reality, in accordance with the possibilitiesthat it provides, has been the subject of very intensive researchin the world, and in Croatia as well. The work presentssome possibilities of applying virtual reality in the field of ergonomicanalysis of the collision process of two vehicles.

  14. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

    Science.gov (United States)

    Lau, Kung Wong

    2015-01-01

    Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…

  15. Extraterrestrial intelligence and human imagination SETI at the intersection of science, religion, and culture

    CERN Document Server

    Traphagan, John

    2015-01-01

    The search for extraterrestrial intelligence (SETI) represents one of the most significant crossroads at which the assumptions and methods of scientific inquiry come into direct contact with—and in many cases conflict with—those of religion. Indeed, at the core of SETI is the same question that motivates many interested in religion: What is the place of humanity in the universe? Both scientists involved with SETI (and in other areas) and those interested in and dedicated to some religious traditions are engaged in contemplating these types of questions, even if their respective approaches and answers differ significantly. This book explores this intersection with a focus on three core points: 1) the relationship between science and religion as it is expressed within the framework of SETI research, 2) the underlying assumptions, many of which are tacitly based upon cultural values common in American society, that have shaped the ways in which SETI researchers have conceptualized the nature of their endeavo...

  16. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    Energy Technology Data Exchange (ETDEWEB)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Machado, Daniel Mol [Coordenacao dos Programas de Pos-Graduacao em Engenharia (COPPE/UFRJ), Rio de Janeiro, RJ (Brazil). Instituto Alberto Luiz Coimbra

    2015-07-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  17. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    International Nuclear Information System (INIS)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria; Machado, Daniel Mol

    2015-01-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  18. The Younger Dryas climate change: was it caused by an extraterrestrial impact?

    NARCIS (Netherlands)

    van Hoesel, A.

    2014-01-01

    The Younger Dryas is an abrupt cooling event at the end of the last Glacial associated to a change in ocean circulation. According to the Younger Dryas impact hypothesis, however, one or more extraterrestrial airbursts or impacts occuring around 12.8 ka caused the Younger Dryas cooling, extensive

  19. FINDING EXTRATERRESTRIAL LIFE USING GROUND-BASED HIGH-DISPERSION SPECTROSCOPY

    International Nuclear Information System (INIS)

    Snellen, I. A. G.; Le Poole, R.; Brogi, M.; Birkby, J.; De Kok, R. J.

    2013-01-01

    Exoplanet observations promise one day to unveil the presence of extraterrestrial life. Atmospheric compounds in strong chemical disequilibrium would point to large-scale biological activity just as oxygen and methane do in the Earth's atmosphere. The cancellation of both the Terrestrial Planet Finder and Darwin missions means that it is unlikely that a dedicated space telescope to search for biomarker gases in exoplanet atmospheres will be launched within the next 25 years. Here we show that ground-based telescopes provide a strong alternative for finding biomarkers in exoplanet atmospheres through transit observations. Recent results on hot Jupiters show the enormous potential of high-dispersion spectroscopy to separate the extraterrestrial and telluric signals, making use of the Doppler shift of the planet. The transmission signal of oxygen from an Earth-twin orbiting a small red dwarf star is only a factor of three smaller than that of carbon monoxide recently detected in the hot Jupiter τ Boötis b, albeit such a star will be orders of magnitude fainter. We show that if Earth-like planets are common, the planned extremely large telescopes can detect oxygen within a few dozen transits. Ultimately, large arrays of dedicated flux-collector telescopes equipped with high-dispersion spectrographs can provide the large collecting area needed to perform a statistical study of life-bearing planets in the solar neighborhood.

  20. Mainstream Media and Social Media Reactions to the Discovery of Extraterrestrial Life

    Science.gov (United States)

    Jones, Morris

    The rise of online social media (such as Facebook and Twitter) has overturned traditional top-down and stovepiped channels for mass communications. As social media have risen, traditional media sources have been steadily crippled by economic problems, resulting in a loss of capabilities and credibility. Information can propagate rapidly without the inclusion of traditional editorial checks and controls. Mass communications strategies for any type of major announcement must account for this new media landscape. Scientists announcing the discovery of extraterrestrial life will trigger a multifaceted and unpredictable percolation of the story through the public sphere. They will also potentially struggle with misinformation, rumours and hoaxes. The interplay of official announcements with the discussions of an extraterrestrial discovery on social media has parallels with traditional theories of mass communications. A wide spectrum of different messages is likely to be received by different segments of the community, based on their usage patterns of various media and online communications. The presentation and interpretation of a discovery will be hotly debated and contested within online media environments. In extreme cases, this could lead to "editorial wars" on collaborative media projects as well as cyber-attacks on certain online services and individuals. It is unlikely that a clear and coherent message can be propagated to a near-universal level. This has the potential to contribute to inappropriate reactions in some sectors of the community. Preventing unnecessary panic will be a priority. In turn, the monitoring of online and social media will provide a useful tool for assessing public reactions to a discovery of extraterrestrial life. This will help to calibrate public communications strategies following in the wake of an initial announcement.

  1. 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.

  2. Rationalizing virtual reality based on manufacturing paradigms

    NARCIS (Netherlands)

    Damgrave, Roy Gerhardus Johannes; Lutters, Diederick; Drukker, J. W.

    2014-01-01

    Comparing the evolvement of the manufacturing industry of the last century to the way virtual reality is used nowadays some remarkable similarities come to light. Current virtual reality equipment requires a high level of craftsmanship to achieve the maximum results, and often equipment is specially

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

    Directory of Open Access Journals (Sweden)

    Anne Karin Larsen

    2007-12-01

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

  4. Virtual reality technology and applications

    CERN Document Server

    Mihelj, Matjaž; Beguš, Samo

    2014-01-01

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

  5. Research of Virtual Accelerator Control System

    Institute of Scientific and Technical Information of China (English)

    DongJinmei; YuanYoujin; ZhengJianhua

    2003-01-01

    A Virtual Accelerator is a computer process which simulates behavior of beam in an accelerator and responds to the accelerator control program under development in a same way as an actual accelerator. To realize Virtual Accelerator, control system should provide the same program interface to top layer Application Control Program, it can make 'Real Accelerator' and 'Virtual Accelerator'use the same GUI, so control system should have a layer to hide hardware details, Application Control Program access control devices through logical name but not through coded hardware address. Without this layer, it is difficult to develop application program which can access both 'Virtual' and 'Real' Accelerators using same program interfaces. For this reason, we can create CSR Runtime Database which allows application program to access hardware devices and data on a simulation process in a unified way. A device 'is represented as a collection of records in CSR Runtime Database. A control program on host computer can access devices in the system only through names of record fields, called channel.

  6. A LEGO paradigm for virtual accelerator concept

    International Nuclear Information System (INIS)

    Andrianov, S.; Ivanov, A.; Podzyvalov, E.

    2012-01-01

    The paper considers basic features of a Virtual Accelerator concept based on LEGO paradigm. This concept involves three types of components: different mathematical models for accelerator design problems, integrated beam simulation packages (i. e. COSY, MAD, OptiM and others), and a special class of virtual feedback instruments similar to real control systems (EPICS). All of these components should inter-operate for more complete analysis of control systems and increased fault tolerance. The Virtual Accelerator is an information and computing environment which provides a framework for analysis based on these components that can be combined in different ways. Corresponding distributed computing services establish interaction between mathematical models and low level control system. The general idea of the software implementation is based on the Service-Oriented Architecture (SOA) that allows using cloud computing technology and enables remote access to the information and computing resources. The Virtual Accelerator allows a designer to combine powerful instruments for modeling beam dynamics in a friendly way including both self-developed and well-known packages. In the scope of this concept the following is also proposed: the control system identification, analysis and result verification, visualization as well as virtual feedback for beam line operation. The architecture of the Virtual Accelerator system itself and results of beam dynamics studies are presented. (authors)

  7. Siderophilic Cyanobacteria for the Development of Extraterrestrial Photoautotrophic Biotechnologies

    Science.gov (United States)

    Brown, I. I.; McKay, D. S.

    2010-01-01

    In-situ production of consumables (mainly oxygen) using local resources (In-Situ Resource Utilization-ISRU) will significantly facilitate current plans for human exploration and settlement of the solar system, starting with the Moon. With few exceptions, nearly all technologies developed to date have employed an approach based on inorganic chemistry. None of these technologies include concepts for integrating the ISRU system with a bioregenerative life support system and a food production system. Therefore, a new concept based on the cultivation of cyanobacteria (CB) in semi-closed biogeoreactor, linking ISRU, a biological life support system, and food production, has been proposed. The key feature of the biogeoreactor is to use lithotrophic CB to extract many needed elements such as Fe directly from the dissolved regolith and direct them to any technological loop at an extraterrestrial outpost. Our studies showed that siderophilic (Fe-loving) CB are capable to corrode lunar regolith stimulants because they secrete chelating agents and can tolerate [Fe] up to 1 mM. However, lunar and Martian environments are very hostile (very high UV and gamma-radiation, extreme temperatures, deficit of water). Thus, the selection of CB species with high potential for extraterrestrial biotechnologies that may be utilized in 15 years must be sponsored by NASA as soon as possible. The study of the genomes of candidate CB species and the metagenomes of the terrestrial environments which they inhabit is critical to make this decision. Here we provide preliminary results about peculiarities of the genomes of siderophilic CB revealed by analyzing the genome of siderophilic cyanobacterium JSC-1 and the metagenome of iron depositing hot spring (IDHS) Chocolate Pots (Yellowstone National Park, Wyoming, USA). It has been found that IDHS are richer with ferrous iron than the majority of hot springs around the world. Fe2+ is known to increase the magnitude of oxidative stress in prokaryotes

  8. The Search for Extraterrestrial Intelligence in the 1960s: Science in Popular Culture

    Science.gov (United States)

    Smith, Sierra

    2012-01-01

    Building upon the advancement of technology during the Second World War and the important scientific discoveries which have been made about the structure and components of the universe, scientists, especially in radio astronomy and physics, began seriously addressing the possibility of extraterrestrial intelligence in the 1960s. The Search for Extraterrestrial Intelligence (SETI) quickly became one of the most controversial scientific issues in the post Second World War period. The controversy played out, not only in scientific and technical journals, but in newspapers and in popular literature. Proponents for SETI, including Frank Drake, Carl Sagan, and Philip Morrison, actively used a strategy of engagement with the public by using popular media to lobby for exposure and funding. This paper will examine the use of popular media by scientists interested in SETI to popularize and heighten public awareness and also to examine the effects of popularization on SETI's early development. My research has been generously supported by the National Radio Astronomy Observatory.

  9. Virtual Classroom

    DEFF Research Database (Denmark)

    Christensen, Ove

    2013-01-01

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

  10. Which colors would extraterrestrial civilizations use to transmit signals?: The ;magic wavelengths; for optical SETI

    Science.gov (United States)

    Narusawa, Shin-ya; Aota, Tatusya; Kishimoto, Ryo

    2018-04-01

    In the case of radio SETI, there are predicted frequencies which extraterrestrial beings select to send messages to other civilizations. Those are called ;magic frequencies. Considering the optical region, terrestrial technologies can not transmit arbitrary wavelengths of high-power optical lasers, easily. In this article, we discuss communications among civilizations with the same level of technology as us to enhance the persuasive power. It might be possible to make a reasonable assumption about the laser wavelengths transmitted by extraterrestrial intelligences to benefit optical SETI (OSETI) methods. Therefore, we propose some ;magic wavelengths; for spectroscopic OSETI observations in this article. From the senders point of view, we argue that the most favorable wavelength used for interstellar communication would be the one of YAG lasers, at 1.064 μm or its Second Harmonic Generation (532.1 nm). On the contrary, there are basic absorption lines in the optical spectra, which are frequently observed by astrophysicists on Earth. It is possible that the extraterrestrials used lasers, which wavelengths are tuned to such absorption lines for sending messages. In that case, there is a possibility that SHG and/or Sum Frequency Generation of YAG and YLF lasers are used. We propose three lines at, 393.8 nm (near the Ca K line), 656.5 nm (near the Hα line) and 589.1 nm (Na D2 line) as the magic wavelengths.

  11. The Virtual Shop: A new immersive virtual reality environment and scenario for the assessment of everyday memory.

    Science.gov (United States)

    Ouellet, Émilie; Boller, Benjamin; Corriveau-Lecavalier, Nick; Cloutier, Simon; Belleville, Sylvie

    2018-06-01

    Assessing and predicting memory performance in everyday life is a common assignment for neuropsychologists. However, most traditional neuropsychological tasks are not conceived to capture everyday memory performance. The Virtual Shop is a fully immersive task developed to assess memory in a more ecological way than traditional neuropsychological assessments. Two studies were undertaken to assess the feasibility of the Virtual Shop and to appraise its ecological and construct validity. In study 1, 20 younger and 19 older adults completed the Virtual Shop task to evaluate its level of difficulty and the way the participants interacted with the VR material. The construct validity was examined with the contrasted-group method, by comparing the performance of younger and older adults. In study 2, 35 individuals with subjective cognitive decline completed the Virtual Shop task. Performance was correlated with an existing questionnaire evaluating everyday memory in order to appraise its ecological validity. To add further support to its construct validity, performance was correlated with traditional episodic memory and executive tasks. All participants successfully completed the Virtual Shop. The task had an appropriate level of difficulty that helped differentiate younger and older adults, supporting the feasibility and construct validity of the task. The performance on the Virtual Shop was significantly and moderately correlated with the performance on the questionnaire and on the traditional memory and executive tasks. Results support the feasibility and both the ecological and construct validity of the Virtual Shop. Copyright © 2018 The Authors. Published by Elsevier B.V. All rights reserved.

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

    International Nuclear Information System (INIS)

    Miguel, Lucas de Castro

    2017-01-01

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

  13. Direct Manipulation in Virtual Reality

    Science.gov (United States)

    Bryson, Steve

    2003-01-01

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

  14. Development of a new virtual nuclear reactor laboratory

    International Nuclear Information System (INIS)

    Ahmad Abrishami; Ali Pazirandeh

    2009-01-01

    Full text: Nowadays the education industry benefits from computer programs and software in various ways as well as many other industries. Here the e-learning technology uses some forms of software platform to present its contents. Virtual laboratories are superior tools in this technology. A virtual laboratory is interactive graphical user interface software that is based on known scientific laws of its virtual elements, which responses to user acts as desired in the real case. There are some known commercial and non-commercial ones. There are also some simulation software in the field of nuclear industry that has some uses in operator learning and some other applications such as analyzing the effects of human mistakes on plant safety. In this paper we discuss more about the ways to develop a virtual nuclear reactor laboratory and propose our first release of such tool. Our target reactor is Tehran Research Reactor (TRR), which is a pool type reactor. We used WIMS and COSTANZA to develop the simulator kernel of virtual laboratory. (Author)

  15. Extraterrestrial materials examined by mean of nuclear microprobe

    Science.gov (United States)

    Khodja, H.; Smith, T.; Engrand, C.; Herzog, G.; Raepsaet, C.

    2013-07-01

    Comet fragments, micrometeorites, and Interplanetary Dust Particles (IDPs) are small objects (purpose, we need instruments and methods that provide both microanalysis and detailed imaging. In these respects, the nuclear microprobe offers many potential advantages: (i) the spatial resolution, ∼1 μm is well-matched to the typical object dimensions, (ii) with some reservations, it is non-destructive when carefully conducted, (iii) it is quantitative, and especially sensitive for light elements. At the Saclay nuclear microprobe, we have been performing analyses of extraterrestrial objects for many years. We review some of these studies, emphasizing the specific requirements for successful analyses. We also discuss the potential pitfalls that may be encountered.

  16. Study on virtual simulation technology for operation and control of PWR

    International Nuclear Information System (INIS)

    Fang Baoguo; Zhang Dafa; Lin Yajun

    2006-01-01

    The way to build graphical models of PWR with MultiGen Creator is discussed, and the three-dimensional model used in the virtual simulation is built. The mathematical simulation model for PWR based on the platform of MFC and Vega is built through the analysis of the mathematical simulation of PWR. The way to perform the virtual effect is introduced associating with the Pressurizer. And, all above parts are connected in one with VC++ to perform the whole virtual simulation of PWR. (authors)

  17. Faculty Perspectives of Faculty Persona in a Virtual World

    Science.gov (United States)

    Blackmon, Stephanie J.

    2013-01-01

    Immersive virtual worlds provide a new way to deliver online courses or parts of online and face-to-face courses. There is a growing body of research on online learning, and the data on virtual worlds is also increasing. However, literature concerning professors' experiences with specific aspects of virtual worlds is limited. For example,…

  18. ENHANCING SPIRITUALISM IN VIRTUAL WORLD

    Directory of Open Access Journals (Sweden)

    Kiran Lata DANGWAL

    2012-04-01

    Full Text Available Spiritualism is one word which puts man on the highest plinth of life. Spirituality is the way we find meaning, hope, comfort and inner peace in life. Spirituality in the virtual World is generally known as Virtual Spirituality. A goldmine of wisdom from all kinds of religious and spiritual philosophies, traditions and practices can be found in virtual World now. Technology and Spirituality together forms the material to which man can incline on to and work for the development of a globe in which war will be considered a taboo and violence a rejected dogma. Therefore there is an urgent nee to made the world a safe place to live in and the spiritual reconstruction can help us in achieving this.Spiritualism, Virtual World, Online Technology.

  19. From virtuality to reality - Virtual screening in lead discovery and lead optimization: a medicinal chemistry perspective.

    Science.gov (United States)

    Rester, Ulrich

    2008-07-01

    Drug discovery and development is an interdisciplinary, expensive and time-consuming process. Scientific advancements during the past two decades have altered the way pharmaceutical research produces novel bio-active molecules. Advances in computational techniques and hardware solutions have enabled in silico methods, and in particular virtual screening, to speed up modern lead identification and lead optimization. Recent successes have proven the power of combining virtual screening with complementary and synergistic biophysical methods, such as X-ray crystallography, NMR spectroscopy and isothermal titration calorimetry (ITC). This review addresses key issues, challenges and recent improvements of virtual screening methods and strategies. Examples highlighting the impact of an integrated virtual screening and biophysical characterization platform in the lead identification and optimization process are presented and discussed.

  20. Virtual Data in CMS Analysis

    CERN Document Server

    Arbree, A; Bourilkov, D; Cavanaugh, R J; Graham, G; Rodríguez, J; Wilde, M; Zhao, Y

    2003-01-01

    The use of virtual data for enhancing the collaboration between large groups of scientists is explored in several ways: - by defining ``virtual'' parameter spaces which can be searched and shared in an organized way by a collaboration of scientists in the course of their analysis - by providing a mechanism to log the provenance of results and the ability to trace them back to the various stages in the analysis of real or simulated data - by creating ``check points'' in the course of an analysis to permit collaborators to explore their own analysis branches by refining selections, improving the signal to background ratio, varying the estimation of parameters, etc. - by facilitating the audit of an analysis and the reproduction of its results by a different group, or in a peer review context. We describe a prototype for the analysis of data from the CMS experiment based on the virtual data system Chimera and the object-oriented data analysis framework ROOT. The Chimera system is used to chain together several s...

  1. Virtual Reality Simulators in the Process IndustryA Review of Existing Systems and the Way Towards ETS

    OpenAIRE

    Cibulka, Jaroslav; Komulainen, Tiina M.; Mirtaheri, Peyman; Nazir, Salman; Manca, Davide

    2016-01-01

    Simulator training with Virtual Reality Simulators deeply engages the operators and improves the learning outcome. The available commercial 3D and Virtual Reality Simulator products range from generic models for laptops to specialized projection rooms with a great variety of different audiovisual, haptic, and sensory effects. However, current virtual reality simulators do not take into account the physical and psychological strain involved in field operators’ work in real process plants. Coll...

  2. Successful online course design: Virtual frameworks for discourse construction

    Directory of Open Access Journals (Sweden)

    Anita Pincas

    1998-10-01

    Full Text Available A mental representation of the virtual context is a necessary basis of successful online conversations. Such a representation is impossible to create without a method of reference back to previous parts of the discussion in order to develop cohesive discourse. The paper surveys the way two different groups of students in recent online courses handled referencing conventions in asynchronous discourse and suggests a way of providing the scaffolding for virtual discourse construction.

  3. Virtual worlds: a new frontier for nurse education?

    Science.gov (United States)

    Green, Janet; Wyllie, Aileen; Jackson, Debra

    2014-01-01

    Virtual worlds have the potential to offer nursing students social networking and, learning, opportunities through the use of collaborative and immersive learning. If nursing educators, are to stay, abreast of contemporary learning opportunities an exploration of the potential benefits of, virtual, worlds and their possibilities is needed. Literature was sourced that explored virtual worlds, and their, use in education, but nursing education specifically. It is clear that immersive learning has, positive, benefits for nursing, however the best way to approach virtual reality in nursing education, has yet to, be ascertained.

  4. Modelling the wedge shape for the virtual wedge

    International Nuclear Information System (INIS)

    Chang Liyun; Ho Shengyow; Chen, Helen H W

    2003-01-01

    We present a method to model the virtual wedge shape in a 3D treatment planning system as a physical wedge. The virtual wedge shape was determined using the measured dose profile of the virtual wedge at a chosen reference depth. The differences between the calculated and the measured dose profiles for the virtual wedge were within 0.5% at the reference depth, and within 2.5% at other depths. This method provides a fast and accurate way to implement the virtual wedge into our planning system for any wedge angles. This method is also applicable to model the physical wedge shapes with comparable good results

  5. 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...

  6. CONTROLLING VIRTUAL CLOUDS AND MAKING IT RAIN PARTICLE SYSTEMS IN REAL SPACES USING SITUATED AUGMENTED SIMULATION AND PORTABLE VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    N. Hedley

    2012-07-01

    Full Text Available The research described in this paper reports on the design, rationale, development and implementation of a set of new geospatial interfaces that combine multi-touch interaction, portable virtual environments, 'geosimulation gaming', and mobile augmented reality. The result is a set of new ways for us to combine the capabilities of geospatial virtual environments, augmented realitiy and geosimulation. These new hybrid interfaces deliver new geospatial information experiences – new ways of connecting spatial data, simulations, and abstract concepts to real spaces. Their potential to enhance environmental perception and learning must be explored.

  7. Limits on diffuse fluxes of high energy extraterrestrial neutrinos with the AMANDA-B10 detector

    International Nuclear Information System (INIS)

    Ahrens, J.; Bai, X.; Barwick, S.W.; Bay, R.C.; Becka, T.; Becker, K.-H.; Bernardini, E.; Bertrand, D.; Binon, F.; Boeser, S.; Botner, O.; Bouchta, A.; Bouhali, O.; Burgess, T.; Carius, S.; Castermans, T.; Chirkin, D.; Conrad, J.; Cooley, J.; Cowen, D.F.; Davour, A.; De Clercq, C.; DeYoung, T.; Desiati, P.; Doksus, P.; Ekstrom, P.; Feser, T.; Gaisser, T.K.; Ganugapati, R.; Gaug, M.; Geenen, H.; Gerhardt, L.; Goldschmidt, A.; Hallgren, A.; Halzen, F.; Hanson, K.; Hardtke, R.; Hauschildt, T.; Hellwig, M.; Herquet, P.; Hill, G.C.; Hulth, P.O.; Hughey, B.; Hultqvist, K.; Hundertmark, S.; Jacobsen, J.; Karle, A.; Kuehn, K.; Kim, J.; Kopke, L.; Kowalski, M.; Lamoureux, J.I.; Leich, H.; Leuthold, M.; Lindahl, P.; Liubarsky, I.; Madsen, J.; Mandli, K.; Marciniewski, P.; Matis, H.S.; McParland, C.P.; Messarius, T.; Miller, T.C.; Minaeva, Y.; Miocinovic, P.; Mock, P.C.; Morse, R.; Neunhoffer, T.; Niessen, P.; Nygren, D.R.; Ogelman, H.; Olbrechts, P.; Perez de los Heros, C.; Pohl, A.C.; Porrata, R.; Price, P.B.; Przybylski, G.T.; Rawlins, K.; Resconi, E.; Rhode, W.; Ribordy, M.; Richter, S.; Rodriguez Martino, J.; Romenesko, P.; Ross, D.; Sander, H.-G.; Schlenstedt, S.; Schinarakis, K.; Schmidt, T.; Schneider, D.; Schwarz, R.; Silvestri, A.; Solarz, M.; Stamatikos, M.; Spiczak, G.M.; Spiering, C.; Steele, D.; Steffen, P.; Stokstad, R.G.; Sulanke, K.-H.; Taboada, I.; Tilav, S.; Wagner, W.; Walck, C.; Wang, Y.-R.; Wiebusch, C.H.; Wiedemann, C.; Wischnewski, R.; Wissing, H.; Woschnagg, K.; Wu, W.; Yodh, G.; Young, S.

    2003-01-01

    Data from the AMANDA-B10 detector taken during the austral winter of 1997 have been searched for a diffuse flux of high energy extraterrestrial muon-neutrinos, as predicted from, e.g., the sum of all active galaxies in the universe. This search yielded no excess events above those expected from the background atmospheric neutrinos, leading to upper limits on the extraterrestrial neutrino flux. For an assumed E -2 spectrum, a 90 percent classical confidence level upper limit has been placed at a level E 2 Phi(E) = 8.4 x 10 -7 GeV cm -2 s -1 1 sr -1 (for a predominant neutrino energy range 6-1000 TeV) which is the most restrictive bound placed by any neutrino detector. When specific predicted spectral forms are considered, it is found that some are excluded

  8. The Commercial Side of Virtual Play Worlds

    Science.gov (United States)

    Kargin, Tolga

    2018-01-01

    In recent years, virtual play spaces have become enormously popular among young children around the world. As yet, though, there has been relatively little research into the ways in which children interact on such sites and what they learn in the process. This article describes a study of kids' experiences with one such virtual world, Club…

  9. Habitability and the Possibility of Extraterrestrial Life in the Early Telescope Era

    Science.gov (United States)

    Reynolds, Sarah

    2014-01-01

    Early telescopic observations of the Moon and planets prompted great interest in the already-existing debate about the possibility of life on the Moon and other worlds. New observations of the lunar surface, revealing an apparently Earth-like terrain and possibly the presence of bodies of water, were often considered in relation to their implications for the existence of lunar inhabitants. This depended upon establishing what constituted the fundamental requirements for life and the boundaries of habitability. The growing support for the heliocentric Copernican astronomy was also changing perceptions of the relationships between the Earth, the Moon, and the planets. Works such as Johannes Kepler’s Somnium and John Wilkins’ The Discovery of a World in the Moone presented views of extraterrestrial life that were shifting from the supernatural to the natural, in correspondence with the celestial bodies’ new positions in the cosmos. This paper considers how these and other works from the early telescope era reveal changes in the nature of astronomical speculation about extraterrestrial life and the conditions construed as “habitability,” and what significance that history has for us today in the new era of extrasolar planet discovery.

  10. World Wind: NASA's Virtual Globe

    Science.gov (United States)

    Hogan, P.

    2007-12-01

    Virtual globes have set the standard for information exchange. Once you've experienced the visually rich and highly compelling nature of data delivered via virtual globes with their highly engaging context of 3D, it's hard to go back to a flat 2D world. Just as the sawbones of not-too-long-ago have given way to sophisticated surgical operating theater, today's medium for information exchange is just beginning to leap from the staid chalkboards and remote libraries to fingertip navigable 3D worlds. How we harness this technology to serve a world inundated with information will describe the quality of our future. Our instincts for discovery and entertainment urge us on. There's so much we could know if the world's knowledge was presented to us in its natural context. Virtual globes are almost magical in their ability to reveal natural wonders. Anyone flying along a chain of volcanoes, a mid-ocean ridge or deep ocean trench, while simultaneously seeing the different depths to the history of earthquakes in those areas, will be delighted to sense Earth's dynamic nature in a way that would otherwise take several paragraphs of "boring" text. The sophisticated concepts related to global climate change would be far more comprehensible when experienced via a virtual globe. There is a large universe of public and private geospatial data sets that virtual globes can bring to light. The benefit derived from access to this data within virtual globes represents a significant return on investment for government, industry, the general public, and especially in the realm of education. Data access remains a key issue. Just as the highway infrastructure allows unimpeded access from point A to point B, an open standards-based infrastructure for data access allows virtual globes to exchange data in the most efficient manner possible. This data can be either free or proprietary. The Open Geospatial Consortium is providing the leadership necessary for this open standards-based data access

  11. Learning Desert Geomorphology Virtually versus in the Field

    Science.gov (United States)

    Stumpf, Richard J., II; Douglass, John; Dorn, Ronald I.

    2008-01-01

    Statistical analyses of pre-test and post-test results, as well as qualitative insight obtained by essays, compared introductory physical geography college students who learned desert geomorphology only virtually, in the field and both ways. With the exception of establishing geographic context, the virtual field trip was statistically…

  12. An improved Virtual Torso phantom

    International Nuclear Information System (INIS)

    Kramer, Gary H; Crowley, Paul

    2000-01-01

    The virtual phantom that was previously designed by the Human Monitoring Laboratory had some limitations. It contained no sternum and the ribs extended all the way round the torso, whereas in reality the central part of the chest is covered with a mixture of cartilage (ribs) and bone (sternum). The ribs were located below the chest wall which added to the thickness of the chest wall. The lungs did not touch the inner surface of the chest wall along their length due to the differences in curvature between the ellipsoidal lungs and the ellipsoidal cylinder that defined the torso. As a result there was extra intervening tissue between the lungs and the chest wall. This was shown to have a noticeable effect on the simulation of low energy photons. The virtual phantom has been redesigned and comparison of measured and calculated counting efficiencies shows that it is a good representation of both of LLNL or JAERI at all photon energies measured. The redesigned virtual phantom agrees to within 11% of the torsos' counting efficiency over the energy range 17 - 240 keV. Before modification, the virtual phantom's counting efficiency was a of factor three lower at 17 keV and a factor of two lower at 20 keV; now it is within 5% at 17 keV and within 10% at 20 keV. This phantom can now be reliably used to simulate lung counting. The virtual phantom still contains no sternum and the ribs extend all the way round the torso, whereas in reality the central part of the chest is covered with cartilage (ribs) and bone (sternum). However, the above results indicate that this is not a major flaw in the design of the virtual phantom, as agreement between the Monte Carlo results and experimental data is good. (author)

  13. Planetary Protection Knowledge Gaps for Human Extraterrestrial Missions: Workshop Report

    Science.gov (United States)

    Race, Margaret S. (Editor); Johnson, James E. (Editor); Spry, James A. (Editor); Siegel, Bette; Conley, Catharine A.

    2015-01-01

    This report on Planetary Protection Knowledge Gaps for Human Extraterrestrial Missions summarizes the presentations, deliberations and findings of a workshop at NASA Ames Research Center, March 24-26, 2015, which was attended by more than 100 participants representing a diverse mix of science, engineering, technology, and policy areas. The main objective of the three-day workshop was to identify specific knowledge gaps that need to be addressed to make incremental progress towards the development of NASA Procedural Requirements (NPRs) for Planetary Protection during human missions to Mars.

  14. The G-HAT Search for Advanced Extraterrestrial Civilizations: The Reddest Extended WISE Sources

    Science.gov (United States)

    Maldonado, Jessica; Povich, Matthew S.; Wright, Jason; Griffith, Roger; Sigurdsson, Steinn; Mullan, Brendan L.

    2015-01-01

    Freeman Dyson (1960) theorized how to identify possible signatures of advanced extra-terrestrial civilizations by their waste heat, an inevitable byproduct of a civilization using a significant fraction of the luminosity from their host star. If a civilizations could tap the starlight throughout their host galaxy their waste heat would be easily detectable by recent infrared surveys. The Glimpsing Heat from Alien Technologies (G-HAT) pilot project aims to place limits on the existence of extraterrestrial civilizations at pan-galactic scales. We present results from the G-HAT cleaned catalog of 563 extremely red, extended high Galactic latitude (|b| ≥ 10) sources from the WISE All-Sky Catalog. Our catalog includes sources new to the scientific literature along with well-studied objects (e.g. starburst galaxies, AGN, and planetary nebulae) that exemplify extreme WISE colors. Objects of particular interest include a supergiant Be star (48 Librae) surrounded by a resolved, mid-infrared nebula, possibly indicating dust in the stellar wind ejecta, and a curious cluster of seven extremely red WISE sources (associated with IRAS 04287+6444) that have no optical counterparts.

  15. Applying Biomimetic Algorithms for Extra-Terrestrial Habitat Generation

    Science.gov (United States)

    Birge, Brian

    2012-01-01

    The objective is to simulate and optimize distributed cooperation among a network of robots tasked with cooperative excavation on an extra-terrestrial surface. Additionally to examine the concept of directed Emergence among a group of limited artificially intelligent agents. Emergence is the concept of achieving complex results from very simple rules or interactions. For example, in a termite mound each individual termite does not carry a blueprint of how to make their home in a global sense, but their interactions based strictly on local desires create a complex superstructure. Leveraging this Emergence concept applied to a simulation of cooperative agents (robots) will allow an examination of the success of non-directed group strategy achieving specific results. Specifically the simulation will be a testbed to evaluate population based robotic exploration and cooperative strategies while leveraging the evolutionary teamwork approach in the face of uncertainty about the environment and partial loss of sensors. Checking against a cost function and 'social' constraints will optimize cooperation when excavating a simulated tunnel. Agents will act locally with non-local results. The rules by which the simulated robots interact will be optimized to the simplest possible for the desired result, leveraging Emergence. Sensor malfunction and line of sight issues will be incorporated into the simulation. This approach falls under Swarm Robotics, a subset of robot control concerned with finding ways to control large groups of robots. Swarm Robotics often contains biologically inspired approaches, research comes from social insect observation but also data from among groups of herding, schooling, and flocking animals. Biomimetic algorithms applied to manned space exploration is the method under consideration for further study.

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

    Directory of Open Access Journals (Sweden)

    Melissa M. Terras

    1999-11-01

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

  17. Usage of a learning virtual environment with interactive virtual reality for helping in reactor engineering teaching; Utilização de um ambiente virtual de aprendizagem com realidade virtual interativa no auxílio de ensino de engenharia de reatores

    Energy Technology Data Exchange (ETDEWEB)

    Miguel, Lucas de Castro

    2017-07-01

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

  18. Dutch-Chinese virtual cooperation

    NARCIS (Netherlands)

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

    2003-01-01

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

  19. The Use of Virtual Reality Tools in the Reading-Language Arts Classroom

    Science.gov (United States)

    Pilgrim, J. Michael; Pilgrim, Jodi

    2016-01-01

    This article presents virtual reality as a tool for classroom literacy instruction. Building on the traditional use of images as a way to scaffold prior knowledge, we extend this idea to share ways virtual reality enables experiential learning through field trip-like experiences. The use of technology tools such Google Street view, Google…

  20. Using a virtual grocery store to simulate shopping behaviour

    NARCIS (Netherlands)

    Herpen, van H.W.I.; Yu, T.; Broek, van den E.M.F.; Trijp, van J.C.M.

    2014-01-01

    Introduction Simulating a store environment by using virtual reality techniques offers important potential advantages for research into consumer behaviour. Through the use of virtual reality, the store can be simulated in a realistic and cost-efficient way [1,9]. This allows researchers to collect

  1. The Changing Global Context of Virtual Workforce

    Directory of Open Access Journals (Sweden)

    James A. Ejiwale

    2012-09-01

    Full Text Available The technological revolution occurring in today’s market place has made it possible for many companies to be innovative about the way and where work is done. To get the job done, due to digital revolution, companies have turned to virtual workforce to harness the benefits of connectivity and effective information sharing among stakeholders to get the job done. More important, the success of coordinating work among a virtual workforce for profitability in a rapidly changing global environment depends on “effective indirect communication” between the leadership and the virtual workforce. This article will address the importance of effective communication as a necessary tool for the success of e-leadership, productivity improvement in virtual work environment.

  2. ANALYSIS OF VIRTUAL COMMUNITIES IN TOURISM

    OpenAIRE

    Silvena DENCHEVA

    2013-01-01

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

  3. Search for extraterrestrial life: recent developments. Proceedings

    Energy Technology Data Exchange (ETDEWEB)

    Papagiannis, M D [ed.

    1985-01-01

    Seventy experts from 20 different countries discuss the many interrelated aspects of the search for extraterrestrial life, including the search for other planetary systems where life may originate and evolve, the widespread presence of complex prebiotic molecules in our Solar System and in interstellar space which could be precursors of life, and the universal aspects of the biological evolution on Earth. They also discuss the nearly 50 radio searches that were undertaken in the last 25 years, the technological progress that has occurred in this period, and the plans for the future including the comprehensive SETI search program that NASA is now preparing for the 1990's. Extensive introductions by the Editor to each of the 8 sections, make this volume friendly even to the non-specialist who has a genuine interest for this new field. 549 refs.; 84 figs.; 21 tabs.

