Science.gov

Sample records for collaborative virtual environment

  1. Collaborative virtual environments art exhibition

    NASA Astrophysics Data System (ADS)

    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.

  2. Elearn: A Collaborative Educational Virtual Environment.

    ERIC Educational Resources Information Center

    Michailidou, Anna; Economides, Anastasios A.

    Virtual Learning Environments (VLEs) that support collaboration are one of the new technologies that have attracted great interest. VLEs are learning management software systems composed of computer-mediated communication software and online methods of delivering course material. This paper presents ELearn, a collaborative VLE for teaching…

  3. A Virtual Mission Operations Center: Collaborative Environment

    NASA Technical Reports Server (NTRS)

    Medina, Barbara; Bussman, Marie; Obenschain, Arthur F. (Technical Monitor)

    2002-01-01

    The Virtual Mission Operations Center - Collaborative Environment (VMOC-CE) intent is to have a central access point for all the resources used in a collaborative mission operations environment to assist mission operators in communicating on-site and off-site in the investigation and resolution of anomalies. It is a framework that as a minimum incorporates online chat, realtime file sharing and remote application sharing components in one central location. The use of a collaborative environment in mission operations opens up the possibilities for a central framework for other project members to access and interact with mission operations staff remotely. The goal of the Virtual Mission Operations Center (VMOC) Project is to identify, develop, and infuse technology to enable mission control by on-call personnel in geographically dispersed locations. In order to achieve this goal, the following capabilities are needed: Autonomous mission control systems Automated systems to contact on-call personnel Synthesis and presentation of mission control status and history information Desktop tools for data and situation analysis Secure mechanism for remote collaboration commanding Collaborative environment for remote cooperative work The VMOC-CE is a collaborative environment that facilitates remote cooperative work. It is an application instance of the Virtual System Design Environment (VSDE), developed by NASA Goddard Space Flight Center's (GSFC) Systems Engineering Services & Advanced Concepts (SESAC) Branch. The VSDE is a web-based portal that includes a knowledge repository and collaborative environment to serve science and engineering teams in product development. It is a "one stop shop" for product design, providing users real-time access to product development data, engineering and management tools, and relevant design specifications and resources through the Internet. The initial focus of the VSDE has been to serve teams working in the early portion of the system

  4. Learning in 3D Virtual Environments: Collaboration and Knowledge Spirals

    ERIC Educational Resources Information Center

    Burton, Brian G.; Martin, Barbara N.

    2010-01-01

    The purpose of this case study was to determine if learning occurred within a 3D virtual learning environment by determining if elements of collaboration and Nonaka and Takeuchi's (1995) knowledge spiral were present. A key portion of this research was the creation of a Virtual Learning Environment. This 3D VLE utilized the Torque Game Engine…

  5. Virtual Cities as a Collaborative Educational Environment

    NASA Astrophysics Data System (ADS)

    Müller, Daniel Nehme; de Oliveira, Otto Lopes Braitback; Remião, Joelma Adriana Abrão; Silveira, Paloma Dias; Martins, Márcio André Rodrigues; Axt, Margarete

    The CIVITAS (Virtual Cities with Technologies for Learning and Simulating) project presents a research, teaching and extension approach directed to the construction of cities imagined by students in the first years of elementary school, with an emphasis to the fourth grade. The teacher ventures on a deviation from the official curriculum proposed to reflect upon the invention of cities along with the children. Within this context, the game Città is introduced as an environment that allows the creation of digital real/virtual/imagined cities, and enables different forms of interaction among the students through networked computers. The cooperative situations, made possible by the access to the game, are tools for teachers and students to think about the information that operate as general rules and words of order with the invention of the city/knowledge.

  6. Online Teacher Development: Collaborating in a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Ernest, Pauline; Guitert Catasús, Montse; Hampel, Regine; Heiser, Sarah; Hopkins, Joseph; Murphy, Linda; Stickler, Ursula

    2013-01-01

    Over recent years, educational institutions have been making increasing use of virtual environments to set up collaborative activities for learners. While it is recognized that teachers play an important role in facilitating learner collaboration online, they may not have the necessary skills to do so successfully. Thus, a small-scale professional…

  7. Virtual Collaborative Simulation Environment for Integrated Product and Process Development

    NASA Technical Reports Server (NTRS)

    Gulli, Michael A.

    1997-01-01

    Deneb Robotics is a leader in the development of commercially available, leading edge three- dimensional simulation software tools for virtual prototyping,, simulation-based design, manufacturing process simulation, and factory floor simulation and training applications. Deneb has developed and commercially released a preliminary Virtual Collaborative Engineering (VCE) capability for Integrated Product and Process Development (IPPD). This capability allows distributed, real-time visualization and evaluation of design concepts, manufacturing processes, and total factory and enterprises in one seamless simulation environment.

  8. Telearch - Integrated visual simulation environment for collaborative virtual archaeology.

    NASA Astrophysics Data System (ADS)

    Kurillo, Gregorij; Forte, Maurizio

    Archaeologists collect vast amounts of digital data around the world; however, they lack tools for integration and collaborative interaction to support reconstruction and interpretation process. TeleArch software is aimed to integrate different data sources and provide real-time interaction tools for remote collaboration of geographically distributed scholars inside a shared virtual environment. The framework also includes audio, 2D and 3D video streaming technology to facilitate remote presence of users. In this paper, we present several experimental case studies to demonstrate the integration and interaction with 3D models and geographical information system (GIS) data in this collaborative environment.

  9. Educational Visualizations in 3D Collaborative Virtual Environments: A Methodology

    ERIC Educational Resources Information Center

    Fominykh, Mikhail; Prasolova-Forland, Ekaterina

    2012-01-01

    Purpose: Collaborative virtual environments (CVEs) have become increasingly popular in educational settings and the role of 3D content is becoming more and more important. Still, there are many challenges in this area, such as lack of empirical studies that provide design for educational activities in 3D CVEs and lack of norms of how to support…

  10. Distributed collaborative environments for virtual capability-based planning

    NASA Astrophysics Data System (ADS)

    McQuay, William K.

    2003-09-01

    Distributed collaboration is an emerging technology that will significantly change how decisions are made in the 21st century. Collaboration involves two or more geographically dispersed individuals working together to share and exchange data, information, knowledge, and actions. The marriage of information, collaboration, and simulation technologies provides the decision maker with a collaborative virtual environment for planning and decision support. This paper reviews research that is focusing on the applying open standards agent-based framework with integrated modeling and simulation to a new Air Force initiative in capability-based planning and the ability to implement it in a distributed virtual environment. Virtual Capability Planning effort will provide decision-quality knowledge for Air Force resource allocation and investment planning including examining proposed capabilities and cost of alternative approaches, the impact of technologies, identification of primary risk drivers, and creation of executable acquisition strategies. The transformed Air Force business processes are enabled by iterative use of constructive and virtual modeling, simulation, and analysis together with information technology. These tools are applied collaboratively via a technical framework by all the affected stakeholders - warfighter, laboratory, product center, logistics center, test center, and primary contractor.

  11. A virtual environment for medical radiation collaborative learning.

    PubMed

    Bridge, Pete; Trapp, Jamie V; Kastanis, Lazaros; Pack, Darren; Parker, Jacqui C

    2015-06-01

    A software-based environment was developed to provide practical training in medical radiation principles and safety. The Virtual Radiation Laboratory application allowed students to conduct virtual experiments using simulated diagnostic and radiotherapy X-ray generators. The experiments were designed to teach students about the inverse square law, half value layer and radiation protection measures and utilised genuine clinical and experimental data. Evaluation of the application was conducted in order to ascertain the impact of the software on students' understanding, satisfaction and collaborative learning skills and also to determine potential further improvements to the software and guidelines for its continued use. Feedback was gathered via an anonymous online survey consisting of a mixture of Likert-style questions and short answer open questions. Student feedback was highly positive with 80 % of students reporting increased understanding of radiation protection principles. Furthermore 72 % enjoyed using the software and 87 % of students felt that the project facilitated collaboration within small groups. The main themes arising in the qualitative feedback comments related to efficiency and effectiveness of teaching, safety of environment, collaboration and realism. Staff and students both report gains in efficiency and effectiveness associated with the virtual experiments. In addition students particularly value the visualisation of "invisible" physical principles and increased opportunity for experimentation and collaborative problem-based learning. Similar ventures will benefit from adopting an approach that allows for individual experimentation while visualizing challenging concepts.

  12. Collaborative virtual reality environments for computational science and design.

    SciTech Connect

    Papka, M. E.

    1998-02-17

    The authors are developing a networked, multi-user, virtual-reality-based collaborative environment coupled to one or more petaFLOPs computers, enabling the interactive simulation of 10{sup 9} atom systems. The purpose of this work is to explore the requirements for this coupling. Through the design, development, and testing of such systems, they hope to gain knowledge that allows computational scientists to discover and analyze their results more quickly and in a more intuitive manner.

  13. Virtual laboratories: Collaborative environments and facilities-on-line

    SciTech Connect

    Thomas, C.E. Jr.; Cavallini, J.S.; Seweryniak, G.R.; Kitchens, T.A.; Hitchcock, D.A.; Scott, M.A.; Welch, L.C.; Aiken, R.J. |; Stevens, R.L.

    1995-07-01

    The Department of Energy (DOE) has major research laboratories in a number of locations in the US, typically co-located with large research instruments or research facilities valued at tens of millions to even billions of dollars. Present budget exigencies facing the entire nation are felt very deeply at DOE, just as elsewhere. Advances over the last few years in networking and computing technologies make virtual collaborative environments and conduct of experiments over the internetwork structure a possibility. The authors believe that development of these collaborative environments and facilities-on-line could lead to a ``virtual laboratory`` with tremendous potential for decreasing the costs of research and increasing the productivity of their capital investment in research facilities. The majority of these cost savings would be due to increased productivity of their research efforts, better utilization of resources and facilities, and avoiding duplication of expensive facilities. A vision of how this might all fit together and a discussion of the infrastructure necessary to enable these developments is presented.

  14. Cognitive Aspects of Collaboration in 3d Virtual Environments

    NASA Astrophysics Data System (ADS)

    Juřík, V.; Herman, L.; Kubíček, P.; Stachoň, Z.; Šašinka, Č.

    2016-06-01

    Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators' actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators' responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators' strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  15. Scientific Visualization for Atmospheric Data Analysis in Collaborative Virtual Environments

    NASA Astrophysics Data System (ADS)

    Engelke, Wito; Flatken, Markus; Garcia, Arturo S.; Bar, Christian; Gerndt, Andreas

    2016-04-01

    1 INTRODUCTION The three year European research project CROSS DRIVE (Collaborative Rover Operations and Planetary Science Analysis System based on Distributed Remote and Interactive Virtual Environments) started in January 2014. The research and development within this project is motivated by three use case studies: landing site characterization, atmospheric science and rover target selection [1]. Currently the implementation for the second use case is in its final phase [2]. Here, the requirements were generated based on the domain experts input and lead to development and integration of appropriate methods for visualization and analysis of atmospheric data. The methods range from volume rendering, interactive slicing, iso-surface techniques to interactive probing. All visualization methods are integrated in DLR's Terrain Rendering application. With this, the high resolution surface data visualization can be enriched with additional methods appropriate for atmospheric data sets. This results in an integrated virtual environment where the scientist has the possibility to interactively explore his data sets directly within the correct context. The data sets include volumetric data of the martian atmosphere, precomputed two dimensional maps and vertical profiles. In most cases the surface data as well as the atmospheric data has global coverage and is of time dependent nature. Furthermore, all interaction is synchronized between different connected application instances, allowing for collaborative sessions between distant experts. 2 VISUALIZATION TECHNIQUES Also the application is currently used for visualization of data sets related to Mars the techniques can be used for other data sets as well. Currently the prototype is capable of handling 2 and 2.5D surface data as well as 4D atmospheric data. Specifically, the surface data is presented using an LoD approach which is based on the HEALPix tessellation of a sphere [3, 4, 5] and can handle data sets in the order of

  16. Perfecting scientists’ collaboration and problem-solving skills in the virtual team environment

    Technology Transfer Automated Retrieval System (TEKTRAN)

    Perfecting Scientists’ Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-lo...

  17. A Virtual Collaborative Environment for Mars Surveyor Landing Site Studies

    NASA Technical Reports Server (NTRS)

    Gulick, V.C.; Deardorff, D. G.; Briggs, G. A.; Hand, K. P.; Sandstrom, T. A.

    1999-01-01

    Over the past year and a half, the Center for Mars Exploration (CMEX) at NASA Ames Research Center (ARC) has been working with the Mars Surveyor Project Office at JPL to promote interactions among the planetary community and to coordinate landing site activities for the Mars Surveyor Project Office. To date, CMEX has been responsible for organizing the first two Mars Surveyor Landing Site workshops, web-archiving resulting information from these workshops, aiding in science evaluations of candidate landing sites, and serving as a liaison between the community and the Project. Most recently, CMEX has also been working with information technologists at Ames to develop a state-of-the-art collaborative web site environment to foster interaction of interested members of the planetary community with the Mars Surveyor Program and the Project Office. The web site will continue to evolve over the next several years as new tools and features are added to support the ongoing Mars Surveyor missions.

  18. Interaction Forms in Successful Collaborative Learning in Virtual Learning Environments

    ERIC Educational Resources Information Center

    Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna

    2016-01-01

    Despite the numerous studies on social interaction in collaborative learning, little is known about interaction forms in successful computer-supported collaborative learning situations. The purpose of this study was to explore and understand student interaction in successful collaborative learning during a university course which was mediated by…

  19. Innovation Education Enabled through a Collaborative Virtual Reality Learning Environment

    ERIC Educational Resources Information Center

    Thorsteinsson, Gisli; Page, Tom; Lehtonen, Miika; Ha, Joong Gyu

    2006-01-01

    This article provides a descriptive account of the development of an approach to the support of design and technology education with 3D Virtual Reality (VR) technologies on an open and distance learning basis. This work promotes an understanding of the implications and possibilities of advanced virtual learning technologies in education for…

  20. The Effect of Audio and Visual Aids on Task Performance in Distributed Collaborative Virtual Environments

    NASA Astrophysics Data System (ADS)

    Ullah, Sehat; Richard, Paul; Otman, Samir; Mallem, Malik

    2009-03-01

    Collaborative virtual environments (CVE) has recently gained the attention of many researchers due to its numerous potential application domains. Cooperative virtual environments, where users simultaneously manipulate objects, is one of the subfields of CVEs. In this paper we present a framework that enables two users to cooperatively manipulate objects in virtual environment, while setting on two separate machines connected through local network. In addition the article presents the use of sensory feedback (audio and visual) and investigates their effects on the cooperation and user's performance. Six volunteers subject had to cooperatively perform a peg-in-hole task. Results revealed that visual and auditory aid increase users' performance. However majority of the users preferred visual feedback to audio. We hope this framework will greatly help in the development of CAD systems that allow the designers to collaboratively design while being distant. Similarly other application domains may be cooperative assembly, surgical training and rehabilitation systems.

  1. Collaboration Modality, Cognitive Load, and Science Inquiry Learning in Virtual Inquiry Environments

    ERIC Educational Resources Information Center

    Erlandson, Benjamin E.; Nelson, Brian C.; Savenye, Wilhelmina C.

    2010-01-01

    Educational multi-user virtual environments (MUVEs) have been shown to be effective platforms for situated science inquiry curricula. While researchers find MUVEs to be supportive of collaborative scientific inquiry processes, the complex mix of multi-modal messages present in MUVEs can lead to cognitive overload, with learners unable to…

  2. Multi-User Virtual Environments Fostering Collaboration in Formal Education

    ERIC Educational Resources Information Center

    Di Blas, Nicoletta; Paolini, Paolo

    2014-01-01

    This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…

  3. Supporting Collaborative Grammar Learning via a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Orsini-Jones, Marina; Jones, David

    2007-01-01

    This article reports the results of an investigation into the issues encountered by undergraduate language students while engaging in "the Grammar Project"--a collaborative assessment task for the module Academic and Professional Skills for Language Learning--and shows how encouraging students to take ownership of their learning process…

  4. Implementing Advanced Characteristics of X3D Collaborative Virtual Environments for Supporting e-Learning: The Case of EVE Platform

    ERIC Educational Resources Information Center

    Bouras, Christos; Triglianos, Vasileios; Tsiatsos, Thrasyvoulos

    2014-01-01

    Three dimensional Collaborative Virtual Environments are a powerful form of collaborative telecommunication applications, enabling the users to share a common three-dimensional space and interact with each other as well as with the environment surrounding them, in order to collaboratively solve problems or aid learning processes. Such an…

  5. Distributed interactive virtual environments for collaborative experiential learning and training independent of distance over Internet2.

    PubMed

    Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P

    2004-01-01

    Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully

  6. Virtual Collaborative Environments for System of Systems Engineering and Applications for ISAT

    NASA Technical Reports Server (NTRS)

    Dryer, David A.

    2002-01-01

    This paper describes an system of systems or metasystems approach and models developed to help prepare engineering organizations for distributed engineering environments. These changes in engineering enterprises include competition in increasingly global environments; new partnering opportunities caused by advances in information and communication technologies, and virtual collaboration issues associated with dispersed teams. To help address challenges and needs in this environment, a framework is proposed that can be customized and adapted for NASA to assist in improved engineering activities conducted in distributed, enhanced engineering environments. The approach is designed to prepare engineers for such distributed collaborative environments by learning and applying e-engineering methods and tools to a real-world engineering development scenario. The approach consists of two phases: an e-engineering basics phase and e-engineering application phase. The e-engineering basics phase addresses skills required for e-engineering. The e-engineering application phase applies these skills in a distributed collaborative environment to system development projects.