  4. A conceptual model to improve performance in virtual teams

    Directory of Open Access Journals (Sweden)

    Shopee Dube

    2016-09-01

    Full Text Available Background: The vast improvement in communication technologies and sophisticated project management tools, methods and techniques has allowed geographically and culturally diverse groups to operate and function in a virtual environment. To succeed in this virtual environment where time and space are becoming increasingly irrelevant, organisations must define new ways of implementing initiatives. This virtual environment phenomenon has brought about the formation of virtual project teams that allow organisations to harness the skills and knowhow of the best resources, irrespective of their location. Objectives: The aim of this article was to investigate performance criteria and develop a conceptual model which can be applied to enhance the success of virtual project teams. There are no clear guidelines of the performance criteria in managing virtual project teams. Method: A qualitative research methodology was used in this article. The purpose of content analysis was to explore the literature to understand the concept of performance in virtual project teams and to summarise the findings of the literature reviewed. Results: The research identified a set of performance criteria for the virtual project teams as follows: leadership, trust, communication, team cooperation, reliability, motivation, comfort and social interaction. These were used to conceptualise the model. Conclusion: The conceptual model can be used in a holistic way to determine the overall performance of the virtual project team, but each factor can be analysed individually to determine the impact on the overall performance. The knowledge of performance criteria for virtual project teams could aid project managers in enhancing the success of these teams and taking a different approach to better manage and coordinate them.

  5. SPE (tm) regenerative hydrogen/oxygen fuel cells for extraterrestrial surface and microgravity applications

    Science.gov (United States)

    Mcelroy, J. F.

    1990-01-01

    Viewgraphs on SPE regenerative hydrogen/oxygen fuel cells for extraterrestrial surface and microgravity applications are presented. Topics covered include: hydrogen-oxygen regenerative fuel cell energy storage system; electrochemical cell reactions; SPE cell voltage stability; passive water removal SPE fuel cell; fuel cell performance; SPE water electrolyzers; hydrophobic oxygen phase separator; hydrophilic/electrochemical hydrogen phase separator; and unitized regenerative fuel cell.

  6. Curating Virtual Data Collections

    Science.gov (United States)

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

    2015-01-01

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

  7. ComputerApplications and Virtual Environments (CAVE)

    Science.gov (United States)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  8. Are we alone: The possibility of extraterrestrial civilizations

    Science.gov (United States)

    Rood, R. T.; Trefil, J. S.

    The book explores the possibility of extraterrestrial (ET) intelligence. The formation of stars and planetary systems, the evolution of planetary atmospheres and the evolution of life are reviewed. The possibilities of interstellar communication, ET colonization of other star systems, in addition to earth's colonization of near-earth space are discussed. The state of the earth's depleting energy sources and current technology are used to show why some scientists believe that earth will be colonizing in space within the next century. Current methods of searching for ET intelligence are reviewed, and preliminary designs for various space habitats, including the torus, and discussed, taking into consideration problems that would be encountered. The importance of space colonies for the existence and expansion of the human race is emphasized.

  9. Virtualization and cloud computing in dentistry.

    Science.gov (United States)

    Chow, Frank; Muftu, Ali; Shorter, Richard

    2014-01-01

    The use of virtualization and cloud computing has changed the way we use computers. Virtualization is a method of placing software called a hypervisor on the hardware of a computer or a host operating system. It allows a guest operating system to run on top of the physical computer with a virtual machine (i.e., virtual computer). Virtualization allows multiple virtual computers to run on top of one physical computer and to share its hardware resources, such as printers, scanners, and modems. This increases the efficient use of the computer by decreasing costs (e.g., hardware, electricity administration, and management) since only one physical computer is needed and running. This virtualization platform is the basis for cloud computing. It has expanded into areas of server and storage virtualization. One of the commonly used dental storage systems is cloud storage. Patient information is encrypted as required by the Health Insurance Portability and Accountability Act (HIPAA) and stored on off-site private cloud services for a monthly service fee. As computer costs continue to increase, so too will the need for more storage and processing power. Virtual and cloud computing will be a method for dentists to minimize costs and maximize computer efficiency in the near future. This article will provide some useful information on current uses of cloud computing.

  10. 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...

  11. Isotopic evidence for extraterrestrial non- racemic amino acids in the Murchison meteorite

    Science.gov (United States)

    Engel, M. H.; Macko, S. A.

    1997-09-01

    Many amino acids contain an asymmetric centre, occurring as laevorotatory, L, or dextrorotatory, D, compounds. It is generally assumed that abiotic synthesis of amino acids on the early Earth resulted in racemic mixtures (L- and D-enantiomers in equal abundance). But the origin of life required, owing to conformational constraints, the almost exclusive selection of either L- or D-enantiomers, and the question of why living systems on the Earth consist of L-enantiomers rather than D-enantiomers is unresolved. A substantial fraction of the organic compounds on the early Earth may have been derived from comet and meteorite impacts. It has been reported previously that amino acids in the Murchison meteorite exhibit an excess of L-enantiomers, raising the possibility that a similar excess was present in the initial inventory of organic compounds on the Earth. The stable carbon isotope compositions of individual amino acids in Murchison support an extraterrestrial origin-rather than a terrestrial overprint of biological amino acids-although reservations have persisted (see, for example, ref. 9). Here we show that individual amino-acid enantiomers from Murchison are enriched in 15N relative to their terrestrial counterparts, so confirming an extraterrestrial source for an L-enantiomer excess in the Solar System that may predate the origin of life on the Earth.

  12. VERA: Virtual Enterprise Reference Architecture

    DEFF Research Database (Denmark)

    Vesterager, Johan; Tølle, Martin; Bernus, Peter

    2003-01-01

    . To prepare for this is a complex task, in fact all business, management and planning views, and related subject areas and activities, may be involved. In order to deal with this complexity in a systematic way and secure global understanding Globemen has developed a Virtual Enterprise Reference Architecture......Globalisation, outsourcing and customisation are main challenges of today not least for one-of-a-kind producers. A crucial competitive factor will be the ability rapidly to form customer focused virtual enterprises comprised of competencies from different partners by taking full advantage of ICT...

  13. A manufactured past: virtual reality in archaeology

    Directory of Open Access Journals (Sweden)

    Glyn Goodrick

    2004-01-01

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

  14. Towards Culturally-Aware Virtual Agent Systems

    DEFF Research Database (Denmark)

    Endrass, Birgit; André, Elisabeth; Rehm, Matthias

    2010-01-01

    Globalization leads to an increase in intercultural encounters with a risk of misunderstandings due to different patterns of behavior and understanding. Learning applications have been proposed that employ virtual agents as their primary tool. Through their embodiment, learning can be done...... in a game-like environment in a more interesting way than for example learning with a textbook. The authors support the idea that virtual agents are a great opportunity for teaching cultural awareness. Realizing this, the concept of culture needs to be translated into computational models and the advantages...... of different systems using virtual agents need to be considered. Therefore, the authors reflect in this chapter on how virtual agents can help to learn about culture, scan definitions of culture from the social sciences, give an overview on how multiagent systems developed over time and classify the state...

  15. THE VIRTUAL UNIVERSITY MODEL AS THE MAIN PLATFORM FOR IMPLEMENTATION OF PROFESSIONAL RETRAINING PROGRAM FOR TEACHERS BY THE EXMPLE OF SYRIAN VIRTUAL UNIVERSITY

    Directory of Open Access Journals (Sweden)

    K. O. Prosyukova

    2014-09-01

    Full Text Available The interest in virtual education has recently increased in educational environment. Researchers in their scientific activity are focused on the benefits of the “virtual university” or “virtual college” models. But the range of a “virtuality” concept is too wide: some researchers recognize all information technologies in education as virtual means, while the others are looking for the ways to replace education in its general meaning with virtual educational space. The problem of virtual education is also relevant because the application area is boundless: school education, secondary professional education, higher education, training and retraining programs. Thus virtual education is able to become not only the innovative educational model, but also a possible solution to the problem of continuing education. One of the most successful examples in this field is the example of Syrian Virtual University, which has become the pioneer in virtual education in the Middle East region.

  16. [The virtual reality simulation research of China Mechanical Virtual Human based on the Creator/Vega].

    Science.gov (United States)

    Wei, Gaofeng; Tang, Gang; Fu, Zengliang; Sun, Qiuming; Tian, Feng

    2010-10-01

    The China Mechanical Virtual Human (CMVH) is a human musculoskeletal biomechanical simulation platform based on China Visible Human slice images; it has great realistic application significance. In this paper is introduced the construction method of CMVH 3D models. Then a simulation system solution based on Creator/Vega is put forward for the complex and gigantic data characteristics of the 3D models. At last, combined with MFC technology, the CMVH simulation system is developed and a running simulation scene is given. This paper provides a new way for the virtual reality application of CMVH.

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

    OpenAIRE

    Nikolaj, Janko

    2014-01-01

    The objective of the thesis was to implement or modify an existing Java virtual machine (JVM) in a way that it will allow insight into statistics of the executed Java instructions of an executed user program. The functionality will allow analysis of the algorithms in Java environment. After studying the theory of Java and Java virtual machine, we decided to modify an existing Java virtual machine. We chose JamVM which is a lightweight, open-source Java virtual machine under GNU license. The i...

  18. Delay-based virtual congestion control in multi-tenant datacenters

    Science.gov (United States)

    Liu, Yuxin; Zhu, Danhong; Zhang, Dong

    2018-03-01

    With the evolution of cloud computing and virtualization, the congestion control of virtual datacenters has become the basic issue for multi-tenant datacenters transmission. Regarding to the friendly conflict of heterogeneous congestion control among multi-tenant, this paper proposes a delay-based virtual congestion control, which translates the multi-tenant heterogeneous congestion control into delay-based feedback uniformly by setting the hypervisor translation layer, modifying three-way handshake of explicit feedback and packet loss feedback and throttling receive window. The simulation results show that the delay-based virtual congestion control can effectively solve the unfairness of heterogeneous feedback congestion control algorithms.

  19. Transduction between worlds: using virtual and mixed reality for earth and planetary science

    Science.gov (United States)

    Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.

    2017-12-01

    Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.

  20. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY) TECHNOLOGY

    OpenAIRE

    Nigel Foreman; Liliya Korallo

    2014-01-01

    Virtual Reality (virtual environment technology, VET) has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs) have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of tr...

  1. ANALYSIS OF VIRTUAL COMMUNITIES IN TOURISM

    Directory of Open Access Journals (Sweden)

    Silvena DENCHEVA

    2014-01-01

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

  2. Optimal Placement Algorithms for Virtual Machines

    OpenAIRE

    Bellur, Umesh; Rao, Chetan S; SD, Madhu Kumar

    2010-01-01

    Cloud computing provides a computing platform for the users to meet their demands in an efficient, cost-effective way. Virtualization technologies are used in the clouds to aid the efficient usage of hardware. Virtual machines (VMs) are utilized to satisfy the user needs and are placed on physical machines (PMs) of the cloud for effective usage of hardware resources and electricity in the cloud. Optimizing the number of PMs used helps in cutting down the power consumption by a substantial amo...

  3. Integration Between SCORM Learning Objects and the CIEMAT Virtual Elearning Platform; Integracion de Objetos de Aprendizaje SCORM con la Plataforma de Ensenanza Virtual del CIEMAT

    Energy Technology Data Exchange (ETDEWEB)

    Bailador Ferreras, M A; Troiani, S; Gonzalez Giralda, C; Llorente Herranz, C; Marco Arboli, M L

    2010-08-06

    New information and communications technologies have made a major contribution in the way of understanding the training needs, which have been involved in the change from the traditional teaching to the use of virtual learning platforms. Thus, Ciemat, has installed a virtual platform for education, in particular MOODLE in which have been installed some virtual contents developed with Flash. The next necessary step has been how to integrate the contents with the MOODLE virtual platform, following the aim to know the assessment for learning tracking of the learners. This document provides the technological facts for the integration of the flash virtual contents and the virtual platform in order to achieve the training process is efficiently evaluated. (Author) 5 refs.

  4. Study of extraterrestrial disposal of radioactive wastes. Part 1: Space transportation and destination considerations for extraterrestrial disposal of radioactive wastes. [feasibility of using space shuttle

    Science.gov (United States)

    Thompson, R. L.; Ramler, J. R.; Stevenson, S. M.

    1974-01-01

    A feasibility study of extraterrestrial disposal of radioactive waste is reported. This report covers the initial work done on only one part of the NASA study, that evaluates and compares possible space destinations and space transportation systems. The currently planned space shuttle was found to be more cost effective than current expendable launch vehicles by about a factor of 2. The space shuttle requires a third stage to perform the waste disposal missions. Depending on the particular mission, this third stage could be either a reusable space tug or an expendable stage such as a Centaur.

  5. Kinematic evaluation of virtual walking trajectories.

    Science.gov (United States)

    Cirio, Gabriel; Olivier, Anne-Hélène; Marchal, Maud; Pettré, Julien

    2013-04-01

    Virtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual environment is represented. No matter how virtual walking is controlled, the generation of realistic virtual trajectories is absolutely required for some applications, especially those dedicated to the study of walking behaviors in VR, navigation through virtual places for architecture, rehabilitation and training. Previous studies focused on evaluating the realism of locomotion trajectories have mostly considered the result of the locomotion task (efficiency, accuracy) and its subjective perception (presence, cybersickness). Few focused on the locomotion trajectory itself, but in situation of geometrically constrained task. In this paper, we study the realism of unconstrained trajectories produced during virtual walking by addressing the following question: did the user reach his destination by virtually walking along a trajectory he would have followed in similar real conditions? To this end, we propose a comprehensive evaluation framework consisting on a set of trajectographical criteria and a locomotion model to generate reference trajectories. We consider a simple locomotion task where users walk between two oriented points in space. The travel path is analyzed both geometrically and temporally in comparison to simulated reference trajectories. In addition, we demonstrate the framework over a user study which considered an initial set of common and frequent virtual walking conditions, namely different input devices, output display devices, control laws, and visualization modalities. The study provides insight into the relative contributions of each condition to the overall realism of the resulting virtual trajectories.

  6. Virtualization for the LHCb Online system

    International Nuclear Information System (INIS)

    Bonaccorsi, Enrico; Brarda, Loic; Moine, Gary; Neufeld, Niko

    2011-01-01

    Virtualization has long been advertised by the IT-industry as a way to cut down cost, optimise resource usage and manage the complexity in large data-centers. The great number and the huge heterogeneity of hardware, both industrial and custom-made, has up to now led to reluctance in the adoption of virtualization in the IT infrastructure of large experiment installations. Our experience in the LHCb experiment has shown that virtualization improves the availability and the manageability of the whole system. We have done an evaluation of available hypervisors / virtualization solutions and find that the Microsoft HV technology provides a high level of maturity and flexibility for our purpose. We present the results of these comparison tests, describing in detail, the architecture of our virtualization infrastructure with a special emphasis on the security for services visible to the outside world. Security is achieved by a sophisticated combination of VLANs, firewalls and virtual routing - the cost and benefits of this solution are analysed. We have adapted our cluster management tools, notably Quattor, for the needs of virtual machines and this allows us to migrate smoothly services on physical machines to the virtualized infrastructure. The procedures for migration will also be described. In the final part of the document we describe our recent R and D activities aiming to replacing the SAN-backend for the virtualization by a cheaper iSCSI solution - this will allow to move all servers and related services to the virtualized infrastructure, excepting the ones doing hardware control via non-commodity PCI plugin cards.

  7. Virtual data in CMS analysis

    International Nuclear Information System (INIS)

    Arbree, A.

    2003-01-01

    The use of virtual data for enhancing the collaboration between large groups of scientists is explored in several ways: by defining ''virtual'' parameter spaces which can be searched and shared in an organized way by a collaboration of scientists in the course of their analysis; by providing a mechanism to log the provenance of results and the ability to trace them back to the various stages in the analysis of real or simulated data; by creating ''check points'' in the course of an analysis to permit collaborators to explore their own analysis branches by refining selections, improving the signal to background ratio, varying the estimation of parameters, etc.; by facilitating the audit of an analysis and the reproduction of its results by a different group, or in a peer review context. We describe a prototype for the analysis of data from the CMS experiment based on the virtual data system Chimera and the object-oriented data analysis framework ROOT. The Chimera system is used to chain together several steps in the analysis process including the Monte Carlo generation of data, the simulation of detector response, the reconstruction of physics objects and their subsequent analysis, histogramming and visualization using the ROOT framework

  8. Life from the stars?. [extraterrestrial sources contributing to chemical evolution on Earth

    Science.gov (United States)

    Pendleton, Yvonne J.; Cruikshank, Dale P.

    1994-01-01

    Scientists are now seriously considering the possibility that organic matter from interstellar space could have influenced, or even spurred, the origin of life on Earth. Various aspects of chemical evolution are discussed along with possible extraterrestrial sources responsible for contributing to Earth's life-producing, chemical composition. Specific topics covered include the following: interstellar matter, molecular clouds, asteroid dust, organic molecules in our solar system, interplanetary dust and comets, meteoritic composition, and organic-rich solar-system bodies.

  9. A virtual nuclear world?

    International Nuclear Information System (INIS)

    Salve, R.

    1998-01-01

    The way in which virtual reality technology has so dramatically developed over the last few years has opened up the possibility of its application to various industrial processes. This article describes the possible uses of such a technique in nuclear power plants in various phases such as design, construction, operation or dismantling. (Author)

  10. Security Isolation Strategy Mechanism for Lightweight Virtualization Environment

    Directory of Open Access Journals (Sweden)

    Liu Qian

    2017-01-01

    Full Text Available For cloud service providers, lightweight virtualization is a more economical way of virtualization. While the user is worried about the safety of applications and data of the container, due to the container sharing the underlying interface and the kernel, therefore the security and trusted degree of lightweight virtualization container isolation mechanism is critical for the promotion of lightweight virtualization service. Because the user cannot directly participate in the process of the construction and management of container isolation mechanism, it is difficult for them to establish confidence in the security and trusted degree of container isolation mechanism. Based on the research and analysis of system credible and virtualization isolation mechanism, this paper puts forward a set of lightweight virtualization security isolation strategy mechanism, divides lightweight virtualization container storage address space into several parts, puts forward the definition of lightweight virtualization security isolation, gives the formal description and proof of container security isolation strategy, and combines with related technology to verify the feasibility of lightweight virtualization security isolation strategy mechanism. The mechanism has important guiding significance for cloud services providers to deploy container security isolation.

  11. Distributed Virtual Reality: System Concepts for Cooperative Training and Commanding in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Eckhard Freund

    2003-02-01

    Full Text Available The general aim of the development of virtual reality technology for automation applications at the IRF is to provide the framework for Projective Virtual Reality which allows users to "project" their actions in the virtual world into the real world primarily by means of robots but also by other means of automation. The framework is based on a new task-oriented approach which builds on the "task deduction" capabilities of a newly developed virtual reality system and a task planning component. The advantage of this new approach is that robots which work at great distances from the control station can be controlled as easily and intuitively as robots that work right next to the control station. Robot control technology now provides the user in the virtual world with a "prolonged arm" into the physical environment, thus paving the way for a new quality of userfriendly man machine interfaces for automation applications. Lately, this work has been enhanced by a new structure that allows to distribute the virtual reality application over multiple computers. With this new step, it is now possible for multiple users to work together in the same virtual room, although they may physically be thousands of miles apart. They only need an Internet or ISDN connection to share this new experience. Last but not least, the distribution technology has been further developed to not just allow users to cooperate but to be able to run the virtual world on many synchronized PCs so that a panorama projection or even a cave can be run with 10 synchronized PCs instead of high-end workstations, thus cutting down the costs for such a visualization environment drastically and allowing for a new range of applications.

  12. 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…

  13. Presence in Virtual Reality Exposure Therapy Systems

    OpenAIRE

    Ling, Y.

    2014-01-01

    Experiencing anxiety is essential for virtual reality exposure therapy (VRET) to be effective in curing patients suffering from anxiety disorders. However, some patients drop out in VRET due to the lack of feeling anxiety. Presence - which refers to the feeling of being in the virtual environment - has been considered an important mechanism that leads to the experience of anxiety. Therefore, understanding the relationship between presence and anxiety and finding ways to improve presence in VR...

  14. Extraterrestrial Organic Compounds in Meteorites

    Science.gov (United States)

    Botta, Oliver; Bada, Jeffrey L.; Meyer, Michael (Technical Monitor)

    2003-01-01

    Many organic compounds or their precursors found in meteorites originated in the interstellar or circumstellar medium and were later incorporated into planetesimals during the formation of the solar system. There they either survived intact or underwent further processing to synthesize secondary products on the meteorite parent body. The most distinct feature of CI and CM carbonaceous chondrites, two types of stony meteorites, is their high carbon content (up to 3% of weight), either in the form of carbonates or of organic compounds. The bulk of the organic carbon consists of an insoluble macromolecular material with a complex structure. Also present is a soluble organic fraction, which has been analyzed by several separation and analytical procedures. Low detection limits can be achieved by derivatization of the organic molecules with reagents that allow for analysis by gas chromatography/mass spectroscopy and high performance liquid chromatography. The CM meteorite Murchison has been found to contain more than 70 extraterrestrial amino acids and several other classes of compounds including carboxylic acids, hydroxy carboxylic acids, sulphonic and phosphonic acids, aliphatic, aromatic and polar hydrocarbons, fullerenes, heterocycles as well as carbonyl compounds, alcohols, amines and amides. The organic matter was found to be enriched in deuterium, and distinct organic compounds show isotopic enrichments of carbon and nitrogen relative to terrestrial matter.

  15. Investigating the Possibility of Adaptation and Personalization in Virtual Environments

    OpenAIRE

    Octavia, Johanna Renny; RAYMAEKERS, Chris; CONINX, Karin

    2009-01-01

    The complex nature of virtual environments customarily hinders users to interact in a natural, intuitive and optimal way. Different user characteristics are hardly taken into account when designing 3D user interfaces for virtual environments. We envision that user interaction in virtual environments can be enhanced by integrating adaptation and personalization into 3D user interfaces. Through our research, we aim to provide adaptive and personalized 3D user interfaces for enhancing user inter...

  16. Modelling Virtual Environments for Geovisualization

    DEFF Research Database (Denmark)

    Bodum, Lars

    2005-01-01

    The use of virtual environments in geovisualization has become a major topic within the last few years. The main reason for this interest in the growing use of 3D models and visual realizations in a wide range of applications concerned with the geographic element of information. The implementation...... within the geographic domain. A categorization of the virtual environments is offered through which the differences between them are highlighted. It is possible to achieve this categorization in many ways from many perspectives since this is not and will not be research of a purely positive nature...

  17. X3DOM AS CARRIER OF THE VIRTUAL HERITAGE

    Directory of Open Access Journals (Sweden)

    Y. Jung

    2012-09-01

    Full Text Available Virtual Museums (VM are a new model of communication that aims at creating a personalized, immersive, and interactive way to enhance our understanding of the world around us. The term "VM" is a short-cut that comprehends various types of digital creations. One of the carriers for the communication of the virtual heritage at future internet level as de-facto standard is browser front-ends presenting the content and assets of museums. A major driving technology for the documentation and presentation of heritage driven media is real-time 3D content, thus imposing new strategies for a web inclusion. 3D content must become a first class web media that can be created, modified, and shared in the same way as text, images, audio and video are handled on the web right now. A new integration model based on a DOM integration into the web browsers' architecture opens up new possibilities for declarative 3 D content on the web and paves the way for new application scenarios for the virtual heritage at future internet level. With special regards to the X3DOM project as enabling technology for declarative 3D in HTML, this paper describes application scenarios and analyses its technological requirements for an efficient presentation and manipulation of virtual heritage assets on the web.

  18. Advertising identities: virtual galleries as places of identity

    Directory of Open Access Journals (Sweden)

    Alexandra Zontea

    2010-10-01

    Full Text Available This paper is focused on the public presentation of self through virtual art galleries, singling out the field of photography. Photography has always been disputed as being part of the highbrow arts because of its popular character. Today, anyone who owes a photo camera can experience photography as art, without a rigorous training. Everybody is able to expose the photos freely to a large number of people, on the Internet. Consequently, the Internet opens up a virtual space, in which photo artists and amateurs can promote their works and exhibit them in a personal online gallery, which represents their place in the virtual vastness. Therefore, my research approaches the matter of the virtual gallery as an identitary place, being focused on finding out why artists choose to exhibit in virtual galleries. I asked myself what are the new functions of the virtual art galleries?Are they understood as online markers that distinguish the owners in these virtual environments? In other words, are these personal galleries a way of expressing online identities?

  19. Animal Companions: Fostering Children's Effort-Making by Nurturing Virtual Pets

    Science.gov (United States)

    Chen, Zhi-Hong; Liao, Calvin; Chien, Tzu-Chao; Chan, Tak-Wai

    2011-01-01

    Virtual character is a significant application in the research field of technology-enhanced learning. In this study, the concept of animal companions, "non-smart" virtual characters, is proposed as a way to encourage students to promote effort-making learning behaviours. The two underpinning design rationales are first discussed followed by the…

  20. On the Need for Legal Regulation of Virtual Currencies

    Directory of Open Access Journals (Sweden)

    Elena V. Voskresenskaya

    2018-06-01

    Full Text Available The scientific article proves the necessity of legal regulation of relations connected with the use of virtual currencies (crypto-currency. The article examines the constituent elements of the definition of “virtual currency” (crypto-currency from the position of the object of civil rights. The Author proposes to carry out the legitimation of virtual currency along the way of the object of civil rights and formulates the conclusion that the virtual currency belongs to other property. To construct a definition of a virtual currency, the following constitutive elements should be used: the assignment of a virtual currency to property, the means of payment by an undefined circle of persons, the main functional feature of a virtual currency is the ability to serve as a means of payment on a certain scale, however, this property is not electronic money. Thus, an author's definition of the considered definition of civil law is offered.

  1. Extraterrestrial Life: Life on Mars - Then and Now

    Science.gov (United States)

    Arrhenius, Gustaf; Mojzsis, Stephen

    1996-01-01

    The recent claim to have identified possible signs of ancient life on Mars has been widely publicized and discussed. The authors conceded that none of the half-dozen pieces of evidence adduced in their paper individually provided strong support for extraterrestrial life, though they argued that the pieces added up to a case worth considering. Most - perhaps all - of the observed phenomena have counterparts in the inorganic world, so even the combination does not make a compelling case that there was ever life on Mars. Nevertheless, the importance of the problem has justified bringing the results to general attention. The paper has focussed interest on the origin and possible ubiquity of life, and on how we can design techniques capable of giving a more definitive answer to the question of whether there is, or has ever been, life elsewhere in the Universe.

  2. Efficiency, Equity and Effect: Virtual Water Consumption Characters and Sustainable Consumption on Diet

    OpenAIRE

    Shang Hai-Yang

    2015-01-01

    The scarcity of water is the key factor which restricted the growth of social-economy. The virtual water theory provides a new way to solve the problem of water scarcity. In this thesis, we have calculated the virtual water consumption of each household grouped by income in the cities of Gansu in 1992-2005 after introduced the virtual water theory and calculations briefly. Then we advanced the indicator of virtual water per unit of consumption expenditure to analyze the efficiency of virtual ...

  3. Project Cyclops: a Design Study of a System for Detecting Extraterrestrial Intelligent Life

    Science.gov (United States)

    1972-01-01

    The requirements in hardware, manpower, time and funding to conduct a realistic effort aimed at detecting the existence of extraterrestrial intelligent life are examined. The methods used are limited to present or near term future state-of-the-art techniques. Subjects discussed include: (1) possible methods of contact, (2) communication by electromagnetic waves, (3) antenna array and system facilities, (4) antenna elements, (5) signal processing, (6) search strategy, and (7) radio and radar astronomy.

  4. Virtual reality applications to work.

    Science.gov (United States)

    Weiss, P L; Jessel, A S

    1998-01-01

    Virtual reality (VR) entails the use of advanced technologies, including computers and various multimedia peripherals, to produce a simulated (i.e. virtual) environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. The unique features and flexibility of VR give it extraordinary potential for use in work-related applications. It permits users to experience and interact with a life-like model or environment, in safety and at convenient times, while providing a degree of control over the simulation that is usually not possible in the real-life situation. The work-related applications that appear to be most promising are those that employ virtual reality for visualization and representation, distance communication and education, hands-on training, and orientation and navigation. This article presents an overview to the concepts of VR focusing on its applications in a variety of work settings. Issues related to potential difficulties in using VR including side effects and the transfer of skills learned in the virtual environment to the real world are also reviewed.

  5. Virtual Product Development on Venturi Pump

    Directory of Open Access Journals (Sweden)

    Sava Ianici

    2011-10-01

    Full Text Available Market globalization and increased customer demands are leading providers of low product series to the high cost of development and construction. To overcome noted challenges it is necessary to use process of virtual product development. In that way it is possible, even in early phases of product development, to assess the operational product behaviour. Even the specific customer demands are determined before the actual product design phase. The paper presents an up to date concept of virtual product development with application on assessment of operational behaviour of Venturi pumps.

  6. 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....

  7. Virtual manufacturing in reality

    Science.gov (United States)

    Papstel, Jyri; Saks, Alo

    2000-10-01

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

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

    Science.gov (United States)

    Wicks, Pamela

    2011-01-01

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

  9. What makes virtual agents believable?

    Science.gov (United States)

    Bogdanovych, Anton; Trescak, Tomas; Simoff, Simeon

    2016-01-01

    In this paper we investigate the concept of believability and make an attempt to isolate individual characteristics (features) that contribute to making virtual characters believable. As the result of this investigation we have produced a formalisation of believability and based on this formalisation built a computational framework focused on simulation of believable virtual agents that possess the identified features. In order to test whether the identified features are, in fact, responsible for agents being perceived as more believable, we have conducted a user study. In this study we tested user reactions towards the virtual characters that were created for a simulation of aboriginal inhabitants of a particular area of Sydney, Australia in 1770 A.D. The participants of our user study were exposed to short simulated scenes, in which virtual agents performed some behaviour in two different ways (while possessing a certain aspect of believability vs. not possessing it). The results of the study indicate that virtual agents that appear resource bounded, are aware of their environment, own interaction capabilities and their state in the world, agents that can adapt to changes in the environment and exist in correct social context are those that are being perceived as more believable. Further in the paper we discuss these and other believability features and provide a quantitative analysis of the level of contribution for each such feature to the overall perceived believability of a virtual agent.

  10. Tangible interfaces for virtual nuclear power plant control desk

    Energy Technology Data Exchange (ETDEWEB)

    Aghina, Mauricio Alves C.; Mol, Antonio Carlos A.; Jorge, Carlos Alexandre F.; Lapa, Celso M.F. [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Nomiya, Diogo [Engenharia Eletrica (UFRJ), Universidade Federal do Rio de Janeiro, RJ (Brazil); Cunha, Gerson G.; Landau, Luiz [Programa de Engenharia Civil (PEC/COPPE/UFRJ), Universidade Federal do Rio de Janeiro, RJ (Brazil)

    2011-07-01

    Due to the high safety requirements for nuclear power plant operation, control desks must be designed in such a way operators can take all the procedures safely, with a good overview of all variable indicators and easy access to actuator controls. Also, operators must see alarms indication in a way they can easily identify any abnormal conditions and bring the NPP back to normal operation. The ergonomics and human factors fields have helped evaluations to improve the design of nuclear power plant control systems. Lately, the use of virtual control desks have helped even more such evaluations, by integrating in one platform both nuclear power plant dynamics simulator with a high visual fidelity control desk proto typing. Operators can interact with these virtual control desks in a similar way as with real ones. Such a virtual control desk has been under development at Instituto de Engenharia Nuclear, IEN/CNEN. This paper reports the latest improvements, with the use of more interaction modes, to turn operation a friendlier task. An automatic speech recognition interface has been implemented as a self-contained system, by accessing directly MS Windows Application Interface, and with online neural network training for spoken commend recognition. Thus, operators can switch among different desk views. Besides this, head tracking interfaces have been integrated with the virtual control desk, to move within desk views according to users head movements. Both marker and markerless-based head tracking interfaces have been implemented. Results are shown and commented. (author)

  11. Tangible interfaces for virtual nuclear power plant control desk

    International Nuclear Information System (INIS)

    Aghina, Mauricio Alves C.; Mol, Antonio Carlos A.; Jorge, Carlos Alexandre F.; Lapa, Celso M.F.; Nomiya, Diogo; Cunha, Gerson G.; Landau, Luiz

    2011-01-01

    Due to the high safety requirements for nuclear power plant operation, control desks must be designed in such a way operators can take all the procedures safely, with a good overview of all variable indicators and easy access to actuator controls. Also, operators must see alarms indication in a way they can easily identify any abnormal conditions and bring the NPP back to normal operation. The ergonomics and human factors fields have helped evaluations to improve the design of nuclear power plant control systems. Lately, the use of virtual control desks have helped even more such evaluations, by integrating in one platform both nuclear power plant dynamics simulator with a high visual fidelity control desk proto typing. Operators can interact with these virtual control desks in a similar way as with real ones. Such a virtual control desk has been under development at Instituto de Engenharia Nuclear, IEN/CNEN. This paper reports the latest improvements, with the use of more interaction modes, to turn operation a friendlier task. An automatic speech recognition interface has been implemented as a self-contained system, by accessing directly MS Windows Application Interface, and with online neural network training for spoken commend recognition. Thus, operators can switch among different desk views. Besides this, head tracking interfaces have been integrated with the virtual control desk, to move within desk views according to users head movements. Both marker and markerless-based head tracking interfaces have been implemented. Results are shown and commented. (author)

  12. O amor pode ser virtual? O relacionamento amoroso pela Internet ¿Puede el amor ser virtual? Un estudio sobre el relacionamiento virtual usando la internet Can love be virtual? Affective relationships through the Internet

    Directory of Open Access Journals (Sweden)

    Alessandra dos Santos Menezes Dela Coleta

    2008-06-01

    lo tanto, los datos sugieren la importancia de planear más investigaciones para elucidar las consecuencias de relaciones virtuales y el abuso del Internet como una forma de la comunicación social.Current analysis contributes towards a new way of relationships, or rather, virtual relationship. Fifty Brazilian Internet users answered a questionnaire containing 31 questions about opinions and behaviors related to affective and virtual relationship. Sample comprised males, or rather, young adults, single, with no children, middle or high socioeconomic level. Subjects believed that there might be virtual relationships at an initial phase. However, they reported the need of face-to-face contact so that the relationship could last. Further, a relatively high number of subjects considered themselves to be Internet-addicted. Results show that there were no significant behavioral and affectionate changes in this new type of relationship. Data suggest the importance of planning more researches to elucidate the consequences of virtual relationships and the abuse of Internet as a way of social communication.

  13. Extraterrestrial amino acids in Cretaceous/Tertiary boundary sediments at Stevns Klint, Denmark

    Science.gov (United States)

    Zhao, Meixun; Bada, Jeffrey L.

    1989-06-01

    SINCE the discovery1 nearly a decade ago that Cretaceous/Tertiary (K/T) boundary layers are greatly enriched in iridium, a rare element in the Earth's crust, there has been intense controversy on the relationship between this Ir anomaly and the massive extinction of organisms ranging from dinosaurs to marine plankton that characterizes the K/T boundary. Convincing evidence suggests that both the Ir spike and the extinction event were caused by the collision of a large bolide (>10 km in diameter) with the Earth1-11. Alternative explanations claim that extensive, violent volcanism12-14 can account for the Ir, and that other independent causes were responsible for the mass extinctions15,16. We surmise that the collision of a massive extraterrestrial object with the Earth may have produced a unique organic chemical signature because certain meteorites, and probably comets, contain organic compounds which are either rare or non-existent on the Earth17. In contrast, no organic compounds would be expected to be associated with volcanic processes. Here we find that K/T boundary sediments at Stevns Klint, Denmark, contain both α-amino-isobutyric acid [AIB, (CH3)2CNH2COOH] and racemic isovaline [ISOVAL, CH3CH2(CH3)CNH2COOH], two amino acids that are exceedingly rare on the Earth but which are major amino acids in carbonaceous chondrites17,18. An extraterrestrial source is the most reasonable explanation for the presence of these amino acids.

  14. Comparison of student achievement among two science laboratory types: traditional and virtual

    Science.gov (United States)

    Reese, Mary Celeste

    Technology has changed almost every aspect of our daily lives. It is not surprising then that technology has made its way into the classroom. More and more educators are utilizing technological resources in creative ways with the intent to enhance learning, including using virtual laboratories in the sciences in place of the "traditional" science laboratories. This has generated much discussion as to the influence on student achievement when online learning replaces the face-to-face contact between instructor and student. The purpose of this study was to discern differences in achievement of two laboratory instruction types: virtual laboratory and a traditional laboratory. Results of this study indicate statistical significant differences in student achievement defined by averages on quiz scores in virtual labs compared with traditional face-to-face laboratories and traditional laboratories result in greater student learning gains than virtual labs. Lecture exam averages were also greater for students enrolled in the traditional laboratories compared to students enrolled in the virtual laboratories. To account for possible differences in ability among students, a potential extraneous variable, GPA and ACT scores were used as covariates.

  15. An Effective Mechanism for Virtual Machine Placement using Aco in IAAS Cloud

    Science.gov (United States)

    Shenbaga Moorthy, Rajalakshmi; Fareentaj, U.; Divya, T. K.

    2017-08-01

    Cloud computing provides an effective way to dynamically provide numerous resources to meet customer demands. A major challenging problem for cloud providers is designing efficient mechanisms for optimal virtual machine Placement (OVMP). Such mechanisms enable the cloud providers to effectively utilize their available resources and obtain higher profits. In order to provide appropriate resources to the clients an optimal virtual machine placement algorithm is proposed. Virtual machine placement is NP-Hard problem. Such NP-Hard problem can be solved using heuristic algorithm. In this paper, Ant Colony Optimization based virtual machine placement is proposed. Our proposed system focuses on minimizing the cost spending in each plan for hosting virtual machines in a multiple cloud provider environment and the response time of each cloud provider is monitored periodically, in such a way to minimize delay in providing the resources to the users. The performance of the proposed algorithm is compared with greedy mechanism. The proposed algorithm is simulated in Eclipse IDE. The results clearly show that the proposed algorithm minimizes the cost, response time and also number of migrations.

  16. Architectural design and simulation of a virtual memory

    Science.gov (United States)

    Kwok, G.; Chu, Y.

    1971-01-01

    Virtual memory is an imaginary main memory with a very large capacity which the programmer has at his disposal. It greatly contributes to the solution of the dynamic storage allocation problem. The architectural design of a virtual memory is presented which implements by hardware the idea of queuing and scheduling the page requests to a paging drum in such a way that the access of the paging drum is increased many times. With the design, an increase of up to 16 times in page transfer rate is achievable when the virtual memory is heavily loaded. This in turn makes feasible a great increase in the system throughput.

  17. Virtual Personal Assistant

    OpenAIRE

    Imrie, Peter; Bednar, Peter

    2013-01-01

    Abstract This report discusses ways in which new technology could be harnessed to create an intelligent Virtual Personal Assistant (VPA) with a focus on user-based information. It will look at examples of intelligent programs with natural language processing that are currently available, with different categories of support, and examine the potential usefulness of one specific piece of software as a VPA. This engages the ability to communicate socially through natural language processing, hol...

  18. Virtual Studio Practices: Visual Artists, Social Media and Creativity

    Directory of Open Access Journals (Sweden)

    Kylie Budge

    2013-12-01

    Full Text Available Artists’ practices are varied. Two extremes include the need for complete solitude when working and others who seek social environments such as collaborations in communal studio settings. In addition to these real life studio practices new technologies and social media have made it possible for artists to use virtual studio practices in the process of developing creative work. Working virtually offers a range of interesting benefits for creative practice. This article explores the author’s recent experiences in virtual studio practices in light of the literature on this topic and considers the implications for creativity. It highlights five specific benefits in using virtual studio practices and considers possible limitations of working in such a manner. In exploring virtual studio practices and arguing the case for such ways of working, this article contributes to research and understandings about creative practice by discussing one artist’s reflective experience of using virtual studio practices.

  19. Extraterrestrial Nucleobases in Carbonaceous Chondrites

    Science.gov (United States)

    Martins, Z.; Botta, O.; Fogel, M.; Sephton, M.; Glavin, D.; Watson, J.; Dworkin, J.; Schwartz, A.; Ehrenfreund, P.

    . Our stable carbon isotope measurements clearly demonstrate that the nucleobases in the Murchison meteorite are indigenous to the meteorite, and clearly differ from the values determined for the terrestrial nucleobases measured in the soil collected at the impact site. These results support the hypothesis that nucleobases were exogenously delivered to the early Earth, and may have been important for the prebiotic chemistry on our young planet. With regard to the detection of traces of life on other planets such as Mars it is essential to characterize organic materials that have been exogenously delivered to the early planets. The analysis of the composition and isotopic fractionation of extraterrestrial material using complementary techniques can provide crucial insights into the formation of our Solar System, extraterrestrial delivery processes and subsequent addition and incorporation into the carbonaceous material available on the young planets. Ultimately, these parameters form an essential reference point for interpreting biosignatures that may be left in the ancient rock record on a planetary body. References: [1] Hayatsu R. et al. 1975. Geochimica et Cosmochimica Acta 39: 471- 488. [2] Folsome C. E. et al. 1971. Nature 232: 108-109. [3] Stoks P. G. & Schwartz A. W. 1979. Nature 282: 709-710. [4] Stoks P.G. & Schwartz A. W. 1981. Geochimica et Cosmochimica Acta 45: 563-569. [5] Shimoyama A. et al. 1990. Geochemical Journal 24: 343-348. [6] Martins Z. et al. 2004. Meteoritics & Planetary Science 39: A5145. 2

  20. Optimizing infrastructure for software testing using virtualization

    International Nuclear Information System (INIS)

    Khalid, O.; Shaikh, A.; Copy, B.

    2012-01-01

    Virtualization technology and cloud computing have brought a paradigm shift in the way we utilize, deploy and manage computer resources. They allow fast deployment of multiple operating system as containers on physical machines which can be either discarded after use or check-pointed for later re-deployment. At European Organization for Nuclear Research (CERN), we have been using virtualization technology to quickly setup virtual machines for our developers with pre-configured software to enable them to quickly test/deploy a new version of a software patch for a given application. This paper reports both on the techniques that have been used to setup a private cloud on a commodity hardware and also presents the optimization techniques we used to remove deployment specific performance bottlenecks. (authors)

  1. Development of extraterrestrial intelligence and physical laws

    Science.gov (United States)

    Troitskij, V. S.

    This paper considers the restrictions imposed by physical laws on the development of life and intelligence in the form of extraterrestrial civilizations. For this purpose intelligence is defined as the community of intelligent beings, joined by the exchange of mass, energy and information both between themselves and with the external medium. Due to the limitation of the velocity of exchange of information and, in particular, mass and energy exchange, the dimensions of the intelligence cannot exceed some light days, i.e. they are limited by the habitable zone about their star. It is shown that the energy consumption should not exceed the energy output of their star for the sake of preserving the cosmic near-star zone of life from energetic pollution. With the above restrictions of the energy product it takes millions of years to create an omnidirectional beacon-transmitter signals from which would be received by the contemporary antennas in all our Galaxy. It is realistic to create an omnidirectional beacon operating in the range of no more than 100-1000 light years.

  2. ARSITEKTUR DVD (Digital Virtual Design

    Directory of Open Access Journals (Sweden)

    Danny Santoso Mintorogo

    2000-01-01

    Full Text Available Soon after the millennium year of 2000 and toward 21th century, the ways of architecture design will be a great change from traditional hand design and drawings to super computer digital virtual design models with tremendous of high-end architectural 3D software domains. Virtual Technology will be a plus to architectural design stage to obtain several "scheme" and observe with real - time feedback of the quality (height, light, furniture, shape, and environment as well as the sequential of the space, site context or massing studies. Abstract in Bahasa Indonesia : Strategi dalam desain arsitektur pada abad 22 atau setelah tahun milinium 2000 ini akan banyak didominasi dengan perangkap teknologi canggih yang tentunya akan mengandalkan pada perangkap keras (komputer dan perangkap lunak (software untuk tujuan desain arsitektur secara digital. Teknologi "Virtual" akan dimanfaatkan untuk bidang arsitektur dalam mengoptimasikan disain arsitektur secara digital maya, untuk mengobservasi/mengkaji kwalitas ruang, model suatu ruang/massa secara maya dalam phase perancangan arsitektur. Kata kunci: arsitektur, desain, digital, maya.

  3. Managing virtual machines with Vac and Vcycle

    Science.gov (United States)

    McNab, A.; Love, P.; MacMahon, E.

    2015-12-01

    We compare the Vac and Vcycle virtual machine lifecycle managers and our experiences in providing production job execution services for ATLAS, CMS, LHCb, and the GridPP VO at sites in the UK, France and at CERN. In both the Vac and Vcycle systems, the virtual machines are created outside of the experiment's job submission and pilot framework. In the case of Vac, a daemon runs on each physical host which manages a pool of virtual machines on that host, and a peer-to-peer UDP protocol is used to achieve the desired target shares between experiments across the site. In the case of Vcycle, a daemon manages a pool of virtual machines on an Infrastructure-as-a-Service cloud system such as OpenStack, and has within itself enough information to create the types of virtual machines to achieve the desired target shares. Both systems allow unused shares for one experiment to temporarily taken up by other experiements with work to be done. The virtual machine lifecycle is managed with a minimum of information, gathered from the virtual machine creation mechanism (such as libvirt or OpenStack) and using the proposed Machine/Job Features API from WLCG. We demonstrate that the same virtual machine designs can be used to run production jobs on Vac and Vcycle/OpenStack sites for ATLAS, CMS, LHCb, and GridPP, and that these technologies allow sites to be operated in a reliable and robust way.

  4. The need for operating guidelines and a decision making framework applicable to the discovery of non-intelligent extraterrestrial life

    Science.gov (United States)

    Race, Margaret S.; Randolph, Richard O.

    While formal principles have been adopted for the eventuality of detecting intelligent life in our galaxy (SETI Principles), no such guidelines exist for the discovery of non-intelligent extraterrestrial life within the solar system. Current scientifically based planetary protection policies for solar system exploration address how to undertake exploration, but do not provide clear guidance on what to do if and when life is detected. Considering that martian life could be detected under several different robotic and human exploration scenarios in the coming decades, it is appropriate to anticipate how detection of non-intelligent, microbial life could impact future exploration missions and activities, especially on Mars. This paper discusses a proposed set of interim guidelines based loosely on the SETI Principles and addresses issues extending from the time of discovery through future handling and treatment of extraterrestrial life on Mars or elsewhere. Based on an analysis of both scientific and ethical considerations, there is a clear need for developing operating protocols applicable at the time of discovery and a decision making framework that anticipates future missions and activities, both robotic and human. There is growing scientific confidence that the discovery of extraterrestrial life in some form is nearly inevitable. If and when life is discovered beyond Earth, non-scientific dimensions may strongly influence decisions about the nature and scope of future missions and activities. It is appropriate to encourage international discussion and consideration of the issues prior to an event of such historical significance.

  5. Meal-Maker: A Virtual Meal Preparation Environment for Children with Cerebral Palsy

    Science.gov (United States)

    Kirshner, Sharon; Weiss, Patrice L.; Tirosh, Emanuel

    2011-01-01

    Virtual reality (VR) technology enables evaluation and practice of specific skills in a motivating, user-friendly and safe way. The implementation of virtual game environments within clinical settings has increased substantially in recent years. However, the psychometric properties and feasibility of many applications have not been fully…

  6. Subliminal Cueing of Selection Behavior in a Virtual Environment

    OpenAIRE

    Aranyi, Gabor; Kouider, Sid; Lindsay, Alan; Prins, Hielke; Ahmed, Imtiaj; Jacucci, Giulio; Negri, Paolo; Gamberini, Luciano; Pizzi, David; Cavazza, Marc

    2014-01-01

    The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication,\\ud fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore how techniques\\ud previously reported as rendering information subliminal in the psychological literature can be successfully implemented in VEs. Previous lite...

  7. Software Packages to Support Electrical Engineering Virtual Lab

    Directory of Open Access Journals (Sweden)

    Manuel Travassos Valdez

    2012-03-01

    Full Text Available The use of Virtual Reality Systems (VRS, as a learning aid, encourages the creation of tools that allow users/students to simulate educational environments on a computer. This article presents a way of building a VRS system with Software Packages to support Electrical Engineering Virtual Laboratories to be used in a near future in the teaching of the curriculum unit of Circuit Theory. The steps required for the construction of a project are presented in this paper. The simulation is still under construction and intends to use a three-dimensional virtual environment laboratory electric measurement, which will allow users/students to experiment and test the modeled equipment. Therefore, there are still no links available for further examination. The result may demonstrate the future potential of applications of Virtual Reality Systems as an efficient and cost-effective learning system.

  8. Molecular Rift: Virtual Reality for Drug Designers.

    Science.gov (United States)

    Norrby, Magnus; Grebner, Christoph; Eriksson, Joakim; Boström, Jonas

    2015-11-23

    Recent advances in interaction design have created new ways to use computers. One example is the ability to create enhanced 3D environments that simulate physical presence in the real world--a virtual reality. This is relevant to drug discovery since molecular models are frequently used to obtain deeper understandings of, say, ligand-protein complexes. We have developed a tool (Molecular Rift), which creates a virtual reality environment steered with hand movements. Oculus Rift, a head-mounted display, is used to create the virtual settings. The program is controlled by gesture-recognition, using the gaming sensor MS Kinect v2, eliminating the need for standard input devices. The Open Babel toolkit was integrated to provide access to powerful cheminformatics functions. Molecular Rift was developed with a focus on usability, including iterative test-group evaluations. We conclude with reflections on virtual reality's future capabilities in chemistry and education. Molecular Rift is open source and can be downloaded from GitHub.

  9. 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.

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

    Directory of Open Access Journals (Sweden)

    Daniela Melaré Varros

    2010-12-01

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

  11. Virtual First Impressions Matter: The Effect of Social Networking Sites on Impression Formation in Virtual Teams

    Science.gov (United States)

    Cummings, Jeffrey

    2012-01-01

    The introduction of social media has changed the way individuals communicate and collaborate both within and outside the organization. While social media has the potential to change how organizations interact internally, minimal research has examined the impact this media may have within a virtual team environment. This dissertation examines a…

  12. Culture-specific communication management for virtual agents

    DEFF Research Database (Denmark)

    Endrass, Birgit; Rehm, Matthias; André, Elisabeth

    2009-01-01

    Human interaction depends on several individual factors such as personality, social relations, age or gender. But also the society we live in influences our behaviour. Thus culture affects the way communication is led. As virtual agents interact in a more and more human-like manner, culture......, the use of pauses in speech as well as the occurrence of overlapping speech was analyzed and integrated into a demonstrator using virtual agents. In a preliminary study, we investigated whether subjects perceive a difference between agent dialogs that are in line with culture-specific findings and agent...

  13. Foreign language learning in immersive virtual environments

    Science.gov (United States)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  14. Multi-stakeholder Virtual Dialogue

    DEFF Research Database (Denmark)

    Kornum, Niels; Mühlbacher, Hans

    2013-01-01

    This article introduces the special issue on multi-stakeholder virtual dialogue. Research as well as managerial practice in marketing has traditionally focused on single stakeholders and a one-way communication perspective. This special issue takes a novel approach by directing attention...... success. While marketing literature increasingly recognizes that divers stakeholders have an impact on a company''s success, little is known about how virtual multi-stakeholder dialogue changes marketing research and management. This special issue provides insights on what roles stakeholders may play...... to the simultaneous interaction with and of a variety of stakeholders and the fact that customers and other stakeholders of a company can take the initiative to that interaction. Stakeholders can launch a discussion, spread news, participate in value creation, can heavily influence each other and a company''s market...

  15. Virtual teamwork in the context of technological and cultural transformation

    Directory of Open Access Journals (Sweden)

    Birgit FernUniversität Hagen

    2017-01-01

    Full Text Available Megatrends affect all individuals and organizations in our society. Mobility and flexibility are examples of megatrends that influence our everyday lives and also intensely alter the ways we work. The deployment of virtual teams meets the new chances emerging with these trends. Employees aspire to work virtually due to benefits, such as flexibility regarding the locations and hours for working. Organizations deploy virtual teams to remain competitive regarding new technological opportunities, employee retention and cost efficiency in an increasingly digital environment. Organizations can guide their change towards virtuality by building on the knowledge of practice as well as scientific insights regarding the deployment of virtual teams. In order to provide a holistic view on the structures and processes affected by such a change and thus provide guidance, a framework for analyzing and planning organizational change is adapted to virtual teamwork and presented in this paper. The framework shows that the deployment of virtual teams affects the whole organization. This comprehensive view on the implementation of virtual teamwork allows an integration of virtual teams and focusses on their performance. The adapted framework furthermore provides links for further in-depth research in this field.

  16. Inflation-Theory Implications for Extraterrestrial Visitation

    Science.gov (United States)

    Deardoff, J.; Haisch, B.; Maccabee, B.; Puthoff, H. E.

    It has recently been argued that anthropic reasoning applied to inflation theory reinforces the prediction that we should find ourselves part of a large, galaxy-sized civilisation, thus strengthening Fermi's paradox concerning `Where are they?' Furthermore, superstring and M-brane theory allow for the possibility of parallel universes, some of which in principle could be habitable. In addition, discussion of such exotic transport concepts as `traversable wormholes' now appears in the rigorous physics literature. As a result, the `We are alone' solution to Fermi's paradox, based on the constraints of earlier 20th century viewpoints, appears today to be inconsistent with new developments in our best current physics and astrophysics theories. Therefore we reexamine and reevaluate the present assumption that extraterrestrials or their probes are not in the vicinity of Earth, and argue instead that some evidence of their presence might be found in certain high-quality UFO reports. This study follows up on previous arguments that (1) interstellar travel for advanced civilizations is not a priori ruled out by physical principles and therefore may be practicable, and (2) such advanced civilisations may value the search for knowledge from uncontaminated species more than direct, interspecies communication, thereby accounting for apparent covertness regarding their presence.

  17. Getting a handle on virtual tools: An examination of the neuronal activity associated with virtual tool use.

    Science.gov (United States)

    Rallis, Austin; Fercho, Kelene A; Bosch, Taylor J; Baugh, Lee A

    2018-01-31

    Tool use is associated with three visual streams-dorso-dorsal, ventro-dorsal, and ventral visual streams. These streams are involved in processing online motor planning, action semantics, and tool semantics features, respectively. Little is known about the way in which the brain represents virtual tools. To directly assess this question, a virtual tool paradigm was created that provided the ability to manipulate tool components in isolation of one another. During functional magnetic resonance imaging (fMRI), adult participants performed a series of virtual tool manipulation tasks in which vision and movement kinematics of the tool were manipulated. Reaction time and hand movement direction were monitored while the tasks were performed. Functional imaging revealed that activity within all three visual streams was present, in a similar pattern to what would be expected with physical tool use. However, a previously unreported network of right-hemisphere activity was found including right inferior parietal lobule, middle and superior temporal gyri and supramarginal gyrus - regions well known to be associated with tool processing within the left hemisphere. These results provide evidence that both virtual and physical tools are processed within the same brain regions, though virtual tools recruit bilateral tool processing regions to a greater extent than physical tools. Copyright © 2017 Elsevier Ltd. All rights reserved.

  18. 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...

  19. Towards augmented reality: The dialectics of physical and virtual space

    Directory of Open Access Journals (Sweden)

    Guga Jelena

    2015-01-01

    Full Text Available Spaces generated by new media technologies, no matter how abstract they may be, represent a qualitatively new form of the media environment. Moreover, they are integrated into everyday life in a way that they have become the constituents of social reality. Based on dualistic Cartesian understanding of real and virtual space, virtuality still carries a connotation of 'other' world, which is ontologically and phenomenologically different from 'reality'. However, virtuality as a characteristic of new media technologies should neither be equated with illusion, deception or fiction nor set in opposition to reality, given that it embodies real interactions. Instead, we could say that there are different types or levels of reality and that the virtual exists as reality qualitatively different from that of physical reality. Today, when every place on the planet, as well as social, political, and cultural activities, have their digital manifestations, can we still talk about virtual space as an isolated phenomenon? The ubiquitous use of new media technologies such as smartphones or wearables has profoundly transformed the experience of modern man. It is more and more determined by technologically mediated reality, i.e. augmented reality. In this regard, the key issues that will be addressed in this article are the ways technologically mediated spaces redefine not only the social relationships, but also the notions of identity, embodiment, and the self.

  20. 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

  1. If the universe is teeming with aliens where is everybody? fifty solutions to the Fermi paradox and the problem of extraterrestrial life

    CERN Document Server

    Webb, Stephen

    2002-01-01

    Given the fact that there are perhaps 400 million stars in our Galaxy alone, and perhaps 400 million galaxies in the Universe, it stands to reason that somewhere out there, in the 14-billion-year-old cosmos, there is or once was a civilization at least as advanced as our own. The sheer enormities of the numbers almost demand that we accept the truth of this hypothesis. Why, then, have we encountered no evidence, no messages, no artifacts of these extraterrestrials? Webb discusses in detail the 50 most cogent and intriguing solutions to Fermi's famous paradox: If the numbers strongly point to the existence of extraterrestrial civilizations, why have we found no evidence of them?

  2. 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.

  3. 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.

  4. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit.

    Science.gov (United States)

    Mateu, Juan; Lasala, María José; Alamán, Xavier

    2015-08-31

    In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.

  5. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit

    Science.gov (United States)

    Mateu, Juan; Lasala, María José; Alamán, Xavier

    2015-01-01

    In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain. PMID:26334275

  6. Topological Embedding Feature Based Resource Allocation in Network Virtualization

    Directory of Open Access Journals (Sweden)

    Hongyan Cui

    2014-01-01

    Full Text Available Virtualization provides a powerful way to run multiple virtual networks on a shared substrate network, which needs accurate and efficient mathematical models. Virtual network embedding is a challenge in network virtualization. In this paper, considering the degree of convergence when mapping a virtual network onto substrate network, we propose a new embedding algorithm based on topology mapping convergence-degree. Convergence-degree means the adjacent degree of virtual network’s nodes when they are mapped onto a substrate network. The contributions of our method are as below. Firstly, we map virtual nodes onto the substrate nodes with the maximum convergence-degree. The simulation results show that our proposed algorithm largely enhances the network utilization efficiency and decreases the complexity of the embedding problem. Secondly, we define the load balance rate to reflect the load balance of substrate links. The simulation results show our proposed algorithm achieves better load balance. Finally, based on the feature of star topology, we further improve our embedding algorithm and make it suitable for application in the star topology. The test result shows it gets better performance than previous works.

  7. Attitudinal Explanation on Virtual Shopping Intention

    Directory of Open Access Journals (Sweden)

    Ritzky Karina M.R. Brahmana

    2014-08-01

    Full Text Available Abstract. Virtual stores provide great efficiency in the retail value chain, and their existence has tremendously paved the way for electronic commerce. Understanding the intention of consumers to shop online in attitudinal perspective will provide important contribution to the area of e-commerce. This research proposes Task Technology Fit, Perceived Ease of Use (PEoU, and Perceived Usefulness (PU as the factors that drive consumers’ intention. The results from our survey study of 310 online consumers in Indonesia indicate that TTF affects PEoU and PU significantly. Our hierarchical model also reports that PEoU is the mediating effect on the relationship between TTF and Intention. The resulting model explains a large portion of the factors that lead a user’s behavioural intention to use a virtual shop. Keywords : Attitudinal, Task Technology Fit, Perceived Ease of Use, Perceived Usefulness, Retail, Virtual Shopping Intention

  8. Immersive Virtual Worlds for (E-) Learning

    DEFF Research Database (Denmark)

    Rehm, Matthias; Konnerup, Ulla

    2013-01-01

    Virtual worlds are becoming ever more popular and important for the information society allowing to meet “face-to-face” and at the same time be distributed across different places. This offers numerous possibilities of revolutionizing the way learning is realized over long distances and at a given...... location. But current uses of environments like Second Life make it very clear that there is a lack of interaction and learning concepts that are tailored to these kinds of collaborative environments resulting more or less in the replication of “always the same” this time in a virtual world. An example...... is a typical lecture that is now available as an in-world podcast. This chapter examines current state-of-the-art approaches of learning in and with virtual worlds in relation to the features of such environments and then proposes a research agenda tailored at making the learning experience truly interactive...

  9. Amino Acids from Icy Amines: A Radiation-Chemical Approach to Extraterrestrial Synthesis

    Science.gov (United States)

    Dworkin, J. P.; Moore, M. H.

    2010-01-01

    Detections of amino acids in meteorites go back several decades, with at least 100 such compounds being reported for the Murchison meteorite alone. The presence of these extraterrestrial molecules raises questions as to their formation, abundance, thermal stability, racemization, and possible subsequent reactions. Although all of these topics have been studied in laboratories, such work often involves many variables and unknowns. This has led us to seek out model systems with which to uncover reaction products, test chemical predictions, and sited light on underlying reaction mechanisms. This presentation will describe one such study, focusing on amino-acid formation in ices.

  10. 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...

  11. A User-Customized Virtual Network Platform for NaaS Cloud

    Directory of Open Access Journals (Sweden)

    Lei Xiao

    2016-01-01

    Full Text Available Now all kinds of public cloud providers take computing and storage resources as the user’s main demand, making it difficult for users to deploy complex network in the public cloud. This paper proposes a virtual cloud platform with network as the core demand of the user, which can provide the user with the capacity of free network architecture as well as all kinds of virtual resources. The network is isolated by port groups of the virtual distributed switch and the data forwarding and access control between different network segments are implemented by virtual machines loading a soft-routing system. This paper also studies the management interface of network architecture and the uniform way to connect the remote desktop of virtual resources on the web, hoping to provide some new ideas for the Network as a Service model.

  12. Recent History and Geography of Virtual Water Trade

    Science.gov (United States)

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

    2013-01-01

    The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products. Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types. The net importers rely on the supply of virtual water from a small percentage of the global population. However, discrepancies exist among the different commodity networks. While the total virtual water flux through the network has increased between 1986 and 2010, the proportions associated with the four commodity groups have remained relatively stable. However, some of the major players have shown significant changes in the virtual water imports and exports associated with those commodity groups. For instance, China has switched from being a net exporter of virtual water associated with other products (non-edible plant and animal products typically used for manufacturing) to being the largest importer, accounting for 31% of the total water virtually transported with these products. Conversely, in the case of The United states of America, the commodity proportions have remained overall unchanged throughout the study period: the virtual water exports from The United States of America are dominated by plant products, whereas the imports are comprised mainly of animal and luxury products. PMID:23457481

  13. Recent history and geography of virtual water trade.

    Science.gov (United States)

    Carr, Joel A; D'Odorico, Paolo; Laio, Francesco; Ridolfi, Luca

    2013-01-01

    The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products. Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types. The net importers rely on the supply of virtual water from a small percentage of the global population. However, discrepancies exist among the different commodity networks. While the total virtual water flux through the network has increased between 1986 and 2010, the proportions associated with the four commodity groups have remained relatively stable. However, some of the major players have shown significant changes in the virtual water imports and exports associated with those commodity groups. For instance, China has switched from being a net exporter of virtual water associated with other products (non-edible plant and animal products typically used for manufacturing) to being the largest importer, accounting for 31% of the total water virtually transported with these products. Conversely, in the case of The United states of America, the commodity proportions have remained overall unchanged throughout the study period: the virtual water exports from The United States of America are dominated by plant products, whereas the imports are comprised mainly of animal and luxury products.

  14. Real-geographic-scenario-based virtual social environments: integrating geography with social research

    OpenAIRE

    Min Chen; Li He; Hui Lin; Chunxiao Zhang; Mingyuan Hu

    2013-01-01

    Existing online virtual worlds, or electronic environments, are of great significance to social science research, but are somewhat lacking in rigour. One reason is that users might not participate in those virtual worlds in the way they act in real daily life, communicating with each other in familiar environments and interacting with natural phenomena under the constraints of the human–land relationship. To help solve this problem we propose the real-geographic-scenario-based virtual social ...

  15. Collaborative virtual environments art exhibition

    Science.gov (United States)

    Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria

    2005-03-01

    This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.

  16. PROVISIONING RESTORABLE VIRTUAL PRIVATE NETWORKS USING BARABASI AND WAXMAN TOPOLOGY GENERATION MODEL

    Directory of Open Access Journals (Sweden)

    R. Ravi

    2010-12-01

    Full Text Available As internet usage grows exponentially, network security issues become increasingly important. Network security measures are needed to protect data during transmission. Various security controls are used to prevent the access of hackers in networks. They are firewall, virtual private networks and encryption algorithms. Out of these, the virtual private network plays a vital role in preventing hackers from accessing the networks. A Virtual Private Network (VPN provides end users with a way to privately access information on their network over a public network infrastructure such as the internet. Using a technique called “Tunneling”, data packets are transmitted across a public routed network, such as the internet that simulates a point-to-point connection. Virtual private networks provide customers with a secure and low-cost communication environment. The basic structure of the virtual circuit is to create a logical path from the source port to the destination port. This path may incorporate many hops between routers for the formation of the circuit. The final, logical path or virtual circuit acts in the same way as a direct connection between the two ports. Our proposed Provisioning Restorable Virtual Private Networks Algorithm (PRA is used to combine the provisioning and restoration algorithms to achieve better results than the ones obtained by independent restoration and provisioning. In order to ensure service quality and availability in Virtual Private Networks, seamless recovery from failures is essential. The quality of service of the Virtual Private Networks is also improved due to the combination of provisioning and restoration. The bandwidth sharing concept is also applied in link to improve the quality of service in the Virtual Private Network. The performance analysis of the proposed algorithm is carried out in terms of cost, the number of nodes, the number of VPN nodes, delay, asymmetric ratio and delay with constraints with

  17. Virtualization of work in global supply chains

    Directory of Open Access Journals (Sweden)

    Sabina Wyrwich-Płotka

    2016-12-01

    Full Text Available Background: The paper is devoted to the notion and benefits of implementing virtual work in global supply chains. Virtual work must be understood as an intentional activity of a human being, aimed at rendering services (tangible and intangible, by means of ITC tools, performed in a distance from the traditional place of work, in a mobile manner. The empirical research were conducted on the basis of 4 case studies of global leaders of supply chains, which in accordance with M. Fisher's classification, represent two types. The case studies confirmed the positive influence of virtual work both in effective and flexible supply chains. Favourable market and technological conditions and increasing awareness of benefits of virtual work will make it more and more widespread in companies comprising global supply chains. The aim of the study is to demonstrate the cause and effect relationships between virtual work and competitiveness of efficient and flexible supply chain. Methods: The paper is based on the available recent scientific-theoretical research and publication.  The authors analyzed 4 enterprises in Poland. The enterprises representing a flexible or an effective supply chain, either using or not a virtual work. The study carried out the authors had the form of individual interviews. The authors used case studies to show that virtual work brings notable benefits in an effective and flexible supply chain.  Results: Based on these case studies, the authors demonstrated reasons to implement virtual work in selected enterprises. The reasons to implement virtual work are determinants of possible achieve economies in effective and flexible supply chain Conclusions: The examined case studies show that virtual work brings different benefits. In the effective supply chain, virtual workers enable to increase effectiveness and financial results for example. In the flexible supply chain the virtual work can be a way to maintain and build long

  18. An Earth-Based Equivalent Low Stretch Apparatus to Assess Material Flammability for Microgravity & Extraterrestrial Fire-Safety Applications

    Science.gov (United States)

    Olson, S. L.; Beeson, H.; Haas, J.

    2001-01-01

    One of the performance goals for NASA's enterprise of Human Exploration and Development of Space (HEDS) is to develop methods, data bases, and validating tests for material flammability characterization, hazard reduction, and fire detection/suppression strategies for spacecraft and extraterrestrial habitats. This work addresses these needs by applying the fundamental knowledge gained from low stretch experiments to the development of a normal gravity low stretch material flammability test method. The concept of the apparatus being developed uses the low stretch geometry to simulate the conditions of the extraterrestrial environment through proper scaling of the sample dimensions to reduce the buoyant stretch in normal gravity. The apparatus uses controlled forced-air flow to augment the low stretch to levels which simulate Lunar or Martian gravity levels. In addition, the effect of imposed radiant heat flux on material flammability can be studied with the cone heater. After breadboard testing, the apparatus will be integrated into NASA's White Sands Test Facility's Atmosphere-Controlled Cone Calorimeter for evaluation as a new materials screening test method.

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

    Science.gov (United States)

    O'Connor, Eileen A.

    2015-01-01

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

  20. Tools virtualization for command and control systems

    Science.gov (United States)

    Piszczek, Marek; Maciejewski, Marcin; Pomianek, Mateusz; Szustakowski, Mieczysław

    2017-10-01

    Information management is an inseparable part of the command process. The result is that the person making decisions at the command post interacts with data providing devices in various ways. Tools virtualization process can introduce a number of significant modifications in the design of solutions for management and command. The general idea involves replacing physical devices user interface with their digital representation (so-called Virtual instruments). A more advanced level of the systems "digitalization" is to use the mixed reality environments. In solutions using Augmented reality (AR) customized HMI is displayed to the operator when he approaches to each device. Identification of device is done by image recognition of photo codes. Visualization is achieved by (optical) see-through head mounted display (HMD). Control can be done for example by means of a handheld touch panel. Using the immersive virtual environment, the command center can be digitally reconstructed. Workstation requires only VR system (HMD) and access to information network. Operator can interact with devices in such a way as it would perform in real world (for example with the virtual hands). Because of their procedures (an analysis of central vision, eye tracking) MR systems offers another useful feature of reducing requirements for system data throughput. Due to the fact that at the moment we focus on the single device. Experiments carried out using Moverio BT-200 and SteamVR systems and the results of experimental application testing clearly indicate the ability to create a fully functional information system with the use of mixed reality technology.

  1. Application of computer virtual simulation technology in 3D animation production

    Science.gov (United States)

    Mo, Can

    2017-11-01

    In the continuous development of computer technology, the application system of virtual simulation technology has been further optimized and improved. It also has been widely used in various fields of social development, such as city construction, interior design, industrial simulation and tourism teaching etc. This paper mainly introduces the virtual simulation technology used in 3D animation. Based on analyzing the characteristics of virtual simulation technology, the application ways and means of this technology in 3D animation are researched. The purpose is to provide certain reference for the 3D effect promotion days after.

  2. Multimodality and Design of Interactive Virtual Environments for Creative Collaboration

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    . The three-dimensional representation of space and the resources for non-verbal communication enable the users to interact with the digital content in more complex yet engaging ways. However, understanding the communicative resources in virtual spaces with the theoretical tools that are conventionally used...... perspective particularly emphasizes the role of audio-visual resources in co-creating representations for effective collaboration, and the socio-cultural factors in construction of meaningful virtual environments....

  3. "This One's for VIP Users!": Participation and Commercial Strategies in Children's Virtual Worlds

    OpenAIRE

    Carolina Martinez

    2014-01-01

    Through the integrated framework of participation theory and political economy, this article analyzes participatory opportunities in the virtual world Habbo Hotel, and how participation is constrained and framed by the producer's commercial strategies, which are based on advertising and sales of virtual goods. The study also looks into the ways in which the producer Sulake Corporation discursively represents the virtual world, and how the users with various forms of tactics try to bypass the ...

  4. Space nuclear power systems for extraterrestrial basing

    International Nuclear Information System (INIS)

    Lance, J.R.; Chi, J.W.H.

    1989-01-01

    Previous studies of nuclear and non-nuclear power systems for lunar bases are compared with recent studies by others. Power levels from tens of kW e for early base operation up to 2000 kW e for a self-sustaining base with a Closed Environment Life Support System (CELSS) are considered. Permanent lunar or Martian bases will require the use of multiple nuclear units connected to loads with a power transmission and distribution system analogous to earth-based electric utility systems. A methodology used for such systems is applied to the lunar base system to examine the effects of adding 100 kW e SP-100 class and/or larger nuclear units when a reliability criterion is imposed. The results show that resource and logistic burdens can be reduced by using 1000 kW e units early in the base growth scenario without compromising system reliability. Therefore, both technologies being developed in two current programs (SP-100 and NERVA Derivative Reactor (NDR) technology for space power) can be used effectively for extraterrestrial base power systems. Recent developments in NDR design that result in major reductions in reactor mass are also described. (author)

  5. Research of nuclear power plant in-service maintenance based on virtual reality

    International Nuclear Information System (INIS)

    Wang Yong; Kuang Weijun

    2015-01-01

    This paper presents a method of constructing nuclear power plant in-service maintenance virtual simulation scene and virtual maintenance process. Taking air baffles dismantling process of CAP1400(China Advanced Passive 1400) nuclear power plant as an instance, this paper discusses ergonomics, space analysis, time assessment based on virtual reality in the process of in-service maintenance. It demonstrates the advantage of using VR technology to design and verify in-service maintenance process of nuclear power plant compared to the conventional way. (author)

  6. AN OPPORTUNISTIC SEARCH FOR EXTRATERRESTRIAL INTELLIGENCE (SETI) WITH THE MURCHISON WIDEFIELD ARRAY

    Energy Technology Data Exchange (ETDEWEB)

    Tingay, S. J.; Tremblay, C.; Walsh, A.; Urquhart, R. [International Centre for Radio Astronomy Research (ICRAR), Curtin University, Bentley, WA 6102 (Australia)

    2016-08-20

    A spectral line image cube generated from 115 minutes of MWA data that covers a field of view of 400 sq, deg. around the Galactic Center is used to perform the first Search for ExtraTerrestrial Intelligence (SETI) with the Murchison Widefield Array (MWA). Our work constitutes the first modern SETI experiment at low radio frequencies, here between 103 and 133 MHz, paving the way for large-scale searches with the MWA and, in the future, the low-frequency Square Kilometre Array. Limits of a few hundred mJy beam{sup −1} for narrowband emission (10 kHz) are derived from our data, across our 400 sq. deg. field of view. Within this field, 45 exoplanets in 38 planetary systems are known. We extract spectra at the locations of these systems from our image cube to place limits on the presence of narrow line emission from these systems. We then derive minimum isotropic transmitter powers for these exoplanets; a small handful of the closest objects (10 s of pc) yield our best limits of order 10{sup 14} W (Equivalent Isotropic Radiated Power). These limits lie above the highest power directional transmitters near these frequencies currently operational on Earth. A SETI experiment with the MWA covering the full accessible sky and its full frequency range would require approximately one month of observing time. The MWA frequency range, its southern hemisphere location on an extraordinarily radio quiet site, its very large field of view, and its high sensitivity make it a unique facility for SETI.