  7. Virtual Learning Spaces in the Web: An Agent-Based Architecture of Personalized Collaborative Learning Environment.

    ERIC Educational Resources Information Center

    Nunez Esquer, Gustavo; Sheremetov, Leonid

    This paper reports on the results and future research work within the paradigm of Configurable Collaborative Distance Learning, called Espacios Virtuales de Apredizaje (EVA). The paper focuses on: (1) description of the main concepts, including virtual learning spaces for knowledge, collaboration, consulting, and experimentation, a…

  8. Working Collaboratively in Virtual Learning Environments: Using Second Life with Korean High School Students in History Class

    ERIC Educational Resources Information Center

    Kim, Mi Hwa

    2013-01-01

    The purpose of this experimental study was to investigate the impact of the use of a virtual environment for learning Korean history on high school students' learning outcomes and attitudes toward virtual worlds (collaboration, engagement, general use of SL [Second Life], and immersion). In addition, this experiment examined the relationships…

  9. Framework for Deploying a Virtualized Computing Environment for Collaborative and Secure Data Analytics

    PubMed Central

    Meyer, Adrian; Green, Laura; Faulk, Ciearro; Galla, Stephen; Meyer, Anne-Marie

    2016-01-01

    Introduction: Large amounts of health data generated by a wide range of health care applications across a variety of systems have the potential to offer valuable insight into populations and health care systems, but robust and secure computing and analytic systems are required to leverage this information. Framework: We discuss our experiences deploying a Secure Data Analysis Platform (SeDAP), and provide a framework to plan, build and deploy a virtual desktop infrastructure (VDI) to enable innovation, collaboration and operate within academic funding structures. It outlines 6 core components: Security, Ease of Access, Performance, Cost, Tools, and Training. Conclusion: A platform like SeDAP is not simply successful through technical excellence and performance. It’s adoption is dependent on a collaborative environment where researchers and users plan and evaluate the requirements of all aspects. PMID:27683665

  10. The Proposed Model of Collaborative Virtual Learning Environment for Introductory Programming Course

    ERIC Educational Resources Information Center

    Othman, Mahfudzah; Othman, Muhaini

    2012-01-01

    This paper discusses the proposed model of the collaborative virtual learning system for the introductory computer programming course which uses one of the collaborative learning techniques known as the "Think-Pair-Share". The main objective of this study is to design a model for an online learning system that facilitates the…

  11. Using a Virtual Research Environment to Support New Models of Collaborative and Participative Research in Scottish Education

    ERIC Educational Resources Information Center

    Wilson, Alastair; Rimpilainen, Sanna; Skinner, Don; Cassidy, Claire; Christie, Donald; Coutts, Norman; Sinclair, Christine

    2007-01-01

    Drawing on research supported within the Scottish "Applied Educational Research Scheme" this paper explores the use of the Virtual Research Environment (VRE) in developing "communities of enquiry" in Scottish education and research. It focuses on the role of VREs in influencing collaborative working and educational research.…

  12. The Development of Virtual Educational Environments to Support Inter-School Collaboration

    ERIC Educational Resources Information Center

    Stevens, Ken

    2007-01-01

    The introduction of inter-school electronic networks has added a new dimension to education in Canada that has many implications for students who attend schools in rural communities. Collaborative internet-based teaching and learning and the creation of virtual classes within regional intranets now complement traditional on-site instruction in…

  13. Collaborative Virtual Environments as Means to Increase the Level of Intersubjectivity in a Distributed Cognition System

    ERIC Educational Resources Information Center

    Ligorio, M. Beatrice; Cesareni, Donatella; Schwartz, Neil

    2008-01-01

    Virtual environments are able to extend the space of interaction beyond the classroom. In order to analyze how distributed cognition functions in such an extended space, we suggest focusing on the architecture of intersubjectivity. The Euroland project--a virtual land created and populated by seven classrooms supported by a team of…

  14. Cross-standard user description in mobile, medical oriented virtual collaborative environments

    NASA Astrophysics Data System (ADS)

    Ganji, Rama Rao; Mitrea, Mihai; Joveski, Bojan; Chammem, Afef

    2015-03-01

    By combining four different open standards belonging to the ISO/IEC JTC1/SC29 WG11 (a.k.a. MPEG) and W3C, this paper advances an architecture for mobile, medical oriented virtual collaborative environments. The various users are represented according to MPEG-UD (MPEG User Description) while the security issues are dealt with by deploying the WebID principles. On the server side, irrespective of their elementary types (text, image, video, 3D, …), the medical data are aggregated into hierarchical, interactive multimedia scenes which are alternatively represented into MPEG-4 BiFS or HTML5 standards. This way, each type of content can be optimally encoded according to its particular constraints (semantic, medical practice, network conditions, etc.). The mobile device should ensure only the displaying of the content (inside an MPEG player or an HTML5 browser) and the capturing of the user interaction. The overall architecture is implemented and tested under the framework of the MEDUSA European project, in partnership with medical institutions. The testbed considers a server emulated by a PC and heterogeneous user devices (tablets, smartphones, laptops) running under iOS, Android and Windows operating systems. The connection between the users and the server is alternatively ensured by WiFi and 3G/4G networks.

  15. Collaborative Virtual Gaming Worlds in Higher Education

    ERIC Educational Resources Information Center

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…

  16. Rocinante, a virtual collaborative visualizer

    SciTech Connect

    McDonald, M.J.; Ice, L.G.

    1996-12-31

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

  17. An Event-Based Data Distribution Mechanism for Collaborative Mobile Augmented Reality and Virtual Environments

    DTIC Science & Technology

    2003-01-01

    mechanism in the Battlefield Augmented Reality System (BARS) situation awareness system, which is composed of several mobile augmented reality systems...connectivity and their bandwidth can be highly constrained. In this paper we present a robust event based data distribution mechanism for mobile augmented ... reality and virtual environments. It is based on replicated databases, pluggable networking protocols, and communication channels. We demonstrate the

  18. Measuring Flow Experience in an Immersive Virtual Environment for Collaborative Learning

    ERIC Educational Resources Information Center

    van Schaik, P.; Martin, S.; Vallance, M.

    2012-01-01

    In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…

  19. A hardware and software architecture to deal with multimodal and collaborative interactions in multiuser virtual reality environments

    NASA Astrophysics Data System (ADS)

    Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.

    2014-02-01

    Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the

  20. Securing collaborative environments

    SciTech Connect

    Agarwal, Deborah; Jackson, Keith; Thompson, Mary

    2002-05-16

    The diverse set of organizations and software components involved in a typical collaboratory make providing a seamless security solution difficult. In addition, the users need support for a broad range of frequency and locations for access to the collaboratory. A collaboratory security solution needs to be robust enough to ensure that valid participants are not denied access because of its failure. There are many tools that can be applied to the task of securing collaborative environments and these include public key infrastructure, secure sockets layer, Kerberos, virtual and real private networks, grid security infrastructure, and username/password. A combination of these mechanisms can provide effective secure collaboration capabilities. In this paper, we discuss the requirements of typical collaboratories and some proposals for applying various security mechanisms to collaborative environments.

  1. Crossing Boundaries: Virtual Collaboration Across Disciplines.

    ERIC Educational Resources Information Center

    Hines, Peggy; Oakes, Phyllis B.; Corley, Donna; Lindell, Calvin O.

    1998-01-01

    In an experiment in cross-disciplinary collaboration involving three courses at Morehead State University during spring semester, 1997, small groups worked collaboratively within a virtual environment to define solutions for children's health issues as described by an early childhood education class. The instructors and a consultant utilized…

  2. Importance of Diversified Leadership Roles in Improving Team Effectiveness in a Virtual Collaboration Learning Environment

    ERIC Educational Resources Information Center

    Chen, Charlie C.; Wu, Jiinpo; Yang, Samuel C.; Tsou, Hsin-Yi

    2008-01-01

    Virtual teams enabled by information and communications technologies (ICT) are increasingly being adopted not only by for-profit organizations but also by education institutions as well. This study investigates what contributes to the success of virtual learning teams. Specifically, we examine the issue of leadership in virtual learning teams. The…

  3. Faculty Perceptions of Instruction in Collaborative Virtual Immersive Learning Environments in Higher Education

    ERIC Educational Resources Information Center

    Janson, Barbara

    2013-01-01

    Use of 3D (three-dimensional) avatars in a synchronous virtual world for educational purposes has only been adopted for about a decade. Universities are offering synchronous, avatar-based virtual courses for credit - within 3D worlds (Luo & Kemp, 2008). Faculty and students immerse themselves, via avatars, in virtual worlds and communicate…

  4. Collaborative Project Work Development in a Virtual Environment with Low-Intermediate Undergraduate Colombian Students (Desarrollo de trabajo colaborativo en un ambiente virtual con estudiantes colombianos de pregrado de nivel intermedio-bajo)

    ERIC Educational Resources Information Center

    Salinas Vacca, Yakelin

    2014-01-01

    This paper reports on an exploratory, descriptive, and interpretive study in which the roles of discussion boards, the students, the teacher, and the monitors were explored as they constructed a collaborative class project in a virtual environment. This research was conducted in the virtual program of a Colombian public university. Data were…

  5. CROSS DRIVE: A Collaborative and Distributed Virtual Environment for Exploitation of Atmospherical and Geological Datasets of Mars

    NASA Astrophysics Data System (ADS)

    Cencetti, Michele

    2016-07-01

    European space exploration missions have produced huge data sets of potentially immense value for research as well as for planning and operating future missions. For instance, Mars Exploration programs comprise a series of missions with launches ranging from the past to beyond present, which are anticipated to produce exceptional volumes of data which provide prospects for research breakthroughs and advancing further activities in space. These collected data include a variety of information, such as imagery, topography, atmospheric, geochemical datasets and more, which has resulted in and still demands, databases, versatile visualisation tools and data reduction methods. Such rate of valuable data acquisition requires the scientists, researchers and computer scientists to coordinate their storage, processing and relevant tools to enable efficient data analysis. However, the current position is that expert teams from various disciplines, the databases and tools are fragmented, leaving little scope for unlocking its value through collaborative activities. The benefits of collaborative virtual environments have been implemented in various industrial fields allowing real-time multi-user collaborative work among people from different disciplines. Exploiting the benefits of advanced immersive virtual environments (IVE) has been recognized as an important interaction paradigm to facilitate future space exploration. The current work is mainly aimed towards the presentation of the preliminary results coming from the CROSS DRIVE project. This research received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 607177 and is mainly aimed towards the implementation of a distributed virtual workspace for collaborative scientific discovery, mission planning and operations. The purpose of the CROSS DRIVE project is to lay foundations of collaborative European workspaces for space science. It will demonstrate the feasibility and

  6. A Collaborative Virtual Environment for Situated Language Learning Using VEC3D

    ERIC Educational Resources Information Center

    Shih, Ya-Chun; Yang, Mau-Tsuen

    2008-01-01

    A 3D virtually synchronous communication architecture for situated language learning has been designed to foster communicative competence among undergraduate students who have studied English as a foreign language (EFL). We present an innovative approach that offers better e-learning than the previous virtual reality educational applications. The…

  7. The Affordance of Online Multiuser Virtual Environments (MUVE) for Creative Collaboration

    ERIC Educational Resources Information Center

    Hong, Seung Wan

    2013-01-01

    Creativity is an important criterion for evaluating conceptual and design abilities of architects and their praxis. However, in recent years, the world has grown more complex. New problems have emerged that are often outside the architect's capacity. Given this challenge, architects collaborate with colleagues from architecture and other related…

  8. The Open Dataset on Students' Perceptions of Virtual Learning Environments in Ireland: Collaborating to Listen to the Student Voice

    ERIC Educational Resources Information Center

    Risquez, Angelica; Raftery, Damien; Costello, Eamon

    2015-01-01

    The Irish inter-institutional virtual learning environments (VLEs) open dataset stems from ongoing work with a rolling longitudinal survey of students' usage of VLEs which has been ongoing in 12 higher education institutions since 2008. The project has collected over 21,000 student responses to date through the growth of an extended network of…

  9. Exploring the Social Competence of Students with Autism Spectrum Conditions in a Collaborative Virtual Learning Environment--The Pilot Study

    ERIC Educational Resources Information Center

    Cheng, Yufang; Ye, Jun

    2010-01-01

    Social reciprocity deficits are a core feature of the autism spectrum conditions (ASCs). Many individual with ASCs have difficulty with social interaction due to a frequent lack of social competence. This study focuses on using a virtual learning environment to help the deficiencies of social competence for people with ASCs, and to increase their…

  10. Collaboration, Reflection and Selective Neglect: Campus-Based Marketing Students' Experiences of Using a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Molesworth, Mike

    2004-01-01

    Previous studies have suggested significant benefits to using computer-mediated communication in higher education and the development of the relevant skills may also be important for preparing students for their working careers. This study is a review of the introduction of a virtual learning environment to support a group of 60 campus-based,…

  11. Using virtual menus in a virtual environment

    NASA Technical Reports Server (NTRS)

    Jacoby, Richard H.; Ellis, Stephen R.

    1992-01-01

    Virtual environment interfaces to computer programs in several diverse application areas are currently being developed. The users of virtual environments will require many different methods to interact with the environments and the objects in them. This paper reports on our use of virtual menus as a method of interacting with virtual environments. Several aspects of virtual environments make menu interactions different from interactions with conventional menus. We review the relevant aspects of conventional menus and virtual environments, in order to provide a frame of reference for the design of virtual menus. We discuss the features and interaction methodologies of two different versions of virtual menus which have been developed and used in our lab. We also examine the problems associated with our original version, and the enhancements incorporated into our current version.

  12. Collaborative Learning across Physical and Virtual Worlds: Factors Supporting and Constraining Learners in a Blended Reality Environment

    ERIC Educational Resources Information Center

    Bower, Matt; Lee, Mark J. W.; Dalgarno, Barney

    2017-01-01

    This article presents the outcomes of a pilot study investigating factors that supported and constrained collaborative learning in a blended reality environment. Pre-service teachers at an Australian university took part in a hybrid tutorial lesson involving a mixture of students who were co-located in the same face-to-face (F2F) classroom along…

  13. Virtual interface environment workstations

    NASA Technical Reports Server (NTRS)

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

    1988-01-01

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

  14. Scratchpads 2.0: a Virtual Research Environment supporting scholarly collaboration, communication and data publication in biodiversity science.

    PubMed

    Smith, Vincent S; Rycroft, Simon D; Brake, Irina; Scott, Ben; Baker, Edward; Livermore, Laurence; Blagoderov, Vladimir; Roberts, David

    2011-01-01

    The Scratchpad Virtual Research Environment (http://scratchpads.eu/) is a flexible system for people to create their own research networks supporting natural history science. Here we describe Version 2 of the system characterised by the move to Drupal 7 as the Scratchpad core development framework and timed to coincide with the fifth year of the project's operation in late January 2012. The development of Scratchpad 2 reflects a combination of technical enhancements that make the project more sustainable, combined with new features intended to make the system more functional and easier to use. A roadmap outlining strategic plans for development of the Scratchpad project over the next two years concludes this article.

  15. Virtual interface environment

    NASA Technical Reports Server (NTRS)

    Fisher, Scott S.

    1986-01-01

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

  16. Virtual Representations in 3D Learning Environments

    ERIC Educational Resources Information Center

    Shonfeld, Miri; Kritz, Miki

    2013-01-01

    This research explores the extent to which virtual worlds can serve as online collaborative learning environments for students by increasing social presence and engagement. 3D environments enable learning, which simulates face-to-face encounters while retaining the advantages of online learning. Students in Education departments created avatars…

  17. Sharing visualization experiences among remote virtual environments

    SciTech Connect

    Disz, T.L.; Papka, M.E.; Pellegrino, M.; Stevens, R.

    1995-12-31

    Virtual reality has become an increasingly familiar part of the science of visualization and communication of information. This, combined with the increase in connectivity of remote sites via high-speed networks, allows for the development of a collaborative distributed virtual environment. Such an environment enables the development of supercomputer simulations with virtual reality visualizations that can be displayed at multiple sites, with each site interacting, viewing, and communicating about the results being discovered. The early results of an experimental collaborative virtual reality environment are discussed in this paper. The issues that need to be addressed in the implementation, as well as preliminary results are covered. Also provided are a discussion of plans and a generalized application programmers interface for CAVE to CAVE will be provided.

  18. Virtual Teaming: Faculty Collaboration in Online Spaces

    ERIC Educational Resources Information Center

    Almjeld, Jen; Rybas, Natalia; Rybas, Sergey

    2013-01-01

    This collaborative article chronicles the experiences of three faculty at three universities utilizing wiki technology to transform themselves and their students into a virtual team. Rooted in workplace approaches to distributed teaming, the project expands notions of classroom collaboration to include planning, administration, and assessment of a…

  19. Incorporating Brokers within Collaboration Environments

    NASA Astrophysics Data System (ADS)

    Rajasekar, A.; Moore, R.; de Torcy, A.

    2013-12-01

    A collaboration environment, such as the integrated Rule Oriented Data System (iRODS - http://irods.diceresearch.org), provides interoperability mechanisms for accessing storage systems, authentication systems, messaging systems, information catalogs, networks, and policy engines from a wide variety of clients. The interoperability mechanisms function as brokers, translating actions requested by clients to the protocol required by a specific technology. The iRODS data grid is used to enable collaborative research within hydrology, seismology, earth science, climate, oceanography, plant biology, astronomy, physics, and genomics disciplines. Although each domain has unique resources, data formats, semantics, and protocols, the iRODS system provides a generic framework that is capable of managing collaborative research initiatives that span multiple disciplines. Each interoperability mechanism (broker) is linked to a name space that enables unified access across the heterogeneous systems. The collaboration environment provides not only support for brokers, but also support for virtualization of name spaces for users, files, collections, storage systems, metadata, and policies. The broker enables access to data or information in a remote system using the appropriate protocol, while the collaboration environment provides a uniform naming convention for accessing and manipulating each object. Within the NSF DataNet Federation Consortium project (http://www.datafed.org), three basic types of interoperability mechanisms have been identified and applied: 1) drivers for managing manipulation at the remote resource (such as data subsetting), 2) micro-services that execute the protocol required by the remote resource, and 3) policies for controlling the execution. For example, drivers have been written for manipulating NetCDF and HDF formatted files within THREDDS servers. Micro-services have been written that manage interactions with the CUAHSI data repository, the Data

  20. User requirements for geo-collaborative work with spatio-temporal data in a web-based virtual globe environment.

    PubMed

    Yovcheva, Zornitza; van Elzakker, Corné P J M; Köbben, Barend

    2013-11-01

    Web-based tools developed in the last couple of years offer unique opportunities to effectively support scientists in their effort to collaborate. Communication among environmental researchers often involves not only work with geographical (spatial), but also with temporal data and information. Literature still provides limited documentation when it comes to user requirements for effective geo-collaborative work with spatio-temporal data. To start filling this gap, our study adopted a User-Centered Design approach and first explored the user requirements of environmental researchers working on distributed research projects for collaborative dissemination, exchange and work with spatio-temporal data. Our results show that system design will be mainly influenced by the nature and type of data users work with. From the end-users' perspective, optimal conversion of huge files of spatio-temporal data for further dissemination, accuracy of conversion, organization of content and security have a key role for effective geo-collaboration.

  1. Middle School Students in Virtual Learning Environments

    ERIC Educational Resources Information Center

    Wyatt, Erin Drankwalter

    2010-01-01

    This ethnographic study examined middle school students engaged in a virtual learning environment used in concert with face-to-face instruction in order to complete a collaborative research project. Thirty-eight students from three eighth grade classes participated in this study where data were collected through observation of student work within…

  2. Real-Time Collaboration of Virtual Laboratories through the Internet

    ERIC Educational Resources Information Center

    Jara, Carlos A.; Candelas, Francisco A.; Torres, Fernando; Dormido, Sebastian; Esquembre, Francisco; Reinoso, Oscar

    2009-01-01

    Web-based learning environments are becoming increasingly popular in higher education. One of the most important web-learning resources is the virtual laboratory (VL), which gives students an easy way for training and learning through the Internet. Moreover, on-line collaborative communication represents a practical method to transmit the…

  3. The virtual environment display system

    NASA Technical Reports Server (NTRS)

    Mcgreevy, Michael W.

    1991-01-01

    Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.