  7. Promoting the Learning Mobility of Future Workers: Experiments with Virtual Placements in University-Business Arrangements.

    NARCIS (Netherlands)

    van Dorp, C.A.; Herrero de Egaña y Espinosa de los Monteros, A.; Lansu, A.; Kocsis Baán, M.; Virkus, S.

    2011-01-01

    Virtual placements are learning arrangements, which generate new possibilities for accumulating professional (work-based) knowledge. Virtual placements are beneficial in many ways; they merit increased training opportunities, exposure to not/never-thought-of occupations, integration of disadvantaged

  8. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit

    Directory of Open Access Journals (Sweden)

    Juan Mateu

    2015-08-01

    Full Text Available In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.

  9. Special Section: New Ways to Detect Colon Cancer 3-D virtual screening now being used

    Science.gov (United States)

    ... the respirator pipe and submersed the pipe in water, scanned it, looked at the results—and ‘Bingo!' We had proved you could scan a tubular structure—such as a human organ, like the colon—and view it in virtual reality." Later, he and his team used it ...

  10. Content Management for the Virtual Library

    Directory of Open Access Journals (Sweden)

    Ed Salazar

    2006-09-01

    Full Text Available Traditional, larger libraries can rely on their physical collection, coffee shops, and study rooms as ways to entice patrons into their library. Yet virtual libraries merely have their online presence to attract students to resources. This can only be achieved by providing a fully functional site that is well designed and organized, allowing patrons to navigate and locate information easily. One such technology significantly improving the overall usefulness of Web sites is a content management system (CMS. Although the CMS is not a novel technology per se, it is a technology smaller libraries cannot afford to ignore. In the fall of 2004, the Northcentral University Electronic Learning Resources Center (ELRC, a small, virtual library, moved from a static to a database-driven Web site. This article explains the importance of a CMS for the virtual or smaller library and describes the methodology used by ELRC to complete the project.

  11. Towards the development of run times leveraging virtualization for high performance computing

    International Nuclear Information System (INIS)

    Diakhate, F.

    2010-12-01

    In recent years, there has been a growing interest in using virtualization to improve the efficiency of data centers. This success is rooted in virtualization's excellent fault tolerance and isolation properties, in the overall flexibility it brings, and in its ability to exploit multi-core architectures efficiently. These characteristics also make virtualization an ideal candidate to tackle issues found in new compute cluster architectures. However, in spite of recent improvements in virtualization technology, overheads in the execution of parallel applications remain, which prevent its use in the field of high performance computing. In this thesis, we propose a virtual device dedicated to message passing between virtual machines, so as to improve the performance of parallel applications executed in a cluster of virtual machines. We also introduce a set of techniques facilitating the deployment of virtualized parallel applications. These functionalities have been implemented as part of a runtime system which allows to benefit from virtualization's properties in a way that is as transparent as possible to the user while minimizing performance overheads. (author)

  12. Applied virtual reality at the Research Triangle Institute

    Science.gov (United States)

    Montoya, R. Jorge

    1994-01-01

    Virtual Reality (VR) is a way for humans to use computers in visualizing, manipulating and interacting with large geometric data bases. This paper describes a VR infrastructure and its application to marketing, modeling, architectural walk through, and training problems. VR integration techniques used in these applications are based on a uniform approach which promotes portability and reusability of developed modules. For each problem, a 3D object data base is created using data captured by hand or electronically. The object's realism is enhanced through either procedural or photo textures. The virtual environment is created and populated with the data base using software tools which also support interactions with and immersivity in the environment. These capabilities are augmented by other sensory channels such as voice recognition, 3D sound, and tracking. Four applications are presented: a virtual furniture showroom, virtual reality models of the North Carolina Global TransPark, a walk through the Dresden Fraunenkirche, and the maintenance training simulator for the National Guard.

  13. Recent history and geography of virtual water trade.

    Directory of Open Access Journals (Sweden)

    Joel A Carr

    Full Text Available The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol, and other products. Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types. The net importers rely on the supply of virtual water from a small percentage of the global population. However, discrepancies exist among the different commodity networks. While the total virtual water flux through the network has increased between 1986 and 2010, the proportions associated with the four commodity groups have remained relatively stable. However, some of the major players have shown significant changes in the virtual water imports and exports associated with those commodity groups. For instance, China has switched from being a net exporter of virtual water associated with other products (non-edible plant and animal products typically used for manufacturing to being the largest importer, accounting for 31% of the total water virtually transported with these products. Conversely, in the case of The United states of America, the commodity proportions have remained overall unchanged throughout the study period: the virtual water exports from The United States of America are dominated by plant products, whereas the imports are comprised mainly of animal and luxury products.

  14. 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

  15. "This One's for VIP Users!": Participation and Commercial Strategies in Children's Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Carolina Martinez

    2014-06-01

    Full Text Available Through the integrated framework of participation theory and political economy, this article analyzes participatory opportunities in the virtual world Habbo Hotel, and how participation is constrained and framed by the producer's commercial strategies, which are based on advertising and sales of virtual goods. The study also looks into the ways in which the producer Sulake Corporation discursively represents the virtual world, and how the users with various forms of tactics try to bypass the commercial constraints. The methods used include observations of the English and Swedish language versions of Habbo Hotel, document analysis, and an interview with one designer employed by Sulake. The results show how participation in this virtual world takes minimalist forms, and that it is foremost an arena for interaction and consumption. Users' participation in the virtual world is constrained by the commercial strategies in numerous ways, and the producer strategically takes advantage of children's need to gain status in their peer group, in order to get them to purchase on the site. Habbo Hotel is represented by the producer as a safe and creative environment with learning opportunities for the children. Observations of the virtual world instead reveal Habbo as a panopticon-like shopping mall where users, through the practice of begging and other tactics, try to resist the commercial strategies. Virtual worlds could be potential spaces for children's participation and contribute to a democratization of the social; however, this study shows how participation in this virtual world is clearly structured and limited for commercial purposes.

  16. O lúdico na comunidade virtual de aprendizagem. Uma visão transdisciplinar

    Directory of Open Access Journals (Sweden)

    Katya dos Santos Garabetti Souza

    2008-01-01

    Full Text Available How to integrate and create members of a virtual community of learning? This article presents a historical view of playful in education, bringing theoretical assumptions of Piaget, Vygotsky, Huizinga and Kishimoto, using case studies of a cultural virtual game between schools that begun in 2002. We conclude that in this activity, distance was an integrator element of virtual community of learning to promote creative and dynamic interaction of its members, offering cultural diversity as a possibility to practice transdisciplinary, to promote self-esteem of its participants, making them feel capable to perform complex or unknown tasks sharing common feelings of action inability. This activity showed ways of being, acting and growing of the communities, resulting in various ways to feel the life and give its members self-community opportunities.

  17. Virtual Class Support at the Virtual Machine Level

    DEFF Research Database (Denmark)

    Nielsen, Anders Bach; Ernst, Erik

    2009-01-01

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

  18. New Extraterrestrial Signature of the Insoluble Organic Matter of the Orgueil, Murchison and Tagish Lake Meteorites as Revealed by Electron Paramagnetic Resonance

    Science.gov (United States)

    Binet, L.; Gourier, D.; Derenne, S.; Robert, F.; Ciofini, I.

    2003-03-01

    EPR of the insoluble organic matter (IOM) of three chondrites revealed heterogeneously spread radicals including diradicaloids. These features not observed in terrestrial kerogens appear as an extraterrestrial signature of the chondritic IOM.

  19. Virtual patients in a virtual world: Training paramedic students for practice.

    Science.gov (United States)

    Conradi, Emily; Kavia, Sheetal; Burden, David; Rice, Alan; Woodham, Luke; Beaumont, Chris; Savin-Baden, Maggi; Poulton, Terry

    2009-08-01

    Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent way for students to acquire knowledge and develop decision-making skills. However, the process is threatened by the movement towards more self-directed learning and the migration of students from campus-based to workplace-based learning. Paper-based PBL cases can only proceed in a single direction which can prevent learners from exploring the impact of their decisions. The PREVIEW project, outlined in this article, trialled a replacement to traditional paper PBL with virtual patients (VPs) delivered through a virtual world platform. The idea was that an immersive 3D environment could provide (a) greater realism (b) active decision-making and (c) a suitable environment for collaboration amongst work-based learners meeting remotely. Five VP scenarios were designed for learners on a Paramedic Foundation Degree within the virtual world second life (SL). A player using the MedBiquitous VP international standard allowed cases to be played both within SL and on the web. Three testing days were run to evaluate the scenarios with paramedic students and tutors. Students unfamiliar with the SL environment worked through five PBL scenarios in small groups, shadowed by 'in-world' facilitators. Feedback indicated that the SL environment engages students effectively in learning, despite some technology barriers. Students believed SL could provide a more authentic learner environment than classroom-based PBL.

  20. A computer-based training system combining virtual reality and multimedia

    International Nuclear Information System (INIS)

    Stansfield, S.A.

    1993-01-01

    Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment: The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system

  1. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY TECHNOLOGY

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2014-11-01

    Full Text Available Virtual Reality (virtual environment technology, VET has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of training between real and virtual environments has been found to be reliable. However, input device usage can compromise spatial information acquisition from VEs, and distances in VEs are invariably underestimated. The present review traces the evolution of VET, anticipates future areas in which developments are likely to occur, and highlights areas in which research is needed to optimise usage.

  2. Virtual universities--the reality of e-learning?

    Science.gov (United States)

    Wright, Graham; Betts, Helen J

    2002-01-01

    With the growth of the internet and world wide web new ways of exchanging information are emerging, barriers are being overcome, new partnerships and ways of working are emerging. Amongst the hype is the notion of a Virtual University; it is hype or reality? What are the issues? A description of a University will not just include the programmes that it delivers but would no doubt include research and the academic environment. This paper raises some of the issues for Health Informatics.

  3. Comparison of the Raman spectra of ion irradiated soot and collected extraterrestrial carbon

    Science.gov (United States)

    Brunetto, R.; Pino, T.; Dartois, E.; Cao, A.-T.; d'Hendecourt, L.; Strazzulla, G.; Bréchignac, Ph.

    2009-03-01

    We use a low pressure flame to produce soot by-products as possible analogues of the carbonaceous dust present in diverse astrophysical environments, such as circumstellar shells, diffuse interstellar medium, planetary disks, as well as in our own Solar System. Several soot samples, displaying an initial chemical diversity from aromatic to aliphatic dominated material, are irradiated with 200-400 keV H +, He +, and Ar ++ ions, with fluences comprised between 10 14 and 10 16 ions/cm 2, to simulate expected radiation induced modification on extraterrestrial carbon. The evolution of the samples is monitored using Raman spectroscopy, before, during, and after irradiation. A detailed analysis of the first- and second-order Raman spectra is performed, using a fitting combination of Lorentzian and/or Gaussian-shaped bands. Upon irradiation, the samples evolve toward an amorphous carbon phase. The results suggest that the observed variations are more related to vacancy formation than ionization processes. A comparison with Raman spectra of extraterrestrial organic matter and other irradiation experiments of astrophysically relevant carbonaceous materials is presented. The results are consistent with previous experiments showing mostly amorphization of various carbonaceous materials. Irradiated soots have Raman spectra similar to those of some meteorites, IDPs, and Comet Wild 2 grains collected by the Stardust mission. Since the early-Sun expected irradiation fluxes sufficient for amorphization are compatible with accretion timescales, our results support the idea that insoluble organic matter (IOM) observed in primitive meteorites has experienced irradiation-induced amorphization prior to the accretion of the parent bodies, emphasizing the important role played by early solar nebula processing.

  4. The search for extraterrestrial life: Recent developments; Proceedings of the Symposium, Boston University, MA, June 18-21, 1984

    Science.gov (United States)

    Papagiannis, M. D.

    The conference presents papers on the history of the search for extraterrestrial life, the scientific rationale and methods used in the search for other planetary systems, the detection of distant planets with the Space Telescope, planetary searches using optical astrometric interferometers, and infrared spectral identification of complex organic molecules in interstellar grains. Also considered are universal protein ancestors from hydrogen cyanide and water, astronomical sources of polarized light and their role in determining molecular chirality on earth, the universal diagrams and life in the universe, the precambrian evolution of terrestrial life and a thermodynamic approach to the occurrance and appearance of galactic life forms. Papers are also presented on the Ohio Seti program, lunar reflections of terrestrial radio leakage, the multichannel spectrum analyzer, software implementation of detection algorithms for the MCSA, the Serendip II design, galactic colonization and competition in a young galactic disk, implications of ancient and future migrations, extraterrestrial intelligence, the inevitability and the possible structures of supercivilizations, planetary, interplanetary and interstellar organic matter, and universal aspects of biological evolution.

  5. 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

  6. Risks and opportunities of virtual learning: the experience of UOC

    Directory of Open Access Journals (Sweden)

    Adela Ros Híjar

    2001-06-01

    Full Text Available In this article, I have tried to give answers to the question of what the risks and opportunities of virtual learning are. In this sense, the UOC's experience has been of great value to analyse several key issues such as the new ways of accessing quality education, the new ways of participation, the new values of educational processes as well as some of the structural factors on which e-learning is based, but which place its very model in jeopardy. Direct observation of some key processes as well as contact with the main actors (e.g. students, teachers and technicians have provided valuable information about some factors to consider when analysing the social implications of virtual learning.

  7. Virtual gaming simulation of a mental health assessment: A usability study.

    Science.gov (United States)

    Verkuyl, Margaret; Romaniuk, Daria; Mastrilli, Paula

    2018-05-18

    Providing safe and realistic virtual simulations could be an effective way to facilitate the transition from the classroom to clinical practice. As nursing programs begin to include virtual simulations as a learning strategy; it is critical to first assess the technology for ease of use and usefulness. A virtual gaming simulation was developed, and a usability study was conducted to assess its ease of use and usefulness for students and faculty. The Technology Acceptance Model provided the framework for the study, which included expert review and testing by nursing faculty and nursing students. This study highlighted the importance of assessing ease of use and usefulness in a virtual game simulation and provided feedback for the development of an effective virtual gaming simulation. The study participants said the virtual gaming simulation was engaging, realistic and similar to a clinical experience. Participants found the game easy to use and useful. Testing provided the development team with ideas to improve the user interface. The usability methodology provided is a replicable approach to testing virtual experiences before a research study or before implementing virtual experiences into curriculum. Copyright © 2018 Elsevier Ltd. All rights reserved.

  8. Flash pyrolysis of adsorbed aromatic organic acids on carbonate minerals: Assessing the impact of mineralogy for the identification of organic compounds in extraterrestrial bodies

    Science.gov (United States)

    Zafar, R.

    2017-12-01

    The relationship between minerals and organics is an essential factor in comprehending the origin of life on extraterrestrial bodies. So far organic molecules have been detected on meteorites, comets, interstellar medium and interplanetary dust particles. While on Mars, organic molecules may also be present as indicated by the Sample Analysis at Mars (SAM) instrument suite on the Curiosity Rover in Martian sediments. Minerals including hydrated phyllosilicate, carbonate, and sulfate minerals have been confirmed in carbonaceous chondrites. The presence of phyllosilicate minerals on Mars has been indicated by in situ elemental analysis by the Viking Landers, remote sensing infrared observations and the presence of smectites in meteorites. Likewise, the presence of carbonate minerals on the surface of Mars has been indicated by both Phoenix Lander and Spirit Rover. Considering the fact that both mineral and organic matter are present on the surface of extraterrestrial bodies including Mars, a comprehensive work is required to understand the interaction of minerals with specific organic compounds. The adsorption of the organic molecule at water/mineral surface is a key process of concentrating organic molecules on the surface of minerals. Carboxylic acids are abundantly observed in extraterrestrial material such as meteorites and interstellar space. It is highly suspected that carboxylic acids are also present on Mars due to the average organic carbon infall rate of 108 kg/yr. Further aromatic organic acids have also been observed in carbonaceous chondrite meteorites. This work presents the adsorption of an aromatic carboxylic acid at the water/calcite interface and characterization of the products formed after adsorption via on-line pyrolysis. Adsorption and online pyrolysis results are used to gain insight into adsorbed aromatic organic acid-calcite interaction. Adsorption and online pyrolysis results are related to the interpretation of organic compounds identified

  9. Virtualization of the ATLAS software environment on a shared HPC system

    CERN Document Server

    Gamel, Anton Josef; The ATLAS collaboration

    2017-01-01

    The shared HPC cluster NEMO at the University of Freiburg has been made available to local ATLAS users through the provisioning of virtual machines incorporating the ATLAS software environment analogously to a WLCG center. This concept allows to run both data analysis and production on the HPC host system which is connected to the existing Tier2/Tier3 infrastructure. Schedulers of the two clusters were integrated in a dynamic, on-demand way. An automatically generated, fully functional virtual machine image provides access to the local user environment. The performance in the virtualized environment is evaluated for typical High-Energy Physics applications.

  10. Explore the virtual side of earth science

    Science.gov (United States)

    ,

    1998-01-01

    Scientists have always struggled to find an appropriate technology that could represent three-dimensional (3-D) data, facilitate dynamic analysis, and encourage on-the-fly interactivity. In the recent past, scientific visualization has increased the scientist's ability to visualize information, but it has not provided the interactive environment necessary for rapidly changing the model or for viewing the model in ways not predetermined by the visualization specialist. Virtual Reality Modeling Language (VRML 2.0) is a new environment for visualizing 3-D information spaces and is accessible through the Internet with current browser technologies. Researchers from the U.S. Geological Survey (USGS) are using VRML as a scientific visualization tool to help convey complex scientific concepts to various audiences. Kevin W. Laurent, computer scientist, and Maura J. Hogan, technical information specialist, have created a collection of VRML models available through the Internet at Virtual Earth Science (virtual.er.usgs.gov).

  11. Dispersion relations in real and virtual Compton scattering

    International Nuclear Information System (INIS)

    Drechsel, D.; Pasquini, B.; Vanderhaeghen, M.

    2003-01-01

    A unified presentation is given on the use of dispersion relations in the real and virtual Compton scattering processes off the nucleon. The way in which dispersion relations for Compton scattering amplitudes establish connections between low energy nucleon structure quantities, such as polarizabilities or anomalous magnetic moments, and the nucleon excitation spectrum is reviewed. We discuss various sum rules for forward real and virtual Compton scattering, such as the Gerasimov-Drell-Hearn sum rule and its generalizations, the Burkhardt-Cottingham sum rule, as well as sum rules for forward nucleon polarizabilities, and review their experimental status. Subsequently, we address the general case of real Compton scattering (RCS). Various types of dispersion relations for RCS are presented as tools for extracting nucleon polarizabilities from the RCS data. The information on nucleon polarizabilities gained in this way is reviewed and the nucleon structure information encoded in these quantities is discussed. The dispersion relation formalism is then extended to virtual Compton scattering (VCS). The information on generalized nucleon polarizabilities extracted from recent VCS experiments is described, along with its interpretation in nucleon structure models. As a summary, the physics content of the existing data is discussed and some perspectives for future theoretical and experimental activities in this field are presented

  12. Searching for Extraterrestrial Intelligence SETI Past, Present, and Future

    CERN Document Server

    Shuch, H Paul

    2011-01-01

    This book is a collection of essays written by the very scientists and engineers who have led, and continue to lead, the scientific quest known as SETI, the search for extraterrestrial intelligence. Divided into three parts, the first section, ‘The Spirit of SETI Past’, written by the surviving pioneers of this then emerging discipline, reviews the major projects undertaken during the first 50 years of SETI science and the results of that research. In the second section, ‘The Spirit of SETI Present’, the present-day science and technology is discussed in detail, providing the technical background to contemporary SETI instruments, experiments, and analytical techniques, including the processing of the received signals to extract potential alien communications. In the third and final section, ‘The Spirit of SETI Future’, the book looks ahead to the possible directions that SETI will take in the next 50 years, addressing such important topics as interstellar message construction, the risks and assump...

  13. the Ĝ infrared search for extraterrestrial civilizations with large energy supplies. II. Framework, strategy, and first result

    International Nuclear Information System (INIS)

    Wright, J. T.; Griffith, R. L.; Sigurdsson, S.; Povich, M. S.; Mullan, B.

    2014-01-01

    We describe the framework and strategy of the Ĝ infrared search for extraterrestrial civilizations with large energy supplies, which will use the wide-field infrared surveys of WISE and Spitzer to search for these civilizations' waste heat. We develop a formalism for translating mid-infrared photometry into quantitative upper limits on extraterrestrial energy supplies. We discuss the likely sources of false positives, how dust can and will contaminate our search, and prospects for distinguishing dust from alien waste heat. We argue that galaxy-spanning civilizations may be easier to distinguish from natural sources than circumstellar civilizations (i.e., Dyson spheres), although GAIA will significantly improve our capability to identify the latter. We present a zeroth order null result of our search based on the WISE all-sky catalog: we show, for the first time, that Kardashev Type III civilizations (as Kardashev originally defined them) are very rare in the local universe. More sophisticated searches can extend our methodology to smaller waste heat luminosities, and potentially entirely rule out (or detect) both Kardashev Type III civilizations and new physics that allows for unlimited 'free' energy generation.

  14. the Ĝ infrared search for extraterrestrial civilizations with large energy supplies. II. Framework, strategy, and first result

    Energy Technology Data Exchange (ETDEWEB)

    Wright, J. T.; Griffith, R. L.; Sigurdsson, S. [Department of Astronomy and Astrophysics, 525 Davey Lab, The Pennsylvania State University, University Park, PA, 16802 (United States); Povich, M. S. [Department of Physics and Astronomy, California State Polytechnic University, Pomona, 3801 West Temple Avenue, Pomona, CA 91768 (United States); Mullan, B. [Blue Marble Space Institution of Science, P.O. Box 85561, Seattle, WA 98145-1561 (United States)

    2014-09-01

    We describe the framework and strategy of the Ĝ infrared search for extraterrestrial civilizations with large energy supplies, which will use the wide-field infrared surveys of WISE and Spitzer to search for these civilizations' waste heat. We develop a formalism for translating mid-infrared photometry into quantitative upper limits on extraterrestrial energy supplies. We discuss the likely sources of false positives, how dust can and will contaminate our search, and prospects for distinguishing dust from alien waste heat. We argue that galaxy-spanning civilizations may be easier to distinguish from natural sources than circumstellar civilizations (i.e., Dyson spheres), although GAIA will significantly improve our capability to identify the latter. We present a zeroth order null result of our search based on the WISE all-sky catalog: we show, for the first time, that Kardashev Type III civilizations (as Kardashev originally defined them) are very rare in the local universe. More sophisticated searches can extend our methodology to smaller waste heat luminosities, and potentially entirely rule out (or detect) both Kardashev Type III civilizations and new physics that allows for unlimited 'free' energy generation.

  15. The Ĝ Infrared Search for Extraterrestrial Civilizations with Large Energy Supplies. II. Framework, Strategy, and First Result

    Science.gov (United States)

    Wright, J. T.; Griffith, R. L.; Sigurdsson, S.; Povich, M. S.; Mullan, B.

    2014-09-01

    We describe the framework and strategy of the Ĝ infrared search for extraterrestrial civilizations with large energy supplies, which will use the wide-field infrared surveys of WISE and Spitzer to search for these civilizations' waste heat. We develop a formalism for translating mid-infrared photometry into quantitative upper limits on extraterrestrial energy supplies. We discuss the likely sources of false positives, how dust can and will contaminate our search, and prospects for distinguishing dust from alien waste heat. We argue that galaxy-spanning civilizations may be easier to distinguish from natural sources than circumstellar civilizations (i.e., Dyson spheres), although GAIA will significantly improve our capability to identify the latter. We present a zeroth order null result of our search based on the WISE all-sky catalog: we show, for the first time, that Kardashev Type III civilizations (as Kardashev originally defined them) are very rare in the local universe. More sophisticated searches can extend our methodology to smaller waste heat luminosities, and potentially entirely rule out (or detect) both Kardashev Type III civilizations and new physics that allows for unlimited "free" energy generation.

  16. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

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

  17. Virtual reality for training of occupationally exposed individuals in nuclear medicine; Realidade virtual para treinamento de indivíduos ocupacionalmente expostos na medicina nuclear

    Energy Technology Data Exchange (ETDEWEB)

    Carvalho, J.S.; Carvalho, J.B.; Silveira, J.L.; Nascimento, A.C.H.; Mol, A.C.A.; Suita, J.C.; Marins, E.R., E-mail: julianedesacarvalho@gmail.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    Applications in virtual environments have been an important tool for education and training of skills in several areas. In Nuclear Medicine Services (NMS), whose environment is susceptible to exposure to ionizing radiation, virtual simulation is a complementary tool to the traditional way of training, able to have the required content by norm, good laboratory practices and radioprotection, interactive form without the exposure of the user. The study consists of the research and unification of recommendations, norms and procedures, collected in the scientific literature and in loco, on the activities of professionals of NMS's radiopharmacy, to define the minimum content for training in order to guide the simulations of a virtual environment.

  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. 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

  1. Real-time virtual EAST physical experiment system

    Energy Technology Data Exchange (ETDEWEB)

    Li, Dan, E-mail: lidan@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Xiao, B.J., E-mail: bjxiao@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); School of Nuclear Science and Technology, University of Science and Technology of China, Hefei, Anhui (China); Xia, J.Y., E-mail: jyxia@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Yang, Fei, E-mail: fyang@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Department of Computer Science, Anhui Medical University, Hefei, Anhui (China)

    2014-05-15

    Graphical abstract: - Highlights: • 3D model of experimental advanced superconducting tokamak is established. • Interaction behavior is created that the users can get information from database. • The system integrates data acquisition, plasma shape visualization and simulation. • Browser-oriented system is web-based and more interactive, immersive and convenient. • The system provides the framework for virtual physical experimental environment. - Abstract: As a large fusion reaction device, experimental advanced superconducting tokamak (EAST)’s internal structure is complicated and not easily accessible. Moreover, various diagnostic systems and complicated configuration bring about the inconveniency to the scientists who are unfamiliar with the system but interested in the data. We propose a virtual system to display the 3D model of EAST facility and enable people to view its inner structure and get access to the information of its components in various view sights. We would also provide most of the diagnostic configuration details together with their signal names and physical properties. Compared to the previous ways of viewing information by reference to collected drawings and videos, virtual EAST system is more interactive and immersive. We constructed the browser-oriented virtual EAST physical experiment system, integrated real-time experiment data acquisition, plasma shape visualization and experiment result simulation in order to reproduce physical experiments in a web browser. This system used B/S (Browser/Server) structure in combination with the technology of virtual reality – VRML (Virtual Reality Modeling Language) and Java 3D. In order to avoid the bandwidth limit across internet, we balanced the rendering speed and the precision of the virtual model components. Any registered user can view the experimental information visually and efficiently by logining the system through a web browser. The establishment of the system provides the

  2. Real-time virtual EAST physical experiment system

    International Nuclear Information System (INIS)

    Li, Dan; Xiao, B.J.; Xia, J.Y.; Yang, Fei

    2014-01-01

    Graphical abstract: - Highlights: • 3D model of experimental advanced superconducting tokamak is established. • Interaction behavior is created that the users can get information from database. • The system integrates data acquisition, plasma shape visualization and simulation. • Browser-oriented system is web-based and more interactive, immersive and convenient. • The system provides the framework for virtual physical experimental environment. - Abstract: As a large fusion reaction device, experimental advanced superconducting tokamak (EAST)’s internal structure is complicated and not easily accessible. Moreover, various diagnostic systems and complicated configuration bring about the inconveniency to the scientists who are unfamiliar with the system but interested in the data. We propose a virtual system to display the 3D model of EAST facility and enable people to view its inner structure and get access to the information of its components in various view sights. We would also provide most of the diagnostic configuration details together with their signal names and physical properties. Compared to the previous ways of viewing information by reference to collected drawings and videos, virtual EAST system is more interactive and immersive. We constructed the browser-oriented virtual EAST physical experiment system, integrated real-time experiment data acquisition, plasma shape visualization and experiment result simulation in order to reproduce physical experiments in a web browser. This system used B/S (Browser/Server) structure in combination with the technology of virtual reality – VRML (Virtual Reality Modeling Language) and Java 3D. In order to avoid the bandwidth limit across internet, we balanced the rendering speed and the precision of the virtual model components. Any registered user can view the experimental information visually and efficiently by logining the system through a web browser. The establishment of the system provides the

  3. 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 ...

  4. Comparing performance and situation awareness in USAR unit tasks in a virtual and real environment

    NARCIS (Netherlands)

    Horsch, C.H.G.; Smets, N.J.J.M.; Neerincx, M.A.; Cuijpers, R.H.

    2013-01-01

    A convenient way to test Urban Search And Rescue (USAR) robots would be in virtual environments (VEs). Evaluations in VEs are generally accepted as alternative for real scenarios. There are obvious differences between operation in a real and virtual environment. Nonetheless, the current experiment

  5. History Educators and the Challenge of Immersive Pasts: A Critical Review of Virtual Reality "Tools" and History Pedagogy

    Science.gov (United States)

    Allison, John

    2008-01-01

    This paper will undertake a critical review of the impact of virtual reality tools on the teaching of history. Virtual reality is useful in several different ways. History educators, elementary and secondary school teachers and professors, can all profit from the digital environment. Challenges arise quickly however. Virtual reality technologies…

  6. Identifying Anxiety Through Tracked Head Movements in a Virtual Classroom.

    Science.gov (United States)

    Won, Andrea Stevenson; Perone, Brian; Friend, Michelle; Bailenson, Jeremy N

    2016-06-01

    Virtual reality allows the controlled simulation of complex social settings, such as classrooms, and thus provides an opportunity to test a range of theories in the social sciences in a way that is both naturalistic and controlled. Importantly, virtual environments also allow the body movements of participants in the virtual world to be tracked and recorded. In the following article, we discuss how tracked head movements were correlated with participants' reports of anxiety in a simulation of a classroom. Participants who reported a high sense of awareness of and concern about the other virtual people in the room showed different patterns of head movement (more lateral head movement, indicating scanning behavior) from those who reported a low level of concern. We discuss the implications of this research for understanding nonverbal behavior associated with anxiety and for the design of online educational systems.

  7. What Happens in a Virtual World Has a Real-World Impact, a Scholar Finds

    Science.gov (United States)

    Foster, Andrea L.

    2008-01-01

    Forget the pills, hypnosis, and meditation. Losing weight or boosting self-confidence can be achieved by adopting an avatar and living in virtual reality, says Jeremy N. Bailenson, an assistant professor of communications at Stanford University. As the director of Stanford's Virtual Human Interaction Lab, Mr. Bailenson has explored ways that…

  8. Propagation of crises in the virtual water trade network

    Science.gov (United States)

    Tamea, Stefania; Laio, Francesco; Ridolfi, Luca

    2015-04-01

    The international trade of agricultural goods is associated to the displacement of the water used to produce such goods and embedded in trade as a factor of production. Water virtually exchanged from producing to consuming countries, named virtual water, defines flows across an international network of 'virtual water trade' which enable the assessment of environmental forcings and implications of trade, such as global water savings or country dependencies on foreign water resources. Given the recent expansion of commodity (and virtual water) trade, in both displaced volumes and network structure, concerns have been raised about the exposure to crises of individuals and societies. In fact, if one country had to markedly decrease its export following a socio-economical or environmental crisis, such as a war or a drought, many -if not all- countries would be affected due to a cascade effect within the trade network. The present contribution proposes a mechanistic model describing the propagation of a local crisis into the virtual water trade network, accounting for the network structure and the virtual water balance of all countries. The model, built on data-based assumptions, is tested on the real case study of the Argentinean crisis in 2008-09, when the internal agricultural production (measured as virtual water volume) decreased by 26% and the virtual water export of Argentina dropped accordingly. Crisis propagation and effects on the virtual water trade are correctly captured, showing the way forward to investigations of crises impact and country vulnerability based on the results of the model proposed.

  9. PHILOSOPHICAL-ANTROPOLOGICAL ASPECTS OF A PROBLEM OF SEARCH EXTRA-TERRESTRIAL OF CIVILIZATIONS

    Directory of Open Access Journals (Sweden)

    A. T. Tshedrin

    2013-09-01

    Full Text Available Purpose. The fears express, that «METI-projects», which testify to existence of mankind as technicalgeneous of a civilization for highly advanced ETC of a Galaxy, can have the extremely negative consequences, and «SETI-projects» and received radiosignals can become the information weapon aggressive ETC. The analysis of these fears as complete sociocultural of a phenomenon, them philosophical-anthropological of measurement, sociocultural of the basis, the forms of their display are the purpose of clause. Methodology. Author used the social-communicative approach, methods of system and cluster analyses. Scientific innovation. Are opened philosophical-anthropological of measurement of a problem of life extra-terrestrial intelligents (ETI, the factors of statement of a problem of contacts with ETC in the modern form connected with spacing of scientific and technical activity of mankind, influence of processes globalization on philosophical-anthropological aspects of a problem ETC, connected with changes in the fundamental relation «the Man - World» are investigated. These processes conduct to growth of fears concerning unpredictable intervention in terrestrial sociocultural system of alien reason. The persuasive fears, connected with possible consequences of contacts with ETC, take the form of hypotheses rather extra-terrestrial of artificial intelligence (ETAI as potential subject of space contact. The positive and negative scripts of dialogue with ETAI, problem «of high quality of a signal» and «SETI-hacker», connected with ETAI as by the subject of space dialogue are considered. Conclusions. The further development of a problem of search ETC and establishment of contacts with it will be connected, on the one hand to success in overcoming civilization of impasse, in which there was a mankind on a boundary ХХ – ХХI of centuries, and with another - deepening of revolution in cosmology, progress of observant astronomy, philosophical

  10. Compound specific stable isotopes as probes for distinguishing the sources of biomolecules in terrestrial and extraterrestrial materials

    Science.gov (United States)

    Engel, M. H.; Macko, S. A.

    2003-04-01

    Life on Earth consists of orderly arrangements of several key types of organic compounds (amino acids, sugars, fatty acids, nucleic bases) that are the building blocks of proteins, carbohydrates, lipids and nucleotides. Subsequent to death, macromolecules are commonly broken down to their molecular constituents or other similar scale components. Thus, in ancient terrestrial and extraterrestrial materials, it is far more likely to expect the presence of simple compounds such as amino acids rather than the proteins from which they were possibly derived. Given that amino acids, for example, are common components of all extinct and extant organisms, the challenge has been to develop methods for distinguishing their sources. Stable isotopes are powerful probes for determining the origins of organic matter. Amino acid constituents of all organisms on Earth exhibit characteristic stable isotope compositions owing to fractionations associated with their biosynthesis. These fractionations are distinct from those observed for amino acids formed by abiotic processes. Thus it should be possible to use isotopes as probes for determining whether amino acids in ancient rocks on Earth are biotic or abiotic, based on their relative isotopic compositions. Also, owing to differences in the isotope compositions of precursors, amino acids in extraterrestrial materials such as carbonaceous meteorites are moderately to substantially enriched in the heavy isotopes of C, N and H relative to terrestrial amino acids. Assuming that the isotope compositions of the gaseous components of, for example, the Martian atmosphere were distinct from Earth at such time when organic molecules may have formed, it should be possible to distinguish these components from terrestrial contaminants by determining their isotope compositions and/or those of their respective enantiomers. Also, if life as we know it existed on another planet such as Mars, fractionations characteristic of biosynthesis should be

  11. 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.

  12. Clustered Data Management in Virtual Docker Networks Spanning Geo-Redundant Data Centers : A Performance Evaluation Study of Docker Networking

    OpenAIRE

    Alansari, Hayder

    2017-01-01

    Software containers in general and Docker in particular is becoming more popular both in software development and deployment. Software containers are intended to be a lightweight virtualization that provides the isolation of virtual machines with a performance that is close to native. Docker does not only provide virtual isolation but also virtual networking to connect the isolated containers in the desired way. Many alternatives exist when it comes to the virtual networking provided by Docke...

  13. A haptic interface for virtual simulation of endoscopic surgery.

    Science.gov (United States)

    Rosenberg, L B; Stredney, D

    1996-01-01

    Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

  14. BIM Based Virtual Environment for Fire Emergency Evacuation

    Directory of Open Access Journals (Sweden)

    Bin Wang

    2014-01-01

    Full Text Available Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.

  15. BIM based virtual environment for fire emergency evacuation.

    Science.gov (United States)

    Wang, Bin; Li, Haijiang; Rezgui, Yacine; Bradley, Alex; Ong, Hoang N

    2014-01-01

    Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.

  16. The Implications of the Discovery of Extraterrestrial Life for Religion and Theology

    Science.gov (United States)

    Peters, Ted

    2012-05-01

    This paper asks about the future of religion: (1) Will confirmation of ETI cause terrestrial religion to collapse? "No" is the answer based upon a summary of the "Peters ETI Religious Crisis Survey." Then three questions are posed to the astrotheologian: (2) What is the scope of God's creation? (3) What can we expect when we encounter ETI? (4) Will contact with more advanced ETI diminish human dignity? The paper's thesis is that contact with extraterrestrial intelligence will expand the existing Christian vision that all of creation — including the 13.7 billion year history of the universe replete with all of God's creatures — is the gift of a loving and gracious God.

  17. Preliminary limits on the flux of muon neutrinos from extraterrestrial point sources

    International Nuclear Information System (INIS)

    Bionta, R.M.; Blewitt, G.; Bratton, C.B.

    1985-01-01

    We present the arrival directions of 117 upward-going muon events collected with the IMB proton lifetime detector during 317 days of live detector operation. The rate of upward-going muons observed in our detector was found to be consistent with the rate expected from atmospheric neutrino production. The upper limit on the total flux of extraterrestrial neutrinos >1 GeV is 2 -sec. Using our data and a Monte Carlo simulation of high energy muon production in the earth surrounding the detector, we place limits on the flux of neutrinos from a point source in the Vela X-2 system of 2 -sec with E > 1 GeV. 6 refs., 5 figs

  18. Seven characteristics of a successful virtual volunteering platform

    CSIR Research Space (South Africa)

    Butgereit, L

    2011-05-01

    Full Text Available in projects but do not have the time or the means to travel and physically donate their time on location. In such cases, virtual volunteering is a possible way for projects to harness the goodwill of prospective volunteers without the overheads of the travel...

  19. Towards the Automatic Generation of Virtual Presenter Agents

    NARCIS (Netherlands)

    Nijholt, Antinus; Cohen, E.

    There are many ways to present information to visitors and users of 2D and 3D interface environments. In these virtual environments we can provide visitors with simulations of real environments, including simulations of presenters in such environments (a lecturer, a sales agent, a receptionist, a

  20. Virtual Reality Educational Tool for Human Anatomy.

    Science.gov (United States)

    Izard, Santiago González; Juanes Méndez, Juan A; Palomera, Pablo Ruisoto

    2017-05-01

    Virtual Reality is becoming widespread in our society within very different areas, from industry to entertainment. It has many advantages in education as well, since it allows visualizing almost any object or going anywhere in a unique way. We will be focusing on medical education, and more specifically anatomy, where its use is especially interesting because it allows studying any structure of the human body by placing the user inside each one. By allowing virtual immersion in a body structure such as the interior of the cranium, stereoscopic vision goggles make these innovative teaching technologies a powerful tool for training in all areas of health sciences. The aim of this study is to illustrate the teaching potential of applying Virtual Reality in the field of human anatomy, where it can be used as a tool for education in medicine. A Virtual Reality Software was developed as an educational tool. This technological procedure is based entirely on software which will run in stereoscopic goggles to give users the sensation of being in a virtual environment, clearly showing the different bones and foramina which make up the cranium, and accompanied by audio explanations. Throughout the results the structure of the cranium is described in detailed from both inside and out. Importance of an exhaustive morphological knowledge of cranial fossae is further discussed. Application for the design of microsurgery is also commented.

  1. Business Benefits from the Virtualization of an ICT Infrastructure

    Directory of Open Access Journals (Sweden)

    Ivan Pogarcic

    2012-11-01

    Full Text Available Virtualization is a technique that may be encountered in all parts of an ICT infrastructure. The benefits of virtualization for an infrastructure are recognized by a growing number of companies. In this way, virtualization creates prerequisites for the further improvement of the entire information system. Another reason is the growing awareness of environmental issues at the global level, which has become a large external sponsor of this technology. While virtualization technology has been known about for several decades, its hay day is yet to come. In the following years many jobs will be create because of it, from the user desktop and notebook computers, to the server in all businesses. This article examines the impact of virtualization in business enterprises, with emphasis on infrastructure costs and improved business functions. It points to the large savings that can occur even in medium‐sized enterprises. Claims are verifiable quantitative indicators, particularly in the procurement of equipment. It also demonstrates the benefits of virtualization while performing everyday tasks that take place within the IT department. We discuss the correlation of increased flexibility and convenience, and agile response to market demands, while reducing capital and operating costs, and increasing the competitiveness of companies in the market.

  2. An Intelligent Virtual Human System For Providing Healthcare Information And Support

    Science.gov (United States)

    2011-01-01

    healthcare system, and also to other SMs and Veterans by way of a variety of social networking tools (e.g., 2nd Life, Facebook, etc.). The user can progress... CyberPsychology and Behavior 8, 3 (2005), 187-211. [2] T. Parsons & A.A. Rizzo, Affective Outcomes of Virtual Reality Exposure Therapy for Anxiety...VH System for Providing Healthcare Information and Support508 [4] G. Riva, Virtual Reality in Psychotherapy: Review, CyberPsychology and Behavior 8

  3. Intraoral Digital Impressions for Virtual Occlusal Records: Section Quantity and Dimensions

    Directory of Open Access Journals (Sweden)

    Eneko Solaberrieta

    2016-01-01

    Full Text Available The purpose of this study was to locate the 3D spatial position mandibular cast and determine its occlusal contacts in a novel way by using an intraoral scanner as part of the virtual occlusal record procedure. This study also analyzes the requirements in quantity and dimensions of the intraoral virtual occlusal record. The results showed that the best section combination consists of 2 lateral and frontal sections, the width of this section being that of 2 teeth (24 mm × 15 mm. This study concluded that this procedure was accurate enough to locate the mandibular cast on a virtual articulator. However, at least 2 sections of the virtual occlusal records were necessary, and the best results were obtained when the distance between these sections was maximum.

  4. Intraoral Digital Impressions for Virtual Occlusal Records: Section Quantity and Dimensions

    Science.gov (United States)

    Solaberrieta, Eneko; Garmendia, Asier; Brizuela, Aritza; Otegi, Jose Ramon; Pradies, Guillermo; Szentpétery, Andras

    2016-01-01

    The purpose of this study was to locate the 3D spatial position mandibular cast and determine its occlusal contacts in a novel way by using an intraoral scanner as part of the virtual occlusal record procedure. This study also analyzes the requirements in quantity and dimensions of the intraoral virtual occlusal record. The results showed that the best section combination consists of 2 lateral and frontal sections, the width of this section being that of 2 teeth (24 mm × 15 mm). This study concluded that this procedure was accurate enough to locate the mandibular cast on a virtual articulator. However, at least 2 sections of the virtual occlusal records were necessary, and the best results were obtained when the distance between these sections was maximum. PMID:26881226

  5. The TRIGA in virtual classroom for training; El TRIGA en aula virtual para entrenamiento

    Energy Technology Data Exchange (ETDEWEB)

    Plata M, A. C.; Morales S, J. B.; Salazar S, E. [UNAM, DEPFI Campus Morelos, Jiutepec Morelos 62550 (Mexico)]. e-mail: yoyuclof@hotmail.com

    2008-07-01

    The research nuclear reactors have been fundamental part in the evolution of the nuclear power plants and they have been used in the training for the obtaining of operation licenses of radioactive facilities. For purposes of training of professionals in nuclear engineering, it is interesting to know the benefit that can be obtained by means of the virtual representation of a research nuclear reactor TRIGA, with which they are possible the practice to be realized them but common that to date they are carried out in different nuclear facilities of training throughout the world. The simulation has become a valuable tool in the personal preparation, having obtained ambient and very approximate situations to the reality. The physical models of kinetics of neutrons, heat transfer, Cherenkov effect, dynamics of the xenon, as well as the virtual instrumentation is contemplated in this development. The instrumentation and control panels of a research reactor, failures waited for in the use of this equipment, physical consequences to instruments, virtual personnel and facilities, as well as the administrative and legal aspects that it requires to meet an authorized operator, must be available and they are considered in the first virtual approach. The obtaining of the reactor time constant comprises of the mathematical model that provides to the operator of a direct way the knowledge of the changes of power. The coolant and moderator are modeled as well as the retardations that appear in the measurements and controls that can be introduced from the virtual console. In the simulator the four possible states of operation of the TRIGA can be had. At the moment also the monitoring can be realized and control in remote form, thus the control and supervision interface for the remote operation will be analyzed in their benefits and possible risks in the instruction processes. (Author)

  6. An experiment on fear of public speaking in virtual reality.

    Science.gov (United States)

    Pertaub, D P; Slater, M; Barker, C

    2001-01-01

    Can virtual reality exposure therapy be used to treat people with social phobia? To answer this question it is vital to known if people will respond to virtual humans (avatars) in a virtual social setting in the same way they would to real humans. If someone is extremely anxious with real people, will they also be anxious when faced with simulated people, despite knowing that the avatars are computer generated? In [17] we described a small pilot study that placed 10 people before a virtual audience. The purpose was to assess the extent to which social anxiety, specifically fear of public speaking, was induced by the virtual audience and the extent of influence of degree of immersion (head mounted display or desktop monitor. The current paper describes a follow up study conducted with 40 subjects and the results clearly show that not only is social anxiety induced by the audience, but the degree of anxiety experienced is directly related to the type of virtual audience feedback the speaker receives. In particular, a hostile negative audience scenario was found to generate strong affect in speakers, regardless of whether or not they normally suffered from fear of public speaking.

  7. Christianity's Response to the Discovery of Extraterrestrial Intelligent Life: Insights from Science and Religion and the Sociology of Religion

    Science.gov (United States)

    Bertka, Constance M.

    The question of whether or not extraterrestrial life exists and its potential impact for religions, especially Christianity, is an ancient one addressed in numerous historical publications. The contemporary discussion has been dominated by a few notable scientists from the SETI and astrobiology communities, and by a few Christian theologians active in the science and religion field. This discussion amounts to scientists outside of the faith tradition predicting the demise of Christianity if extraterrestrial intelligent life is discovered and theologians within the tradition predicting the enrichment and reformulation of Christian doctrine. Missing from this discussion is insight drawn more broadly from the science and religion field and from the sociology of religion. A consideration of how possibilities for relating science and religion are reflected in the US public's varied acceptance of the theory of evolution; the growth of Christianity in the Global South; and a revised theory of secularization which inversely correlates religiosity to existential security, gives credence to the proposal that the response from those outside of academia would be much more varied and uncertain.

  8. If the Universe is teeming with aliens... where is everybody? seventy-five solutions to the Fermi paradox and the problem of extraterrestrial life

    CERN Document Server

    Webb, Stephen

    2015-01-01

    Given the fact that there are perhaps 400 billion stars in our Galaxy alone, and perhaps 400 billion galaxies in the Universe, it stands to reason that somewhere out there, in the 14-billion-year-old cosmos, there is or once was a civilization at least as advanced as our own. The sheer enormity of the numbers almost demands that we accept the truth of this hypothesis. Why, then, have we encountered no evidence, no messages, no artifacts of these extraterrestrials? In this second, significantly revised and expanded edition of his widely popular book, Webb discusses in detail the (for now!) 75 most cogent and intriguing solutions to Fermi's famous paradox: If the numbers strongly point to the existence of extraterrestrial civilizations, why have we found no evidence of them?

  9. Dissemination of medical applications of nuclear energy with virtual reality technology

    International Nuclear Information System (INIS)

    Botelho, Felipe M.; Oliveira, Beatriz A.R.

    2007-01-01

    This work makes use of Virtual Reality technology to disseminate medical applications of nuclear energy, with educational purposes. Virtual Reality is an effective learning tool, since navigation and interaction in virtual worlds can improve motivation in the learning process. With this technology, learning can be achieved in a clearer, joyful and more objective way. Among the existing medical applications of nuclear energy, this work focuses on the use of radiopharmaceuticals. The goal is to simulate this application in a virtual environment, for educational purposes, and to show the absorption of a radiopharmaceutical by the human body, during a diagnostics or treatment procedure. An example has been chosen, for Iodine radiopharmaceutical, which has affinity with the thyroid, and then concentrates in this organ. During the simulation, the concentration of the radioactive Iodine in the thyroid can be emphasized, and in the sequence, the virtual patient can be shown during the imaging procedure. (author)

  10. Who regulates ethics in the virtual world?

    Science.gov (United States)

    Sharma, Seemu; Lomash, Hitashi; Bawa, Seema

    2015-02-01

    This paper attempts to give an insight into emerging ethical issues due to the increased usage of the Internet in our lives. We discuss three main theoretical approaches relating to the ethics involved in the information technology (IT) era: first, the use of IT as a tool; second, the use of social constructivist methods; and third, the approach of phenomenologists. Certain aspects of ethics and IT have been discussed based on a phenomenological approach and moral development. Further, ethical issues related to social networking sites are discussed. A plausible way to make the virtual world ethically responsive is collective responsibility which proposes that society has the power to influence but not control behavior in the virtual world.

  11. Investigations in space-related molecular biology. [cryo-electron microscopic and diffraction studies on terrestrial and extraterrestrial specimens

    Science.gov (United States)

    Fernandez-Moran, H.; Pritzker, A. N.

    1974-01-01

    Improved instrumentation and preparation techniques for high resolution, high voltage cryo-electron microscopic and diffraction studies on terrestrial and extraterrestrial specimens are reported. Computer correlated ultrastructural and biochemical work on hydrated and dried cell membranes and related biological systems provided information on membrane organization, ice crystal formation and ordered water, RNA virus linked to cancer, lunar rock samples, and organometallic superconducting compounds. Apollo 11, 12, 14, and 15 specimens were analyzed

  12. An Embeddable Virtual Machine for State Space Generation

    NARCIS (Netherlands)

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

    2007-01-01

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

  13. Modern Virtual Reality. And the effects of affecting human senses to increase immersion

    OpenAIRE

    Ekros, Matthias

    2015-01-01

    Modern virtual reality is an ever growing subject in today’s society. I delved deeper into some key moments in the development of modern virtual reality. Oculus Rift has shown incredible potential. Some developments even seek to envelope the human senses in virtual reality as well.   With several different approaches to the same solution there are many ways that the experience can affect the overall immersion of a consumer into the product.  The tests I performed were primarily focused around...

  14. PAPEL DEL DOCENTE EN LOS ENTORNOS VIRTUALES DE APRENDIZAJE

    Directory of Open Access Journals (Sweden)

    Liuska Martínez Noris

    2014-08-01

    Full Text Available El presente trabajo aborda la necesidad del empleo de las Tecnologías de la Información y la Comunicación (TIC para un mejor desempeño en la actividad docente-educativa. La formación en entornos virtuales de aprendizaje constituye un importante tema de investigación en propuestas de innovación para la educación superior actual. Los resultados de esta investigación permiten identificar las diversas potencialidades de los usos pedagógicos y didácticos de las TIC como herramientas valiosas en los programas de formación. El papel del docente es fundamental al utilizar las TIC de manera creativa. Se deben adquirir habilidades y destrezas para orientar correctamente el aprendizaje de los estudiantes, estimulando así, la resolución de problemas y la construcción colaborativa del conocimiento.PALABRAS CLAVE: Tecnologías de la Información y la Comunicación; TIC; entornos virtuales de aprendizaje; construcción del conocimientoROLE OF TEACHERS IN VIRTUAL ENVIRONMENTS OF LEARNING  ABSTRACTThe present work approaches the necessity of the employment of the Information and Communication Technologies (ICT for a better acting in the educational-educational activity. The formation in virtual environments of learning constitutes an important investigation topic in innovation proposals for the current superior education. The results of this investigation allow to identify the diverse potentialities of the pedagogic and didactic uses of the TIC like valuable tools in the formation programs. The role of teachers is fundamental when using the ICT in a creative way. Abilities and competences should be acquired to guide the learning of the students correctly, stimulating this way, the resolution of problems and the collaborative construction of the knowledge. KEYWORDS: Information and Communication Technologies; ITC; virtual environments of learning; construction of knowledge

  15. Revolutionizing Education: The Promise of Virtual Reality

    Science.gov (United States)

    Gadelha, Rene

    2018-01-01

    Virtual reality (VR) has the potential to revolutionize education, as it immerses students in their learning more than any other available medium. By blocking out visual and auditory distractions in the classroom, it has the potential to help students deeply connect with the material they are learning in a way that has never been possible before.…

  16. Discovery of ETI: Terrestrial and extraterrestrial legal implications

    Science.gov (United States)

    Fasan, Ernst

    TheLegalSituationonEarth: The following international legal regulations seem to apply to the search for and the eventual detection of ETI: a) The "Space Treaty" of Oct. 10, 1967; b) The Liability Convention of Oct. 9, 1973; c) The Moon Agreement of Dec. 5, 1979; d) The International Telecommunication Convention. LegalRelationswithExtraterrestrials: We may expect the following characteristics of ETI: 1. life in the sense of influencing the environment by selection from more than one possibility; 2. intelligence in the sense of self-realization of free will; 3. existence in three dimensional space and a will to live. With this we can expect that each race in the universe may have the following interests regarding its own race: a) to preserve and continue its own life; b) to protect this life from damage and intrusion; c) possibly to expand the realms of its living space. Therefore, if we decide to "answer" ETI, we may want to transmit such legal-philosophical principles: 1. the principle of nonviolation; 2. the principle of equality; 3. the principle to recognize the will to live and the living space of any intelligent race.

  17. Extra-terrestrial construction processes - Advancements, opportunities and challenges

    Science.gov (United States)

    Lim, Sungwoo; Prabhu, Vibha Levin; Anand, Mahesh; Taylor, Lawrence A.

    2017-10-01

    Government space agencies, including NASA and ESA, are conducting preliminary studies on building alternative space-habitat systems for deep-space exploration. Such studies include development of advanced technologies for planetary surface exploration, including an in-depth understanding of the use of local resources. Currently, NASA plans to land humans on Mars in the 2030s. Similarly, other space agencies from Europe (ESA), Canada (CSA), Russia (Roscosmos), India (ISRO), Japan (JAXA) and China (CNSA) have already initiated or announced their plans for launching a series of lunar missions over the next decade, ranging from orbiters, landers and rovers for extended stays on the lunar surface. As the Space Odyssey is one of humanity's oldest dreams, there has been a series of research works for establishing temporary or permanent settlement on other planetary bodies, including the Moon and Mars. This paper reviews current projects developing extra-terrestrial construction, broadly categorised as: (i) ISRU-based construction materials; (ii) fabrication methods; and (iii) construction processes. It also discusses four categories of challenges to developing an appropriate construction process: (i) lunar simulants; (ii) material fabrication and curing; (iii) microwave-sintering based fabrication; and (iv) fully autonomous and scaled-up construction processes.

  18. The World of Virtual Exhibitions

    Directory of Open Access Journals (Sweden)

    Irena Eiselt

    2013-09-01

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

  19. Medical Virtual Public Services

    Directory of Open Access Journals (Sweden)

    Iulia SURUGIU

    2008-01-01

    Full Text Available The healthcare enterprises are very disconnected. This paper intends to propose a solution that will provide citizens, businesses and medical enterprises with improved access to medical virtual public services. Referred medical services are based on existing national medical Web services and which support medically required services provided by physicians and supplementary health care practitioners, laboratory services and diagnostic procedures, clinics and hospitals’ services. Requirements and specific rules of these medical services are considered, and personalization of user preferences will to be supported. The architecture is based on adaptable process management technologies, allowing for virtual services which are dynamically combined from existing national medical services. In this way, a comprehensive workflow process is set up, allowing for service-level agreements, an audit trail and explanation of the process to the end user. The process engine operates on top of a virtual repository, providing a high-level semantic view of information retrieved from heterogeneous information sources, such as national sources of medical services. The system relies on a security framework to ensure all high-level security requirements are met. System’s architecture is business oriented: it focuses on Service Oriented Architecture - SOA concepts, asynchronously combining Web services, Business Process Management – BPM rules and BPEL standards.

  20. Virtual Team Governance: Addressing the Governance Mechanisms and Virtual Team Performance

    Science.gov (United States)

    Zhan, Yihong; Bai, Yu; Liu, Ziheng

    As technology has improved and collaborative software has been developed, virtual teams with geographically dispersed members spread across diverse physical locations have become increasingly prominent. Virtual team is supported by advancing communication technologies, which makes virtual teams able to largely transcend time and space. Virtual teams have changed the corporate landscape, which are more complex and dynamic than traditional teams since the members of virtual teams are spread on diverse geographical locations and their roles in the virtual team are different. Therefore, how to realize good governance of virtual team and arrive at good virtual team performance is becoming critical and challenging. Good virtual team governance is essential for a high-performance virtual team. This paper explores the performance and the governance mechanism of virtual team. It establishes a model to explain the relationship between the performance and the governance mechanisms in virtual teams. This paper is focusing on managing virtual teams. It aims to find the strategies to help business organizations to improve the performance of their virtual teams and arrive at the objectives of good virtual team management.

  1. Evolution of the global virtual water trade network.

    Science.gov (United States)

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

    2012-04-17

    Global freshwater resources are under increasing pressure from economic development, population growth, and climate change. The international trade of water-intensive products (e.g., agricultural commodities) or virtual water trade has been suggested as a way to save water globally. We focus on the virtual water trade network associated with international food trade built with annual trade data and annual modeled virtual water content. The evolution of this network from 1986 to 2007 is analyzed and linked to trade policies, socioeconomic circumstances, and agricultural efficiency. We find that the number of trade connections and the volume of water associated with global food trade more than doubled in 22 years. Despite this growth, constant organizational features were observed in the network. However, both regional and national virtual water trade patterns significantly changed. Indeed, Asia increased its virtual water imports by more than 170%, switching from North America to South America as its main partner, whereas North America oriented to a growing intraregional trade. A dramatic rise in China's virtual water imports is associated with its increased soy imports after a domestic policy shift in 2000. Significantly, this shift has led the global soy market to save water on a global scale, but it also relies on expanding soy production in Brazil, which contributes to deforestation in the Amazon. We find that the international food trade has led to enhanced savings in global water resources over time, indicating its growing efficiency in terms of global water use.

  2. Mucosal detail at CT virtual reality: surface versus volume rendering.

    Science.gov (United States)

    Hopper, K D; Iyriboz, A T; Wise, S W; Neuman, J D; Mauger, D T; Kasales, C J

    2000-02-01

    To evaluate computed tomographic virtual reality with volumetric versus surface rendering. Virtual reality images were reconstructed for 27 normal or pathologic colonic, gastric, or bronchial structures in four ways: the transition zone (a) reconstructed separately from the wall by using volume rendering; (b) with attenuation equal to air; (c) with attenuation equal to wall (soft tissue); (d) with attenuation halfway between air and wall. The four reconstructed images were randomized. Four experienced imagers blinded to the reconstruction graded them from best to worst with predetermined criteria. All readers rated images with the transition zone as a separate structure as overwhelmingly superior (P Virtual reality is best with volume rendering, with the transition zone (mucosa) between the wall and air reconstructed as a separate structure.

  3. Widening Perspectives: The Intellectual and Social Benefits of Astrobiology (Regardless of Whether Extraterrestrial Life is Discovered or Not)

    OpenAIRE

    Crawford, Ian A.

    2017-01-01

    Astrobiology is usually defined as the study of the origin, evolution, distribution, and future of life in the universe. As such it is inherently interdisciplinary and cannot help but engender a worldview infused by cosmic and evolutionary perspectives. Both these attributes of the study of astrobiology are, and will increasingly prove to be, beneficial to society regardless of whether extraterrestrial life is discovered or not.

  4. Widening perspectives: the intellectual and social benefits of astrobiology (regardless of whether extraterrestrial life is discovered or not)

    Science.gov (United States)

    Crawford, I. A.

    2018-01-01

    Astrobiology is usually defined as the study of the origin, evolution, distribution and future of life in the Universe. As such it is inherently interdisciplinary and cannot help but engender a worldview infused by cosmic and evolutionary perspectives. Both these attributes of the study of astrobiology are, and will increasingly prove to be, beneficial to society regardless of whether extraterrestrial life is discovered or not.

  5. Structural Response of the Earth's Crust to an Extra-Terrestrial Source of Stress by Identifying its Characteristic Pattern

    Science.gov (United States)

    Dasgupta, B.

    2016-12-01

    The earth's crust is a geodynamic realm, which is constantly evolving. Due to its dynamic nature, the crust is constantly being subjected to remodelling. The earth's crustal response to stress is a result of isostatic compensation. The crust is also a living proof of yesteryears' dynamics. Extra-terrestrial agents of deformation refers to meteorites, asteroids etc. These are catastrophic events that influence a larger area (considering larger impact bodies). They effect the crust from outside, hence leave behind very specific structural signatures.Consider an extra-terrestrial object impacting the earth's crust. The problem can be broken down into 3 parts: Pre Impact (kinematics of the object and nature of surface of impact); Syn Impact (dissipation of energy and formation of crater); and Post Impact (structural response, geophysical anomalies and effect on biota)Upon impact, the projectile penetrates the earth's crust to a depth of twice its diameter. Shock waves generated due impact propagate in all possible directions. The reflected waves cause complete melting and vaporization of the impact body. At the same time, increased internal energy of the system melts the target rock. Depending on the thickness and density of crustal matter, its' interaction with the mantle is determined. Data collection from such impact sites is the first step towards its theoretical modeling. Integrating geophysical (seismic, magnetic), paleomagnetic, geochemical and geo-chronological data one can determine the kinematic parameters that governed the event. A working model that illustrates the crustal responses to extraterrestrial stress of extreme magnitude cannot be qualitative. Hence the most fundamental thing at this point is quantification of these parameters. The variables form a `mass-energy equation', a simple theorem in Classical Physics. This project is directed to give the equation its shape. The equation will be the foundation on which the simulation model will rest. Mass

  6. The quest for extraterrestrial life: what about the viruses?

    Science.gov (United States)

    Griffin, Dale Warren

    2013-01-01

    Recently, viruses have been recognized as the most numerous entities and the primary drivers of evolution on Earth. Historically, viruses have been mostly ignored in the field of astrobiology due to the view that they are not alive in the classical sense and if encountered would not present risk due to their host-specific nature. What we currently know of viruses is that we are most likely to encounter them on other life-bearing planets; that while some are exquisitely host-specific, many viruses can utilize hundreds of different host species; that viruses are known to exist in our planet's most extreme environments; and that while many do not survive long outside their hosts, some can survive for extended periods, especially in the cold. In our quest for extraterrestrial life, we should be looking for viruses; and while any encountered may pose no risk, the possibility of an encounter with a virus capable of accessing multiple cell types exists, and any prospective contact with such an organism should be treated accordingly.

  7. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

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

  8. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

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

  9. Sediment of a Central European Mountain Lake Implies an Extraterrestrial Impact at the Younger Dryas Onset

    Czech Academy of Sciences Publication Activity Database

    Vondrák, D.; Kletetschka, G.; Hrubá, J.; Nábělek, L.; Procházka, V.; Svitavská-Svobodová, Helena; Bobek, Přemysl; Hořická, Zuzana; Kadlec, Jaroslav; Takáč, M.; Stuchlík, Evžen

    2017-01-01

    Roč. 52, S1 (2017), A373-A373, č. článku 6230. ISSN 1086-9379. [Annual Meeting of the Meteoritical Society /80./. 23.07.2017-28.07.2017, Santa Fe] R&D Projects: GA ČR(CZ) GA17-05935S Institutional support: RVO:67985939 ; RVO:60077344 ; RVO:67985530 Keywords : Younger Dryas * Extraterrestrial Impact * Central Europe Subject RIV: DG - Athmosphere Sciences, Meteorology; DA - Hydrology ; Limnology (BC-A); DE - Earth Magnetism, Geodesy, Geography (GFU-E) OBOR OECD: Plant sciences, botany

  10. Virtual reality for training of occupationally exposed individuals in nuclear medicine

    International Nuclear Information System (INIS)

    Carvalho, J.S.; Carvalho, J.B.; Silveira, J.L.; Nascimento, A.C.H.; Mol, A.C.A.; Suita, J.C.; Marins, E.R.

    2017-01-01

    Applications in virtual environments have been an important tool for education and training of skills in several areas. In Nuclear Medicine Services (NMS), whose environment is susceptible to exposure to ionizing radiation, virtual simulation is a complementary tool to the traditional way of training, able to have the required content by norm, good laboratory practices and radioprotection, interactive form without the exposure of the user. The study consists of the research and unification of recommendations, norms and procedures, collected in the scientific literature and in loco, on the activities of professionals of NMS's radiopharmacy, to define the minimum content for training in order to guide the simulations of a virtual environment.

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

    OpenAIRE

    Jose, Dawn Alphonse

    2015-01-01

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

  12. 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....

  13. 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…

  14. Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.

    Science.gov (United States)

    Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E

    2007-01-01

    This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.

  15. New insights in the bacterial spore resistance to extreme terrestrial and extraterrestrial factors

    Science.gov (United States)

    Moeller, Ralf; Horneck, Gerda; Reitz, Guenther

    Based on their unique resistance to various space parameters, Bacillus endospores are one of the model systems used for astrobiological studies. The extremely high resistance of bacterial endospores to environmental stress factors has intrigued researchers since long time and many characteristic spore features, especially those involved in the protection of spore DNA, have already been uncovered. The disclosure of the complete genomic sequence of Bacillus subtilis 168, one of the often used astrobiological model system, and the rapid development of tran-scriptional microarray techniques have opened new opportunities of gaining further insights in the enigma of spore resistance. Spores of B. subtilis were exposed to various extreme ter-restrial and extraterrestrial stressors to reach a better understanding of the DNA protection and repair strategies, which them to cope with the induced DNA damage. Following physical stress factors of environmental importance -either on Earth or in space -were selected for this thesis: (i) mono-and polychromatic UV radiation, (ii) ionizing radiation, (iii) exposure to ultrahigh vacuum; and (iv) high shock pressures simulating meteorite impacts. To reach a most comprehensive understanding of spore resistance to those harsh terrestrial or simulated extraterrestrial conditions, a standardized experimental protocol of the preparation and ana-lyzing methods was established including the determination of the following spore responses: (i) survival, (ii) induced mutations, (iii) DNA damage, (iv) role of different repair pathways by use of a set of repair deficient mutants, and (v) transcriptional responses during spore germi-nation by use of genome-wide transcriptome analyses and confirmation by RT-PCR. From this comprehensive set of data on spore resistance to a variety of environmental stress parameters a model of a "built-in" transcriptional program of bacterial spores in response to DNA damaging treatments to ensure DNA restoration

  16. A Study Of Student’s Attitude Towards Virtual Education In Pakistan

    Directory of Open Access Journals (Sweden)

    Irshad HUSSAIN

    2007-04-01

    Full Text Available Virtual education paradigm has been developing as a form of distance education to provide education across the boundaries of a nation and/or country. It imparts education through information and communication technologies. In Pakistan the Virtual University of Pakiastan imparts it. The main objective of the study was to evaluate the students’ attitudes towards virtual education in Pakistan. The data were collected from BCS final semester students of the virtual university through questionnaire. The study revealed that virtual education is an alternate to the formal system of education. It can cater large students’ body at all academic levels. It is flexible and convenient to the learners providing them exposure with emerging technologies. It integrates the nation extending the opportunities of higher education, uniform curricula, technology based instructional methodology and equal opportunities of higher education. However, students do face some problems as well. These include problems of password, computer vision syndrome (CVS, fingers’ joint pain, backache, dizziness & headache and electricity failure. From the findings of the study it can be projected that in future formal universities may be adopting the virtual mode in some way.

  17. 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

  18. Measuring the effect of an astrobiology course on student optimism regarding extraterrestrial life

    Science.gov (United States)

    Morgan, David L.

    2017-07-01

    Students in an introductory undergraduate Astrobiology course were given a pre/post-test based on the Drake Equation in an attempt to measure changes in their perceptions regarding the prevalence of life in the Galaxy after taking the course. The results indicated that, after taking the course, the students were considerably more optimistic, by a 2 to 1 margin or more, about the prospect of habitable planets, the origin of life, and the evolution of intelligence in other planetary systems. The results suggest that, while it may not be the explicit goal of an astrobiology course to change student beliefs about the abundance or rarity of extraterrestrial life, such changes in opinion can and do occur.

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

    Directory of Open Access Journals (Sweden)

    Alexandru STRUNGĂ

    2014-12-01

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

  20. 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 ...

  1. 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...

  2. 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.

    2016-06-01

    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 mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  3. Extraterrestrial Amino Acids Identified in Metal-Rich CH and CB Carbonaceous Chondrites from Antarctica

    Science.gov (United States)

    Burton, Aaron S.; Elsila, Jamie E.; Hein, Jason E.; Glavin, Daniel P.; Dworkin, Jason P.

    2013-01-01

    Carbonaceous chondrites contain numerous indigenous organic compounds and could have been an important source of prebiotic compounds required for the origin of life on Earth or elsewhere. Extraterrestrial amino acids have been reported in five of the eight groups of carbonaceous chondrites and are most abundant in CI, CM, and CR chondritesbut are also present in the more thermally altered CV and CO chondrites. We report the abundance, distribution, and enantiomeric and isotopic compositions of simple primary amino acids in six metal-rich CH and CB carbonaceous chondrites that have not previously been investigated for amino acids: Allan Hills (ALH) 85085 (CH3), Pecora Escarpment(PCA) 91467 (CH3), Patuxent Range (PAT) 91546 (CH3), MacAlpine Hills (MAC) 02675(CBb), Miller Range (MIL) 05082 (CB), and Miller Range (MIL) 07411 (CB). Amino acid abundances and carbon isotopic values were obtained by using both liquid chromatography time-of-flight mass spectrometry and fluorescence, and gas chromatography isotope ratiomass spectrometry. The (delta D, delta C-13, delta N-15) ratios of multiple amino acids fall outside of the terrestrial range and support their extraterrestrial origin. Extracts of CH chondrites were found to be particularly rich in amino acids (1316 parts per million, ppm) while CB chondrite extracts had much lower abundances (0.22 ppm). The amino acid distributions of the CH and CB chondrites were distinct from the distributions observed in type 2 and 3 CM and CR chondrites and contained elevated levels of beta-, gamma-, and delta-amino acids compared to the corresponding alpha-amino acids, providing evidence that multiple amino acid formation mechanisms were important in CH and CB chondrites.

  4. ATLASrift - a Virtual Reality application

    CERN Document Server

    INSPIRE-00225336; Moyse, Edward; Bianchi, Riccardo Maria

    2015-01-01

    We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities, museums and interested individuals, and secondly as an event viewer for ATLAS physicists - for them it will provide a much better spatial awareness of an event, track and jet directions, occupancies and interactions with detector structures. Using it, one can learn about the experiment as a whole, visit individual sub-detectors, view real interactions, or take a scripted walkthrough explaining questions physicists are trying to answer. We briefly describe our platform of choice - OculusRift VR system, the development environment - UnrealEngine, and, in detail, the numerous technically demanding requirements that had to be fulfilled in order to provide a comfortable user experience. Plans for future versions include making the experience social by adding multi-user/virtual p...

  5. Fashioning Episodes Through Virtual Habit: The Efficacy of Pre-Lived Experience

    Directory of Open Access Journals (Sweden)

    Donna E. West

    2018-03-01

    Full Text Available In MS 620 (1909, C. S. Peirce crafts his ultimate statement regarding habit-formation. Here he defines and illustrates the influence of specific vivid virtual habits with the objective of changing future beliefs/actions. The specificity of the protoplans as deter-minations invites immediate implementation of action interventions, or recommenda-tions to change action approaches. In this way, virtual habits transcend mere possibility for implementation of the action strategy; their vividity and specificity uniquely qualify them as soon to be actualized episodes.