  4. Improving Virtual Team Collaboration Outcomes through Collaboration Process Structuring

    ERIC Educational Resources Information Center

    Dittman, Dawn R.; Hawkes, Mark; Deokar, Amit V.; Sarnikar, Surendra

    2010-01-01

    The ability to collaborate in a virtual team is a necessary skill set for today's knowledge workers and students to be effective in their work. Past research indicates that knowledge workers and students need to establish a formal process to perform work, develop clear goals and objectives, and facilitate better communication among team members.…

  5. Virtual Environments in Scientific Visualization

    NASA Technical Reports Server (NTRS)

    Bryson, Steve; Lisinski, T. A. (Technical Monitor)

    1994-01-01

    Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

  6. Information Virtulization in Virtual Environments

    NASA Technical Reports Server (NTRS)

    Bryson, Steve; Kwak, Dochan (Technical Monitor)

    2001-01-01

    Virtual Environments provide a natural setting for a wide range of information visualization applications, particularly wlieit the information to be visualized is defined on a three-dimensional domain (Bryson, 1996). This chapter provides an overview of the issues that arise when designing and implementing an information visualization application in a virtual environment. Many design issues that arise, such as, e.g., issues of display, user tracking are common to any application of virtual environments. In this chapter we focus on those issues that are special to information visualization applications, as issues of wider concern are addressed elsewhere in this book.

  7. The Doubtful Guest? A Virtual Research Environment for Education

    ERIC Educational Resources Information Center

    Laterza, Vito; Carmichael, Patrick; Procter, Richard

    2007-01-01

    In this paper the authors describe a novel "Virtual Research Environment" (VRE) based on the Sakai Virtual Collaboration Environment and designed to support education research. This VRE has been used for the past two years by projects of the UK Economic and Social Research Council's Teaching and Learning Research Programme, 10 of which…

  8. EdMOO: One Approach to a Multimedia Collaborative Environment.

    ERIC Educational Resources Information Center

    Holkner, Bernard

    The nature of the multiuser object oriented (MOO) environment lends itself to flexible and rich interactive collaboration space providing interactive discussion, mail, mailing list, and news features to its virtual denizens. EdMOO (HREF1) was created in mid-1995 as an environment for teachers to experience the text based virtual reality…

  9. Learners and Collaborative Learning in Virtual Worlds: A Review of the Literature

    ERIC Educational Resources Information Center

    Hanewald, Ria

    2013-01-01

    The purpose of this paper is to present selected literature on learners and collaborative learning in virtual worlds. Research in virtual worlds on collaborative learners is gradually emerging and will gain in significance, particularly in online and distance education environments. It will be argued that the design and functionality of virtual…

  10. Virtual Environments in Biology Teaching

    ERIC Educational Resources Information Center

    Mikropoulos, Tassos A.; Katsikis, Apostolos; Nikolou, Eugenia; Tsakalis, Panayiotis

    2003-01-01

    This article reports on the design, development and evaluation of an educational virtual environment for biology teaching. In particular it proposes a highly interactive three-dimensional synthetic environment involving certain learning tasks for the support of teaching plant cell biology and the process of photosynthesis. The environment has been…

  11. Virtual Learning Environments.

    ERIC Educational Resources Information Center

    Madjidi, Farzin; Hughes, H. Woodrow; Johnson, Ruth N.; Cary, Kim

    Focusing on online learning opportunities in higher education, this paper reviews the various tools of virtual learning and electronic synchronous and asynchronous communication, discusses their strengths and weaknesses, presents strategies for their best use, and warns against potential pitfalls. Implementation issues, including cost and training…

  12. Case-Based Learning in Virtual Groups--Collaborative Problem Solving Activities and Learning Outcomes in a Virtual Professional Training Course

    ERIC Educational Resources Information Center

    Kopp, Birgitta; Hasenbein, Melanie; Mandl, Heinz

    2014-01-01

    This article analyzes the collaborative problem solving activities and learning outcomes of five groups that worked on two different complex cases in a virtual professional training course. In this asynchronous virtual learning environment, all knowledge management content was delivered virtually and collaboration took place through forums. To…

  13. A workout for virtual bodybuilders (design issues for embodiment in multi-actor virtual environments)

    NASA Technical Reports Server (NTRS)

    Benford, Steve; Bowers, John; Fahlen, Lennart E.; Greenhalgh, Chris; Snowdon, Dave

    1994-01-01

    This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.

  14. Designing Electronic Collaborative Learning Environments

    ERIC Educational Resources Information Center

    Kirschner, Paul; Strijbos, Jan-Willem; Kreijns, Karel; Beers, Pieter Jelle

    2004-01-01

    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use…

  15. Virtual Teams and E-Collaboration Technology: A Case Study Investigating the Dynamics of Virtual Team Communication

    ERIC Educational Resources Information Center

    Mattison, Theresa

    2011-01-01

    The purpose of this study was to determine to what extent the use of e-collaboration tools when used as a primary channel of communication affected virtual team members' trust and motivation, in a spatially dispersed environment. Structured interviews were conducted with 18 project managers, who were responsible for leading virtual projects…

  16. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    ERIC Educational Resources Information Center

    Cho, Young Hoan; Lim, Kenneth Y. T.

    2017-01-01

    Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…

  17. Collaborative environments for capability-based planning

    NASA Astrophysics Data System (ADS)

    McQuay, William K.

    2005-05-01

    Distributed collaboration is an emerging technology for the 21st century that will significantly change how business is conducted in the defense and commercial sectors. Collaboration involves two or more geographically dispersed entities working together to create a "product" by sharing and exchanging data, information, and knowledge. A product is defined broadly to include, for example, writing a report, creating software, designing hardware, or implementing robust systems engineering and capability planning processes in an organization. Collaborative environments provide the framework and integrate models, simulations, domain specific tools, and virtual test beds to facilitate collaboration between the multiple disciplines needed in the enterprise. The Air Force Research Laboratory (AFRL) is conducting a leading edge program in developing distributed collaborative technologies targeted to the Air Force's implementation of systems engineering for a simulation-aided acquisition and capability-based planning. The research is focusing on the open systems agent-based framework, product and process modeling, structural architecture, and the integration technologies - the glue to integrate the software components. In past four years, two live assessment events have been conducted to demonstrate the technology in support of research for the Air Force Agile Acquisition initiatives. The AFRL Collaborative Environment concept will foster a major cultural change in how the acquisition, training, and operational communities conduct business.

  18. Stroke Rehabilitation using Virtual Environments

    PubMed Central

    Fu, Michael J.; Knutson, Jayme; Chae, John

    2015-01-01

    Synopsis This review covers the rationale, mechanisms, and availability of commercially available virtual environment-based interventions for stroke rehabilitation. It describes interventions for motor, speech, cognitive, and sensory dysfunction. Also discussed are the important features and mechanisms that allow virtual environments to facilitate motor relearning. A common challenge facing the field is inability to translate success in small trials to efficacy in larger populations. The heterogeneity of stroke pathophysiology has been blamed and experts advocate for the study of multimodal approaches. Therefore, this article also introduces a framework to help define new therapy combinations that may be necessary to address stroke heterogeneity. PMID:26522910

  19. Virtual environment tactile system

    DOEpatents

    Renzi, R.

    1996-12-10

    A method for providing a realistic sense of touch in virtual reality by means of programmable actuator assemblies is disclosed. Each tactile actuator assembly consists of a number of individual actuators whose movement is controlled by a computer and associated drive electronics. When an actuator is energized, the rare earth magnet and the associated contactor, incorporated within the actuator, are set in motion by the opposing electromagnetic field of a surrounding coil. The magnet pushes the contactor forward to contact the skin resulting in the sensation of touch. When the electromagnetic field is turned off, the rare earth magnet and the contactor return to their neutral positions due to the magnetic equilibrium caused by the interaction with the ferrous outer sleeve. The small size and flexible nature of the actuator assemblies permit incorporation into a glove, boot or body suit. The actuator has additional applications, such as, for example, as an accelerometer, an actuator for precisely controlled actuations or to simulate the sensation of braille letters. 28 figs.

  20. Virtual environment tactile system

    DOEpatents

    Renzi, Ronald

    1996-01-01

    A method for providing a realistic sense of touch in virtual reality by means of programmable actuator assemblies is disclosed. Each tactile actuator assembly consists of a number of individual actuators whose movement is controlled by a computer and associated drive electronics. When an actuator is energized, the rare earth magnet and the associated contactor, incorporated within the actuator, are set in motion by the opposing electromagnetic field of a surrounding coil. The magnet pushes the contactor forward to contact the skin resulting in the sensation of touch. When the electromagnetic field is turned off, the rare earth magnet and the contactor return to their neutral positions due to the magnetic equilibrium caused by the interaction with the ferrous outer sleeve. The small size and flexible nature of the actuator assemblies permit incorporation into a glove, boot or body suit. The actuator has additional applications, such as, for example, as an accelerometer, an actuator for precisely controlled actuations or to simulate the sensation of braille letters.

  1. Building a Collaborative Network To Support Michigan Community Colleges in a Global Market. Michigan Community College Virtual Learning Collaborative.

    ERIC Educational Resources Information Center

    Michigan Community Coll. Association, Lansing.

    This report describes the Michigan Community College Virtual Learning Collaborative (MCCVLC), an innovative educational environment that provides learners access to high-quality courses through a variety of technologies. The following describe the collaborative's guiding principles: (1) faculty and staff at all Michigan community colleges will…

  2. Risk Analysis Virtual ENvironment

    SciTech Connect

    2014-02-10

    RAVEN has 3 major functionalities: 1. Provides a Graphical User Interface for the pre- and post-processing of the RELAP-7 input and output. 2. Provides the capability to model nuclear power plants control logic for the RELAP-7 code and dynamic control of the accident scenario evolution. This capability is based on a software structure that realizes a direct connection between the RELAP-7 solver engine (MOOSE) and a python environment where the variables describing the plant status are accessible in a scripting environment. RAVEN support the generation of the probabilistic scenario control by supplying a wide range of probability and cumulative distribution functions and their inverse functions. 3. Provides a general environment to perform probability risk analysis for RELAP-7, RELAP-5 and any generic MOOSE based applications. The probabilistic analysis is performed by sampling the input space of the coupled code parameters and it is enhanced by using modern artificial intelligence algorithms that accelerate the identification of the areas of major risk (in the input parameter space). This environment also provides a graphical visualization capability to analyze the outcomes. Among other approaches, the classical Monte Carlo and Latin Hypercube sampling algorithms are available. For the acceleration of the convergence of the sampling methodologies, Support Vector Machines, Bayesian regression, and collocation stochastic polynomials chaos are implemented. The same methodologies here described could be used to solve optimization and uncertainties propagation problems using the RAVEN framework.

  3. Virtual interface environment

    NASA Technical Reports Server (NTRS)

    Fisher, Scott S.

    1988-01-01

    A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture is under development for use as a multipurpose interface environment. Initial applications of the system are in telerobotics, data-management and human factors research. System configuration and research directions are described.

  4. Learning to Collaborate: Designing Collaboration in a 3-D Game Environment

    ERIC Educational Resources Information Center

    Hamalainen, Raija; Manninen, Tony; Jarvela, Sanna; Hakkinen, Paivi

    2006-01-01

    To respond to learning needs, Computer-Supported Collaborative Learning (CSCL) must provide instructional support. The particular focus of this paper is on designing collaboration in a 3-D virtual game environment intended to make learning more effective by promoting student opportunities for interaction. The empirical experiment eScape, which…

  5. Virtual Control Systems Environment (VCSE)

    SciTech Connect

    Atkins, Will

    2012-10-08

    Will Atkins, a Sandia National Laboratories computer engineer discusses cybersecurity research work for process control systems. Will explains his work on the Virtual Control Systems Environment project to develop a modeling and simulation framework of the U.S. electric grid in order to study and mitigate possible cyberattacks on infrastructure.

  6. Virtual Control Systems Environment (VCSE)

    ScienceCinema

    Atkins, Will

    2016-07-12

    Will Atkins, a Sandia National Laboratories computer engineer discusses cybersecurity research work for process control systems. Will explains his work on the Virtual Control Systems Environment project to develop a modeling and simulation framework of the U.S. electric grid in order to study and mitigate possible cyberattacks on infrastructure.

  7. Quality in virtual education environments

    ERIC Educational Resources Information Center

    Barbera, Elena

    2004-01-01

    The emergence of the Internet has changed the way we teach and learn. This paper provides a general overview of the state of the quality of virtual education environments. First of all, some problems with the quality criteria applied in this field and the need to develop quality seals are presented. Likewise, the dimensions and subdimensions of an…

  8. Cognitive Styles and Virtual Environments.

    ERIC Educational Resources Information Center

    Ford, Nigel

    2000-01-01

    Discussion of navigation through virtual information environments focuses on the need for robust user models that take into account individual differences. Considers Pask's information processing styles and strategies; deep (transformational) and surface (reproductive) learning; field dependence/independence; divergent/convergent thinking;…

  9. Virtual Environments Overview

    DTIC Science & Technology

    2009-04-01

    Jeffrey G. Morrison regarding proposed programs in the ASpace X program as well as a white paper by Dr. Rita Bush and and Mr. Ken Kiesel., 2 http...areas of the brain ( Zacks , 2007). Mental rotation is used to compensate for not being able to move around in the world and change viewpoints, but...environments.” CyberPsychology & Behavior, 10 (1), 115-121. Zacks , J.M. (2008). “Neuroimaging studies of mental rotation: A meta-analysis and

  10. Ambient clumsiness in virtual environments

    NASA Astrophysics Data System (ADS)

    Ruzanka, Silvia; Behar, Katherine

    2010-01-01

    A fundamental pursuit of Virtual Reality is the experience of a seamless connection between the user's body and actions within the simulation. Virtual worlds often mediate the relationship between the physical and virtual body through creating an idealized representation of the self in an idealized space. This paper argues that the very ubiquity of the medium of virtual environments, such as the massively popular Second Life, has now made them mundane, and that idealized representations are no longer appropriate. In our artwork we introduce the attribute of clumsiness to Second Life by creating and distributing scripts that cause users' avatars to exhibit unpredictable stumbling, tripping, and momentary poor coordination, thus subtly and unexpectedly intervening with, rather than amplifying, a user's intent. These behaviors are publicly distributed, and manifest only occasionally - rather than intentional, conscious actions, they are involuntary and ambient. We suggest that the physical human body is itself an imperfect interface, and that the continued blurring of distinctions between the physical body and virtual representations calls for the introduction of these mundane, clumsy elements.

  11. Aerospace applications of virtual environment technology.

    PubMed

    Loftin, R B

    1996-11-01

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

  12. Distributed and collaborative synthetic environments

    NASA Technical Reports Server (NTRS)

    Bajaj, Chandrajit L.; Bernardini, Fausto

    1995-01-01

    Fast graphics workstations and increased computing power, together with improved interface technologies, have created new and diverse possibilities for developing and interacting with synthetic environments. A synthetic environment system is generally characterized by input/output devices that constitute the interface between the human senses and the synthetic environment generated by the computer; and a computation system running a real-time simulation of the environment. A basic need of a synthetic environment system is that of giving the user a plausible reproduction of the visual aspect of the objects with which he is interacting. The goal of our Shastra research project is to provide a substrate of geometric data structures and algorithms which allow the distributed construction and modification of the environment, efficient querying of objects attributes, collaborative interaction with the environment, fast computation of collision detection and visibility information for efficient dynamic simulation and real-time scene display. In particular, we address the following issues: (1) A geometric framework for modeling and visualizing synthetic environments and interacting with them. We highlight the functions required for the geometric engine of a synthetic environment system. (2) A distribution and collaboration substrate that supports construction, modification, and interaction with synthetic environments on networked desktop machines.

  13. Managing the Collaborative Learning Environment.

    ERIC Educational Resources Information Center

    Wagner, June G.

    2002-01-01

    The feature story in this issue, "Managing the Collaborative Learning Environment," focuses on the growing emphasis on teamwork in the workplace. It discusses how the concept of empowering employees in the workplace is evolving and the benefits--faster decision making, lower costs and absenteeism, higher productivity and quality, and…

  14. Virtual Environment TBI Screen (VETS)

    DTIC Science & Technology

    2014-10-01

    postural control, which will assist with clinical screening of traumatic brain injury (TBI). Knowledge of acute symptoms associated with TBI can help...Military test sites have been established and testing will begin as soon as HRPO approval for these sites is granted. 15. SUBJECT TERMS Traumatic brain ...C-0189 1 INTRODUCTION: The purpose of this study is to validate and test the reliability of the Virtual Environment Traumatic Brain Injury

  15. Computer Assisted Virtual Environment - CAVE

    SciTech Connect

    Erickson, Phillip; Podgorney, Robert; Weingartner, Shawn; Whiting, Eric

    2014-01-14

    Research at the Center for Advanced Energy Studies is taking on another dimension with a 3-D device known as a Computer Assisted Virtual Environment. The CAVE uses projection to display high-end computer graphics on three walls and the floor. By wearing 3-D glasses to create depth perception and holding a wand to move and rotate images, users can delve into data.

  16. Computer Assisted Virtual Environment - CAVE

    ScienceCinema

    Erickson, Phillip; Podgorney, Robert; Weingartner, Shawn; Whiting, Eric

    2016-07-12

    Research at the Center for Advanced Energy Studies is taking on another dimension with a 3-D device known as a Computer Assisted Virtual Environment. The CAVE uses projection to display high-end computer graphics on three walls and the floor. By wearing 3-D glasses to create depth perception and holding a wand to move and rotate images, users can delve into data.

  17. EVA: Collaborative Distributed Learning Environment Based in Agents.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Tellez, Rolando Quintero

    In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is presented. The environment is composed of knowledge, collaboration, consulting, experimentation, and personal spaces as a collection of agents and conventional software components working over the knowledge domains. All…

  18. EVA: An Interactive Web-Based Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Arenas, Adolfo Guzman

    2002-01-01

    In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is described. The environment is composed of knowledge, collaboration, consulting and experimentation spaces as a collection of agents and conventional software components working over the knowledge domains. All user…

  19. Future Evolution of Virtual Worlds as Communication Environments

    NASA Astrophysics Data System (ADS)

    Prisco, Giulio

    Extensive experience creating locations and activities inside virtual worlds provides the basis for contemplating their future. Users of virtual worlds are diverse in their goals for these online environments; for example, immersionists want them to be alternative realities disconnected from real life, whereas augmentationists want them to be communication media supporting real-life activities. As the technology improves, the diversity of virtual worlds will increase along with their significance. Many will incorporate more advanced virtual reality, or serve as major media for long-distance collaboration, or become the venues for futurist social movements. Key issues are how people can create their own virtual worlds, travel across worlds, and experience a variety of multimedia immersive environments. This chapter concludes by noting the view among some computer scientists that future technologies will permit uploading human personalities to artificial intelligence avatars, thereby enhancing human beings and rendering the virtual worlds entirely real.

  20. The Impact of Using Synchronous Collaborative Virtual Tangram in Children's Geometric

    ERIC Educational Resources Information Center

    Lin, Chiu-Pin; Shao, Yin-juan; Wong, Lung-Hsiang; Li, Yin-Jen; Niramitranon, Jitti

    2011-01-01

    This study aimed to develop a collaborative and manipulative virtual Tangram puzzle to facilitate children to learn geometry in the computer-supported collaborative learning environment with Tablet PCs. In promoting peer interactions and stimulating students' higher-order thinking and creativity toward geometric problem-solving, we designed a…

  1. A virtual therapeutic environment with user projective agents.

    PubMed

    Ookita, S Y; Tokuda, H

    2001-02-01

    Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.

  2. Brain Activity on Navigation in Virtual Environments.

    ERIC Educational Resources Information Center

    Mikropoulos, Tassos A.