  6. Sensitivity-based virtual fields for the non-linear virtual fields method

    Science.gov (United States)

    Marek, Aleksander; Davis, Frances M.; Pierron, Fabrice

    2017-09-01

    The virtual fields method is an approach to inversely identify material parameters using full-field deformation data. In this manuscript, a new set of automatically-defined virtual fields for non-linear constitutive models has been proposed. These new sensitivity-based virtual fields reduce the influence of noise on the parameter identification. The sensitivity-based virtual fields were applied to a numerical example involving small strain plasticity; however, the general formulation derived for these virtual fields is applicable to any non-linear constitutive model. To quantify the improvement offered by these new virtual fields, they were compared with stiffness-based and manually defined virtual fields. The proposed sensitivity-based virtual fields were consistently able to identify plastic model parameters and outperform the stiffness-based and manually defined virtual fields when the data was corrupted by noise.

  7. On virtual displacement and virtual work in Lagrangian dynamics

    International Nuclear Information System (INIS)

    Ray, Subhankar; Shamanna, J

    2006-01-01

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

  8. 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

  9. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

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

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

    Science.gov (United States)

    Turrini, Paolo

    2014-05-01

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

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

    International Nuclear Information System (INIS)

    Mol, Antonio Carlos de Abreu; Grecco, Claudio Henrique dos Santos; Carvalho, Paulo Victor R.; Oliveira, Mauro Vitor de; Santos, Isaac J.A. Luquetti; Augusto, Silas Cordeiro; Viana Filho, Alfredo Marques

    2005-01-01

    The Immersive Virtual Reality Laboratory under development in Human System Interface Laboratory constitute a powerful general-purpose facility for experimental and computational work on human perception and perceptually guided action. Virtual reality or virtual environment are computer generated environments with and within people can interact. The advantage of VR is that people can be immersed by the simulated environment, which would sometimes be unavailable due to cost, safety, or perceptual restrictions in the real environment. There are many applications of virtual reality on the nuclear area. Training is one of the most common of them. A significant advantage of a virtual training environment over a real one is it's enormous flexibility. A virtual environment can be used as the basis for training in any number of different scenarios, so that trainees can learn to cope with many different situations, some of which may be impossible to prepare for any other way. Another advantage of using virtual environments for training purposes is that trainees learn by actively performing actions. This has a significant effect on their ability to retain what they learn, and is clearly superior to passive training techniques, such as videos and books, for training where spatial understanding is important. This kind of Laboratory is the first in Brazilian nuclear area. A safe virtual environment can be used to simulate a real environment that is either too dangerous, complex, or expensive to training. Virtual environments can therefore be used to increase safety standards, improve efficiency, and reduce overall training costs. (author)

  12. Virtualization techniques for mobile systems

    CERN Document Server

    Jaramillo, David; Agarwal, Ankur

    2014-01-01

    This book presents effective ways to partition mobile devices such that the enterprise system access and its information are completely separated from the personal information. For those using mobile devices for personal and business purposes, the ability to keep the data secure and separate is critical. The applications for security in smart platforms range from personal email accounts to global enterprise systems.Several approaches for mobile virtualization are described, all creating secure and secluded environments for enterprise information. The authors present a reference architecture th

  13. Virtual existence in contemporary Serbian novel

    Directory of Open Access Journals (Sweden)

    Gordić-Petković Vladislava S.

    2017-01-01

    Full Text Available The paper sets out to explore the perspectives and strategies of virtual existence in contemporary Serbian novel in order to illustrate radical changes in the concept of reality and writers' concern with the fidelity to experience. A new surge of the so-called digital realism emerges simultaneously with the increase of awareness that the line between our digital selves and our real-world selves has become blurred and difficult to explain, while new technologies are required to go beyond what our human senses can encompass and deliver. The fictional realism of the digital age will also commit itself to young or middle-aged individuals that passionately attempt to define their aims and objectives so that they could fit into a newly constructed and acquired concept of reality. This is the case with the protagonists in the novels by Ivančica Đerić, Tamara Jecić and Aleksandar Ilić, all of them questioning both their offline and online identities. Their everyday life in a postmillennial world includes many intersecting empirical and virtual realities: love, career and sex take place in a dimension which ignores geography and physical distance and ultimately alters the concepts of time and space, as well the concepts of privacy and intimacy. The paper intends to examine the ways new digital technologies contribute to representations of reality in the novels of both accomplished and aspiring authors whose novels deal with ways of life amid social networks. The novels we analyzed show that the distinction between the virtual and the real world narrows, as the narratives range from intimate confession in letters and journals to tweets, notes and statuses, introducing verbal and structural experimental practices which involve shifting points of view.

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

    OpenAIRE

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

    2014-01-01

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

  15. Improving Performance to Engineering Students through Virtual Labs and its Monitoring in Cockpit

    Directory of Open Access Journals (Sweden)

    Leandro Rosniak Tibola

    2014-10-01

    Full Text Available Modern education needs use all resources to improve teaching-learning process. To achieve this goal, technology can be a sharp allied. Especially to the engineering education, which seeks the balance among theoretical and practice lessons. Thus, many universities are using the virtual labs and virtual worlds 3D like way to support the student's learning and enrich the teaching methods. High tech classes, broadband communication, mobility and ubiquity aren't enough if the student's engagement can't be measured. This work presents a proposal to monitor the virtual lab use by students, showing the educational parameters in a graphical interface, following the suitable pedagogical concepts.

  16. Virtual reality in surgery and medicine.

    Science.gov (United States)

    Chinnock, C

    1994-01-01

    This report documents the state of development of enhanced and virtual reality-based systems in medicine. Virtual reality systems seek to simulate a surgical procedure in a computer-generated world in order to improve training. Enhanced reality systems seek to augment or enhance reality by providing improved imaging alternatives for specific patient data. Virtual reality represents a paradigm shift in the way we teach and evaluate the skills of medical personnel. Driving the development of virtual reality-based simulators is laparoscopic abdominal surgery, where there is a perceived need for better training techniques; within a year, systems will be fielded for second-year residency students. Further refinements over perhaps the next five years should allow surgeons to evaluate and practice new techniques in a simulator before using them on patients. Technical developments are rapidly improving the realism of these machines to an amazing degree, as well as bringing the price down to affordable levels. In the next five years, many new anatomical models, procedures, and skills are likely to become available on simulators. Enhanced reality systems are generally being developed to improve visualization of specific patient data. Three-dimensional (3-D) stereovision systems for endoscopic applications, head-mounted displays, and stereotactic image navigation systems are being fielded now, with neurosurgery and laparoscopic surgery being major driving influences. Over perhaps the next five years, enhanced and virtual reality systems are likely to merge. This will permit patient-specific images to be used on virtual reality simulators or computer-generated landscapes to be input into surgical visualization instruments. Percolating all around these activities are developments in robotics and telesurgery. An advanced information infrastructure eventually will permit remote physicians to share video, audio, medical records, and imaging data with local physicians in real time

  17. Virtual learning environment for interactive engagement with advanced quantum mechanics

    Directory of Open Access Journals (Sweden)

    Mads Kock Pedersen

    2016-04-01

    Full Text Available 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 mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  18. Astronauts Prepare for Mission With Virtual Reality Hardware

    Science.gov (United States)

    2001-01-01

    Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at Johnson Space Center to train for upcoming duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties for the fourth Hubble Space Telescope Servicing mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  19. Multiplexing Low and High QoS Workloads in Virtual Environments

    Science.gov (United States)

    Verboven, Sam; Vanmechelen, Kurt; Broeckhove, Jan

    Virtualization technology has introduced new ways for managing IT infrastructure. The flexible deployment of applications through self-contained virtual machine images has removed the barriers for multiplexing, suspending and migrating applications with their entire execution environment, allowing for a more efficient use of the infrastructure. These developments have given rise to an important challenge regarding the optimal scheduling of virtual machine workloads. In this paper, we specifically address the VM scheduling problem in which workloads that require guaranteed levels of CPU performance are mixed with workloads that do not require such guarantees. We introduce a framework to analyze this scheduling problem and evaluate to what extent such mixed service delivery is beneficial for a provider of virtualized IT infrastructure. Traditionally providers offer IT resources under a guaranteed and fixed performance profile, which can lead to underutilization. The findings of our simulation study show that through proper tuning of a limited set of parameters, the proposed scheduling algorithm allows for a significant increase in utilization without sacrificing on performance dependability.

  20. Uses of virtual reality in clinical training: developing the spatial skills of children with mobility impairments.

    Science.gov (United States)

    Stanton, D; Foreman, N; Wilson, P N

    1998-01-01

    In this chapter we review some of the ways in which the skills learned in virtual environments (VEs) transfer to real situations, and in particular how information about the spatial layouts of virtual buildings acquired from the exploration of three-dimensional computer-simulations transfers to their real equivalents. Four experiments are briefly described which examined VR use by disabled children. We conclude that spatial information of the kind required for navigation transfers effectively from virtual to real situations. Spatial skills in disabled children showed progressive improvement with repeated exploration of virtual environments. The results are discussed in relation to the potential future benefits of VR in special needs education and training.

  1. Better Models for Agile Virtual Enterprises - the Enterprise and its Constituents as Hybrid Agents

    DEFF Research Database (Denmark)

    Bernus, Peter; Baltrusch, Rob; Tølle, Martin

    2003-01-01

    The article proposes a way to improve reference models for the management of virtual enterprises. The pattern of management roles is based on enveloping each decision centre into an agent wrapper, using the same tools and algorithms. Using this approach enterprises (organization, networks, virtual...... enterprises) will have the emergent agent property – the ability to follow objectives, plan, and take timely corrective action in case the plan breaks down....

  2. 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...

  3. Virtual health platform for medical tourism purposes.

    Science.gov (United States)

    Martinez, Debora; Ferriol, Pedro; Tous, Xisco; Cabrer, Miguel; Prats, Mercedes

    2008-01-01

    This paper introduces an overview of the Virtual Health Platform (VHP), an alternative approach to create a functional PHR system in a medical tourism environment. The proposed platform has been designed in order to be integrated with EHR infrastructures and in this way it expects to be useful and more advantageous to the patient or tourist. Use cases of the VHP and its potential benefits summarize the analysis.

  4. Super-Virtual Refraction Interferometric Redatuming: Enhancing the Refracted Energy

    KAUST Repository

    Aldawood, Ali

    2012-02-26

    onshore seismic data processing. Refraction tomography is becoming a common way to estimate an accurate near surface velocity model. One of the problems with refraction tomography is the low signal to noise ration in far offset data. To improve, we propose using super-virtual refraction interferometry to enhance the weak energy at far offsets. We use Interferometric Green\\'s functions to redatum sources by cross-correlating two traces recorded at receiver stations, A and B, from a source at location W. The result is a redatumed trace with a virtual source at A and a receiver at B, which can also be obtained by correlating two traces recorded at A and B from different shots. Stacking them would enhance the signal-to-noise ratio of this "virtual" trace. We next augment redatuming with convolution and stacking. The trace recorded at B from a virtual source at A is convolved with the original trace recorded at A from a source at W. The result is a "super-virtual" trace at B in the far-offset from a source at W. Stacking N traces gives a vN-improvement. We applied our method to noisy synthetic and field data recorded over a complex near-surface and we could pick more traces at far offsets. It was possible to accommodate more picks resulting in a better subsurface coverage

  5. Super-Virtual Refraction Interferometric Redatuming: Enhancing the Refracted Energy

    KAUST Repository

    Aldawood, Ali; Alshuhail, Abdulrahman Abdullatif Abdulrahman; Hanafy, Sherif

    2012-01-01

    onshore seismic data processing. Refraction tomography is becoming a common way to estimate an accurate near surface velocity model. One of the problems with refraction tomography is the low signal to noise ration in far offset data. To improve, we propose using super-virtual refraction interferometry to enhance the weak energy at far offsets. We use Interferometric Green's functions to redatum sources by cross-correlating two traces recorded at receiver stations, A and B, from a source at location W. The result is a redatumed trace with a virtual source at A and a receiver at B, which can also be obtained by correlating two traces recorded at A and B from different shots. Stacking them would enhance the signal-to-noise ratio of this "virtual" trace. We next augment redatuming with convolution and stacking. The trace recorded at B from a virtual source at A is convolved with the original trace recorded at A from a source at W. The result is a "super-virtual" trace at B in the far-offset from a source at W. Stacking N traces gives a vN-improvement. We applied our method to noisy synthetic and field data recorded over a complex near-surface and we could pick more traces at far offsets. It was possible to accommodate more picks resulting in a better subsurface coverage

  6. A high-fidelity virtual environment for the study of paranoia.

    Science.gov (United States)

    Broome, Matthew R; Zányi, Eva; Hamborg, Thomas; Selmanovic, Elmedin; Czanner, Silvester; Birchwood, Max; Chalmers, Alan; Singh, Swaran P

    2013-01-01

    Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.

  7. A High-Fidelity Virtual Environment for the Study of Paranoia

    Directory of Open Access Journals (Sweden)

    Matthew R. Broome

    2013-01-01

    Full Text Available Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n=32 entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.

  8. Sexual self-regulation and cognitive absorption as factors of sexual response toward virtual characters.

    Science.gov (United States)

    Renaud, Patrice; Trottier, Dominique; Nolet, Kevin; Rouleau, Joanne L; Goyette, Mathieu; Bouchard, Stéphane

    2014-04-01

    The eye movements and penile responses of 20 male participants were recorded while they were immersed with virtual sexual stimuli. These participants were divided into two groups according to their capacity to focus their attention in immersion (high and low focus). In order to understand sexual self-regulation better, we subjected participants to three experimental conditions: (a) immersion with a preferred sexual stimulus, without sexual inhibition; (b) immersion with a preferred sexual stimulus, with sexual inhibition; and (c) immersion with a neutral stimulus. A significant difference was observed between the effects of each condition on erectile response and scanpath. The groups differed on self-regulation of their erectile responses and on their scanpath patterns. High focus participants had more difficulties than low focus participants with inhibiting their sexual responses and displayed less scattered eye movement trajectories over the critical areas of the virtual sexual stimuli. Results are interpreted in terms of sexual self-regulation and cognitive absorption in virtual immersion. In addition, the use of validated virtual sexual stimuli is presented as a methodological improvement over static and moving pictures, since it paves the way for the study of the role of social interaction in an ecologically valid and well-controlled way.

  9. Enantiomeric excesses induced in amino acids by ultraviolet circularly polarized light irradiation of extraterrestrial ice analogs: A possible source of asymmetry for prebiotic chemistry

    International Nuclear Information System (INIS)

    Modica, Paola; De Marcellus, Pierre; D'Hendecourt, Louis Le Sergeant; Meinert, Cornelia; Meierhenrich, Uwe J.; Nahon, Laurent

    2014-01-01

    The discovery of meteoritic amino acids with enantiomeric excesses of the L-form (ee L ) has suggested that extraterrestrial organic materials may have contributed to prebiotic chemistry and directed the initial occurrence of the ee L that further led to homochirality of amino acids on Earth. A proposed mechanism for the origin of ee L in meteorites involves an asymmetric photochemistry of extraterrestrial ices by UV circularly polarized light (CPL). We have performed the asymmetric synthesis of amino acids on achiral extraterrestrial ice analogs by VUV CPL, investigating the chiral asymmetry transfer at two different evolutionary stages at which the analogs were irradiated (regular ices and/or organic residues) and at two different photon energies (6.6 and 10.2 eV). We identify 16 distinct amino acids and precisely measure the L-enantiomeric excesses using the enantioselective GC × GC-TOFMS technique in five of them: α-alanine, 2,3-diaminopropionic acid, 2-aminobutyric acid, valine, and norvaline, with values ranging from ee L = –0.20% ± 0.14% to ee L = –2.54% ± 0.28%. The sign of the induced ee L depends on the helicity and the energy of CPL, but not on the evolutionary stage of the samples, and is the same for all five considered amino acids. Our results support an astrophysical scenario in which the solar system was formed in a high-mass star-forming region where icy grains were irradiated during the protoplanetary phase by an external source of CPL of a given helicity and a dominant energy, inducing a stereo-specific photochemistry.

  10. 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...

  11. The Virtual Forum as an Alternative Way to Enhance Foreign Language Learning* El foro virtual como una alternativa para incrementar el aprendizaje del idioma extranjero

    Directory of Open Access Journals (Sweden)

    Nicolas Alexander Hine

    2008-06-01

    Full Text Available A web-based story sharing forum has been established to provide students in Bogotá, Colombia, New Brunswick, Canada and Dundee, Scotland with the opportunity to exchange cross-cultural stories as a complement to the regular ELT Curriculum. This paper will describe the process through which the exchange experience was established and the progress achieved by the group of Colombian students in their regular interaction through blogs, theme-based wikis, social forums and online debates. The teaching practices utilized in the forum have fostered the creation of communities of interest and practice among teachers and students in the forum. Early results suggest that this innovative way of implementing the ELT curriculum has promoted student involvement and language development through the use of ICTs.El propósito de este artículo es compartir las experiencias de intercambio lingüístico y cultural que a través de un foro virtual (www.ourdigitalculture.net se realizaron entre un grupo de estudiantes colombianos aprendiendo inglés como lengua extranjera y un grupo de estudiantes de New Brunswick, Canadá y Escocia a través de interacción regular con el uso de blogs, wikis, foros sociales y debates. El objetivo es mostrar el proceso de intercambio y los beneficios en el aprendizaje del grupo de estudiantes Colombianos. Las prácticas de enseñanza utilizadas en el foro han promovido la creación de comunidades de interés y comunidades de práctica entre los profesores y los estudiantes del foro. Los resultados preliminares sugieren que esta forma alternativa de implementar el currículo de inglés como lengua extranjera ha fomentado la participación activa de los estudiantes y el desarrollo de lengua extranjera mediante el uso de las TICs.

  12. Ecological network analysis on global virtual water trade.

    Science.gov (United States)

    Yang, Zhifeng; Mao, Xufeng; Zhao, Xu; Chen, Bin

    2012-02-07

    Global water interdependencies are likely to increase with growing virtual water trade. To address the issues of the indirect effects of water trade through the global economic circulation, we use ecological network analysis (ENA) to shed insight into the complicated system interactions. A global model of virtual water flow among agriculture and livestock production trade in 1995-1999 is also built as the basis for network analysis. Control analysis is used to identify the quantitative control or dependency relations. The utility analysis provides more indicators for describing the mutual relationship between two regions/countries by imitating the interactions in the ecosystem and distinguishes the beneficiary and the contributor of virtual water trade system. Results show control and utility relations can well depict the mutual relation in trade system, and direct observable relations differ from integral ones with indirect interactions considered. This paper offers a new way to depict the interrelations between trade components and can serve as a meaningful start as we continue to use ENA in providing more valuable implications for freshwater study on a global scale.

  13. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    Science.gov (United States)

    Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg

    This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.

  14. Space transportation and destination considerations for extraterrestrial disposal of radioactive waste

    Science.gov (United States)

    Zimmerman, A. V.; Thompson, R. L.; Lubick, R. J.

    1973-01-01

    A feasibility study is summarized of extraterrestrial (space) disposal of radioactive waste. The initial work on the evaluation and comparison of possible space destinations and launch vehicles is reported. Only current or planned space transportation systems were considered. The currently planned space shuttle was found to be more cost effective than current expendable launch vehicles, by about a factor of two. The space shuttle will require a third stage to perform the disposal missions. Depending on the particular mission this could be either a reusable space tug or an expendable stage such as a Centaur. Of the destinations considered, high earth orbits (between geostationary and lunar orbit altitudes), solar orbits (such as a 0.90 AU circular solar orbit) or a direct injection to solar system escape appear to be the best candidates. Both earth orbits and solar orbits have uncertainties regarding orbit stability and waste package integrity for times on the order of a million years.

  15. Augmented Virtuality: A Real-time Process for Presenting Real-world Visual Sensory Information in an Immersive Virtual Environment for Planetary Exploration

    Science.gov (United States)

    McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.

    2017-12-01

    Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object

  16. A virtual network computer's optical storage virtualization scheme

    Science.gov (United States)

    Wang, Jianzong; Hu, Huaixiang; Wan, Jiguang; Wang, Peng

    2008-12-01

    In this paper, we present the architecture and implementation of a virtual network computers' (VNC) optical storage virtualization scheme called VOSV. Its task is to manage the mapping of virtual optical storage to physical optical storage, a technique known as optical storage virtualization. The design of VOSV aims at the optical storage resources of different clients and servers that have high read-sharing patterns. VOSV uses several schemes such as a two-level Cache mechanism, a VNC server embedded module and the iSCSI protocols to improve the performance. The results measured on the prototype are encouraging, and indicating that VOSV provides the high I/O performance.

  17. 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

  18. [Neuropsychological evaluation of the executive functions by means of virtual reality].

    Science.gov (United States)

    Climent-Martínez, Gema; Luna-Lario, Pilar; Bombín-González, Igor; Cifuentes-Rodríguez, Alicia; Tirapu-Ustárroz, Javier; Díaz-Orueta, Unai

    2014-05-16

    Executive functions include a wide range of self regulatory functions that allow control, organization and coordination of other cognitive functions, emotional responses and behaviours. The traditional approach to evaluate these functions, by means of paper and pencil neuropsychological tests, shows a greater than expected performance within the normal range for patients whose daily life difficulties would predict an inferior performance. These discrepancies suggest that classical neuropsychological tests may not adequately reproduce the complexity and dynamic nature of real life situations. Latest developments in the field of virtual reality offer interesting options for the neuropsychological assessment of many cognitive processes. Virtual reality reproduces three-dimensional environments with which the patient interacts in a dynamic way, with a sense of immersion in the environment similar to the presence and exposure to a real environment. Furthermore, the presentation of these stimuli, as well as distractors and other variables, may be controlled in a systematic way. Moreover, more consistent and precise answers may be obtained, and an in-depth analysis of them is possible. The present review shows current problems in neuropsychological evaluation of executive functions and latest advances in the consecution of higher preciseness and validity of the evaluation by means of new technologies and virtual reality, with special mention to some developments performed in Spain.

  19. 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.

  20. Virtual patient repositories--a comparative analysis.

    Science.gov (United States)

    Küfner, Julia; Kononowicz, Andrzej A; Hege, Inga

    2014-01-01

    Virtual Patients (VPs) are an important component of medical education. One way to reduce the costs for creating VPs is sharing through repositories. We conducted a literature review to identify existing repositories and analyzed the 17 included repositories in regards to the search functions and metadata they provide. Most repositories provided some metadata such as title or description, whereas other data, such as educational objectives, were less frequent. Future research could, in cooperation with the repository provider, investigate user expectations and usage patterns.

  1. The UK Centre for Astrobiology: A Virtual Astrobiology Centre. Accomplishments and Lessons Learned, 2011-2016.

    Science.gov (United States)

    Cockell, Charles S; Biller, Beth; Bryce, Casey; Cousins, Claire; Direito, Susana; Forgan, Duncan; Fox-Powell, Mark; Harrison, Jesse; Landenmark, Hanna; Nixon, Sophie; Payler, Samuel J; Rice, Ken; Samuels, Toby; Schwendner, Petra; Stevens, Adam; Nicholson, Natasha; Wadsworth, Jennifer

    2018-02-01

    The UK Centre for Astrobiology (UKCA) was set up in 2011 as a virtual center to contribute to astrobiology research, education, and outreach. After 5 years, we describe this center and its work in each of these areas. Its research has focused on studying life in extreme environments, the limits of life on Earth, and implications for habitability elsewhere. Among its research infrastructure projects, UKCA has assembled an underground astrobiology laboratory that has hosted a deep subsurface planetary analog program, and it has developed new flow-through systems to study extraterrestrial aqueous environments. UKCA has used this research backdrop to develop education programs in astrobiology, including a massive open online course in astrobiology that has attracted over 120,000 students, a teacher training program, and an initiative to take astrobiology into prisons. In this paper, we review these activities and others with a particular focus on providing lessons to others who may consider setting up an astrobiology center, institute, or science facility. We discuss experience in integrating astrobiology research into teaching and education activities. Key Words: Astrobiology-Centre-Education-Subsurface-Analog research. Astrobiology 18, 224-243.

  2. 3D multiplayer virtual pets game using Google Card Board

    Science.gov (United States)

    Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam

    2017-08-01

    Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.

  3. Virtual Screening Approaches towards the Discovery of Toll-Like Receptor Modulators

    Directory of Open Access Journals (Sweden)

    Lucía Pérez-Regidor

    2016-09-01

    Full Text Available This review aims to summarize the latest efforts performed in the search for novel chemical entities such as Toll-like receptor (TLR modulators by means of virtual screening techniques. This is an emergent research field with only very recent (and successful contributions. Identification of drug-like molecules with potential therapeutic applications for the treatment of a variety of TLR-regulated diseases has attracted considerable interest due to the clinical potential. Additionally, the virtual screening databases and computational tools employed have been overviewed in a descriptive way, widening the scope for researchers interested in the field.

  4. Structure functions of longitudinal virtual photons at low virtualities

    International Nuclear Information System (INIS)

    Ioffe, B.L.; Shushpanov, I.A.

    1996-01-01

    The structure functions F L 1 and F L 2 of longitudinal virtual photons at low virtualities are calculated in the framework of chiral perturbation theory (ChPT) in the zero and first order of ChPT. It is assumed that the virtuality of a target longitudinal photon p 2 is much less than the virtuality of the hard projectile photon Q 2 and both are less than the characteristic ChPT scale. In this approximation the structure functions are determined by the production of two pions in γγ collisions. The numerical results for F L 2 and F L 1 are presented (the upper index refers to the longitudinal polarization of the virtual target photon). The possibilities of measurements of these structure functions are briefly discussed. copyright 1996 The American Physical Society

  5. AR Feels "Softer" than VR: Haptic Perception of Stiffness in Augmented versus Virtual Reality.

    Science.gov (United States)

    Gaffary, Yoren; Le Gouis, Benoit; Marchal, Maud; Argelaguet, Ferran; Arnaldi, Bruno; Lecuyer, Anatole

    2017-11-01

    Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects). We have conducted a psychophysical experiment with 12 participants. Our results show a surprising bias in perception between the two conditions. The virtual piston is on average perceived stiffer in the VR condition compared to the AR condition. For instance, when the piston had the same stiffness in AR and VR, participants would select the VR piston as the stiffer one in 60% of cases. This suggests a psychological effect as if objects in AR would feel "softer" than in pure VR. Taken together, our results open new perspectives on perception in AR versus VR, and pave the way to future studies aiming at characterizing potential perceptual biases.

  6. Measurement of cosmogenic nuclides in extraterrestrial material

    International Nuclear Information System (INIS)

    Nishiizumi, K.; Arnold, J.R.

    1981-01-01

    Meteorites are rocks and pieces of iron-nickel alloy which fall to earth from time to time. They were formed about 4.6 billion years ago when our solar system was started. Thus it has been said that meteorites are the Rosetta stones of our solar system. We use the long-lived radioactive nuclides produced by cosmic ray bombardment, to study the history of the meteorites and also the history of the cosmic rays. When we have these historical facts in our hads, we hope we will be able to understand better how the solar system works, and how it got started. We can also learn more about the nature and origin of the cosmic rays. The accelerator mass spectrometry method helps not only reduce sample size, in most cases by two or three orders of magnitude, but opens another set of cosmogenic nuclides which have not been measured yet. Already 10 Be (t/sub 1/2 = 1.6 x 10 6 y), 36 Cl (3.0 x 10 5 y) and 129 I (1.6 x 10 7 y) in meteorites have been measured by accelerator mass spectrometry [3, 4, 7, 10]. Possible new candidates for measurement in extraterrestrial materials are 26 Al (7.2 x 10 5 y), 41 Ca (1.3 x 10 5 y), 60 Fe (approx. 10 5 y) and 59 Ni (7.6 x 10 4 y). We hope also to measure 146 Sm (1.0 x 10 8 y) and 92 Nb

  7. Creating virtual electrodes with 2D current steering

    Science.gov (United States)

    Spencer, Thomas C.; Fallon, James B.; Shivdasani, Mohit N.

    2018-06-01

    Objective. Current steering techniques have shown promise in retinal prostheses as a way to increase the number of distinct percepts elicitable without increasing the number of implanted electrodes. Previously, it has been shown that ‘virtual’ electrodes can be created between simultaneously stimulated electrode pairs, producing unique cortical response patterns. This study investigated whether virtual electrodes could be created using 2D current steering, and whether these virtual electrodes can produce cortical responses with predictable spatial characteristics. Approach. Normally-sighted eyes of seven adult anaesthetised cats were implanted with a 42-channel electrode array in the suprachoroidal space and multi-unit neural activity was recorded from the visual cortex. Stimuli were delivered to individual physical electrodes, or electrodes grouped into triangular, rectangular, and hexagonal arrangements. Varying proportions of charge were applied to each electrode in a group to ‘steer’ current and create virtual electrodes. The centroids of cortical responses to stimulation of virtual electrodes were compared to those evoked by stimulation of single physical electrodes. Main results. Responses to stimulation of groups of up to six electrodes with equal ratios of charge on each electrode resulted in cortical activation patterns that were similar to those elicited by the central physical electrode (centroids: RM ANOVA on ranks, p  >  0.05 neural spread: one-way ANOVA on Ranks, p  >  0.05). We were also able to steer the centroid of activation towards the direction of any of the electrodes of the group by applying a greater charge to that electrode, but the movement in the centroid was not found to be significant. Significance. The results suggest that current steering is possible in two dimensions between up to at least six electrodes, indicating it may be possible to increase the number of percepts in patients without increasing the number

  8. International law implications of the detection of extraterrestrial intelligent signals

    Science.gov (United States)

    Kopal, Vladimir

    This paper first considers whether the present law of outer space, as it has been enshrined in five United Nations treaties and other legal documents concerning outer space, provides a satisfactory basis for SETI/CETI activities. In the author's opinion, these activities may serve "the common interest of all mankind in the progress of the exploration and use of outer space for peaceful purposes," as recognized in the 1967 Outer Space Treaty. The use of the radio frequency spectrum for SETI/CETI purposes should be in conformity with the legal principles governing this valuable natural resource, as expressed in the International Telecommunication Convention and related documents, and with allocations of the relevant segments of the spectrum by the competent bodies of the International Telecommunication Union. In the second part the author examines the impact that the detection of extraterrestrial intelligent signals may have on the present body of space law. A possible role for the United Nations in this respect is also explored and a timely interest of the world body in discussing questions relating to this subject is recommended. Consideration of these questions could become a tool helping to concentrate the attention of the world community on problems of common concern and thus to strengthen international cooperation. However, the author believes that a law-making process that would aim at elaborating a special regulation of activities in this field would be premature at this stage. It should be initiated only when the boundary between possibilities and realities is crossed. Finally, the paper outlines some likely transformation in our space law thinking that would be the consequence of the detection of extraterrestrial intelligent signals. Elaboration of the principles and norms to govern relations between the international community of our own planet and other intelligent communities in the universe would add a new dimension to the present body of outer space

  9. Virtual hand: a 3D tactile interface to virtual environments

    Science.gov (United States)

    Rogowitz, Bernice E.; Borrel, Paul

    2008-02-01

    We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.

  10. Advanced server virtualization VMware and Microsoft platforms in the virtual data center

    CERN Document Server

    Marshall, David; McCrory, Dave

    2006-01-01

    Executives of IT organizations are compelled to quickly implement server virtualization solutions because of significant cost savings. However, most IT professionals tasked with deploying virtualization solutions have little or no experience with the technology. This creates a high demand for information on virtualization and how to properly implement it in a datacenter. Advanced Server Virtualization: VMware® and Microsoft® Platforms in the Virtual Data Center focuses on the core knowledge needed to evaluate, implement, and maintain an environment that is using server virtualization. This boo

  11. Virtual microscopy: merging of computer mediated communication and intuitive interfacing

    Science.gov (United States)

    de Ridder, Huib; de Ridder-Sluiter, Johanna G.; Kluin, Philip M.; Christiaans, Henri H. C. M.

    2009-02-01

    Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pathology in child oncology. The main goal of the review is to assess the quality of the diagnosis based on patient material. The sharing of knowledge in social face-to-face interaction during such meeting is an important advantage. At the same time there is the disadvantage that the experts from the seven Dutch academic medical centers have to travel to the review meeting and that the required logistics to collect and bring patient material and data to the meeting is cumbersome and time-consuming. This paper focuses on how this time-consuming, nonefficient way of reviewing can be replaced by a virtual collaboration system by merging technology supporting Computer Mediated Collaboration and intuitive interfacing. This requires insight in the preferred way of communication and collaboration as well as knowledge about preferred interaction style with a virtual shared workspace.

  12. Deficient gaze pattern during virtual multiparty conversation in patients with schizophrenia.

    Science.gov (United States)

    Han, Kiwan; Shin, Jungeun; Yoon, Sang Young; Jang, Dong-Pyo; Kim, Jae-Jin

    2014-06-01

    Virtual reality has been used to measure abnormal social characteristics, particularly in one-to-one situations. In real life, however, conversations with multiple companions are common and more complicated than two-party conversations. In this study, we explored the features of social behaviors in patients with schizophrenia during virtual multiparty conversations. Twenty-three patients with schizophrenia and 22 healthy controls performed the virtual three-party conversation task, which included leading and aiding avatars, positive- and negative-emotion-laden situations, and listening and speaking phases. Patients showed a significant negative correlation in the listening phase between the amount of gaze on the between-avatar space and reasoning ability, and demonstrated increased gaze on the between-avatar space in the speaking phase that was uncorrelated with attentional ability. These results suggest that patients with schizophrenia have active avoidance of eye contact during three-party conversations. Virtual reality may provide a useful way to measure abnormal social characteristics during multiparty conversations in schizophrenia. Copyright © 2014 Elsevier Ltd. All rights reserved.

  13. The virtual museum of education. Identity, perspectives, attitudes

    Directory of Open Access Journals (Sweden)

    Chiara Baldassarri

    2010-07-01

    Full Text Available The museums conceived as spaces for communication are places where a prospective of lifelong learning is supported and facilitated. Hence, it is necessary to adopt didactic ways of communication that develop projects concerning innovations in the field of education through the application of new technologies in the museums themselves, in order to make those museums "virtual" by creating a complementary reality. The Scienze dell’Educazione department's research regarding the institution of a Museo dell’Educazione is working in this direction, trying to build a network that exploits the relationship among schools, institutions and museums. In dept, the aim of the analysis was individuate some guidelines for the creation of the Museo dell’Educazione website, beginning from a study of the main European virtual educational museums.

  14. 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...

  15. Virtual Reality Conferencing: Multi-user immersive VR experiences on the web

    NARCIS (Netherlands)

    Gunkel, S.N.B.; Stokking, H.M.; Prins, M.J.; Stap, N. van der; Haar, F.B. ter; Niamut, O.A.

    2018-01-01

    Virtual Reality (VR) and 360-degree video are set to become part of the future social environment, enriching and enhancing the way we share experiences and collaborate remotely. While Social VR applications are getting more momentum, most services regarding Social VR focus on animated avatars. In

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

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

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

  17. The Virtual Climate Data Server (vCDS): An iRODS-Based Data Management Software Appliance Supporting Climate Data Services and Virtualization-as-a-Service in the NASA Center for Climate Simulation

    Science.gov (United States)

    Schnase, John L.; Tamkin, Glenn S.; Ripley, W. David III; Stong, Savannah; Gill, Roger; Duffy, Daniel Q.

    2012-01-01

    Scientific data services are becoming an important part of the NASA Center for Climate Simulation's mission. Our technological response to this expanding role is built around the concept of a Virtual Climate Data Server (vCDS), repetitive provisioning, image-based deployment and distribution, and virtualization-as-a-service. The vCDS is an iRODS-based data server specialized to the needs of a particular data-centric application. We use RPM scripts to build vCDS images in our local computing environment, our local Virtual Machine Environment, NASA s Nebula Cloud Services, and Amazon's Elastic Compute Cloud. Once provisioned into one or more of these virtualized resource classes, vCDSs can use iRODS s federation capabilities to create an integrated ecosystem of managed collections that is scalable and adaptable to changing resource requirements. This approach enables platform- or software-asa- service deployment of vCDS and allows the NCCS to offer virtualization-as-a-service: a capacity to respond in an agile way to new customer requests for data services.

  18. Can a Virtual Design Environment Enhance Group Creativity and the Use of Stimuli?

    DEFF Research Database (Denmark)

    Elias, Ed; Chamakiotis, Petros; Howard, Thomas J.

    2011-01-01

    of generating idea in such a fashion. This paper puts together three ways of improving the group brainstorming session; working in nominal groups, using stimuli and working in a virtual team. The final sections sets out recommendations for a future virtual design environment capable of supporting group......It is a common perception that creativity for design is best performed in a collaborative, group environment. Group idea generation and brainstorm sessions are of widespread practice across industries. This technique remains popular despite numerous studies highlighting the inefficiencies...

  19. New Fiber Reinforced Waterless Concrete for Extraterrestrial Structural Applications

    Science.gov (United States)

    Toutanji, H.; Tucker, D.; Ethridge, E.