    2001-01-01

    Assessed the cognitive processing that takes place in virtual environments by measuring electrical brain activity using Fast Fourier Transform analysis. University students performed the same task in a real and a virtual environment, and eye movement measurements showed that all subjects were more attentive when navigating in the virtual world.…

  3. Virtual environments for scene of crime reconstruction and analysis

    NASA Astrophysics Data System (ADS)

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

    2000-02-01

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

  4. Virtual Teaming and Collaboration Technology: A Study of Influences on Virtual Project Outcomes

    ERIC Educational Resources Information Center

    Broils, Gary C.

    2014-01-01

    The purpose of this quantitative correlational study was to explore the relationships between the independent variables, contextual factors for virtual teams and collaboration technology, and the dependent variable, virtual project outcomes. The problem leading to the need for the study is a lower success rate for virtual projects compared to…

  5. Intelligent Motion and Interaction Within Virtual Environments

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)

    2007-01-01

    What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

  6. Advanced engineering environment collaboration project.

    SciTech Connect

    Lamph, Jane Ann; Pomplun, Alan R.; Kiba, Grant W.; Dutra, Edward G.; Dankiewicz, Robert J.; Marburger, Scot J.

    2008-12-01

    The Advanced Engineering Environment (AEE) is a model for an engineering design and communications system that will enhance project collaboration throughout the nuclear weapons complex (NWC). Sandia National Laboratories and Parametric Technology Corporation (PTC) worked together on a prototype project to evaluate the suitability of a portion of PTC's Windchill 9.0 suite of data management, design and collaboration tools as the basis for an AEE. The AEE project team implemented Windchill 9.0 development servers in both classified and unclassified domains and used them to test and evaluate the Windchill tool suite relative to the needs of the NWC using weapons project use cases. A primary deliverable was the development of a new real time collaborative desktop design and engineering process using PDMLink (data management tool), Pro/Engineer (mechanical computer aided design tool) and ProductView Lite (visualization tool). Additional project activities included evaluations of PTC's electrical computer aided design, visualization, and engineering calculations applications. This report documents the AEE project work to share information and lessons learned with other NWC sites. It also provides PTC with recommendations for improving their products for NWC applications.

  7. Training Spatial Knowledge Acquisition Using Virtual Environments

    DTIC Science & Technology

    2008-02-22

    involves cognitive science, perceptual psychology, virtual- environment design, real-world training methods , etc.), it obviously requires close...97’... 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Training Spatial Knowledge Acquisition Using Virtual Environments N00014-96-1-0379 6. AUTHOR(S...KNOWLEDGE ACQUISITION USING VIRTUAL ENVIRONMENTS (1 FEBRUARY 1996 TO 31 JANUARY 1997) OF ¶ NATHANIEL I. DURLACH, ET AL., MASSACHUSETTS INSTITUTE OF

  8. Social Interaction Development through Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Beach, Jason; Wendt, Jeremy

    2014-01-01

    The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…

  9. Virtual laboratories: new opportunities for collaborative water science

    NASA Astrophysics Data System (ADS)

    Ceola, S.; Arheimer, B.; Baratti, E.; Blöschl, G.; Capell, R.; Castellarin, A.; Freer, J.; Han, D.; Hrachowitz, M.; Hundecha, Y.; Hutton, C.; Lindström, G.; Montanari, A.; Nijzink, R.; Parajka, J.; Toth, E.; Viglione, A.; Wagener, T.

    2015-04-01

    Reproducibility and repeatability of experiments are the fundamental prerequisites that allow researchers to validate results and share hydrological knowledge, experience and expertise in the light of global water management problems. Virtual laboratories offer new opportunities to enable these prerequisites since they allow experimenters to share data, tools and pre-defined experimental procedures (i.e. protocols). Here we present the outcomes of a first collaborative numerical experiment undertaken by five different international research groups in a virtual laboratory to address the key issues of reproducibility and repeatability. Moving from the definition of accurate and detailed experimental protocols, a rainfall-runoff model was independently applied to 15 European catchments by the research groups and model results were collectively examined through a web-based discussion. We found that a detailed modelling protocol was crucial to ensure the comparability and reproducibility of the proposed experiment across groups. Our results suggest that sharing comprehensive and precise protocols and running the experiments within a controlled environment (e.g. virtual laboratory) is as fundamental as sharing data and tools for ensuring experiment repeatability and reproducibility across the broad scientific community and thus advancing hydrology in a more coherent way.

  10. A Virtual Geant4 Environment

    NASA Astrophysics Data System (ADS)

    Iwai, Go

    2015-12-01

    We describe the development of an environment for Geant4 consisting of an application and data that provide users with a more efficient way to access Geant4 applications without having to download and build the software locally. The environment is platform neutral and offers the users near-real time performance. In addition, the environment consists of data and Geant4 libraries built using low-level virtual machine (LLVM) tools which can produce bitcode that can be embedded in HTML and accessed via a browser. The bitcode is downloaded to the local machine via the browser and can then be configured by the user. This approach provides a way of minimising the risk of leaking potentially sensitive data used to construct the Geant4 model and application in the medical domain for treatment planning. We describe several applications that have used this approach and compare their performance with that of native applications. We also describe potential user communities that could benefit from this approach.

  11. Digital Immersive Virtual Environments and Instructional Computing

    ERIC Educational Resources Information Center

    Blascovich, Jim; Beall, Andrew C.

    2010-01-01

    This article reviews theory and research relevant to the development of digital immersive virtual environment-based instructional computing systems. The review is organized within the context of a multidimensional model of social influence and interaction within virtual environments that models the interaction of four theoretical factors: theory…

  12. An investigation of the efficacy of collaborative virtual reality systems for moderated remote usability testing.

    PubMed

    Chalil Madathil, Kapil; Greenstein, Joel S

    2017-02-27

    Collaborative virtual reality-based systems have integrated high fidelity voice-based communication, immersive audio and screen-sharing tools into virtual environments. Such three-dimensional collaborative virtual environments can mirror the collaboration among usability test participants and facilitators when they are physically collocated, potentially enabling moderated usability tests to be conducted effectively when the facilitator and participant are located in different places. We developed a virtual collaborative three-dimensional remote moderated usability testing laboratory and employed it in a controlled study to evaluate the effectiveness of moderated usability testing in a collaborative virtual reality-based environment with two other moderated usability testing methods: the traditional lab approach and Cisco WebEx, a web-based conferencing and screen sharing approach. Using a mixed methods experimental design, 36 test participants and 12 test facilitators were asked to complete representative tasks on a simulated online shopping website. The dependent variables included the time taken to complete the tasks; the usability defects identified and their severity; and the subjective ratings on the workload index, presence and satisfaction questionnaires. Remote moderated usability testing methodology using a collaborative virtual reality system performed similarly in terms of the total number of defects identified, the number of high severity defects identified and the time taken to complete the tasks with the other two methodologies. The overall workload experienced by the test participants and facilitators was the least with the traditional lab condition. No significant differences were identified for the workload experienced with the virtual reality and the WebEx conditions. However, test participants experienced greater involvement and a more immersive experience in the virtual environment than in the WebEx condition. The ratings for the virtual

  13. VERS: a virtual environment for reconstructive surgery planning

    NASA Astrophysics Data System (ADS)

    Montgomery, Kevin N.

    1997-05-01

    The virtual environment for reconstructive surgery (VERS) project at the NASA Ames Biocomputation Center is applying virtual reality technology to aid surgeons in planning surgeries. We are working with a craniofacial surgeon at Stanford to assemble and visualize the bone structure of patients requiring reconstructive surgery either through developmental abnormalities or trauma. This project is an extension of our previous work in 3D reconstruction, mesh generation, and immersive visualization. The current VR system, consisting of an SGI Onyx RE2, FakeSpace BOOM and ImmersiveWorkbench, Virtual Technologies CyberGlove and Ascension Technologies tracker, is currently in development and has already been used to visualize defects preoperatively. In the near future it will be used to more fully plan the surgery and compute the projected result to soft tissue structure. This paper presents the work in progress and details the production of a high-performance, collaborative, and networked virtual environment.

  14. Collaborative editing within the pervasive collaborative computing environment

    SciTech Connect

    Perry, Marcia; Agarwal, Deb

    2003-09-11

    Scientific collaborations are established for a wide variety of tasks for which several communication modes are necessary, including messaging, file-sharing, and collaborative editing. In this position paper, we describe our work on the Pervasive Collaborative Computing Environment (PCCE) which aims to facilitate scientific collaboration within widely distributed environments. The PCCE provides a persistent space in which collaborators can locate each other, exchange messages synchronously and asynchronously and archive conversations. Our current interest is in exploring research and development of shared editing systems with the goal of integrating this technology into the PCCE. We hope to inspire discussion of technology solutions for an integrated approach to synchronous and asynchronous communication and collaborative editing.

  15. Measuring latency in virtual environments.

    PubMed

    Friston, Sebastian; Steed, Anthony

    2014-04-01

    Latency of interactive computer systems is a product of the processing, transport and synchronisation delays inherent to the components that create them. In a virtual environment (VE) system, latency is known to be detrimental to a user's sense of immersion, physical performance and comfort level. Accurately measuring the latency of a VE system for study or optimisation, is not straightforward. A number of authors have developed techniques for characterising latency, which have become progressively more accessible and easier to use. In this paper, we characterise these techniques. We describe a simple mechanical simulator designed to simulate a VE with various amounts of latency that can be finely controlled (to within 3ms). We develop a new latency measurement technique called Automated Frame Counting to assist in assessing latency using high speed video (to within 1ms). We use the mechanical simulator to measure the accuracy of Steed's and Di Luca's measurement techniques, proposing improvements where they may be made. We use the methods to measure latency of a number of interactive systems that may be of interest to the VE engineer, with a significant level of confidence. All techniques were found to be highly capable however Steed's Method is both accurate and easy to use without requiring specialised hardware.

  16. Visual search in virtual environments

    NASA Astrophysics Data System (ADS)

    Stark, Lawrence W.; Ezumi, Koji; Nguyen, Tho; Paul, R.; Tharp, Gregory K.; Yamashita, H. I.

    1992-08-01

    A key task in virtual environments is visual search. To obtain quantitative measures of human performance and documentation of visual search strategies, we have used three experimental arrangements--eye, head, and mouse control of viewing windows--by exploiting various combinations of helmet-mounted-displays, graphics workstations, and eye movement tracking facilities. We contrast two different categories of viewing strategies: one, for 2D pictures with large numbers of targets and clutter scattered randomly; the other for quasi-natural 3D scenes with targets and non-targets placed in realistic, sensible positions. Different searching behaviors emerge from these contrasting search conditions, reflecting different visual and perceptual modes. A regular 'searchpattern' is a systematic, repetitive, idiosyncratic sequence of movements carrying the eye to cover the entire 2D scene. Irregular 'searchpatterns' take advantages of wide windows and the wide human visual lobe; here, hierarchical detection and recognition is performed with the appropriate capabilities of the 'two visual systems'. The 'searchpath', also efficient, repetitive and idiosyncratic, provides only a small set of fixations to check continually the smaller number of targets in the naturalistic 3D scene; likely, searchpaths are driven by top-down spatial models. If the viewed object is known and able to be named, then an hypothesized, top-down cognitive model drives active looking in the 'scanpath' mode, again continually checking important subfeatures of the object. Spatial models for searchpaths may be primitive predecessors, in the evolutionary history of animals, of cognitive models for scanpaths.

  17. Shared virtual environments for aerospace training

    NASA Technical Reports Server (NTRS)

    Loftin, R. Bowen; Voss, Mark

    1994-01-01

    Virtual environments have the potential to significantly enhance the training of NASA astronauts and ground-based personnel for a variety of activities. A critical requirement is the need to share virtual environments, in real or near real time, between remote sites. It has been hypothesized that the training of international astronaut crews could be done more cheaply and effectively by utilizing such shared virtual environments in the early stages of mission preparation. The Software Technology Branch at NASA's Johnson Space Center has developed the capability for multiple users to simultaneously share the same virtual environment. Each user generates the graphics needed to create the virtual environment. All changes of object position and state are communicated to all users so that each virtual environment maintains its 'currency.' Examples of these shared environments will be discussed and plans for the utilization of the Department of Defense's Distributed Interactive Simulation (DIS) protocols for shared virtual environments will be presented. Finally, the impact of this technology on training and education in general will be explored.

  18. Creating virtual environments over the Internet

    NASA Astrophysics Data System (ADS)

    Chen, Tom; Ricardo, Sendra; Young, Peter; Anderson, David; Yu, Jiang; Nagata, Shojiro

    1998-04-01

    Using Java as the implementation language and the Netscape Communicator package, a client/server environment is established to allow requests from client stations to download the selected virtual environment to be run on the client. Various security measures, such as certification, are included in the environment to ensure proper transfer of files and data packets. Once the operations in the downloaded virtual environment are completed, the environment automatically cleans up the experiment site of the client. This paper discusses the results on our experiments using this client/server environment and the experiences we had in implementing this environment.

  19. Two implementations of shared virtual space environments.

    SciTech Connect

    Disz, T. L.

    1998-01-13

    While many issues in the area of virtual reality (VR) research have been addressed in recent years, the constant leaps forward in technology continue to push the field forward. VR research no longer is focused only on computer graphics, but instead has become even more interdisciplinary, combining the fields of networking, distributed computing, and even artificial intelligence. In this article we discuss some of the issues associated with distributed, collaborative virtual reality, as well as lessons learned during the development of two distributed virtual reality applications.

  20. Virtual agents in a simulated virtual training environment

    NASA Technical Reports Server (NTRS)

    Achorn, Brett; Badler, Norman L.

    1993-01-01

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

  1. Internet 2 Commons: A Collaborative Environment.

    ERIC Educational Resources Information Center

    Simco, Greg

    2002-01-01

    Discussion of Internet 2, a partnership in educational efforts, focuses on the Internet 2 Commons which is a collaborative framework for the advancement of research and pedagogical activities. Discusses the use of videoconferencing to improve communication and to create an environment for group collaboration; networking and collaboration; video…

  2. Virtual environments from panoramic images

    NASA Astrophysics Data System (ADS)

    Chapman, David P.; Deacon, Andrew

    1998-12-01

    A number of recent projects have demonstrated the utility of Internet-enabled image databases for the documentation of complex, inaccessible and potentially hazardous environments typically encountered in the petrochemical and nuclear industries. Unfortunately machine vision and image processing techniques have not, to date, enabled the automatic extraction geometrical data from such images and thus 3D CAD modeling remains an expensive and laborious manual activity. Recent developments in panoramic image capture and presentation offer an alternative intermediate deliverable which, in turn, offers some of the benefits of a 3D model at a fraction of the cost. Panoramic image display tools such as Apple's QuickTime VR (QTVR) and Live Spaces RealVR provide compelling and accessible digital representations of the real world and justifiably claim to 'put the reality in Virtual Reality.' This paper will demonstrate how such technologies can be customized, extended and linked to facility management systems delivered over a corporate intra-net to enable end users to become familiar with remote sites and extract simple dimensional data. In addition strategies for the integration of such images with documents gathered from 2D or 3D CAD and Process and Instrumentation Diagrams (P&IDs) will be described as will techniques for precise 'As-Built' modeling using the calibrated images from which panoramas have been derived and the use of textures from these images to increase the realism of rendered scenes. A number of case studies relating to both nuclear and process engineering will demonstrate the extent to which such solution are scaleable in order to deal with the very large volumes of image data required to fully document the large, complex facilities typical of these industry sectors.

  3. The Impact of Avatar Self-Representation on Collaboration in Virtual Worlds

    ERIC Educational Resources Information Center

    Wallace, Paul; Maryott, James

    2009-01-01

    Despite the growing use of virtual worlds in distance education, no studies have shown how self-representation in these environments impacts collaboration in multicultural learning groups. In this article, Paul Wallace and Jim Maryott report on a preliminary study in Micronesia designed to investigate the impact of negative social attitudes based…

  4. Virtual environment architecture for rapid application development

    NASA Technical Reports Server (NTRS)

    Grinstein, Georges G.; Southard, David A.; Lee, J. P.

    1993-01-01

    We describe the MITRE Virtual Environment Architecture (VEA), a product of nearly two years of investigations and prototypes of virtual environment technology. This paper discusses the requirements for rapid prototyping, and an architecture we are developing to support virtual environment construction. VEA supports rapid application development by providing a variety of pre-built modules that can be reconfigured for each application session. The modules supply interfaces for several types of interactive I/O devices, in addition to large-screen or head-mounted displays.

  5. Enhancing Student Collaboration in Global Virtual Teams

    ERIC Educational Resources Information Center

    Kohut, Gary F.

    2012-01-01

    With the growth in the global economy and the rapid development of communication and information technologies, global virtual teams are quickly becoming the norm in the workplace. Research indicates, however, that many students have little or no experience working in such teams. Students who learn through these experiences benefit from higher task…

  6. Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Bailenson, Jeremy N.; Beall, Andrew C.; Loomis, Jack; Blascovich, Jim; Turk, Matthew

    2005-01-01

    Immersive collaborative virtual environments (CVEs) are simulations in which geographically separated individuals interact in a shared, three-dimensional, digital space using immersive virtual environment technology. Unlike videoconference technology, which transmits direct video streams, immersive CVEs accurately track movements of interactants…

  7. Collaborative Wikipedia Projects in the Virtual Classroom

    ERIC Educational Resources Information Center

    Kenny, A. J.; Wolt, J. D.; Hurd, H. S.

    2013-01-01

    Wikipedia is a web-based, free-content encyclopedia that is openly editable and, thus, provides a unique platform for collaborations. Wikipedia projects are increasingly being integrated into upper-level courses across the country to explore advanced concepts, communicate science, and provide high-quality information to the public. Here we outline…

  8. International Collaboration for the Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Genova, F.; Benvenuti, P.; De Young, D. S.; Hanisch, R. J.; Lawrence, A.; Linde, T.; Quinn, P. J.; Szalay, A. S.; Walton, N. A.; Williams, R. D.

    2002-05-01

    There are now three major initiatives underway related to the virtual observatory. In the United States, the NSF's Information Technology Program is funding a project led by A. Szalay and R. Williams entitled "Building the Framework for the Virtual Observatory". Europe is sponsoring two programs: the Astrophysical Virtual Observatory (funded by the European Commission and led by P. Quinn) and AstroGrid (funded by the UK e-science program and led by A. Lawrence). Other national initiatives are forming in, e.g., Germany, India, Chile, Japan, and Australia. These VO projects are all strongly science driven, and aim to satisfy diverse scientific demands while accommodating possibly different priorities. Thus the VO projects will offer a wide range of functionalities. At the same time, it is clear that the underlying fabric upon which the VO's are built must have a high degree of commonality to ensure accessibility and functionality as the international VO becomes an operational reality. Thus, the major VO projects are working together to identify and agree upon these common elements that facilitate both the commonality and diversity in functionality required by the users of the international VO. Some of these common elements have to do with standards for data and interfaces. Some involve policy and yet others have to do with funding and securing international support at governmental levels. Effort is already underway in the development of metadata standards, and the joint leadership of the NVO, AVO, and AstroGrid projects is drafting an international VO roadmap.

  9. Using Five Stage Model to Design of Collaborative Learning Environments in Second Life

    ERIC Educational Resources Information Center

    Orhan, Sevil; Karaman, M. Kemal

    2014-01-01

    Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…

  10. Effects of Collaborative Activities on Group Identity in Virtual World

    ERIC Educational Resources Information Center

    Park, Hyungsung; Seo, Sumin

    2013-01-01

    The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as "Second Life." To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in "Second Life." The interactive tools given to the control group in this…

  11. The Benefits and Barriers of Virtual Collaboration among Online Adjuncts

    ERIC Educational Resources Information Center

    Schieffer, Lori

    2016-01-01

    Online education is a current trend in higher education. This has left colleges needing to hire more part-time remote adjuncts to fill the fluctuating number of available courses. Because remote online adjuncts are susceptible to isolation, the need has arisen to study the benefits and barriers of virtual collaboration. The purpose of this…

  12. The Potential for Scientific Collaboration in Virtual Ecosystems

    ERIC Educational Resources Information Center

    Magerko, Brian

    2010-01-01

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

  13. Network-based collaborative research environment LDRD final report

    SciTech Connect

    Davies, B.R.; McDonald, M.J.

    1997-09-01

    The Virtual Collaborative Environment (VCE) and Distributed Collaborative Workbench (DCW) are new technologies that make it possible for diverse users to synthesize and share mechatronic, sensor, and information resources. Using these technologies, university researchers, manufacturers, design firms, and others can directly access and reconfigure systems located throughout the world. The architecture for implementing VCE and DCW has been developed based on the proposed National Information Infrastructure or Information Highway and a tool kit of Sandia-developed software. Further enhancements to the VCE and DCW technologies will facilitate access to other mechatronic resources. This report describes characteristics of VCE and DCW and also includes background information about the evolution of these technologies.

  14. Virtually ostracized: studying ostracism in immersive virtual environments.

    PubMed

    Kassner, Matthew P; Wesselmann, Eric D; Law, Alvin Ty; Williams, Kipling D

    2012-08-01

    Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.

  15. Distributed virtual environment for emergency medical training

    NASA Astrophysics Data System (ADS)

    Stytz, Martin R.; Banks, Sheila B.; Garcia, Brian W.; Godsell-Stytz, Gayl M.

    1997-07-01

    In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint training using distributed virtual environments (DVEs). One professional field that lacks but needs a high-fidelity team training environment is the field of emergency medicine. Currently, emergency department (ED) medical personnel train by using words to create a metal picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in emergency medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The virtual emergency room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations; the doctor and staff interface to the virtual patient and ED equipment; the accurate simulation of individual patient organs' response to injury, medication, and treatment; and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this

  16. Controlling social stress in virtual reality environments.

    PubMed

    Hartanto, Dwi; Kampmann, Isabel L; Morina, Nexhmedin; Emmelkamp, Paul G M; Neerincx, Mark A; Brinkman, Willem-Paul

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.

  17. Controlling Social Stress in Virtual Reality Environments

    PubMed Central

    Hartanto, Dwi; Kampmann, Isabel L.; Morina, Nexhmedin; Emmelkamp, Paul G. M.; Neerincx, Mark A.; Brinkman, Willem-Paul

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = −0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes. PMID:24671006

  18. The Region 4 collaborative virtual reference project.

    PubMed

    Parker, Sandi K; Johnson, E Diane

    2003-01-01

    In May 2002, the Denison Memorial Library at the University of Colorado Health Sciences Center and the J. Otto Lottes Health Sciences Library at the University of Missouri-Columbia, with funding from the National Network of Libraries of Medicine-Midcontinental Region, embarked on a collaborative, real-time reference project using the 24/7 Reference, Inc., software package. This paper describes how the project was conceived, and includes details on the service hours, staffing, training, marketing, lessons learned, and future plans for the service.

  19. The Impact of Virtual Collaboration and Collaboration Technologies on Knowledge Transfer and Team Performance in Distributed Organizations

    ERIC Educational Resources Information Center

    Ngoma, Ngoma Sylvestre

    2013-01-01

    Virtual teams are increasingly viewed as a powerful determinant of competitive advantage in geographically distributed organizations. This study was designed to provide insights into the interdependencies between virtual collaboration, collaboration technologies, knowledge transfer, and virtual team performance in an effort to understand whether…

  20. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    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.

  1. Computer Applications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

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

  2. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    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 Center (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 providedgeneral 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.

  3. Peer Interaction in Three Collaborative Learning Environments

    ERIC Educational Resources Information Center

    Staarman, Judith Kleine; Krol, Karen; Meijden, Henny van der

    2005-01-01

    The aim of the study was to gain insight into the occurrence of different types of peer interaction and particularly the types of interaction beneficial for learning in different collaborative learning environments. Based on theoretical notions related to collaborative learning and peer interaction, a coding scheme was developed to analyze the…

  4. Virtual Reality Training Environments: Contexts and Concerns.

    ERIC Educational Resources Information Center

    Harmon, Stephen W.; Kenney, Patrick J.

    1994-01-01

    Discusses the contexts where virtual reality (VR) training environments might be appropriate; examines the advantages and disadvantages of VR as a training technology; and presents a case study of a VR training environment used at the NASA Johnson Space Center in preparation for the repair of the Hubble Space Telescope. (AEF)

  5. Altering User Movement Behaviour in Virtual Environments.

    PubMed

    Simeone, Adalberto L; Mavridou, Ifigeneia; Powell, Wendy

    2017-04-01

    In immersive Virtual Reality systems, users tend to move in a Virtual Environment as they would in an analogous physical environment. In this work, we investigated how user behaviour is affected when the Virtual Environment differs from the physical space. We created two sets of four environments each, plus a virtual replica of the physical environment as a baseline. The first focused on aesthetic discrepancies, such as a water surface in place of solid ground. The second focused on mixing immaterial objects together with those paired to tangible objects. For example, barring an area with walls or obstacles. We designed a study where participants had to reach three waypoints laid out in such a way to prompt a decision on which path to follow based on the conflict between the mismatching visual stimuli and their awareness of the real layout of the room. We analysed their performances to determine whether their trajectories were altered significantly from the shortest route. Our results indicate that participants altered their trajectories in presence of surfaces representing higher walking difficulty (for example, water instead of grass). However, when the graphical appearance was found to be ambiguous, there was no significant trajectory alteration. The environments mixing immaterial with physical objects had the most impact on trajectories with a mean deviation from the shortest route of 60 cm against the 37 cm of environments with aesthetic alterations. The co-existance of paired and unpaired virtual objects was reported to support the idea that all objects participants saw were backed by physical props. From these results and our observations, we derive guidelines on how to alter user movement behaviour in Virtual Environments.

  6. Guidelines for developing distributed virtual environment applications

    NASA Astrophysics Data System (ADS)

    Stytz, Martin R.; Banks, Sheila B.

    1998-08-01

    We have conducted a variety of projects that served to investigate the limits of virtual environments and distributed virtual environment (DVE) technology for the military and medical professions. The projects include an application that allows the user to interactively explore a high-fidelity, dynamic scale model of the Solar System and a high-fidelity, photorealistic, rapidly reconfigurable aircraft simulator. Additional projects are a project for observing, analyzing, and understanding the activity in a military distributed virtual environment, a project to develop a distributed threat simulator for training Air Force pilots, a virtual spaceplane to determine user interface requirements for a planned military spaceplane system, and an automated wingman for use in supplementing or replacing human-controlled systems in a DVE. The last two projects are a virtual environment user interface framework; and a project for training hospital emergency department personnel. In the process of designing and assembling the DVE applications in support of these projects, we have developed rules of thumb and insights into assembling DVE applications and the environment itself. In this paper, we open with a brief review of the applications that were the source for our insights and then present the lessons learned as a result of these projects. The lessons we have learned fall primarily into five areas. These areas are requirements development, software architecture, human-computer interaction, graphical database modeling, and construction of computer-generated forces.

  7. Advancing of Russian ChemBioGrid by bringing Data Management tools into collaborative environment.

    PubMed

    Zhuchkov, Alexey; Tverdokhlebov, Nikolay; Kravchenko, Alexander

    2006-01-01

    Virtual organizations of researchers need effective tools to work collaboratively with huge sets of heterogeneous data distributed over HealthGrid. This paper describes a mechanism of supporting Digital Libraries in High-Performance Computing environment based on Grid technology. The proposed approach provides abilities to assemble heterogeneous data from distributed sources into integrated virtual collections by using OGSA-DAI. The core of the conception is a Repository of Meta-Descriptions that are sets of metadata which define personal and collaborative virtual collections on base of virtualized information resources. The Repository is kept in a native XML-database Sedna and is maintained by Grid Data Services.

  8. A Multi-User Virtual Environment for Building and Assessing Higher Order Inquiry Skills in Science

    ERIC Educational Resources Information Center

    Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris

    2010-01-01

    This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…

  9. Visualizing vascular structures in virtual environments

    NASA Astrophysics Data System (ADS)

    Wischgoll, Thomas

    2013-01-01

    In order to learn more about the cause of coronary heart diseases and develop diagnostic tools, the extraction and visualization of vascular structures from volumetric scans for further analysis is an important step. By determining a geometric representation of the vasculature, the geometry can be inspected and additional quantitative data calculated and incorporated into the visualization of the vasculature. To provide a more user-friendly visualization tool, virtual environment paradigms can be utilized. This paper describes techniques for interactive rendering of large-scale vascular structures within virtual environments. This can be applied to almost any virtual environment configuration, such as CAVE-type displays. Specifically, the tools presented in this paper were tested on a Barco I-Space and a large 62x108 inch passive projection screen with a Kinect sensor for user tracking.

  10. Being Together in Classrooms at the Interface of the Physical and Virtual: Implications for Collaboration in On/off-Screen Sites

    ERIC Educational Resources Information Center

    Burnett, Cathy

    2016-01-01

    This article contributes to thinking about collaboration in classroom/virtual environments by considering how children (aged 10-11) engage in the process of "being together" at the interface of the physical and virtual. It argues that, if educators are to develop effective pedagogies that capitalise on opportunities for collaborative and…

  11. Physical environment virtualization for human activities recognition

    NASA Astrophysics Data System (ADS)

    Poshtkar, Azin; Elangovan, Vinayak; Shirkhodaie, Amir; Chan, Alex; Hu, Shuowen

    2015-05-01

    Human activity recognition research relies heavily on extensive datasets to verify and validate performance of activity recognition algorithms. However, obtaining real datasets are expensive and highly time consuming. A physics-based virtual simulation can accelerate the development of context based human activity recognition algorithms and techniques by generating relevant training and testing videos simulating diverse operational scenarios. In this paper, we discuss in detail the requisite capabilities of a virtual environment to aid as a test bed for evaluating and enhancing activity recognition algorithms. To demonstrate the numerous advantages of virtual environment development, a newly developed virtual environment simulation modeling (VESM) environment is presented here to generate calibrated multisource imagery datasets suitable for development and testing of recognition algorithms for context-based human activities. The VESM environment serves as a versatile test bed to generate a vast amount of realistic data for training and testing of sensor processing algorithms. To demonstrate the effectiveness of VESM environment, we present various simulated scenarios and processed results to infer proper semantic annotations from the high fidelity imagery data for human-vehicle activity recognition under different operational contexts.

  12. Foreign language learning in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    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.

  13. Virtual Laboratory Enabling Collaborative Research in Applied Vehicle Technologies

    NASA Technical Reports Server (NTRS)

    Lamar, John E.; Cronin, Catherine K.; Scott, Laura E.

    2005-01-01

    The virtual laboratory is a new technology, based on the internet, that has had wide usage in a variety of technical fields because of its inherent ability to allow many users to participate simultaneously in instruction (education) or in the collaborative study of a common problem (real-world application). The leadership in the Applied Vehicle Technology panel has encouraged the utilization of this technology in its task groups for some time and its parent organization, the Research and Technology Agency, has done the same for its own administrative use. This paper outlines the application of the virtual laboratory to those fields important to applied vehicle technologies, gives the status of the effort, and identifies the benefit it can have on collaborative research. The latter is done, in part, through a specific example, i.e. the experience of one task group.

  14. NASA Team Collaboration Pilot: Enabling NASA's Virtual Teams

    NASA Technical Reports Server (NTRS)

    Prahst, Steve

    2003-01-01

    Most NASA projects and work activities are accomplished by teams of people. These teams are often geographically distributed - across NASA centers and NASA external partners, both domestic and international. NASA "virtual" teams are stressed by the challenge of getting team work done - across geographic boundaries and time zones. To get distributed work done, teams rely on established methods - travel, telephones, Video Teleconferencing (NASA VITS), and email. Time is our most critical resource - and team members are hindered by the overhead of travel and the difficulties of coordinating work across their virtual teams. Modern, Internet based team collaboration tools offer the potential to dramatically improve the ability of virtual teams to get distributed work done.

  15. Collaborating, teaching and learning in a cyberspace community: a virtual AGE experience.

    PubMed

    Tompkins, Catherine J; Weinreich, Donna M

    2007-01-01

    This paper describes one outcome of a collaborative teaching and learning partnership between two Universities via a Web-based environment. A description and evaluation of a semester-long project combining students from two different universities is examined. A total of 22 students participated as members of six different virtual health-care teams. Each team was charged with (1) creating a team contract; (2) completing an electronic patient medical record; and (3) a patient care plan. Students posted to discussion threads regularly using learning objects developed by faculty for Virtual AGE (vAGE-Active Gerontology Education). The successes and lessons learned for both students and faculty are discussed.

  16. Using Immersive Virtual Environments for Certification

    NASA Technical Reports Server (NTRS)

    Lutz, R.; Cruz-Neira, C.

    1998-01-01

    Immersive virtual environments (VEs) technology has matured to the point where it can be utilized as a scientific and engineering problem solving tool. In particular, VEs are starting to be used to design and evaluate safety-critical systems that involve human operators, such as flight and driving simulators, complex machinery training, and emergency rescue strategies.

  17. Ophthalmic microsurgical robot and associated virtual environment.

    PubMed

    Hunter, I W; Jones, L A; Sagar, M A; Lafontaine, S R; Hunter, P J

    1995-03-01

    An ophthalmic virtual environment has been developed as part of a teleoperated microsurgical robot built to perform surgery on the eye. The virtual environment is unique in that it incorporates a detailed continuum model of the anatomical structures of the eye, its mechanics and optical properties, together with a less detailed geometric-mechanical model of the face. In addition to providing a realistic visual display of the eye being operated on, the virtual environment simulates tissue properties during manipulation and cutting and the forces involved are determined by solving a mechanical finite element model of the tissue. These forces are then fed back to the operator via a force reflecting master and so the surgeon can experience both the visual and mechanical sensations associated with performing surgery. The virtual environment can be used to enhance the images produced by the camera on the microsurgical slave robot during surgery and as a surgical simulator in which it replaces these images with computer graphics generated from the eye model.

  18. On Mediation in Virtual Learning Environments.

    ERIC Educational Resources Information Center

    Davies, Larry; Hassan, W. Shukry

    2001-01-01

    Discusses concepts of mediation and focuses on the importance of implementing comprehensive virtual learning environments. Topics include education and technology as they relate to cultural change, social institutions, the Internet and computer-mediated communication, software design and human-computer interaction, the use of MOOs, and language.…

  19. Virtual environments for telerobotic shared control

    NASA Technical Reports Server (NTRS)

    Christensen, Brian K.

    1994-01-01

    The use of a virtual environment to bring about telerobotic shared control is discussed. A knowledge base, referred to as the World Model, is used to aid the system in its decision making. Information from the World Model is displayed visually in order to aid the human side of human-computer interface.

  20. Preserving access to ALEPH computing environment via virtual machines

    NASA Astrophysics Data System (ADS)

    Coscetti, Simone; Boccali, Tommaso; Maggi, Marcello; Arezzini, Silvia

    2014-06-01

    The ALEPH Collaboration [1] took data at the LEP (CERN) electron-positron collider in the period 1989-2000, producing more than 300 scientific papers. While most of the Collaboration activities stopped in the last years, the data collected still has physics potential, with new theoretical models emerging, which ask checks with data at the Z and WW production energies. An attempt to revive and preserve the ALEPH Computing Environment is presented; the aim is not only the preservation of the data files (usually called bit preservation), but of the full environment a physicist would need to perform brand new analyses. Technically, a Virtual Machine approach has been chosen, using the VirtualBox platform. Concerning simulated events, the full chain from event generators to physics plots is possible, and reprocessing of data events is also functioning. Interactive tools like the DALI event display can be used on both data and simulated events. The Virtual Machine approach is suited for both interactive usage, and for massive computing using Cloud like approaches.

  1. Virtual Scavenger Hunt: An AI-Powered Virtual Environment Designed for Training Individuals in Effective Teamwork, and Analyzing Cross-Cultural Behavior

    DTIC Science & Technology

    2009-03-20

    involved the development of an environment within the Multiverse virtual world, oriented toward allowing individuals to acquire and reinforce skills via...PetBrain software G2: Creation of a scavenger hunt scenario in the Multiverse virtual world, in which humans and AIs can collaboratively play scavenger...carried out by Novamente LLC for AOARD during June 2008 ? February 2009. It involved the development of an environment within the Multiverse virtual world

  2. Concurrent document construction within a virtual integration environment

    NASA Astrophysics Data System (ADS)

    Liming, Gregg W.; Sisti, Alex F.

    1997-06-01

    Traditional document construction, while potentially concurrent and occasionally collaborative, is rarely both. As a result, opportunities for compressing time to the first draft and increasing content value can not be easily leveraged. Further, the absence of a framework that supports collaboration constrains the potential for continuous document evolution (i.e., a living document). These conditions stem from not only lack of technology application, but equally an evolution in document construction culture. The Internet serves as a collection of models in which varying levels of collaboration are supported. For example, news groups and e- mail permit dialogues in both broadcast and directed modes, and HTML formatted files provide a forum for hyperlinking multi-media documentation. These technologies, however, exist in isolation and do not individually provide the services necessary for supporting collaboration during concurrent document construction. While commercially-available document- centered frameworks are emerging as viable virtual integration environments, their fairly minimal level of integration with Internet protocols and standards (most notably HTTP and HTML) constrain widespread use within organizational intranets. The lack of native support for HTML mandates deliberate conversion steps for access by common client applications (e.g., WWW browsers). As a result, GRC International, Inc., (GRCI) initiated development of a WWW-based, virtual integration environment (VIE) in which documentation contributors, integrators and reviewers could collaborate using common Internet client applications for user access. The VIE was developed as a collection of services interfaced to an HTTP server via the common gateway interface (CGI). These services implemented as a single CGI program dynamically construct the VIE user interface to reflect continuing updates to documentation submissions, review, and revisions. Contributions submitted as MIME-encoded e-mail messages

  3. OMOGENIA: A Semantically Driven Collaborative Environment

    NASA Astrophysics Data System (ADS)

    Liapis, Aggelos

    Ontology creation can be thought of as a social procedure. Indeed the concepts involved in general need to be elicited from communities of domain experts and end-users by teams of knowledge engineers. Many problems in ontology creation appear to resemble certain problems in software design, particularly with respect to the setup of collaborative systems. For instance, the resolution of conceptual conflicts between formalized ontologies is a major engineering problem as ontologies move into widespread use on the semantic web. Such conflict resolution often requires human collaboration and cannot be achieved by automated methods with the exception of simple cases. In this chapter we discuss research in the field of computer-supported cooperative work (CSCW) that focuses on classification and which throws light on ontology building. Furthermore, we present a semantically driven collaborative environment called OMOGENIA as a natural way to display and examine the structure of an evolving ontology in a collaborative setting.