    2005-01-01

    Commercial use of sulfur concrete on Earth is well established, particularly in corrosive, e.g., acid and salt, environments. Having found troilite (FeS) on the Moon raises the question of using extracted sulfur as a lunar construction mate: iii an attractive alternative to conventional concrete as it does not require water For the purpose of this paper it is assumed that lunar ore is mined, refined, and the raw sulfur processed with appropriate lunar regolith to form, for example, brick and beam elements. Glass fibers produced from regolith were used as a reinforcement to improve the mechanical properties of the sulfur concrete. Glass fibers and glass rebar were produced by melting the lunar regolith simulant. Lunar regolith stimulant was melted in a 25 cc Pt-Rh crucible in a Sybron Thermoline 46100 high temperature MoSi2 furnace at melting temperatures of 1450 to 1600G. The glass melt wets the ceramic rod and long continuous glass fibers were easily hand drawn. The glass fibers were immediately coated with a protective polymer to maintain the mechanical strength. The viability of sulfur concrete as a construction material for extraterrestrial application is presented. The mechanical properties of the glass fiber reinforced sulfur concrete were investigated.

  20. The TRIGA in virtual classroom for training

    International Nuclear Information System (INIS)

    Plata M, A. C.; Morales S, J. B.; Salazar S, E.

    2008-01-01

    The research nuclear reactors have been fundamental part in the evolution of the nuclear power plants and they have been used in the training for the obtaining of operation licenses of radioactive facilities. For purposes of training of professionals in nuclear engineering, it is interesting to know the benefit that can be obtained by means of the virtual representation of a research nuclear reactor TRIGA, with which they are possible the practice to be realized them but common that to date they are carried out in different nuclear facilities of training throughout the world. The simulation has become a valuable tool in the personal preparation, having obtained ambient and very approximate situations to the reality. The physical models of kinetics of neutrons, heat transfer, Cherenkov effect, dynamics of the xenon, as well as the virtual instrumentation is contemplated in this development. The instrumentation and control panels of a research reactor, failures waited for in the use of this equipment, physical consequences to instruments, virtual personnel and facilities, as well as the administrative and legal aspects that it requires to meet an authorized operator, must be available and they are considered in the first virtual approach. The obtaining of the reactor time constant comprises of the mathematical model that provides to the operator of a direct way the knowledge of the changes of power. The coolant and moderator are modeled as well as the retardations that appear in the measurements and controls that can be introduced from the virtual console. In the simulator the four possible states of operation of the TRIGA can be had. At the moment also the monitoring can be realized and control in remote form, thus the control and supervision interface for the remote operation will be analyzed in their benefits and possible risks in the instruction processes. (Author)

  1. Transforming Virtual Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    2005-01-01

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

  2. Virtual Globes: Serving Science and Society

    Directory of Open Access Journals (Sweden)

    Salman Qureshi

    2012-08-01

    Full Text Available Virtual Globes reached the mass market in 2005. They created multi-million dollar businesses in a very short time by providing novel ways to explore data geographically. We use the term “Virtual Globes” as the common denominator for technologies offering capabilities to annotate, edit and publish geographic information to a world-wide audience and to visualize information provided by the public and private sectors, as well as by citizens who volunteer new data. Unfortunately, but not surprising for a new trend or paradigm, overlapping terms such as “Virtual Globes”, “Digital Earth”, “Geospatial Web”, “Geoportal” or software specific terms are used heterogeneously. We analyze the terminologies and trends in scientific publications and ask whether these developments serve science and society. While usage can be answered quantitatively, the authors reason from the literature studied that these developments serve to educate the masses and may help to democratize geographic information by extending the producer base. We believe that we can contribute to a better distinction between software centered terms and the generic concept as such. The power of the visual, coupled with the potential of spatial analysis and modeling for public and private purposes raises new issues of reliability, standards, privacy and best practice. This is increasingly addressed in scientific literature but the required body of knowledge is still in its infancy.

  3. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

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

  4. Virtual Machine Images Management in Cloud Environments

    CERN Multimedia

    CERN. Geneva

    2017-01-01

    Nowadays, the demand for scalability in distributed systems has led a design philosophy in which virtual resources need to be configured in a flexible way to provide services to a large number of users. The configuration and management of such an architecture is challenging (e.g.: 100,000 compute cores on the private cloud together with thousands of cores on external cloud resources). There is the need to process CPU intensive work whilst ensuring that the resources are shared fairly between different users of the system, and guarantee that all nodes are up to date with new images containing the latest software configurations. Different types of automated systems can be used to facilitate the orchestration. CERN’s current system, composed of different technologies such as OpenStack, Packer, Puppet, Rundeck and Docker will be introduced and explained, together with the process used to create new Virtual Machines images at CERN.

  5. The UK Centre for Astrobiology: A Virtual Astrobiology Centre. Accomplishments and Lessons Learned, 2011–2016

    Science.gov (United States)

    Biller, Beth; Bryce, Casey; Cousins, Claire; Direito, Susana; Forgan, Duncan; Fox-Powell, Mark; Harrison, Jesse; Landenmark, Hanna; Nixon, Sophie; Payler, Samuel J.; Rice, Ken; Samuels, Toby; Schwendner, Petra; Stevens, Adam; Nicholson, Natasha; Wadsworth, Jennifer

    2018-01-01

    Abstract The UK Centre for Astrobiology (UKCA) was set up in 2011 as a virtual center to contribute to astrobiology research, education, and outreach. After 5 years, we describe this center and its work in each of these areas. Its research has focused on studying life in extreme environments, the limits of life on Earth, and implications for habitability elsewhere. Among its research infrastructure projects, UKCA has assembled an underground astrobiology laboratory that has hosted a deep subsurface planetary analog program, and it has developed new flow-through systems to study extraterrestrial aqueous environments. UKCA has used this research backdrop to develop education programs in astrobiology, including a massive open online course in astrobiology that has attracted over 120,000 students, a teacher training program, and an initiative to take astrobiology into prisons. In this paper, we review these activities and others with a particular focus on providing lessons to others who may consider setting up an astrobiology center, institute, or science facility. We discuss experience in integrating astrobiology research into teaching and education activities. Key Words: Astrobiology—Centre—Education—Subsurface—Analog research. Astrobiology 18, 224–243. PMID:29377716

  6. An applications-oriented approach to the development of virtual environments

    Science.gov (United States)

    Crowe, Michael X.

    1994-01-01

    The field of Virtual Reality (VR) is diverse, ranging in scope from research into fundamental enabling technologies to the building of full-scale entertainment facilities. However, the concept of virtual reality means many things to many people. Ideally, a definition of VR should derive from how it can provide solutions to existing challenges in building advanced human computer interfaces. The measure of success for VR lies in its ability to enhance the assimilation of complex information, whether to aid in difficult decision making processes, or to recreate real experiences in a compelling way. This philosophy is described using an example from a VR-based advertising project. The common and unique elements of this example are explained, though the fundamental development process is the same for all virtual environments that support information transfer. In short, this development approach is an applications oriented approach that begins by establishing and prioritizing user requirements and seeks to add value to the information transfer process through the appropriate use of VR technology.

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

    NARCIS (Netherlands)

    Roth, D.; Warner, J.F.

    2008-01-01

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

  8. Communicational Virtuality of Alterity (Otherness in the New Media

    Directory of Open Access Journals (Sweden)

    Aurel Codoban

    2011-05-01

    Full Text Available From the modernity which made communication secondary and dependent from knowledge and limited at the verbal type we inherited the idea that communication is in the first place a way of sending information. In this case the identity and otherness of the subjects that communicate are a clear and solid one. The postmodern and globalizing concept of communication put in the first place not the process of sending the information, but the building of relations. This ontological model of relationship describes the meaning of communicational reality as virtual, or, more precisely, describe communications action like a virtual reality. In this case the identity and otherness of the subjects that are in relation appear only as a weak occurrence of the modern idea of subject.

  9. 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.

  10. Development and application of virtual reality for man/systems integration

    Science.gov (United States)

    Brown, Marcus

    1991-01-01

    While the graphical presentation of computer models signified a quantum leap over presentations limited to text and numbers, it still has the problem of presenting an interface barrier between the human user and the computer model. The user must learn a command language in order to orient themselves in the model. For example, to move left from the current viewpoint of the model, they might be required to type 'LEFT' at a keyboard. This command is fairly intuitive, but if the viewpoint moves far enough that there are no visual cues overlapping with the first view, the user does not know if the viewpoint has moved inches, feet, or miles to the left, or perhaps remained in the same position, but rotated to the left. Until the user becomes quite familiar with the interface language of the computer model presentation, they will be proned to lossing their bearings frequently. Even a highly skilled user will occasionally get lost in the model. A new approach to presenting type type of information is to directly interpret the user's body motions as the input language for determining what view to present. When the user's head turns 45 degrees to the left, the viewpoint should be rotated 45 degrees to the left. Since the head moves through several intermediate angles between the original view and the final one, several intermediate views should be presented, providing the user with a sense of continuity between the original view and the final one. Since the primary way a human physically interacts with their environment should monitor the movements of the user's hands and alter objects in the virtual model in a way consistent with the way an actual object would move when manipulated using the same hand movements. Since this approach to the man-computer interface closely models the same type of interface that humans have with the physical world, this type of interface is often called virtual reality, and the model is referred to as a virtual world. The task of this summer

  11. Theft of Virtual Property — Towards Security Requirements for Virtual Worlds

    Science.gov (United States)

    Beyer, Anja

    The article is focused to introduce the topic of information technology security for Virtual Worlds to a security experts’ audience. Virtual Worlds are Web 2.0 applications where the users cruise through the world with their individually shaped avatars to find either amusement, challenges or the next best business deal. People do invest a lot of time but beyond they invest in buying virtual assets like fantasy witcheries, wepaons, armour, houses, clothes,...etc with the power of real world money. Although it is called “virtual” (which is often put on the same level as “not existent”) there is a real value behind it. In November 2007 dutch police arrested a seventeen years old teenager who was suspicted to have stolen virtual items in a Virtual World called Habbo Hotel [Reuters07]. In order to successfully provide security mechanisms into Virtual Worlds it is necessarry to fully understand the domain for which the security mechansims are defined. As Virtual Worlds must be clasified into the domain of Social Software the article starts with an overview of how to understand Web 2.0 and gives a short introduction to Virtual Worlds. The article then provides a consideration of assets of Virtual Worlds participants, describes how these assets can be threatened and gives an overview of appopriate security requirements and completes with an outlook of possible countermeasures.

  12. Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

    OpenAIRE

    Kyriakou, Marios; Pan, Xueni; Chrysanthou, Yiorgos

    2016-01-01

    This study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose-developed experiments in both Immersive and semi-Immersive Virtual Reality systems queried the impact of collision and basic interaction between real-users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements i...

  13. Evolución de las tecnologías utilizadas en el desarrollo de Museos Virtuales

    Directory of Open Access Journals (Sweden)

    Mª Dolores Robles Ortega

    2012-11-01

    Full Text Available Thanks to the development of the new technologies, virtual museums have incorporated new contents that make the transmission of the knowledge easier. These new elements should be included considering not only technical features but also usability and simplicity requirements for end users. In this paper, we describe the evolution of the main technologies utilized in the creation of virtual Museums, specifically those which generate 3D content. We also describe how to include these new contents in order to obtain a successful result. Finally, we compare virtual Museums with another traditional ways of transmitting knowledge such as, real museums, books, and magazines.

  14. Virtual reality and hallucination: a technoetic perspective

    Science.gov (United States)

    Slattery, Diana R.

    2008-02-01

    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMDs), navigation and pointing devices; and stereoscopic imaging. This presentation examines the experiential aspect of VR. Putting "virtual" in front of "reality" modifies the ontological status of a class of experience-that of "reality." Reality has also been modified [by artists, new media theorists, technologists and philosophers] as augmented, mixed, simulated, artificial, layered, and enhanced. Modifications of reality are closely tied to modifications of perception. Media theorist Roy Ascott creates a model of three "VR's": Verifiable Reality, Virtual Reality, and Vegetal (entheogenically induced) Reality. The ways in which we shift our perceptual assumptions, create and verify illusions, and enter "the willing suspension of disbelief" that allows us entry into imaginal worlds is central to the experience of VR worlds, whether those worlds are explicitly representational (robotic manipulations by VR) or explicitly imaginal (VR artistic creations). The early rhetoric surrounding VR was interwoven with psychedelics, a perception amplified by Timothy Leary's presence on the historic SIGGRAPH panel, and the Wall Street Journal's tag of VR as "electronic LSD." This paper discusses the connections-philosophical, social-historical, and psychological-perceptual between these two domains.

  15. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

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

  16. Server virtualization solutions

    OpenAIRE

    Jonasts, Gusts

    2012-01-01

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

  17. Virtual Trackballs Revisited

    OpenAIRE

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

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

  18. Interactive Virtual Cinematography

    OpenAIRE

    Burelli, Paolo

    2012-01-01

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

  19. Astronaut Prepares for Mission With Virtual Reality Hardware

    Science.gov (United States)

    2001-01-01

    Astronaut John M. Grunsfeld, STS-109 payload commander, uses virtual reality hardware at Johnson Space Center to rehearse some of his duties prior to the STS-109 mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. This technology allows NASA astronauts to practice International Space Station work missions in advance. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  20. Astrobiology in culture: the search for extraterrestrial life as "science".

    Science.gov (United States)

    Billings, Linda

    2012-10-01

    This analysis examines the social construction of authority, credibility, and legitimacy for exobiology/astrobiology and, in comparison, the search for extraterrestrial intelligence (SETI), considering English-language conceptions of these endeavors in scientific culture and popular culture primarily in the United States. The questions that define astrobiology as a scientific endeavor are multidisciplinary in nature, and this endeavor is broadly appealing to public audiences as well as to the scientific community. Thus, it is useful to examine astrobiology in culture-in scientific culture, official culture, and popular culture. A researcher may explore science in culture, science as culture, by analyzing its rhetoric, the primary means that people use to construct their social realities-their cultural environment, as it were. This analysis follows this path, considering scientific and public interest in astrobiology and SETI and focusing on scientific and official constructions of the two endeavors. This analysis will also consider whether and how scientific and public conceptions of astrobiology and SETI, which are related but at the same time separate endeavors, converge or diverge and whether and how these convergences or divergences affect the scientific authority, credibility, and legitimacy of these endeavors.

  1. 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...

  2. Innovation by Using a Virtual College

    DEFF Research Database (Denmark)

    Borch, Ole; Nielsen, P.S.

    2001-01-01

    The rapidly growing demand for flexible competence development is forcing educational institutions to expand in remote teaching and learning in terms of technology and pedagogic. Flexibility in time and space means distribution of material and facilities, but at the same time optimise nearness....... 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...

  3. Detection of /sup 4/He in stratospheric particles gives evidence of extraterrestrial origin

    Energy Technology Data Exchange (ETDEWEB)

    Rajan, R S [Carnegie Institution of Washington, D.C. (USA). Dept. of Terrestrial Magnetism; Brownlee, D E; Tomandl, D; Hodge, P W; Farrar, H; Britten, R A

    1977-05-12

    The detection of large concentrations of /sup 4/He in some ..mu..m size stratospheric particles collected during the past 2 years is here reported. The final /sup 4/He concentrations ranged from 0.002 to 0.25 cc/gm. Such high concentrations confirm that the particles were extraterrestrial and that some of them were exposed to solar wind for at least 10 to 100 years; also, since solar wind ions are implanted only to depths of approximately 500 A, the measurements also indicate that the particles existed as small particles in space and were not produced in the atmosphere by fragmentation of larger meteoroids. The possibility that the observed He could have been the product of decaying U appears remote. Since micrometeorites probably have cometary origin, they are potentially a valuable source of primitive Solar System matter.

  4. Virtual reality technology used to estimate radiation doses in nuclear installations

    International Nuclear Information System (INIS)

    Augusto, Silas Cordeiro

    2008-03-01

    The physical integrity of people when walking in places subjected to radiation can be preserved by following some rules. Among these rules are safe limits of radiation level, proximity of radiation sources, time of exposition to radiation sources, and a combination of these factors. In this way, previous training and simulations of operation proceedings to be executed in places subjected to radiation help to better prepare the course in such places, minimizing the absorbed dose. On the other hand, virtual reality is a technology applicable in several areas, enabling the training and simulation of real places and hypothetical scenarios, with a good level of realism, but without danger if compared to the same activities in the real world. As a virtual environment does not presents any health risks, it is possible to train workers beforehand to several operation or maintenance scenarios. In this virtual environment, the dose tax distribution can be visualized, and the dose absorbed by the worker, represented and simulated in the virtual environment by a virtual character (avatar) can be shown. Therefore, the tasks to be done can be better planned, evaluating the workers actions and the performance so to reduce failures and health risks. Finally, this work presents a tool to build and navigate in virtual environments, enabling the training of activities in nuclear facilities. To that end is proposed a methodology to modify and adapt a free game engine. (author)

  5. A Virtual Reality Dance Training System Using Motion Capture Technology

    Science.gov (United States)

    Chan, J. C. P.; Leung, H.; Tang, J. K. T.; Komura, T.

    2011-01-01

    In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate…

  6. Toward Educational Virtual Worlds: Should Identity Federation Be a Concern?

    Science.gov (United States)

    Cruz, Gonçalo; Costa, António; Martins, Paulo; Gonçalves, Ramiro; Barroso, João

    2015-01-01

    3D Virtual Worlds are being used for education and training purposes in a cross-disciplinary way. However, its widespread adoption, particularly in formal learning contexts, is far from being a reality due a broad range of technological challenges. In this reflection paper, our main goal is to argue why and how identity federation should be…

  7. A Culture-Based Model for Strategic Implementation of Virtual Education Delivery

    Science.gov (United States)

    Burn, Janice; Thongprasert, Nalinee

    2005-01-01

    This study was designed to examine the critical success factors for implementing Virtual Education Delivery (VED) in Thailand, and to identify ways to facilitate such adoption and lead to effective outcomes. The study incorporated an analysis of three specific factors related to Thai culture: high power distance "Bhun Khun", uncertainty…

  8. Reducing Deadline Miss Rate for Grid Workloads running in Virtual Machines: a deadline-aware and adaptive approach

    CERN Document Server

    Khalid, Omer; Anthony, Richard; Petridis, Miltos

    2011-01-01

    This thesis explores three major areas of research; integration of virutalization into sci- entific grid infrastructures, evaluation of the virtualization overhead on HPC grid job’s performance, and optimization of job execution times to increase their throughput by reducing job deadline miss rate. Integration of the virtualization into the grid to deploy on-demand virtual machines for jobs in a way that is transparent to the end users and have minimum impact on the existing system poses a significant challenge. This involves the creation of virtual machines, decompression of the operating system image, adapting the virtual environ- ment to satisfy software requirements of the job, constant update of the job state once it’s running with out modifying batch system or existing grid middleware, and finally bringing the host machine back to a consistent state. To facilitate this research, an existing and in production pilot job framework has been modified to deploy virtual machines on demand on the grid using...

  9. The effect on lower spine muscle activation of walking on a narrow beam in virtual reality.

    Science.gov (United States)

    Antley, Angus; Slater, Mel

    2011-02-01

    To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.

  10. Virtual Bystanders in a Language Lesson: Examining the Effect of Social Evaluation, Vicarious Experience, Cognitive Consistency and Praising on Students' Beliefs, Self-Efficacy and Anxiety in a Virtual Reality Environment

    Science.gov (United States)

    Qu, Chao; Ling, Yun; Heynderickx, Ingrid; Brinkman, Willem-Paul

    2015-01-01

    Bystanders in a real world's social setting have the ability to influence people’s beliefs and behavior. This study examines whether this effect can be recreated in a virtual environment, by exposing people to virtual bystanders in a classroom setting. Participants (n = 26) first witnessed virtual students answering questions from an English teacher, after which they were also asked to answer questions from the teacher as part of a simulated training for spoken English. During the experiment the attitudes of the other virtual students in the classroom was manipulated; they could whisper either positive or negative remarks to each other when a virtual student was talking or when a participant was talking. The results show that the expressed attitude of virtual bystanders towards the participants affected their self-efficacy, and their avoidance behavior. Furthermore, the experience of witnessing bystanders commenting negatively on the performance of other students raised the participants’ heart rate when it was their turn to speak. Two-way interaction effects were also found on self-reported anxiety and self-efficacy. After witnessing bystanders’ positive attitude towards peer students, participants’ self-efficacy when answering questions received a boost when bystanders were also positive towards them, and a blow when bystanders reversed their attitude by being negative towards them. Still, inconsistency, instead of consistency, between the bystanders’ attitudes towards virtual peers and the participants was not found to result in a larger change in the participants’ beliefs. Finally the results also reveal that virtual flattering or destructive criticizing affected the participants’ beliefs not only about the virtual bystanders, but also about the neutral teacher. Together these findings show that virtual bystanders in a classroom can affect people’s beliefs, anxiety and behavior. PMID:25884211

  11. Virtual bystanders in a language lesson: examining the effect of social evaluation, vicarious experience, cognitive consistency and praising on students' beliefs, self-efficacy and anxiety in a virtual reality environment.

    Science.gov (United States)

    Qu, Chao; Ling, Yun; Heynderickx, Ingrid; Brinkman, Willem-Paul

    2015-01-01

    Bystanders in a real world's social setting have the ability to influence people's beliefs and behavior. This study examines whether this effect can be recreated in a virtual environment, by exposing people to virtual bystanders in a classroom setting. Participants (n = 26) first witnessed virtual students answering questions from an English teacher, after which they were also asked to answer questions from the teacher as part of a simulated training for spoken English. During the experiment the attitudes of the other virtual students in the classroom was manipulated; they could whisper either positive or negative remarks to each other when a virtual student was talking or when a participant was talking. The results show that the expressed attitude of virtual bystanders towards the participants affected their self-efficacy, and their avoidance behavior. Furthermore, the experience of witnessing bystanders commenting negatively on the performance of other students raised the participants' heart rate when it was their turn to speak. Two-way interaction effects were also found on self-reported anxiety and self-efficacy. After witnessing bystanders' positive attitude towards peer students, participants' self-efficacy when answering questions received a boost when bystanders were also positive towards them, and a blow when bystanders reversed their attitude by being negative towards them. Still, inconsistency, instead of consistency, between the bystanders' attitudes towards virtual peers and the participants was not found to result in a larger change in the participants' beliefs. Finally the results also reveal that virtual flattering or destructive criticizing affected the participants' beliefs not only about the virtual bystanders, but also about the neutral teacher. Together these findings show that virtual bystanders in a classroom can affect people's beliefs, anxiety and behavior.

  12. Virtual bystanders in a language lesson: examining the effect of social evaluation, vicarious experience, cognitive consistency and praising on students' beliefs, self-efficacy and anxiety in a virtual reality environment.

    Directory of Open Access Journals (Sweden)

    Chao Qu

    Full Text Available Bystanders in a real world's social setting have the ability to influence people's beliefs and behavior. This study examines whether this effect can be recreated in a virtual environment, by exposing people to virtual bystanders in a classroom setting. Participants (n = 26 first witnessed virtual students answering questions from an English teacher, after which they were also asked to answer questions from the teacher as part of a simulated training for spoken English. During the experiment the attitudes of the other virtual students in the classroom was manipulated; they could whisper either positive or negative remarks to each other when a virtual student was talking or when a participant was talking. The results show that the expressed attitude of virtual bystanders towards the participants affected their self-efficacy, and their avoidance behavior. Furthermore, the experience of witnessing bystanders commenting negatively on the performance of other students raised the participants' heart rate when it was their turn to speak. Two-way interaction effects were also found on self-reported anxiety and self-efficacy. After witnessing bystanders' positive attitude towards peer students, participants' self-efficacy when answering questions received a boost when bystanders were also positive towards them, and a blow when bystanders reversed their attitude by being negative towards them. Still, inconsistency, instead of consistency, between the bystanders' attitudes towards virtual peers and the participants was not found to result in a larger change in the participants' beliefs. Finally the results also reveal that virtual flattering or destructive criticizing affected the participants' beliefs not only about the virtual bystanders, but also about the neutral teacher. Together these findings show that virtual bystanders in a classroom can affect people's beliefs, anxiety and behavior.

  13. Controlling a stream of paranoia evoking events in a virtual reality environment.

    Science.gov (United States)

    Isnanda, Reza Giga; Brinkman, Willem-Paul; Veling, Wim; van der Gaag, Mark; Neerincx, Mark

    2014-01-01

    Although virtual reality exposure has been reported as a method to induce paranoid thought, little is known about mechanisms to control specific virtual stressors. This paper reports on a study that examines the effect of controlling the stream of potential paranoia evoking events in a virtual restaurant world. A 2-by-2 experiment with a non-clinical group (n = 24) was conducted with as two within-subject factors: (1) the cycle time (short/long) for when the computer considers activation of a paranoia evoking event and (2) the probability that a paranoia-evoking event (low/high) would be triggered at the completion of a cycle. The results showed a significant main effect for the probability factor and two-way interaction effect with the cycle time factor on the number of paranoid comments participants made and their self-reported anxiety.

  14. 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.

  15. Virtual reality for mobility devices: training applications and clinical results: a review.

    Science.gov (United States)

    Erren-Wolters, Catelijne Victorien; van Dijk, Henk; de Kort, Alexander C; Ijzerman, Maarten J; Jannink, Michiel J

    2007-06-01

    Virtual reality technology is an emerging technology that possibly can address the problems encountered in training (elderly) people to handle a mobility device. The objective of this review was to study different virtual reality training applications as well as their clinical implication for patients with mobility problems. Computerized literature searches were performed using the MEDLINE, Cochrane, CIRRIE and REHABDATA databases. This resulted in eight peer reviewed journal articles. The included studies could be divided into three categories, on the basis of their study objective. Five studies were related to training driving skills, two to physical exercise training and one to leisure activity. This review suggests that virtual reality is a potentially useful means to improve the use of a mobility device, in training one's driving skills, for keeping up the physical condition and also in a way of leisure time activity. Although this field of research appears to be in its early stages, the included studies pointed out a promising transfer of training in a virtual environment to the real-life use of mobility devices.

  16. POTENTIAL USE OF VIRTUAL ENVIRONMENTS IN DESIGN EDUCATION

    OpenAIRE

    SAGUN, Aysu

    2011-01-01

    This paper explores the potential use of Virtual Environments (VE) in design education. Recently, the way the designers form their mental concepts, develop and test their design is enhanced with the new computer technologies. Computer generated VE has a great potential to be used in the design process and collaborative studies because they enable manipulation of simulated products as well as interaction of people with each other and the simulated space for communication and col...

  17. Wayfinding in ageing and Alzheimer's disease within a virtual senior residence: study protocol.

    Science.gov (United States)

    Davis, Rebecca; Ohman, Jennifer

    2016-07-01

    To report a study protocol that examines the impact of adding salient cues in a virtual reality simulation of a senior residential building on wayfinding for older adults with and without Alzheimer's disease. An early symptom of Alzheimer's disease is the inability to find one's way (wayfinding). Senior residential environments are especially difficult for wayfinding. Salient cues may be able to help persons with Alzheimer's disease find their way more effectively so they can maintain independence. A repeated measures, within and between subjects design. This study was funded by the National Institutes of Health (August 2012). Older adults (N = 40) with normal cognition and older adults with early stage Alzheimer's disease/mild cognitive impairment (N = 40) will try to find their way to a location repeatedly in a virtual reality simulation of senior residence. There are two environments: standard (no cues) and salient (multiple cues). Outcome measures include how often and how quickly participants find the target location in each cue condition. The results of this study have the potential to provide evidence for ways to make the environment more supportive for wayfinding for older adults with Alzheimer's disease. This study is registered at Trialmatch.alz.org (Identifier 260425-5). © 2016 John Wiley & Sons Ltd.

  18. The use of virtual prototyping and simulation in ITER maintenance device development

    International Nuclear Information System (INIS)

    Mattila, J.; Siuko, M.; Saarinen, H.; Maekinen, H.; Verho, S.; Vilenius, M.; Palmer, J.; Irving, M.

    2006-01-01

    The ITER divertor maintenance takes place approximately every second year. The maintenance occurs in very harsh and mechanically complicated environment. Due to the critical nature of the maintenance operations, the maintenance equipment design and the operation cycle will be verified in DTP2 test platform, in Tampere, Finland. TUT/IHA is working on the ITER divertor maintenance devices. Due to the complexity of the operation environment and tasks to be performed, 3d models and kinematic simulation have been valuable tool when developing the devices. Further, IHA has integrated to the models also dynamic properties of the device, so that it can be discussed as a virtual prototype. The virtual prototype can be used to verify the operation of the device, the operation cycle and also as a platform for developing the control software for the device. For device development, the virtual prototype is used to analyze the dynamic behavior, loading and flexibility of the device. The virtual prototype was also connected to real hardware to verify the operation of one joint. Then, the virtual model in computer was run and the output of the joints was given to a hydraulic cylinder representing disturbance load for an other hydraulic cylinder, which was operating under control software and aiming to move smoothly regardless of the disturbance load. By that way we were able to verify that the real system operates close enough with the simulation model. The virtual model is also used to shorten the time to get the DTP2 platform working. The CMM control software is done with virtual models as ready as possible. The CMM virtual model is connected to one-joint control hardware which allows developing the controller software one joint at time. In this paper, also other possibilities to use virtual prototypes in ITER divertor maintenance development are discussed. (author)

  19. Curating NASA's future extraterrestrial sample collections: How do we achieve maximum proficiency?

    Science.gov (United States)

    McCubbin, Francis; Evans, Cynthia; Allton, Judith; Fries, Marc; Righter, Kevin; Zolensky, Michael; Zeigler, Ryan

    2016-07-01

    Introduction: The Astromaterials Acquisition and Curation Office (henceforth referred to herein as NASA Curation Office) at NASA Johnson Space Center (JSC) is responsible for curating all of NASA's extraterrestrial samples. Under the governing document, NASA Policy Directive (NPD) 7100.10E "Curation of Extraterrestrial Materials", JSC is charged with "The curation of all extraterrestrial material under NASA control, including future NASA missions." The Directive goes on to define Curation as including "…documentation, preservation, preparation, and distribution of samples for research, education, and public outreach." Here we describe some of the ongoing efforts to ensure that the future activities of the NASA Curation Office are working to-wards a state of maximum proficiency. Founding Principle: Curatorial activities began at JSC (Manned Spacecraft Center before 1973) as soon as design and construction planning for the Lunar Receiving Laboratory (LRL) began in 1964 [1], not with the return of the Apollo samples in 1969, nor with the completion of the LRL in 1967. This practice has since proven that curation begins as soon as a sample return mission is conceived, and this founding principle continues to return dividends today [e.g., 2]. The Next Decade: Part of the curation process is planning for the future, and we refer to these planning efforts as "advanced curation" [3]. Advanced Curation is tasked with developing procedures, technology, and data sets necessary for curating new types of collections as envisioned by NASA exploration goals. We are (and have been) planning for future curation, including cold curation, extended curation of ices and volatiles, curation of samples with special chemical considerations such as perchlorate-rich samples, curation of organically- and biologically-sensitive samples, and the use of minimally invasive analytical techniques (e.g., micro-CT, [4]) to characterize samples. These efforts will be useful for Mars Sample Return

  20. Cloud-based Virtual Organization Engineering

    Directory of Open Access Journals (Sweden)

    Liviu Gabriel CRETU

    2012-01-01

    Full Text Available Nowadays we may notice that SOA arrived to its maturity stage and Cloud Computing brings the next paradigm-shift regarding the software delivery business model. In such a context, we consider that there is a need for frameworks to guide the creation, execution and management of virtual organizations (VO based on services from different Clouds. This paper will introduce the main components of such a framework that will innovatively combine the principles of event-driven SOA, REST and ISO/IEC 42010:2007 multiple views and viewpoints in order to provide the required methodology for Cloud-based virtual organization (Cloud-VO engi-neering. The framework will consider the resource concept found in software architectures like REST or RDF as the basic building block of Cloud-VO. and will make use of resources’ URIs to create the Cloud-VO’s resource allocation matrix. While the matrix is used to declare activity-resources relationships, the resource catalogue concept will be introduced as a way to describe the resource in one place, using as many viewpoints as needed, and then to reuse that description for the creation or simulation of different VOs.

  1. Las redes sociales virtuales como espacios de ocio digital

    Directory of Open Access Journals (Sweden)

    Viñals Blanco, Ana

    2013-06-01

    Full Text Available En español: Vivimos en una sociedad digital donde los hábitos y estilos de vida se han visto transformados debido al desarrollo de Internet y las nuevas Tecnologías de la Información y la Comunicación (TIC. El ocio, entendido en este artículo como experiencia de desarrollo humano (Cuenca, 2000 y ámbito vital, tampoco se ha resistido a la influencia de la tecnología y la esfera virtual, dando pié a la generación de nuevos ocios virtuales entre los que destaca el uso de las redes sociales. Son parte de las nuevas prácticas de ocio de los jóvenes españoles y los nuevos formatos de entretenimiento. Fundamentándonos en el modo de entender el ocio del Instituto de Estudios de Ocio de la Universidad de Deusto y en la dicotomía de ocio serio y ocio casual defendida por Stebbins (2008, pretendemos dar respuesta a los siguientes planteamientos: ¿de qué manera ha influido la revolución digital en el ámbito del ocio?, ¿nos encontramos ante nuevos formatos de entretenimiento de carácter consumista o bien ante prácticas de ocio digital que fomentan el desarrollo personal? Esto nos llevará a analizar los usos que los jóvenes pertenecientes a la generación digital hacen de las redes sociales virtuales. In english: We live in a digital society where habits and lifestyles have been transformed by the development of the Internet and New Technologies of Information and Communication (ICT. Leisure, understood in this article as an experience of human development (Cuenca, 2000 and vital area, neither has resisted the influence of technology and the virtual sphere, and that caused the generation of new virtual leisures, among which the most important is the use of social networks. They are part of the new leisure practices of Spanish young people and new entertainment formats. Based on the way of understanding the concept of leisure inherent to Institute of Leisure Studies of the University of Deusto and the dichotomy between of serious

  2. 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.

  3. Virtual laboratories : comparability of real and virtual environments for environmental psychology

    NARCIS (Netherlands)

    Kort, de Y.A.W.; IJsselsteijn, W.A.; Kooijman, J.M.A.; Schuurmans, Y.

    2003-01-01

    Virtual environments have the potential to become important new research tools in environment behavior research. They could even become the future (virtual) laboratories, if reactions of people to virtual environments are similar to those in real environments. The present study is an exploration of

  4. VIRTUAL ANTI-BULLYING VILLAGE PROJECT FOR COPING WITH BULLYING AND CYBERBULLYING WITHIN A 3D VIRTUAL LEARNING ENVIRONMENT: EVALUATION RESEARCH

    Directory of Open Access Journals (Sweden)

    Dorit Olenik Shemesh

    2014-12-01

    Full Text Available The current study aims to evaluate the implementation of a unique educational project- The Virtual Anti-Bullying Village for Kids and Teens (ABV4KIDS that was designed and operated by the European Commission. A 3D virtual environment as an innovative, international project for adolescents, focused on knowledge acquisition and new ways of coping with bullying and cyberbullying. Sixty seventh graders-Israeli adolescents-completed five questionnaires before and after the project to assess its impacts regarding cyberbullying and socio-emotional variables. They evaluated the project as important, enjoyable, and increasing their knowledge about cyberbullying, but expressed a need for more practical tools for coping. At the end of the project, the control group reported more cyberbullying experiences, as well as a decrease in social support, whereas the research group reported no changes in cyberbullying experiences and in socio-emotional aspects.

  5. Virtual reality training in laparoscopic surgery: A systematic review & meta-analysis.

    Science.gov (United States)

    Alaker, Medhat; Wynn, Greg R; Arulampalam, Tan

    2016-05-01

    Laparoscopic surgery requires a different and sometimes more complex skill set than does open surgery. Shortened working hours, less training times, and patient safety issues necessitates that these skills need to be acquired outside the operating room. Virtual reality simulation in laparoscopic surgery is a growing field, and many studies have been published to determine its effectiveness. This systematic review and meta-analysis aims to evaluate virtual reality simulation in laparoscopic abdominal surgery in comparison to other simulation models and to no training. A systematic literature search was carried out until January 2014 in full adherence to PRISMA guidelines. All randomised controlled studies comparing virtual reality training to other models of training or to no training were included. Only studies utilizing objective and validated assessment tools were included. Thirty one randomised controlled trials that compare virtual reality training to other models of training or to no training were included. The results of the meta-analysis showed that virtual reality simulation is significantly more effective than video trainers, and at least as good as box trainers. The use of Proficiency-based VR training, under supervision with prompt instructions and feedback, and the use of haptic feedback, has proven to be the most effective way of delivering the virtual reality training. The incorporation of virtual reality training into surgical training curricula is now necessary. A unified platform of training needs to be established. Further studies to assess the impact on patient outcomes and on hospital costs are necessary. (PROSPERO Registration number: CRD42014010030). Copyright © 2016 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.

  6. High availability using virtualization

    International Nuclear Information System (INIS)

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

    2010-01-01

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

  7. 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...