  4. Managing consistency in collaborative design environments

    NASA Astrophysics Data System (ADS)

    Miao, Chunyan; Yang, Zhonghua; Goh, Angela; Sun, Chengzheng; Sattar, Abdul

    1999-08-01

    In today's global economy, there is a significant paradigm shift to collaborative engineering design environments. One of key issues in the collaborative setting is the consistency model, which governs how to coordinate the activities of collaborators to ensure that they do not make inconsistent changes or updates to the shared objects. In this paper, we present a new consistency model which requires that all update operations will be executed in the casual order (causality) and all participants have the same view on the operations on the shared objects (view synchrony). A simple multicast-based protocol to implement the consistency model is presented. By employing vector time and token mechanisms, the protocol brings the shared objects from one consistent state to another, thus providing collaborators with a consistent view of the shared objects. A CORBA-based on-going prototyping implementation is outlined. Some of the related work are also discussed.

  5. National Culture in Practice: Its Impact on Knowledge Sharing in Global Virtual Collaboration

    ERIC Educational Resources Information Center

    Wei, Kangning

    2009-01-01

    Issues concerning global virtual collaboration have received considerable attention in both the academic and practical world; however, little research has been conducted on knowledge-sharing activities in global virtual collaboration, which is a key process to achieve collaboration effectiveness. Due to national culture having been seen as one of…

  6. New approaches to virtual environment surgery

    NASA Technical Reports Server (NTRS)

    Ross, M. D.; Twombly, A.; Lee, A. W.; Cheng, R.; Senger, S.

    1999-01-01

    This research focused on two main problems: 1) low cost, high fidelity stereoscopic imaging of complex tissues and organs; and 2) virtual cutting of tissue. A further objective was to develop these images and virtual tissue cutting methods for use in a telemedicine project that would connect remote sites using the Next Generation Internet. For goal one we used a CT scan of a human heart, a desktop PC with an OpenGL graphics accelerator card, and LCD stereoscopic glasses. Use of multiresolution meshes ranging from approximately 1,000,000 to 20,000 polygons speeded interactive rendering rates enormously while retaining general topography of the dataset. For goal two, we used a CT scan of an infant skull with premature closure of the right coronal suture, a Silicon Graphics Onyx workstation, a Fakespace Immersive WorkBench and CrystalEyes LCD glasses. The high fidelity mesh of the skull was reduced from one million to 50,000 polygons. The cut path was automatically calculated as the shortest distance along the mesh between a small number of hand selected vertices. The region outlined by the cut path was then separated from the skull and translated/rotated to assume a new position. The results indicate that widespread high fidelity imaging in virtual environment is possible using ordinary PC capabilities if appropriate mesh reduction methods are employed. The software cutting tool is applicable to heart and other organs for surgery planning, for training surgeons in a virtual environment, and for telemedicine purposes.

  7. Collaboration in a Wireless Grid Innovation Testbed by Virtual Consortium

    NASA Astrophysics Data System (ADS)

    Treglia, Joseph; Ramnarine-Rieks, Angela; McKnight, Lee

    This paper describes the formation of the Wireless Grid Innovation Testbed (WGiT) coordinated by a virtual consortium involving academic and non-academic entities. Syracuse University and Virginia Tech are primary university partners with several other academic, government, and corporate partners. Objectives include: 1) coordinating knowledge sharing, 2) defining key parameters for wireless grids network applications, 3) dynamically connecting wired and wireless devices, content and users, 4) linking to VT-CORNET, Virginia Tech Cognitive Radio Network Testbed, 5) forming ad hoc networks or grids of mobile and fixed devices without a dedicated server, 6) deepening understanding of wireless grid application, device, network, user and market behavior through academic, trade and popular publications including online media, 7) identifying policy that may enable evaluated innovations to enter US and international markets and 8) implementation and evaluation of the international virtual collaborative process.

  8. Proposals for Future Virtual Environment Software Platforms

    NASA Astrophysics Data System (ADS)

    Steed, Anthony

    The past two decades have seen the development of a plethora of software solutions to support virtual environments. Many very capable software platforms, toolkits and libraries have been built, but the rate of development of new software continues to increase. There is very significant functional replication amongst these software, and there are few possibilities to migrate anything other than simple content from one piece of software to another. In this chapter we discuss why there are so many software solutions for virtual environments. We make some suggestions to software developers that might facilitate code re-use at the platform building stage, with the aim of moving towards platforms that support content re-use.

  9. Human-Computer Interaction and Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K. (Compiler)

    1995-01-01

    The proceedings of the Workshop on Human-Computer Interaction and Virtual Environments are presented along with a list of attendees. The objectives of the workshop were to assess the state-of-technology and level of maturity of several areas in human-computer interaction and to provide guidelines for focused future research leading to effective use of these facilities in the design/fabrication and operation of future high-performance engineering systems.

  10. Virtual Environment Training on Mobile Devices

    DTIC Science & Technology

    2013-09-01

    Modeling, virtual environments and simulation MSAT Multi-purpose supporting arms trainer MTO Message to observer MVC Model-view-controller O&M...V. SYSTEM DEVELOPMENT A. BACKGROUND Examining SAT-M through the lens of the model-view-controller ( MVC ) design pattern was the first step in...CFF VEs, primarily ObserverSim. 1. Model-View-Controller MVC assigns the software objects that make up a program “one of three roles: model, view, or

  11. A Virtual Bioinformatics Knowledge Environment for Early Cancer Detection

    NASA Technical Reports Server (NTRS)

    Crichton, Daniel; Srivastava, Sudhir; Johnsey, Donald

    2003-01-01

    Discovery of disease biomarkers for cancer is a leading focus of early detection. The National Cancer Institute created a network of collaborating institutions focused on the discovery and validation of cancer biomarkers called the Early Detection Research Network (EDRN). Informatics plays a key role in enabling a virtual knowledge environment that provides scientists real time access to distributed data sets located at research institutions across the nation. The distributed and heterogeneous nature of the collaboration makes data sharing across institutions very difficult. EDRN has developed a comprehensive informatics effort focused on developing a national infrastructure enabling seamless access, sharing and discovery of science data resources across all EDRN sites. This paper will discuss the EDRN knowledge system architecture, its objectives and its accomplishments.

  12. A prototype molecular interactive collaborative environment (MICE).

    PubMed

    Bourne, P; Gribskov, M; Johnson, G; Moreland, J; Wavra, S; Weissig, H

    1998-01-01

    Illustrations of macromolecular structure in the scientific literature contain a high level of semantic content through which the authors convey, among other features, the biological function of that macromolecule. We refer to these illustrations as molecular scenes. Such scenes, if available electronically, are not readily accessible for further interactive interrogation. The basic PDB format does not retain features of the scene; formats like PostScript retain the scene but are not interactive; and the many formats used by individual graphics programs, while capable of reproducing the scene, are neither interchangeable nor can they be stored in a database and queried for features of the scene. MICE defines a Molecular Scene Description Language (MSDL) which allows scenes to be stored in a relational database (a molecular scene gallery) and queried. Scenes retrieved from the gallery are rendered in Virtual Reality Modeling Language (VRML) and currently displayed in WebView, a VRML browser modified to support the Virtual Reality Behavior System (VRBS) protocol. VRBS provides communication between multiple client browsers, each capable of manipulating the scene. This level of collaboration works well over standard Internet connections and holds promise for collaborative research at a distance and distance learning. Further, via VRBS, the VRML world can be used as a visual cue to trigger an application such as a remote MEME search. MICE is very much work in progress. Current work seeks to replace WebView with Netscape, Cosmoplayer, a standard VRML plug-in, and a Java-based console. The console consists of a generic kernel suitable for multiple collaborative applications and additional application-specific controls. Further details of the MICE project are available at http:/(/)mice.sdsc.edu.

  13. KP-Lab System: A Collaborative Environment for Design, Realization and Examination of Different Knowledge Practices

    NASA Astrophysics Data System (ADS)

    Paralič, Ján; Babič, František

    This paper presents a collaborative working and learning environment called KP-Lab System. It provides a complex and multifunctional application built on principles of semantic web, exploiting also some web2.0 approaches as Google Apps or mashups. This system offers virtual user environment with different, necessary and advanced features for collaborative learning or working knowledge intensive activities. This paper briefly presents the whole system with special emphasis on its semantic-based aspects and analytical tools.

  14. A Collaborative, Multidisciplinary Environment for Coastal Science

    NASA Astrophysics Data System (ADS)

    Graves, S. J.; Harper, S.; Maskey, M.; Twilley, R.; McAnally, B.

    2011-12-01

    The Northern Gulf Coastal Hazards Collaboratory (NG-CHC); a collaborative environment for the coastal hazards research community in Louisiana, Mississippi, and Alabama; is being developed to advance the science and engineering of coastal hazards across the tri-state region and address problems of major national importance, including engineering design, coastal system response, and risk management of coastal hazards. NG-CHC aims to accelerate the research process by providing cyberinfrastructure for simulating coastal hazards in a multidisciplinary environment, enhancing the linkages between modeling and observations and allowing researchers to find and share data and information. In addition to serving as a community portal, the extensible environment allows researchers to organize, discover, share and reuse information about data, models, tools and other resources; manage project activities; discuss results with collaborators; view publications, presentations and other documents; and track the history of project activities. The environment also provides an education and outreach area for increasing public knowledge and understanding, with project information, educational tools, and learning modules. Since communication is at the heart of science, these technologies provide researchers with easy mechanisms to share ideas, data, and findings. By enabling the close interaction among scientists and enhancing productivity with tools and services, the collaboration environment frees the researcher from the complexities of sharing and using information, allowing him to concentrate on science. This cyberinfrastructure can be applied in many domains to stimulate knowledge discovery and breakthroughs in a range of fields.

  15. Virtual VMASC: A 3D Game Environment

    NASA Technical Reports Server (NTRS)

    Manepalli, Suchitra; Shen, Yuzhong; Garcia, Hector M.; Lawsure, Kaleen

    2010-01-01

    The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.

  16. Tools and collaborative environments for bioinformatics research

    PubMed Central

    Giugno, Rosalba; Pulvirenti, Alfredo

    2011-01-01

    Advanced research requires intensive interaction among a multitude of actors, often possessing different expertise and usually working at a distance from each other. The field of collaborative research aims to establish suitable models and technologies to properly support these interactions. In this article, we first present the reasons for an interest of Bioinformatics in this context by also suggesting some research domains that could benefit from collaborative research. We then review the principles and some of the most relevant applications of social networking, with a special attention to networks supporting scientific collaboration, by also highlighting some critical issues, such as identification of users and standardization of formats. We then introduce some systems for collaborative document creation, including wiki systems and tools for ontology development, and review some of the most interesting biological wikis. We also review the principles of Collaborative Development Environments for software and show some examples in Bioinformatics. Finally, we present the principles and some examples of Learning Management Systems. In conclusion, we try to devise some of the goals to be achieved in the short term for the exploitation of these technologies. PMID:21984743

  17. Virtual environment application with partial gravity simulation

    NASA Technical Reports Server (NTRS)

    Ray, David M.; Vanchau, Michael N.

    1994-01-01

    To support manned missions to the surface of Mars and missions requiring manipulation of payloads and locomotion in space, a training facility is required to simulate the conditions of both partial and microgravity. A partial gravity simulator (Pogo) which uses pneumatic suspension is being studied for use in virtual reality training. Pogo maintains a constant partial gravity simulation with a variation of simulated body force between 2.2 and 10 percent, depending on the type of locomotion inputs. this paper is based on the concept and application of a virtual environment system with Pogo including a head-mounted display and glove. The reality engine consists of a high end SGI workstation and PC's which drive Pogo's sensors and data acquisition hardware used for tracking and control. The tracking system is a hybrid of magnetic and optical trackers integrated for this application.

  18. Scripting human animations in a virtual environment

    NASA Technical Reports Server (NTRS)

    Goldsby, Michael E.; Pandya, Abhilash K.; Maida, James C.

    1994-01-01

    The current deficiencies of virtual environment (VE) are well known: annoying lag time in drawing the current view, drastically simplified environments to reduce that time lag, low resolution and narrow field of view. Animation scripting is an application of VE technology which can be carried out successfully despite these deficiencies. The final product is a smoothly moving high resolution animation displaying detailed models. In this system, the user is represented by a human computer model with the same body proportions. Using magnetic tracking, the motions of the model's upper torso, head and arms are controlled by the user's movements (18 degrees of freedom). The model's lower torso and global position and orientation are controlled by a spaceball and keypad (12 degrees of freedom). Using this system human motion scripts can be extracted from the user's movements while immersed in a simplified virtual environment. Recorded data is used to define key frames; motion is interpolated between them and post processing adds a more detailed environment. The result is a considerable savings in time and a much more natural-looking movement of a human figure in a smooth and seamless animation.

  19. Collaborative Science Learning in Three-Dimensional Immersive Virtual Worlds: Pre-Service Teachers' Experiences in Second Life

    ERIC Educational Resources Information Center

    Nussli, Natalie; Oh, Kevin; McCandless, Kevin

    2014-01-01

    The purpose of this mixed methods study was to help pre-service teachers experience and evaluate the potential of Second Life, a three-dimensional immersive virtual environment, for potential integration into their future teaching. By completing collaborative assignments in Second Life, nineteen pre-service general education teachers explored an…

  20. Collaboration and critical thinking in an online chemistry environment

    NASA Astrophysics Data System (ADS)

    Kershisnik, Elizabeth Irene

    The purpose of this dissertation was to examine collaboration and student's critical thinking and cognitive achievement within online chemistry courses. This quantitative study focused on the apparent lack of research relating collaboration and critical thinking in online science courses. Collaboration was determined using the small group collaboration model coding scheme, which examined student postings in asynchronous discussion forums for quantity, equality, and shareness. Critical thinking was measured using the chemistry concept reasoning test, the online self-diagnostic test, and also asynchronous student homework discussion postings that were coded using the community of inquiry cognitive presence indicators. Finally cognitive achievement was determined using quiz scores and the student's final grade. Even though no significant findings were revealed in this exploratory quasi-experimental study, this research did add to the educational technology knowledge base since very few studies have investigated the chemistry discipline in an online environment. Continued research in this area is vital to understanding how critical thinking progresses, how it can be assessed, and what factors in the classroom, be it virtual or face-to-face, have the greatest effect on critical thinking.

  1. SHARED VIRTUAL ENVIRONMENTS FOR COLLECTIVE TRAINING

    NASA Technical Reports Server (NTRS)

    Loftin, R. Bowen

    2000-01-01

    Historically NASA has trained teams of astronauts by bringing them to the Johnson Space Center in Houston to undergo generic training, followed by mission-specific training. This latter training begins after a crew has been selected for a mission (perhaps two years before the launch of that mission). While some Space Shuttle flights have included an astronaut from a foreign country, the International Space Station will be consistently crewed by teams comprised of astronauts from two or more of the partner nations. The cost of training these international teams continues to grow in both monetary and personal terms. Thus, NASA has been seeking alternative training approaches for the International Space Station program. Since 1994 we have been developing, testing, and refining shared virtual environments for astronaut team training, including the use of virtual environments for use while in or in transit to the task location. In parallel with this effort, we have also been preparing applications for training teams of military personnel engaged in peacekeeping missions. This paper will describe the applications developed to date, some of the technological challenges that have been overcome in their development, and the research performed to guide the development and to measure the efficacy of these shared environments as training tools.

  2. Virtual environments for nuclear power plant design

    SciTech Connect

    Brown-VanHoozer, S.A.; Singleterry, R.C. Jr.; King, R.W.

    1996-03-01

    In the design and operation of nuclear power plants, the visualization process inherent in virtual environments (VE) allows for abstract design concepts to be made concrete and simulated without using a physical mock-up. This helps reduce the time and effort required to design and understand the system, thus providing the design team with a less complicated arrangement. Also, the outcome of human interactions with the components and system can be minimized through various testing of scenarios in real-time without the threat of injury to the user or damage to the equipment. If implemented, this will lead to a minimal total design and construction effort for nuclear power plants (NPP).

  3. Collaborative Work Environment for Operational Conjunction Assessment

    NASA Astrophysics Data System (ADS)

    Laporte, F.; Christy, S.

    Conjunction Messages (CM) provided by JSpOC are complete and valuable data to evaluate the level of risk of conjunctions, decide and choose avoidance actions. Nevertheless, conjunction assessment remains a difficult task which requires Middle Man between the CM provider (JSpOC) and Owner/Operators. Operational collision threat characterization is now an essential component of space mission operations. Most spacecraft operators have some sort of a process to evaluate and mitigate high-risk conjunction events. As the size of the space object catalog increases, satellite operators will be faced with more conjunction events to evaluate. Thus more sophisticated collision threat characterization and collision avoidance strategies must be implemented thought Middle Man entities. CAESAR (Conjunction Analysis and Evaluation Service, Alerts and Recommendations) is the French Middle Man. CAESAR relies on a collaborative work environment between all members of CAESAR team and its subscribers. For CAESAR, the collaborative work environment is based on JAC software and a dedicated secure webserver SpOD Space Operational Data. JAC software is not the Main Flight Dynamics (FD) software used by CAESAR team, but it is a light friendly CM dedicated software to be used on a laptop by on-call teams or support dialogue between Middle Man and FD teams. The dedicated secure webserver is a key element to share data and information between actors. This paper presents the main feedbacks from CAESAR team operational experience with regards to its collaborative work environment components: - JAC software which is not a classical Flight Dynamics software, its MMI is designed to be very quickly taken over (by teams not using it on daily basis) while also offering all the expertise levels required by the Middle Man team. JAC is used by CAESAR on-call team and all FD teams who subscribed to CAESAR. JAC is also distributed by CNES and therefore already used by some operational teams for Conjunction

  4. Factors Influencing the Acceptance of Collaboration Technology within the Context of Virtual Teamwork Training

    ERIC Educational Resources Information Center

    Godin, Joy J.; Leader, Lars F.

    2013-01-01

    The purpose of this study was to identify the factors that influence electronic collaboration technology acceptance and predicted usage for virtual team collaboration projects in higher education courses. The research combined the unified theory of acceptance and usage of technology (UTAUT) with a virtual team-training model. All 108 participants…

  5. Learn to Use and Use to Learn: Technology in Virtual Collaboration Experience

    ERIC Educational Resources Information Center

    Karpova, Elena; Correia, Ana-Paula; Baran, Evrim

    2009-01-01

    This study examined how global learning teams utilized technology in a virtual collaboration to solve complex problems. The study offers an in-depth explanation of why and how the learning teams used technology to support computer-mediated communication. A model of technology application at different stages of virtual collaborative process is…

  6. Evaluation of navigation interfaces in virtual environments

    NASA Astrophysics Data System (ADS)

    Mestre, Daniel R.