  8. Networking and virtuality in entrepreneurial organisations in the age of countries without borders

    OpenAIRE

    Duobienė, Jurga; Duoba, Kęstutis; Kumpikaitė, Vilmantė; Žičkutė, Ineta

    2015-01-01

    Entrepreneurial organisations continuously search for innovations and innovative ways of doing business that provide a competitive advantage in the market. In the age of countries without borders and free movement of people organisations in Eastern Europe deal with the lack of high quality labour force caused by migration that force to seek alternative ways of managing work and workplace. The paper analyses networking, virtual workplace and other characteristics of job design in entrepreneuri...

  9. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

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

  10. Virtual Organizations: Beyond Network Organization

    Directory of Open Access Journals (Sweden)

    Liviu Gabriel CRETU

    2006-01-01

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

  11. Virtual Reference Services.

    Science.gov (United States)

    Brewer, Sally

    2003-01-01

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

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

    Science.gov (United States)

    Scacchi, Walt

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

  13. Virtualization of the ATLAS software environment on a shared HPC system

    CERN Document Server

    Schnoor, Ulrike; The ATLAS collaboration

    2017-01-01

    High-Performance Computing (HPC) and other research cluster computing resources provided by universities can be useful supplements to the collaboration’s own WLCG computing resources for data analysis and production of simulated event samples. The shared HPC cluster "NEMO" at the University of Freiburg has been made available to local ATLAS users through the provisioning of virtual machines incorporating the ATLAS software environment analogously to a WLCG center. The talk describes the concept and implementation of virtualizing the ATLAS software environment to run both data analysis and production on the HPC host system which is connected to the existing Tier-3 infrastructure. Main challenges include the integration into the NEMO and Tier-3 schedulers in a dynamic, on-demand way, the scalability of the OpenStack infrastructure, as well as the automatic generation of a fully functional virtual machine image providing access to the local user environment, the dCache storage element and the parallel file sys...

  14. Software Architecture for a Virtual Environment for Nano Scale Assembly (VENSA).

    Science.gov (United States)

    Lee, Yong-Gu; Lyons, Kevin W; Feng, Shaw C

    2004-01-01

    A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating multiple peripherals and computers in a synchronized way in real time. Although a multitude of useful software components for VEs exists, many of these are packaged within a complex framework and can not be used separately. In this paper, an architecture is presented which is designed to let multiple frameworks work together while being shielded from the application program. This architecture, which is called the Virtual Environment for Nano Scale Assembly (VENSA), has been constructed for interfacing with an optical tweezers instrument for nanotechnology development. However, this approach can be generalized for most virtual environments. Through the use of VENSA, the programmer can rely on existing solutions and concentrate more on the application software design.

  15. Can virtual reality be used to measure and train surgical skills?

    Science.gov (United States)

    Arnold, Paul; Farrell, Martin J

    2002-04-15

    The quantitative literature on the use of virtual environments to measure and train a variety of surgical skills is critically reviewed. We selected works from the years 1995-2000. Theoretical perspectives, such as those of Saltzman (1979), Bernstein (1967) and Schmidt (1975) and techniques, such as hierarchical task analysis, are presented and contrasted with the largely atheoretical approach of the practitioners of virtual surgery. It is concluded that the quantitative work discussed provides few findings of value to practising surgeons. This may be due in part to the lack of consideration paid to fundamental issues in the learning of motor skills, such as whether motor skills learning is most effective with varying training conditions and the distinction between purely motoric aspects and knowledge of procedures. Possible ways forward for surgical training are outlined. It is suggested that the theoretical perspectives and techniques available in the area of motor behaviour should be incorporated into future experimental studies of surgery in virtual environments.

  16. Virtualization A Manager's Guide

    CERN Document Server

    Kusnetzky, Dan

    2011-01-01

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

  17. 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...

  18. Modeling and computational simulation and the potential of virtual and augmented reality associated to the teaching of nanoscience and nanotechnology

    Science.gov (United States)

    Ribeiro, Allan; Santos, Helen

    With the advent of new information and communication technologies (ICTs), the communicative interaction changes the way of being and acting of people, at the same time that changes the way of work activities related to education. In this range of possibilities provided by the advancement of computational resources include virtual reality (VR) and augmented reality (AR), are highlighted as new forms of information visualization in computer applications. While the RV allows user interaction with a virtual environment totally computer generated; in RA the virtual images are inserted in real environment, but both create new opportunities to support teaching and learning in formal and informal contexts. Such technologies are able to express representations of reality or of the imagination, as systems in nanoscale and low dimensionality, being imperative to explore, in the most diverse areas of knowledge, the potential offered by ICT and emerging technologies. In this sense, this work presents computer applications of virtual and augmented reality developed with the use of modeling and simulation in computational approaches to topics related to nanoscience and nanotechnology, and articulated with innovative pedagogical practices.

  19. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

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

  20. User-centered virtual environment design for virtual rehabilitation.

    Science.gov (United States)

    Fidopiastis, Cali M; Rizzo, Albert A; Rolland, Jannick P

    2010-02-19

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

  1. Game controller modification for fMRI hyperscanning experiments in a cooperative virtual reality environment.

    Science.gov (United States)

    Trees, Jason; Snider, Joseph; Falahpour, Maryam; Guo, Nick; Lu, Kun; Johnson, Douglas C; Poizner, Howard; Liu, Thomas T

    2014-01-01

    Hyperscanning, an emerging technique in which data from multiple interacting subjects' brains are simultaneously recorded, has become an increasingly popular way to address complex topics, such as "theory of mind." However, most previous fMRI hyperscanning experiments have been limited to abstract social interactions (e.g. phone conversations). Our new method utilizes a virtual reality (VR) environment used for military training, Virtual Battlespace 2 (VBS2), to create realistic avatar-avatar interactions and cooperative tasks. To control the virtual avatar, subjects use a MRI compatible Playstation 3 game controller, modified by removing all extraneous metal components and replacing any necessary ones with 3D printed plastic models. Control of both scanners' operation is initiated by a VBS2 plugin to sync scanner time to the known time within the VR environment. Our modifications include:•Modification of game controller to be MRI compatible.•Design of VBS2 virtual environment for cooperative interactions.•Syncing two MRI machines for simultaneous recording.

  2. Development and Evaluation of the Virtual Prototype of the First Saudi Arabian-Designed Car

    Directory of Open Access Journals (Sweden)

    Mustufa H. Abidi

    2016-10-01

    Full Text Available Prototyping and evaluation are imperative phases of the present product design and development process. Although digital modeling and analysis methods are widely employed at various product development stages, still, building a physical prototype makes the present typical process expensive and time consuming. Therefore, it is necessary to implement new technologies, such as virtual prototyping, which can enable industry to have a rapid and more controlled decision making process. Virtual prototyping has come a long way in recent years, where current environments enable stereoscopic visuals, surround sound and ample interaction with the generated models. It is also important to evaluate how representative the developed virtual prototype is when compared to the real-world counterpart and the sense of presence reported by users of the virtual prototype. This paper describes the systematic procedure to develop a virtual prototype of Gazal-1 (i.e., the first car prototype designed by Saudi engineers in a semi-immersive virtual environment. The steps to develop a virtual prototype from CAD (computer-aided design models are explained in detail. Various issues involved in the different phases for the development of the virtual prototype are also discussed comprehensively. The paper further describes the results of the subjective assessment of a developed virtual prototype of a Saudi Arabian-designed automobile. User’s feedback is recorded using a presence questionnaire. Based on the user-based study, it is revealed that the virtual prototype is representative of the real Saudi Arabian car and offers a flexible environment to analyze design features when compared against its physical prototype. The capabilities of the virtual environment are validated with the application of the car prototype. Finally, vital requirements and directions for future research are also presented.

  3. Virtual Placements to Develop Employability Skills for Civil and Environmental Engineering Students

    Directory of Open Access Journals (Sweden)

    Parneet Paul

    2015-04-01

    Full Text Available This project work addresses the crucial need to encourage undergraduate civil and environmental engineering students to gain employment skills and training right from the start of their studies so that their overall employability increases; their confidence level in networking with industry and within the workplace increases; and so that they are successfully able to obtain employment after finishing their studies. This initiative is a stepping-stone employability exercise which focuses specifically on first year students to help them engage with industry right from the start of their course. It is proposed that they would gain some realistic work experience both individually and as part of group within a virtual work environment using an action learning approach. The virtual environment used was based on SecondLife, a popular virtual reality programme. A pilot scheme was set up and run at Brunel University during the summer of 2014 using eight self-selecting first year students. The scheme’s outputs were extensively monitored and evaluated to assess its impact on the development of employability skills. This approach may prove a cost effective way of letting students gain an insight into the workplace whilst improving these skills. It may also prove a way for employers to select from a large range of students the best to actually undertake their real work-based internships.

  4. Virtual Relationship Violence and Perspectives on Punishment: Do Gender or Nationality Matter?

    Directory of Open Access Journals (Sweden)

    Alison Marganski

    2013-06-01

    Full Text Available Given the increasingly popular use of socially interactive technology (SIT, it is believed that the way in which individuals communicate and experience relationships has drastically been changing. For those who partake in this electronic world, damaging behaviors akin to those found in the real world have emerged. Yet, we know little about the extent of these behaviors in the context of romantic relationships, especially from a gender or cultural standpoint. Research on dating violence generally indicates that women experience in-person victimization at higher rates than men, although some research has called this into question. It also suggests that some national groups experience higher rates of violence than others. However, research is almost non-existent when it comes to exploring violence in the digital world. This study investigated gender and nationality in (1 the nature and extent of socially interactive intimate violence, and (2 perceptions of the seriousness of virtual relationship violence. Using a sample of students from the United States and Poland, findings revealed that socially interactive technology may serve as a new avenue for aggressing against partners, as virtual relationship violence was not uncommon and reflected some patterns present in the real world. Some unexpected patterns also emerged. The results of this research signal a possible transferability of covert intimate violence and highlight ways in which inequalities may exist in our virtual worlds.

  5. Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review.

    Science.gov (United States)

    Botella, Cristina; Fernández-Álvarez, Javier; Guillén, Verónica; García-Palacios, Azucena; Baños, Rosa

    2017-07-01

    This review is designed to systematically examine the available evidence about virtual reality exposure therapy's (VRET) efficacy for phobias, critically describe some of the most important challenges in the field and discuss possible directions. Evidence reveals that virtual reality (VR) is an effective treatment for phobias and useful for studying specific issues, such as pharmacological compounds and behavioral manipulations, that can enhance treatment outcomes. In addition, some variables, such as sense of presence in virtual environments, have a significant influence on outcomes, but further research is needed to better understand their role in therapeutic outcomes. We conclude that VR is a useful tool to improve exposure therapy and it can be a good option to analyze the processes and mechanisms involved in exposure therapy and the ways this strategy can be enhanced. In the coming years, there will be a significant expansion of VR in routine practice in clinical contexts.

  6. Use of virtual reality to estimate radiation dose rates in nuclear plants

    International Nuclear Information System (INIS)

    Augusto, Silas C.; Mol, Antonio C.A.; Jorge, Carlos A.F.; Couto, Pedro M.

    2007-01-01

    Operators in nuclear plants receive radiation doses during several different operation procedures. A training program capable of simulating these operation scenarios will be useful in several ways, helping the planning of operational procedures so as to reduce the doses received by workers, and to minimize operations' times. It can provide safe virtual operation training, visualization of radiation dose rates, and estimation of doses received by workers. Thus, a virtual reality application, a free game engine, has been adapted to achieve the goals of this project. Simulation results for Argonauta research reactor of Instituto de Engenharia Nuclear are shown in this paper. A database of dose rate measurements, previously performed by the radiological protection service, has been used to display the dose rate distribution in the region of interest. The application enables the user to walk in the virtual scenario, displaying at all times the dose accumulated by the avatar. (author)

  7. Virtual accelerator concept, implementation and preliminary test

    International Nuclear Information System (INIS)

    Uriot, D.; Duperrier, R.

    2006-05-01

    A virtual accelerator is the coupling of a simulation code with the control system of a real machine. 3 operating modes are considered. First, the monitoring mode in which any action on the control system has an impact on both real and virtual machines. This mode allows a direct comparison between simulation results and the real behaviour of the accelerator. Secondly, the flight simulation mode, this mode allows the accelerator operators to simulate the effect of any change in the parameters of the control system before transferring them to the real machine. The main advantage of this mode is to allow the assessment of operating procedures before implementing them on the real machine. The third mode is the automatic steering mode in which the simulation code assumes the reins of the control system of the real machine. This mode allows the making of complex and time-consuming adjustment procedures in an automatic way. TraceWin is a simulation code dedicated to the behaviour of charged-particle beams in a linear accelerator. TraceWin is consistent with the EPICS technology on which the control system of most accelerators is based. A virtual accelerator composed of the SILHI injector combined to the TraceWin code via the EPICS environment has showed its efficiency in the automatic steering mode. (A.C.)

  8. Virtual Reference Services: Connecting Users with Experts and Supporting the Development of Skills

    Directory of Open Access Journals (Sweden)

    Trix Bakker

    2002-04-01

    Full Text Available Virtual reference - a service that allows librarians and patrons to communicate with each other in real time through the Internet by e-mail, chat or instant messaging - is currently a hot topic in libraries. In a way the commercial sector has challenged the reference function by offering Question & Answer services. To librarians this represents a threat and an opportunity. They can benefit from technologies and service models developed for the commercial arena by adapting these to virtual reference applications that will more effectively meet the needs of libraries on the Web. The literature provides many examples of pilots and experiments in taking reference into cyberspace. After an introduction to the in-and-outs of virtual reference, follows a short exposition of a virtual tour in the Netherlands where 7 of the 13 university libraries and the Royal Library have a basic ‚virtual helpdesk’. One thing is clear: virtual reference services are definitely put high on the agenda of the Dutch libraries. The Royal Library is one of the Dutch libraries, which is going to participate with QuestionPoint, formerly called Collaborative Digital Reference Service (CDRS, jointly developed by the Library of Congress and OCLC, which will provide web-based reference service to researchers anytime, anywhere, through an international, online network of member libraries.

  9. Search Strategies Used by Older Adults in a Virtual Reality Place Learning Task.

    Science.gov (United States)

    Davis, Rebecca L; Weisbeck, Catherine

    2015-06-01

    Older adults often have problems finding their way in novel environments such as senior living residences and hospitals. The purpose of this study was to examine the types of self-reported search strategies and cues that older adults use to find their way in a virtual maze. Healthy, independently living older adults (n = 129) aged 55-96 were tested in a virtual maze task over a period of 3 days in which they had to repeatedly find their way to a specified goal. They were interviewed about their strategies on days 1 and 3. Content analysis was used to identify the strategies and cues described by the participants in order to find their way. Strategies and cues used were compared among groups. The participants reported the use of multiple spatial and non-spatial strategies, and some of the strategies differed among age groups and over time. The oldest age group was less likely to use strategies such as triangulation and distance strategies. All participants used visual landmarks to find their way, but the use of geometric cues (corners) was used less by the older participants. These findings add to the theoretical understanding of how older adults find their way in complex environments. The understanding of how wayfinding changes with age is essential in order to design more supportive environments. © The Author 2015. Published by Oxford University Press on behalf of The Gerontological Society of America. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  10. Combining Face-to-Face Learning with Online Learning in Virtual Worlds

    Science.gov (United States)

    Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David

    2012-01-01

    This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…

  11. Immersive Earth Science: Data Visualization in Virtual Reality

    Science.gov (United States)

    Skolnik, S.; Ramirez-Linan, R.

    2017-12-01

    Utilizing next generation technology, Navteca's exploration of 3D and volumetric temporal data in Virtual Reality (VR) takes advantage of immersive user experiences where stakeholders are literally inside the data. No longer restricted by the edges of a screen, VR provides an innovative way of viewing spatially distributed 2D and 3D data that leverages a 360 field of view and positional-tracking input, allowing users to see and experience data differently. These concepts are relevant to many sectors, industries, and fields of study, as real-time collaboration in VR can enhance understanding and mission with VR visualizations that display temporally-aware 3D, meteorological, and other volumetric datasets. The ability to view data that is traditionally "difficult" to visualize, such as subsurface features or air columns, is a particularly compelling use of the technology. Various development iterations have resulted in Navteca's proof of concept that imports and renders volumetric point-cloud data in the virtual reality environment by interfacing PC-based VR hardware to a back-end server and popular GIS software. The integration of the geo-located data in VR and subsequent display of changeable basemaps, overlaid datasets, and the ability to zoom, navigate, and select specific areas show the potential for immersive VR to revolutionize the way Earth data is viewed, analyzed, and communicated.

  12. 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...

  13. Modeling an Optical and Infrared Search for Extraterrestrial Intelligence Survey with Exoplanet Direct Imaging

    Science.gov (United States)

    Vides, Christina; Macintosh, Bruce; Ruffio, Jean-Baptiste; Nielsen, Eric; Povich, Matthew Samuel

    2018-01-01

    Gemini Planet Imager (GPI) is a direct high contrast imaging instrument coupled to the Gemini South Telescope. Its purpose is to image extrasolar planets around young (~Intelligence), we modeled GPI’s capabilities to detect an extraterrestrial continuous wave (CW) laser broadcasted within the H-band have been modeled. By using sensitivity evaluated for actual GPI observations of young target stars, we produced models of the CW laser power as a function of distance from the star that could be detected if GPI were to observe nearby (~ 3-5 pc) planet-hosting G-type stars. We took a variety of transmitters into consideration in producing these modeled values. GPI is known to be sensitive to both pulsed and CW coherent electromagnetic radiation. The results were compared to similar studies and it was found that these values are competitive to other optical and infrared observations.

  14. ENHANCED PROVISIONING ALGORITHM FOR VIRTUAL PRIVATE NETWORK IN HOSE MODEL WITH QUALITY OF SERVICE SUPPORT USING WAXMAN MODEL

    Directory of Open Access Journals (Sweden)

    R. Ravi

    2011-03-01

    Full Text Available As Internet usage grows exponentially, network security issues become increasingly important. Network security measures are needed to protect data during transmission. Various security controls are used to prevent the access of hackers in networks. They are firewall, virtual private networks and encryption algorithms. Out of these, the virtual private network plays a vital role in preventing hackers from accessing the networks. A Virtual Private Network (VPN provides end users with a way to privately access information on their network over a public network infrastructure such as the internet. Using a technique called “Tunneling”, data packets are transmitted across a public routed network, such as the internet that simulates a point-to-point connection. Virtual private networks provide customers with a secure and low-cost communication environment. The basic structure of the virtual circuit is to create a logical path from the source port to the destination port. This path may incorporate many hops between routers for the formation of the circuit. The final, logical path or virtual circuit acts in the same way as a direct connection between the two ports. The K-Cost Optimized Delay Satisfied Virtual Private Networks Tree Provisioning Algorithm connects VPN nodes using a tree structure and attempts to optimize the total bandwidth reserved on the edges of the VPN tree that satisfies the delay requirement. It also allows sharing the bandwidth on the links to improve the performance. The proposed KCDVT algorithm computes the optimal VPN Tree. The performance analysis of the proposed algorithm is carried out in terms of cost, the number of nodes, and the number of VPN nodes, delay, asymmetric ratio and delay with constraints with Breadth First Search Algorithm. The KCDVT performs better than the Breadth First Search Algorithm.

  15. Reflective Blogfolios in the Language Classroom: Impact on EFL Tertiary Students’ Argumentative Writing Skills and Ways of Knowing

    Directory of Open Access Journals (Sweden)

    Ammar Abdullah Mahmoud Ismial

    2016-10-01

    Full Text Available The emerging paradigm shift in educational contexts from walled classroom environments to virtual, hybrid, blended, and lately personal learning environments has brought about vast changes in the foreign language classroom practices.  Numerous calls  for experimenting with new instructional treatments to enhance students' language performance in these new learning environments have been voiced by researchers and language educators in different settings. The current study aimed at investigating the impact of using reflective blogfolios in teaching argumentation to EFL tertiary students on their argumentative essay writing skills and ways of knowing. As well, the study investigated the relationship between student's ways of knowing and their argumentative writing capabilities. The participants of the study were fifty one EFL tertiary students in the Emirati context. Two assessment instruments were used, including a ways-of-knowing scale and a rubric for tapping EFL students' argumentative writing skills. Results of the study indicated that using reflective blogfolios in the foreign language classroom brought about significant changes in EFL tertiary students' argumentative writing skills and their ways of knowing. Results of the study also indicated that connected ways of knowing were better predictors of EFL tertiary students' argumentative writing performance than separate ways of knowing. Details of the instructional intervention, the assessment instruments, results of the study, implications for foreign language instruction in virtual learning environments, and suggestions for further research are discussed. Keywords: Reflective blogfolios, argumentative writing skills, ways of knowing

  16. Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation.

    Science.gov (United States)

    Ma, Ke; Lippelt, Dominique P; Hommel, Bernhard

    2017-03-01

    Studies investigating how people represent themselves and their own body often use variants of "ownership illusions", such as the traditional rubber-hand illusion or the more recently discovered enfacement illusion. However, these examples require rather artificial experimental setups, in which the artificial effector needs to be stroked in synchrony with the participants' real hand or face-a situation in which participants have no control over the stroking or the movements of their real or artificial effector. Here, we describe a technique to establish ownership illusions in a setup that is more realistic, more intuitive, and of presumably higher ecological validity. It allows creating the virtual-hand illusion by having participants control the movements of a virtual hand presented on a screen or in virtual space in front of them. If the virtual hand moves in synchrony with the participants' own real hand, they tend to perceive the virtual hand as part of their own body. The technique also creates the virtual-face illusion by having participants control the movements of a virtual face in front of them, again with the effect that they tend to perceive the face as their own if it moves in synchrony with their real face. Studying the circumstances that illusions of this sort can be created, increased, or reduced provides important information about how people create and maintain representations of themselves.

  17. Virtual data in CMS production

    International Nuclear Information System (INIS)

    Arbree, A. et al.

    2004-01-01

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

  18. Virtual Data in CMS Production

    CERN Document Server

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

    2003-01-01

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

  19. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

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

  20. 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

  1. Issues in E-Research: Log In/Out Virtual Fields

    Directory of Open Access Journals (Sweden)

    Shesha Kanta PANGENI

    2017-07-01

    Full Text Available Evolution of technology and its tremendous use in education has changed the ways of educational services in higher education around the world. There is worldwide access to higher education through virtual learning environments. This is a new avenue for 21st century education and within a short time, it has been able to establish new culture of learning i.e. e-learning or online learning. As a result, e-learning has been the greater field for educational research. In this context, this paper focuses on methodological issues of the Internet mediated research (e-Research with particular focus on virtual fields. Paper explores and discusses on possible sources of data, methods of data collection, process of analysis and ethical issues to adopt research with virtual fields. In doing so, the purpose is to reveal answer to the question: how do e-Researchers deal with methodological issues related to collecting data, determining data sources, data analysis/interpretation, and ethical considerations? Paper presents examples from the Internet mediated empirical studies. Conclusion of the paper is that e-field or cyberspace is an avenue for modern researchers. Researchers are supported with various Information Communication Technology (ICT tools for field access, data collection, analysis and interpretation. However, they need to pay full attention to deal with major issues such as locating and gaining access to virtual/Internet-mediated fields, selecting e-participants and working with them, and using varieties of ICT tools for data collection, analysis and interpretation.

  2. Humiliation in the virtual world: Definitions and conceptualization

    OpenAIRE

    Dilmaç, Julie Alev

    2014-01-01

    The cyberspace represents a platform for social relations which permit to be in touch with the World, to be “seen” by others and to “see” others. As new technologies emerge, ways of viewing are revised, especially through screens: though it has facilitated communication, the main innovation of the virtual world has been seeing, hearing and showing everything with the individual at the center of permanent interactions. But this overexposure can be dangerous: in attempting to be as much a part ...

  3. Universidades virtuales: ¿aprendizaje real?

    OpenAIRE

    Valenzuela González, Jaime R.

    2015-01-01

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

  4. MULTIMEDIA EDITOR OF VIRTUAL PHYSICAL LABORATORY IN DISTANCE LEARNING SYSTEM «KHERSON VIRTUAL UNIVERSITY»

    Directory of Open Access Journals (Sweden)

    Kravtsov H.

    2017-12-01

    Full Text Available The questions of modeling the structure of the objects of the system, the design of software modules and technologies for creating the editor of a virtual laboratory are considered. The relevance of the study is due to the lack in existing distance learning systems of support for the creation and use of virtual laboratory work on disciplines of the natural-science profile. The subject of the study is a software module for creating and using virtual laboratory work in a distance learning system. The purpose of the study is the development of a system model and a description of the software development technology of a virtual laboratory for physics for a distance learning system. The information technologies of designing the structure of the virtual laboratory and the main modes of the program module of the editor of the virtual laboratory work are described. At the heart of the structure of the software module "Virtual Laboratory" is the multimedia Web-editor of virtual laboratory works, which is created using object-oriented design technology. The program library of multimedia 3D objects created in the development environment of interactive graphic objects Unity3D. It unifies the process of creation and processing of virtual laboratory works. The basic mathematical package for supporting calculations is the mathematical processor Waterloo Maple. The application of the developed software interface will allow teachers to create laboratory works and use them in their distance courses. Students, in turn, will be able to conduct research, performing virtual laboratory work. As an example, the editor of the virtual laboratory for physics in the distance learning system "Kherson Virtual University" is considered.

  5. The Integration of Virtual Public-Private Partnerships into Local Law Enforcement to Achieve Enhanced Intelligence-Led Policing

    National Research Council Canada - National Science Library

    Simeone, Jr, Matthew J

    2007-01-01

    .... Virtual public-private partnerships (VP3s) offer local law enforcement agencies an effective and efficient way to leverage a vast and resourceful private sector for the purpose of enhancing ILP...

  6. Virtualized Networks and Virtualized Optical Line Terminal (vOLT)

    Science.gov (United States)

    Ma, Jonathan; Israel, Stephen

    2017-03-01

    The success of the Internet and the proliferation of the Internet of Things (IoT) devices is forcing telecommunications carriers to re-architecture a central office as a datacenter (CORD) so as to bring the datacenter economics and cloud agility to a central office (CO). The Open Network Operating System (ONOS) is the first open-source software-defined network (SDN) operating system which is capable of managing and controlling network, computing, and storage resources to support CORD infrastructure and network virtualization. The virtualized Optical Line Termination (vOLT) is one of the key components in such virtualized networks.

  7. A study on development of virtual panel and virtual collaboration system

    International Nuclear Information System (INIS)

    Yoo, H. J.; Park, S. Y.; Lee, M. S.; Hong, J. H.

    2001-01-01

    The Nuclear I and C group of KEPRI has been peforming research and development on the VRCATS, Virtual Reality based Computer Assisted Training System. For the past two years, we have developed the first VRCATS for Youngkwang 1 nuclear power plant. Currently, we are developing an advanced VRCATS for Uljin 3 nuclear power plant. In this paepr, we will describe virtual panel system and VR based collaborate training system (VRCATS) of the Uljin VRCATS. Since Virtual Panel provides the same environment as the real MCR, trainees can expect the same training effect with Virtual Panel as they do with full scope simulator. i.e., trainees can check key variables and operate the plants and get responses with Virtual Panel. VRCTS provides another realistic training environment for trainees. In VRCATS, for example, operators in a group can work together t handle LOCA (Loss of Coolant Accident) according to emergency operation procedures

  8. An Energy-Efficient Virtualization-Based Secure Platform for Protecting Sensitive User Data

    Directory of Open Access Journals (Sweden)

    Kyung-Soo Lim

    2017-07-01

    Full Text Available Currently, the exchange cycles of various computers, smartphones, tablets, and others have become shorter, because new high-performance devices continue to roll out rapidly. However, existing legacy devices are not old-fashioned or obsolete to use. From the perspective of sustainable information technology (IT, energy-efficient virtualization can apply a way to increase reusability for special customized devices and enhance the security of existing legacy devices. It means that the virtualization can customize a specially designed purpose using the guest domain from obsolete devices. Thus, this could be a computing scheme that keeps energy supplies and demands in balance for future sustainable IT. Moreover, energy-efficient virtualization can be the long-term and self-sustainable solution such as cloud computing, big data and so forth. By separating the domain of the host device based on virtualization, the guest OS on the segmented domain can be used as a Trusted Execution Environment to perform security features. In this paper, we introduce a secure platform to protect sensitive user data by domain isolation utilizing virtualization. The sensitive user data on our secure platform can protect against the infringement of personal information by malicious attacks. This study is an effective solution in terms of sustainability by recycling them for special purposes or enhancing the security of existing devices.

  9. Using virtual machine monitors to overcome the challenges of monitoring and managing virtualized cloud infrastructures

    Science.gov (United States)

    Bamiah, Mervat Adib; Brohi, Sarfraz Nawaz; Chuprat, Suriayati

    2012-01-01

    Virtualization is one of the hottest research topics nowadays. Several academic researchers and developers from IT industry are designing approaches for solving security and manageability issues of Virtual Machines (VMs) residing on virtualized cloud infrastructures. Moving the application from a physical to a virtual platform increases the efficiency, flexibility and reduces management cost as well as effort. Cloud computing is adopting the paradigm of virtualization, using this technique, memory, CPU and computational power is provided to clients' VMs by utilizing the underlying physical hardware. Beside these advantages there are few challenges faced by adopting virtualization such as management of VMs and network traffic, unexpected additional cost and resource allocation. Virtual Machine Monitor (VMM) or hypervisor is the tool used by cloud providers to manage the VMs on cloud. There are several heterogeneous hypervisors provided by various vendors that include VMware, Hyper-V, Xen and Kernel Virtual Machine (KVM). Considering the challenge of VM management, this paper describes several techniques to monitor and manage virtualized cloud infrastructures.

  10. Organization Virtual or Networked?

    Directory of Open Access Journals (Sweden)

    Rūta Tamošiūnaitė

    2013-08-01

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

  11. 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.

  12. New technologies, virtual reality and multimedia, in Radiation Protection training; Nuevas tecnologias, realidad virtual y multimedia, aplicadaas a la formacion en proteccion radiologica

    Energy Technology Data Exchange (ETDEWEB)

    Felipe, A.; Sanchez-Mayoral, M. L.; Lamela, B.; Merino, A.; Sarti, F.

    2003-07-01

    Iberdrola Ingenieria y Consultoria (Iberinco) has developed some computer applications based in New Technologies, Virtual Reality and Multimedia, with the aim to optimise the formation and training of professionally exposed workers as well as to inform the public. The use of the new technologies could be an important help for the workers training. Virtual Reality Projects developed by Iberinco are: a) CIPRES: Interactive Calculations of Radiological Protection in a Simulation Environmental and, b) ACEWO: Workers Control Access to Nuclear Power Plants, virtual Reality could be directly applicable to several aspects related with Radiological Protection Training, for example. An application that workers could used to learn the main aspects of Radiological Protection related with: a) Physical concepts, b) Regulations, c) Use of protective clothing, d) Access into and exit out controlled areas, e) ALARA criterion. An examples is the project ACEWO. A training program based on Virtual Reality systems with simulations of procedures in which the operators could receive high doses. In this way, the operation time and dose could be minimised according to the ALARA criterion owing to the ability of repeating the exercise, or the work, as many times as be necessary, like project CIPRES. Iberinco has been developed an educational CD multimedia on nuclear energy and the protection measures foreseen in the emergency plans for the Spanish Civil Protection Agency, with the aim of being distributed to all the schools placed near a nuclear power plant. (Author) 4 refs.

  13. Virtual experiments: a new approach for improving process conceptualization in hillslope hydrology

    Science.gov (United States)

    Weiler, Markus; McDonnell, Jeff

    2004-01-01

    combined with previous experimental findings and conceptualizations, virtual experiments can be an effective way to isolate certain controls and examine their influence over a range of rainfall and antecedent wetness conditions.

  14. Monitoring and Control by Virtual Tools of an Educational Renewable Energy System

    Directory of Open Access Journals (Sweden)

    Gligor Adrian

    2009-12-01

    Full Text Available The scope of the present paper is to present the architecture and design of an effective tool useful for monitoring, maintenance and training of specialists in the field of photovoltaic renewable energy Among renewable energy resources, solar energy represents an easy to use, accessible and green source of energy. An important goal is the efficient use of solar energy which can only be achieved by the knowledge of solar datum and equipment characteristics from a studied area. Based on this idea, the paper presents a concept of virtual tools developed on web technologies and virtual instrumentation for monitoring and control of solar renewable energy. These tools are mainly designed as a base for a virtual laboratory that can be used for the study of photovoltaic and thermal solar energy parameters, representing, by didactical point of view, a handful way for students to study the phenomenology and also a training tool for specialists in the field of solar photovoltaic energy.

  15. A UNIX-based prototype biomedical virtual image processor

    International Nuclear Information System (INIS)

    Fahy, J.B.; Kim, Y.

    1987-01-01

    The authors have developed a multiprocess virtual image processor for the IBM PC/AT, in order to maximize image processing software portability for biomedical applications. An interprocess communication scheme, based on two-way metacode exchange, has been developed and verified for this purpose. Application programs call a device-independent image processing library, which transfers commands over a shared data bridge to one or more Autonomous Virtual Image Processors (AVIP). Each AVIP runs as a separate process in the UNIX operating system, and implements the device-independent functions on the image processor to which it corresponds. Application programs can control multiple image processors at a time, change the image processor configuration used at any time, and are completely portable among image processors for which an AVIP has been implemented. Run-time speeds have been found to be acceptable for higher level functions, although rather slow for lower level functions, owing to the overhead associated with sending commands and data over the shared data bridge

  16. Ion exchange substrates for plant cultivation in extraterrestrial stations and space crafts

    Science.gov (United States)

    Soldatov, Vladimir

    2012-07-01

    Ion exchange substrates Biona were specially designed at the Belarus Academy of Sciences for plants cultivation in spacecrafts and extraterrestrial stations. The first versions of such substrates have been successfully used in several space experiments and in a long-term experiment in which three soviet test-spacemen spent a full year in hermetic cabin imitating a lunar station cabin (1067-1968). In this experiment the life support system included a section with about one ton of the ion exchange substrate, which was used to grow ten vegetations of different green cultures used in the food of the test persons. Due to failure of a number of Soviet space experiments, decay of the Soviet Union and the following economic crisis the research in this field carried out in Belarus were re-directed to the needs of usual agriculture, such as adaptation of cell cultures, growing seedlings, rootage of cuttings etc. At present ion exchange substrate Biona are produced in limited amounts at the experimental production plant of the Institute of Physical Organic Chemistry and used in a number of agricultural enterprises. New advanced substrates and technologies for their production have been developed during that time. In the presentation scientific principles of preparation and functioning of ion exchange substrates as well as results of their application for cultivation different plants are described. The ion exchange substrate is a mixture of cation and anion exchangers saturated in a certain proportions with all ions of macro and micro elements. These chemically bound ions are not released to water and become available for plants in exchange to their root metabolites. The substrates contain about 5% mass of nutrient elements far exceeding any other nutrient media for plants. They allow generating 3-5 kg of green biomass per kilogram of substrate without adding any fertilizers; they are sterile by the way of production and can be sterilized by usual methods; allow regeneration

  17. Virtual School Startups: Founder Processes in American K-12 Public Virtual Schools

    Science.gov (United States)

    Taylor, Brett D.; McNair, Delores E.

    2018-01-01

    Traditional school districts do not have a lot of experience with virtual schools and have lost students to state and charter virtual schools. To retain students and offer alternative learning opportunities, more public districts are starting their own virtual schools. This study was an examination of foundational processes at three California…

  18. The Real Virtual World: Connectivity and Techno-Mediation in the Lives of College Students

    Science.gov (United States)

    Standlee, Alecea

    2012-01-01

    This dissertation examines the way in which techno-mediated communication technologies, such as social media, text messaging, and virtual communities are used to negotiate, establish and maintain interpersonal relationships among college students. Using in-depth interview and online participant observation, I explore the relationship between…

  19. RFID Presenter: A New Way to Feel a Talk

    Directory of Open Access Journals (Sweden)

    Jonathan Ruiz-de-Garibay

    2014-01-01

    Full Text Available RFID is a key which enables technology for the Internet of Things paradigm, allowing the virtualization of the physical objects into the Internet. There are uncountable applications whereby these connected objects can be a breakthrough for new business models, and this work shows a good example of that. We present the RFID Presenter as the evolution of a classical consumer electronic product to a novel connected Internet product with the addition of the RFID technology. It supposes a new way to manage the conference talks in a personalization way, improving the end-user interaction and providing services that were impossible before. The design, implementation, and validation of a real gadget are well explained in order to give a real example of how the Internet of Things can be integrated into daily objects and enhance the end-user experiences.

  20. A microbased shared virtual world prototype

    Science.gov (United States)

    Pitts, Gerald; Robinson, Mark; Strange, Steve

    1993-01-01

    Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?