    2014-02-01

    When users are immersed in cave-like virtual reality systems, navigational interfaces have to be used when the size of the virtual environment becomes larger than the physical extent of the cave floor. However, using navigation interfaces, physically static users experience self-motion (visually-induced vection). As a consequence, sensorial incoherence between vision (indicating self-motion) and other proprioceptive inputs (indicating immobility) can make them feel dizzy and disoriented. We tested, in two experimental studies, different locomotion interfaces. The objective was twofold: testing spatial learning and cybersickness. In a first experiment, using first-person navigation with a flystick ®, we tested the effect of sensorial aids, a spatialized sound or guiding arrows on the ground, attracting the user toward the goal of the navigation task. Results revealed that sensorial aids tended to impact negatively spatial learning. Moreover, subjects reported significant levels of cybersickness. In a second experiment, we tested whether such negative effects could be due to poorly controlled rotational motion during simulated self-motion. Subjects used a gamepad, in which rotational and translational displacements were independently controlled by two joysticks. Furthermore, we tested first- versus third-person navigation. No significant difference was observed between these two conditions. Overall, cybersickness tended to be lower, as compared to experiment 1, but the difference was not significant. Future research should evaluate further the hypothesis of the role of passively perceived optical flow in cybersickness, but manipulating the virtual environment'sperrot structure. It also seems that video-gaming experience might be involved in the user's sensitivity to cybersickness.

  7. Learning through Place-Making: Virtual Environments and Future Literacies

    ERIC Educational Resources Information Center

    Berry, Maryanne Susan

    2010-01-01

    This study examines a project through which elementary school and high school students collaborated with university Architecture/New Media students in building models of virtual, immersive libraries. It presents the project in the context of multiple and cross-disciplinary fields currently investigating the use of virtual and immersive…

  8. Race in virtual environments: competitive versus cooperative games with black or white avatars.

    PubMed

    Vang, Mao H; Fox, Jesse

    2014-04-01

    Often, virtual environments and video games have established goals, and to achieve them, users must either compete or cooperate with others. The common ingroup identity model predicts that individuals maintain multiple identities at any given time based on roles, demographics, and contextual factors, and that they interpret others based on similarity (i.e., perceived ingroup) or dissimilarity (i.e., perceived outgroup) to these identities. In this experiment, we manipulated two aspects of a virtual partner's identity-race and task collaboration-to determine how users would perceive others in a virtual world. White participants (N=99) played an anagram game competitively (outgroup) or cooperatively (ingroup) in a virtual environment with a black (outgroup) or white (ingroup) virtual partner. Contrary to hypotheses, performing either task led to more positive evaluations of black avatars than white avatars.

  9. Using a Virtual Learning Environment to Manage Group Projects: A Case Study

    ERIC Educational Resources Information Center

    Cleary, Yvonne; Marcus-Quinn, Ann

    2008-01-01

    Virtual Learning Environments (VLEs) are increasingly used by Higher Education Institutions to manage and enhance teaching and learning, and research. Discussion, chat, scheduling, and other collaboration tools make VLEs especially useful systems for designing and managing complex group projects. In the spring semester of 2006, students at the…

  10. The Global Classroom Project: Learning a Second Language in a Virtual Environment

    ERIC Educational Resources Information Center

    Knutzen, Brant; Kennedy, David

    2012-01-01

    This paper reports the progress of a pilot project exploring the integration of a collaborative virtual learning environment (Second Life) with the instruction of English courses at Lingnan University in Hong Kong. An educational partnership was developed with two TESOL teacher-training courses at Texas A&M University in the US. The project…

  11. Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments

    ERIC Educational Resources Information Center

    McCreery, Michael P.; Schrader, P. G.; Krach, S. Kathleen

    2011-01-01

    There is a substantial and growing interest in immersive virtual spaces as contexts for 21st century skills like problem solving, communication, and collaboration. However, little consideration has been given to the ways in which users become proficient in these environments or what types of target behaviors are associated with 21st century…

  12. SciEthics Interactive: Science and Ethics Learning in a Virtual Environment

    ERIC Educational Resources Information Center

    Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth

    2013-01-01

    Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…

  13. Automated Knowledge Annotation for Dynamic Collaborative Environments

    SciTech Connect

    Cowell, Andrew J.; Gregory, Michelle L.; Marshall, Eric J.; McGrath, Liam R.

    2009-05-19

    This paper describes the Knowledge Encapsulation Framework (KEF), a suite of tools to enable automated knowledge annotation for modeling and simulation projects. This framework can be used to capture evidence (e.g., facts extracted from journal articles and government reports), discover new evidence (from similar peer-reviewed material as well as social media), enable discussions surrounding domain-specific topics and provide automatically generated semantic annotations for improved corpus investigation. The current KEF implementation is presented within a wiki environment, providing a simple but powerful collaborative space for team members to review, annotate, discuss and align evidence with their modeling frameworks.

  14. EVEREST: a virtual research environment for the Earth Sciences

    NASA Astrophysics Data System (ADS)

    Glaves, H. M.; Marelli, F.; Albani, M.

    2015-12-01

    There is an increasing requirement for researchers to work collaboratively using common resources whilst being geographically dispersed. By creating a virtual research environment (VRE) using a service oriented architecture (SOA) tailored to the needs of Earth Science (ES) communities, the EVEREST project will provide a range of both generic and domain specific data management services to support a dynamic approach to collaborative research. EVER-EST will provide the means to overcome existing barriers to sharing of Earth Science data and information allowing research teams to discover, access, share and process heterogeneous data, algorithms, results and experiences within and across their communities, including those domains beyond Earth Science. Data providers will be also able to monitor user experiences and collect feedback through the VRE, improving their capacity to adapt to the changing requirements of their end-users. The EVER-EST e-infrastructure will be validated by four virtual research communities (VRC) covering different multidisciplinary ES domains: including ocean monitoring, selected natural hazards (flooding, ground instability and extreme weather events), land monitoring and risk management (volcanoes and seismicity). Each of the VRC represents a different collaborative use case for the VRE according to its own specific requirements for data, software, best practice and community engagement. The diverse use cases will demonstrate how the VRE can be used for a range of activities from straight forward data/software sharing to investigating ways to improve cooperative working. Development of the EVEREST VRE will leverage on the results of several previous projects which have produced state-of-the-art technologies for scientific data management and curation as well those initiatives which have developed models, techniques and tools for the preservation of scientific methods and their implementation in computational forms such as scientific workflows.

  15. Learner Perceptions and Recall of Small Group Discussions within 2D and 3D Collaborative Environments

    ERIC Educational Resources Information Center

    Downey, Steve; Mohler, Jill; Morris, Joan; Sanchez, Rene

    2012-01-01

    Online learning critically relies upon good communication between engaged parties in order to convey ideas, meanings, and values. Emerging technologies in collaborative virtual environments are providing new affordances in establishing greater online presence and, in turn, greater abilities to communicate and learn. This study examines how…

  16. Next Generation Integrated Environment for Collaborative Work Across Internets

    SciTech Connect

    Harvey B. Newman

    2009-02-24

    We are now well-advanced in our development, prototyping and deployment of a high performance next generation Integrated Environment for Collaborative Work. The system, aimed at using the capability of ESnet and Internet2 for rapid data exchange, is based on the Virtual Room Videoconferencing System (VRVS) developed by Caltech. The VRVS system has been chosen by the Internet2 Digital Video (I2-DV) Initiative as a preferred foundation for the development of advanced video, audio and multimedia collaborative applications by the Internet2 community. Today, the system supports high-end, broadcast-quality interactivity, while enabling a wide variety of clients (Mbone, H.323) to participate in the same conference by running different standard protocols in different contexts with different bandwidth connection limitations, has a fully Web-integrated user interface, developers and administrative APIs, a widely scalable video network topology based on both multicast domains and unicast tunnels, and demonstrated multiplatform support. This has led to its rapidly expanding production use for national and international scientific collaborations in more than 60 countries. We are also in the process of creating a 'testbed video network' and developing the necessary middleware to support a set of new and essential requirements for rapid data exchange, and a high level of interactivity in large-scale scientific collaborations. These include a set of tunable, scalable differentiated network services adapted to each of the data streams associated with a large number of collaborative sessions, policy-based and network state-based resource scheduling, authentication, and optional encryption to maintain confidentiality of inter-personal communications. High performance testbed video networks will be established in ESnet and Internet2 to test and tune the implementation, using a few target application-sets.

  17. Development of a Virtual Environment for Catapult Launch Officers

    DTIC Science & Technology

    2015-03-01

    recognition and recall.” Psychological Review, vol. 85, no. 3, p. 153, 1978. [17] B. G. Witmer and M. J. Singer, “Measuring presence in virtual environments...NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS DEVELOPMENT OF A VIRTUAL ENVIRONMENT FOR CATAPULT LAUNCH OFFICERS by J e:ffrey...TITLE AND SUBTITLE DEVELOPMENT OF A VIRTUAL ENVIRONMENT FOR CATAPULT LAUNCH OF- FICERS 5. FUNDING NUMBERS 6. AUTHOR(S) Jeffrey Korzatkowski 7

  18. Virtuality and efficiency - overcoming past antinomy in the remote collaboration experience

    NASA Astrophysics Data System (ADS)

    Fernandes, Joao; Bjorkli, Knut; Clavo, David Martin; Baron, Thomas

    2010-04-01

    Several recent initiatives have been put in place by the CERN IT Department to improve the user experience in remote dispersed meetings and remote collaboration at large in the LHC communities worldwide. We will present an analysis of the factors which were historically limiting the efficiency of remote dispersed meetings and describe the consequent actions which were undertaken at CERN to overcome these limitations. After giving a status update of the different equipment available at CERN to enable the virtual sessions and the various collaborative tools which are currently proposed to users, we will focus on the evolution of this market: how can the new technological trends (among others, HD videoconferencing, Telepresence, Unified Communications, etc.) impact positively the user experience and how to attain the best usage of them. Finally, by projecting ourselves in the future, we will give some hints as to how to answer the difficult question of selecting the next generation of collaborative tools: which set of tools among the various offers (systems like Vidyo H264 SVC, next generation EVO, Groupware offers, standard H323 systems, etc.) is best suited for our environment and how to unify this set for the common user. This will finally allow us to definitively overcome the past antinomy between virtuality and efficiency.

  19. Knowledge Sharing in Virtual Teams: The Impact on Trust, Collaboration, and Team Effectiveness

    ERIC Educational Resources Information Center

    Alsharo, Mohammad K.

    2013-01-01

    Virtual teams are utilized by organizations to gather experts to collaborate online in order to accomplish organizational tasks. However, the characteristics of these teams create challenges to effective collaboration and effective team outcome. Collaboration is an essential component of teamwork, the notion of forming teams in organizations is…

  20. Locating Elementary Teachers' Professional Communities in a Structured Collaboration Environment

    ERIC Educational Resources Information Center

    Chu, Szu Yang

    2016-01-01

    As teacher collaboration becomes an increasingly common goal in school organization, teachers' experiences and perspectives in a Structured Collaboration Environment remain under-examined. This qualitative case study explored how teachers participated in collaborative work, the outcomes of collaboration, and supports and obstacles to productive…

  1. A Collaborative Environment for Knowledge Base Development

    NASA Astrophysics Data System (ADS)

    Li, W.; Yang, C.; Raskin, R.; Nebert, D. D.; Wu, H.

    2009-12-01

    Knowledge Base (KB) is an essential component for capturing, structuring and defining the meanings of domain knowledge. It’s important in enabling the sharing and interoperability of scientific data and services in a smart manner. It’s also the foundation for most the research in semantic field, such as semantic reasoning and ranking. In collaborating with ESIP, GMU is developing an online interface and supporting infrastructure to allow semantic registration of datasets and other web resources. The semantic description of data, services, and scientific content will be collected and transformed to the KB. As a case study, the harvest of web map services from by Nordic mapping agencies to build a virtual Arctic spatial data infrastructure will be used as the domain example. To automate the process, a controlled vocabulary of certain subjects, such as solid water, is created to filter from existing data and service repositories to obtain a collection of closely related document. Then latent semantic indexing is utilized to analyze semantic relationship among concepts that appears in service document. At last, semantic structure in plain text will be mapped and automatically populated to the specific presentation of knowledge in the KB.

  2. Virtualization, virtual environments, and content-based retrieval of three-dimensional information for cultural applications

    NASA Astrophysics Data System (ADS)

    Paquet, Eric; Peters, Shawn; Beraldin, J. A.; Valzano, Virginia; Bandiera, Adriana

    2003-01-01

    The present paper proposes a virtual environment for visualizing virtualized cultural and historical sites. The proposed environment is based on a distributed asynchronous architecture and supports stereo vision and tiled wall display. The system is mobile and can run from two laptops. This virtual environment addresses the problems of intellectual property protection and multimedia information retrieval through encryptation and content-based management respectively. Experimental results with a fully textured 3D model of the Crypt of Santa Cristina in Italy are presented, evaluating the performances of the proposed virtual environment.

  3. Olfactory Stimuli Increase Presence in Virtual Environments

    PubMed Central

    Munyan, Benson G.; Neer, Sandra M.; Beidel, Deborah C.; Jentsch, Florian

    2016-01-01

    Background Exposure therapy (EXP) is the most empirically supported treatment for anxiety and trauma-related disorders. EXP consists of repeated exposure to a feared object or situation in the absence of the feared outcome in order to extinguish associated anxiety. Key to the success of EXP is the need to present the feared object/event/situation in as much detail and utilizing as many sensory modalities as possible, in order to augment the sense of presence during exposure sessions. Various technologies used to augment the exposure therapy process by presenting multi-sensory cues (e.g., sights, smells, sounds). Studies have shown that scents can elicit emotionally charged memories, but no prior research has examined the effect of olfactory stimuli upon the patient’s sense of presence during simulated exposure tasks. Methods 60 adult participants navigated a mildly anxiety-producing virtual environment (VE) similar to those used in the treatment of anxiety disorders. Participants had no autobiographical memory associated with the VE. State anxiety, Presence ratings, and electrodermal (EDA) activity were collected throughout the experiment. Results Utilizing a Bonferroni corrected Linear Mixed Model, our results showed statistically significant relationships between olfactory stimuli and presence as assessed by both the Igroup Presence Questionnaire (IPQ: R2 = 0.85, (F(3,52) = 6.625, p = 0.0007) and a single item visual-analogue scale (R2 = 0.85, (F(3,52) = 5.382, p = 0.0027). State anxiety was unaffected by the presence or absence of olfactory cues. EDA was unaffected by experimental condition. Conclusion Olfactory stimuli increase presence in virtual environments that approximate those typical in exposure therapy, but did not increase EDA. Additionally, once administered, the removal of scents resulted in a disproportionate decrease in presence. Implications for incorporating the use of scents to increase the efficacy of exposure therapy is discussed. PMID

  4. MICE: a mouse imaging collaboration environment

    NASA Astrophysics Data System (ADS)

    Szymanski, Jacek; Flask, Chris; Wilson, David; Johnson, David; Muzic, Raymond F., Jr.; Zhang, Guo-Qiang

    2006-03-01

    With the ever-increasing complexity of science and engineering, many important research problems are being addressed by collaborative, multidisciplinary teams. We present a web-based collaborative environment for small animal imaging research, called the Mouse Imaging Collaboration Environment (MICE). MICE provides an effective and user-friendly tool for managing and sharing of the terabytes of high-resolution and high-dimension image data generated at small animal imaging core facilities. We describe the design of MICE and our experience in the implementation and deployment of a beta-version baseline-MICE. The baseline-MICE provides an integrated solution from image data acquisition to end-user access and long-term data storage at our UH/Case Small Animal Imaging Resource Center. As image data is acquired from scanners, it is pushed to the MICE server which automatically stores it in a directory structure according to its DICOM metadata. The directory structure reflects imaging modality, principle investigators, animal models, scanning dates and study details. Registered end-users access this imaging data through an authenticated web-interface. Thumbnail images are created by custom scripts running on the MICE server while data down-loading is achieved through standard web-browser ftp. MICE provides a security infrastructure that manages user roles, their access privileges such as read/write, and the right to modify the access privileges. Additional data security measures include a two server paradigm with the Web access server residing outside a network firewall to provide access through the Internet, and the imaging data server - a large RAID storage system supporting flexible backup policies - residing behind the protected firewall with a dedicated link to the Web access server. Direct network link to the RAID storage system outside the firewall other than this dedicated link is not permitted. Establishing the initial image directory structure and letting the

  5. Extended pie menus for immersive virtual environments.

    PubMed

    Gebhardt, Sascha; Pick, Sebastian; Leithold, Franziska; Hentschel, Bernd; Kuhlen, Torsten

    2013-04-01

    Pie menus are a well-known technique for interacting with 2D environments and so far a large body of research documents their usage and optimizations. Yet, comparatively little research has been done on the usability of pie menus in immersive virtual environments (IVEs). In this paper we reduce this gap by presenting an implementation and evaluation of an extended hierarchical pie menu system for IVEs that can be operated with a six-degrees-of-freedom input device. Following an iterative development process, we first developed and evaluated a basic hierarchical pie menu system. To better understand how pie menus should be operated in IVEs, we tested this system in a pilot user study with 24 participants and focus on item selection. Regarding the results of the study, the system was tweaked and elements like check boxes, sliders, and color map editors were added to provide extended functionality. An expert review with five experts was performed with the extended pie menus being integrated into an existing VR application to identify potential design issues. Overall results indicated high performance and efficient design.

  6. A Collaborative Decision Environment for UAV Operations

    NASA Technical Reports Server (NTRS)

    D'Ortenzio, Matthew V.; Enomoto, Francis Y.; Johan, Sandra L.

    2005-01-01

    NASA is developing Intelligent Mission Management (IMM) technology for science missions employing long endurance unmanned aerial vehicles (UAV's). The IMM groundbased component is the Collaborative Decision Environment (CDE), a ground system that provides the Mission/Science team with situational awareness, collaboration, and decisionmaking tools. The CDE is used for pre-flight planning, mission monitoring, and visualization of acquired data. It integrates external data products used for planning and executing a mission, such as weather, satellite data products, and topographic maps by leveraging established and emerging Open Geospatial Consortium (OGC) standards to acquire external data products via the Internet, and an industry standard geographic information system (GIs) toolkit for visualization As a Science/Mission team may be geographically dispersed, the CDE is capable of providing access to remote users across wide area networks using Web Services technology. A prototype CDE is being developed for an instrument checkout flight on a manned aircraft in the fall of 2005, in preparation for a full deployment in support of the US Forest Service and NASA Ames Western States Fire Mission in 2006.

  7. Developing an Advanced Environment for Collaborative Computing

    NASA Technical Reports Server (NTRS)

    Becerra-Fernandez, Irma; Stewart, Helen; DelAlto, Martha; DelAlto, Martha; Knight, Chris

    1999-01-01

    Knowledge management in general tries to organize and make available important know-how, whenever and where ever is needed. Today, organizations rely on decision-makers to produce "mission critical" decisions that am based on inputs from multiple domains. The ideal decision-maker has a profound understanding of specific domains that influence the decision-making process coupled with the experience that allows them to act quickly and decisively on the information. In addition, learning companies benefit by not repeating costly mistakes, and by reducing time-to-market in Research & Development projects. Group-decision making tools can help companies make better decisions by capturing the knowledge from groups of experts. Furthermore, companies that capture their customers preferences can improve their customer service, which translates to larger profits. Therefore collaborative computing provides a common communication space, improves sharing of knowledge, provides a mechanism for real-time feedback on the tasks being performed, helps to optimize processes, and results in a centralized knowledge warehouse. This paper presents the research directions. of a project which seeks to augment an advanced collaborative web-based environment called Postdoc, with workflow capabilities. Postdoc is a "government-off-the-shelf" document management software developed at NASA-Ames Research Center (ARC).

  8. Secured Advanced Federated Environment (SAFE): A NASA Solution for Secure Cross-Organization Collaboration

    NASA Technical Reports Server (NTRS)

    Chow, Edward; Spence, Matthew Chew; Pell, Barney; Stewart, Helen; Korsmeyer, David; Liu, Joseph; Chang, Hsin-Ping; Viernes, Conan; Gogorth, Andre

    2003-01-01

    This paper discusses the challenges and security issues inherent in building complex cross-organizational collaborative projects and software systems within NASA. By applying the design principles of compartmentalization, organizational hierarchy and inter-organizational federation, the Secured Advanced Federated Environment (SAFE) is laying the foundation for a collaborative virtual infrastructure for the NASA community. A key element of SAFE is the Micro Security Domain (MSD) concept, which balances the need to collaborate and the need to enforce enterprise and local security rules. With the SAFE approach, security is an integral component of enterprise software and network design, not an afterthought.

  9. Full Immersive Virtual Environment Cave[TM] in Chemistry Education

    ERIC Educational Resources Information Center

    Limniou, M.; Roberts, D.; Papadopoulos, N.

    2008-01-01

    By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…

  10. Virtual Environments Supporting Learning and Communication in Special Needs Education

    ERIC Educational Resources Information Center

    Cobb, Sue V. G.

    2007-01-01

    Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…

  11. Design Characteristics of Virtual Learning Environments: State of Research

    ERIC Educational Resources Information Center

    Mueller, Daniel; Strohmeier, Stefan

    2011-01-01

    Virtual learning environments constitute current information systems' category for electronically supported training and development in (higher) education(al) and vocational training settings. Frequently expected advantages of using virtual learning environments refer, for instance, to the efficiency, individuality, ubiquity, timeliness and…

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

    ERIC Educational Resources Information Center

    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. Temporal Issues in the Design of Virtual Learning Environments.

    ERIC Educational Resources Information Center

    Bergeron, Bryan; Obeid, Jihad

    1995-01-01

    Describes design methods used to influence user perception of time in virtual learning environments. Examines the use of temporal cues in medical education and clinical competence testing. Finds that user perceptions of time affects user acceptance, ease of use, and the level of realism of a virtual learning environment. Contains 51 references.…

  14. The Impact of Emotional Arousal on Learning in Virtual Environments

    DTIC Science & Technology

    2002-09-01

    positive impact on human learning. The purpose of this thesis was to investigate the impact of emotional arousal on learning in virtual environments. An...reason that emotional arousal (in moderation) may also have a positive impact on human learning. The purpose of this thesis was to investigate the...1 A. TRAINING IN VIRTUAL ENVIRONMENTS.................. 2 B. HUMAN MEMORY AND EMOTION ......................... 6 C

  15. Internet-based distributed collaborative environment for engineering education and design

    NASA Astrophysics Data System (ADS)

    Sun, Qiuli

    2001-07-01

    This research investigates the use of the Internet for engineering education, design, and analysis through the presentation of a Virtual City environment. The main focus of this research was to provide an infrastructure for engineering education, test the concept of distributed collaborative design and analysis, develop and implement the Virtual City environment, and assess the environment's effectiveness in the real world. A three-tier architecture was adopted in the development of the prototype, which contains an online database server, a Web server as well as multi-user servers, and client browsers. The environment is composed of five components, a 3D virtual world, multiple Internet-based multimedia modules, an online database, a collaborative geometric modeling module, and a collaborative analysis module. The environment was designed using multiple Intenet-based technologies, such as Shockwave, Java, Java 3D, VRML, Perl, ASP, SQL, and a database. These various technologies together formed the basis of the environment and were programmed to communicate smoothly with each other. Three assessments were conducted over a period of three semesters. The Virtual City is open to the public at www.vcity.ou.edu. The online database was designed to manage the changeable data related to the environment. The virtual world was used to implement 3D visualization and tie the multimedia modules together. Students are allowed to build segments of the 3D virtual world upon completion of appropriate undergraduate courses in civil engineering. The end result is a complete virtual world that contains designs from all of their coursework and is viewable on the Internet. The environment is a content-rich educational system, which can be used to teach multiple engineering topics with the help of 3D visualization, animations, and simulations. The concept of collaborative design and analysis using the Internet was investigated and implemented. Geographically dispersed users can build the

  16. Emergency Response Virtual Environment for Safe Schools

    NASA Technical Reports Server (NTRS)

    Wasfy, Ayman; Walker, Teresa

    2008-01-01

    An intelligent emergency response virtual environment (ERVE) that provides emergency first responders, response planners, and managers with situational awareness as well as training and support for safe schools is presented. ERVE incorporates an intelligent agent facility for guiding and assisting the user in the context of the emergency response operations. Response information folders capture key information about the school. The system enables interactive 3D visualization of schools and academic campuses, including the terrain and the buildings' exteriors and interiors in an easy to use Web..based interface. ERVE incorporates live camera and sensors feeds and can be integrated with other simulations such as chemical plume simulation. The system is integrated with a Geographical Information System (GIS) to enable situational awareness of emergency events and assessment of their effect on schools in a geographic area. ERVE can also be integrated with emergency text messaging notification systems. Using ERVE, it is now possible to address safe schools' emergency management needs with a scaleable, seamlessly integrated and fully interactive intelligent and visually compelling solution.

  17. Multimedia virtualized environment for shoulder pain rehabilitation

    PubMed Central

    Chen, Chih-Chen

    2016-01-01

    [Purpose] Researchers imported games and virtual reality training to help participants train their shoulders in a relaxed environment. [Subjects and Methods] This study included the use of Kinect somatosensory device with Unity software to develop 3-dimensional situational games. The data collected from this training process can be uploaded via the Internet to a cloud or server for participants to perform self-inspection. The data can be a reference for the medical staff to assess training effectiveness for those with impairments and plan patient rehabilitation courses. [Results] In the training activities, 8 subjects with normal shoulder function demonstrated that the system has good stability and reproducibility. Six subjects with impaired shoulder underwent 6 weeks of training. During the third week of training, average performance stabilized. The t-test comparing 1–2 weeks to 3–4 weeks and 5–6 weeks showed significant differences. [Conclusion] Using games as training methods improved patient concentration, interest in participation and allowed patients to forget about their body discomfort. The equipment utilized in this study is inexpensive, easy to obtain, and the system is easy to install. People can perform simple self-training both at home or in the office. PMID:27190481

  18. Multimedia virtualized environment for shoulder pain rehabilitation.

    PubMed

    Chen, Chih-Chen

    2016-04-01

    [Purpose] Researchers imported games and virtual reality training to help participants train their shoulders in a relaxed environment. [Subjects and Methods] This study included the use of Kinect somatosensory device with Unity software to develop 3-dimensional situational games. The data collected from this training process can be uploaded via the Internet to a cloud or server for participants to perform self-inspection. The data can be a reference for the medical staff to assess training effectiveness for those with impairments and plan patient rehabilitation courses. [Results] In the training activities, 8 subjects with normal shoulder function demonstrated that the system has good stability and reproducibility. Six subjects with impaired shoulder underwent 6 weeks of training. During the third week of training, average performance stabilized. The t-test comparing 1-2 weeks to 3-4 weeks and 5-6 weeks showed significant differences. [Conclusion] Using games as training methods improved patient concentration, interest in participation and allowed patients to forget about their body discomfort. The equipment utilized in this study is inexpensive, easy to obtain, and the system is easy to install. People can perform simple self-training both at home or in the office.

  19. Pictorial communication in virtual and real environments

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R. (Editor)

    1991-01-01

    Papers about the communication between human users and machines in real and synthetic environments are presented. Individual topics addressed include: pictorial communication, distortions in memory for visual displays, cartography and map displays, efficiency of graphical perception, volumetric visualization of 3D data, spatial displays to increase pilot situational awareness, teleoperation of land vehicles, computer graphics system for visualizing spacecraft in orbit, visual display aid for orbital maneuvering, multiaxis control in telemanipulation and vehicle guidance, visual enhancements in pick-and-place tasks, target axis effects under transformed visual-motor mappings, adapting to variable prismatic displacement. Also discussed are: spatial vision within egocentric and exocentric frames of reference, sensory conflict in motion sickness, interactions of form and orientation, perception of geometrical structure from congruence, prediction of three-dimensionality across continuous surfaces, effects of viewpoint in the virtual space of pictures, visual slant underestimation, spatial constraints of stereopsis in video displays, stereoscopic stance perception, paradoxical monocular stereopsis and perspective vergence. (No individual items are abstracted in this volume)

  20. Site remediation in a virtual environment

    SciTech Connect

    Bethel, W.; Jacobsen, J.; Holland, P.

    1994-01-01

    We describe the process used in combining an existing computer simulation with both Virtual Reality (VR) input and output devices, and conventional visualization tools, so as to make the simulation easier to use and the results easier to understand. VR input technology facilitates direct user manipulation of three dimensional simulation parameters. Commercially available visualization tools provide a flexible environment for representing abstract scientific data. VR output technology provides a more flexible and convincing way to view the visualization results than is afforded in contemporary visualization software. The desired goal of this process is a prototype system that minimizes man-machine interface barriers, as well as enhanced control over the simulation itself, so as to maximize the use of scientific judgement and intuition. In environmental remediation, the goal is to clean up contaminants either by removing them or rendering them non-toxic. A computer model simulates water or chemical flooding to mobilize and extract hydrocarbon contaminants from a volume of saturated soil/rock. Several wells are drilled in the vicinity of the contaminant, water and/or chemicals are injected into some of the wells, and fluid containing the mobilized hydrocarbons is pumped out of the remaining wells. The user is tasked with finding well locations and pumping rates that maximize recovery of the contaminants while minimizing drilling and pumping costs to clean up the site of interest.

  1. Considerations for Designing Instructional Virtual Environments.

    ERIC Educational Resources Information Center

    Dennen, Vanessa Paz; Branch, Robert C.

    Virtual reality is an immersive, interactive medium that manipulates the senses in order provide users with simulated experiences in computer-generated worlds. The visual design of virtual reality is an important issue, but literature has tended to stress the medium's instructional potential rather than setting forth a protocol for designing…

  2. Virtual Collaboration Readiness Measurement a Case Study in the Automobile Industry

    NASA Astrophysics Data System (ADS)

    Ziarati, Koorush; Khayami, Raouf; Parvinnia, Elham; Afroozi Milani, Ghazal

    In end of the last century information and communication technology caused a veritable evolution in the world of business and commerce. Globalization has changed all the commerce equations and business plans. Old companies have to change their strategies if they want to survive after this technological revolution. A new form of collaboration between the distributed and networked organizations has emerged as the "Virtual Organization" paradigm. A company can not join a virtual organization before obtaining a virtual maturity. This maturity shows the readiness of the company to begin a virtual collaboration. In this paper, based on the coherent and formal definition of virtual organizations, the criteria for measuring the readiness of companies are proposed. Our criteria are confirmed, modified or combined by using the factor analysis method on a sufficient number of virtual companies in the automobile manufacturing industry.

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

    ERIC Educational Resources Information Center

    Tomcsik, Rachel E.

    2010-01-01

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

  4. EVER-EST: a virtual research environment for Earth Sciences

    NASA Astrophysics Data System (ADS)

    Marelli, Fulvio; Albani, Mirko; Glaves, Helen

    2016-04-01

    There is an increasing requirement for researchers to work collaboratively using common resources whilst being geographically dispersed. By creating a virtual research environment (VRE) using a service oriented architecture (SOA) tailored to the needs of Earth Science (ES) communities, the EVEREST project will provide a range of both generic and domain specific data management services to support a dynamic approach to collaborative research. EVER-EST will provide the means to overcome existing barriers to sharing of Earth Science data and information allowing research teams to discover, access, share and process heterogeneous data, algorithms, results and experiences within and across their communities, including those domains beyond Earth Science. Researchers will be able to seamlessly manage both the data involved in their computationally intensive disciplines and the scientific methods applied in their observations and modelling, which lead to the specific results that need to be attributable, validated and shared both within the community and more widely e.g. in the form of scholarly communications. Central to the EVEREST approach is the concept of the Research Object (RO) , which provides a semantically rich mechanism to aggregate related resources about a scientific investigation so that they can be shared together using a single unique identifier. Although several e-laboratories are incorporating the research object concept in their infrastructure, the EVER-EST VRE will be the first infrastructure to leverage the concept of Research Objects and their application in observational rather than experimental disciplines. Development of the EVEREST VRE will leverage the results of several previous projects which have produced state-of-the-art technologies for scientific data management and curation as well those which have developed models, techniques and tools for the preservation of scientific methods and their implementation in computational forms such as

  5. THE CAVES PROJECT — Collaborative Analysis Versioning Environment System, THE CODESH PROJECT — COllaborative DEvelopment SHell

    NASA Astrophysics Data System (ADS)

    Bourilkov, Dimitri

    A key feature of collaboration in science and software development is to have a log of what and how is being done - for private use and reuse and for sharing selected parts with collaborators, which most often today are distributed geographically on an ever larger scale. Even better if this log is automatic, created on the fly while a scientist or software developer is working in a habitual way, without the need for extra efforts. The CAVES and CODESH projects address this problem in a novel way, building on the concepts of virtual state and virtual transition to provide an automatic persistent logbook for sessions of data analysis or software development in a collaborating group. A repository of sessions can be configured dynamically to record and make available the knowledge accumulated in the course of a scientific or software endeavor. Access can be controlled to define logbooks of private sessions and sessions shared within or between collaborating groups.

  6. A specification of 3D manipulation in virtual environments

    NASA Technical Reports Server (NTRS)

    Su, S. Augustine; Furuta, Richard

    1994-01-01

    In this paper we discuss the modeling of three basic kinds of 3-D manipulations in the context of a logical hand device and our virtual panel architecture. The logical hand device is a useful software abstraction representing hands in virtual environments. The virtual panel architecture is the 3-D component of the 2-D window systems. Both of the abstractions are intended to form the foundation for adaptable 3-D manipulation.

  7. Evaluation of Intelligent Grouping Based on Learners' Collaboration Competence Level in Online Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Muuro, Maina Elizaphan; Oboko, Robert; Wagacha, Waiganjo Peter

    2016-01-01

    In this paper we explore the impact of an intelligent grouping algorithm based on learners' collaborative competency when compared with (a) instructor based Grade Point Average (GPA) method level and (b) random method, on group outcomes and group collaboration problems in an online collaborative learning environment. An intelligent grouping…

  8. Advanced Collaborative Environments Supporting Systems Integration and Design

    DTIC Science & Technology

    2003-03-01

    accomplish these objectives, TARDEC has invested in two key technologies, web-based information technology (WebIT), and immersive virtual environments ( VE ...environment tool set TARDEC developed and assembled (WebiT and Immersive VE ); will outline the benefits of their employment, and their use to support issue...involved in Army processes are: (1) web-based information technology (WebIT), and (2) immersive virtual environments ( VE ). Web-based IT makes distributed

  9. Developing Subject-Related Web Sites Collaboratively: The Virtual Business Information Center

    ERIC Educational Resources Information Center

    Abels, Eileen G.; White, Marilyn Domas; Kim, Soojung

    2007-01-01

    This article is a case study of the Virtual Business Information Center (VBIC), a collaborative effort since 1998 of the College of Information Studies, Robert H. Smith School of Business, and the University of Maryland Libraries. The case study traces its development, implementation, and evaluation and addresses collaboration among academic…

  10. Is a dark virtual environment scary?

    PubMed

    Toet, Alexander; van Welie, Marloes; Houtkamp, Joske

    2009-08-01

    This study investigated the effects of nighttime lighting conditions and stress on the affective appraisal of a virtual environment (VE). The effective application of VEs in emotionally intense simulations requires precise control over their characteristics that affect the user's emotions and behavior. It is known that humans have an innate fear of darkness, which increases after exposure to stress and extrapolates to ecologically valid (immersive) VEs. This study investigated if the simulated level of illumination determines the affective appraisal of a VE, particularly after stress. Participants explored either a daytime or a nighttime version of a VE, after performing either an acute psychosocial stress task (Trier Social Stress Test, or TSST) or a relaxing control task. The affective qualities of the VE were appraised through the Russel and Pratt semantic questionnaire on the valence and arousal dimensions. Distress was assessed through free salivary cortisol, the state self-report scale from the Spielberger State-Trait Anxiety Inventory (STAI), and heart rate. In addition, memory for scenic details was tested through a yes-no recognition test. Free salivary cortisol levels, heart rates, and scores on the STAI all indicate that participants who were subjected to the stress task indeed showed signs of distress, whereas participants in the control group showed no signs of stress. The results of the semantic questionnaire and the recognition test showed no significant overall effect of time-of-day conditions on the affective appraisal of the VE or on the recognition of its details, even after prior stress. The experiences of users exploring the VE were not affected by the simulated lighting conditions, even after acute prior stress. Thus, lowering the illumination level in a desktop VE is not sufficient to elicit anxiety. Hence, desktop VE representations are different from immersive VE representations in this respect. This finding has implications for desktop VE

  11. Nature and origins of virtual environments - A bibliographical essay

    NASA Technical Reports Server (NTRS)

    Ellis, S. R.

    1991-01-01

    Virtual environments presented via head-mounted, computer-driven displays provide a new media for communication. They may be analyzed by considering: (1) what may be meant by an environment; (2) what is meant by the process of virtualization; and (3) some aspects of human performance that constrain environmental design. Their origins are traced from previous work in vehicle simulation and multimedia research. Pointers are provided to key technical references, in the dispersed, archival literature, that are relevant to the development and evaluation of virtual-environment interface systems.

  12. The Informal Workplace Learning Experiences of Virtual Team Members: A Look at the Role of Collaborative Technologies

    ERIC Educational Resources Information Center

    Jones, Frankie S.

    2007-01-01

    This qualitative study explored how collaborative technologies influence the informal learning experiences of virtual team members. Inputs revealed as critical to virtual informal learning were integrated, collaborative technological systems; positive relationships and trust; and organizational support and virtual team management. These inputs…

  13. Inspiring Equal Contribution and Opportunity in a 3D Multi-User Virtual Environment: Bringing Together Men Gamers and Women Non-Gamers in Second Life[R

    ERIC Educational Resources Information Center

    deNoyelles, Aimee; Seo, Kay Kyeong-Ju

    2012-01-01

    A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…

  14. Active Learning through the Use of Virtual Environments

    ERIC Educational Resources Information Center

    Mayrose, James

    2012-01-01

    Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…

  15. Declarative Knowledge Acquisition in Immersive Virtual Learning Environments

    ERIC Educational Resources Information Center

    Webster, Rustin

    2016-01-01

    The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…

  16. Virtual Worlds; Real Learning: Design Principles for Engaging Immersive Environments

    NASA Technical Reports Server (NTRS)

    Wu (u. Sjarpm)

    2012-01-01

    The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.

  17. Pedagogical Intercultural Practice of Teachers in Virtual Environments

    ERIC Educational Resources Information Center

    Barreto, Carmen Ricardo; Haydar, Jorge Mizzuno

    2016-01-01

    This study presents some of the results of the project "Training and Development of Intercultural Competency of Teachers in Virtual Environments", carried out in ten Colombian Caribbean higher education institutions (HEI) offering virtual programs. It was performed in three steps: 1-diagnosis, 2-training, and 3-analysis of the…

  18. Game-Like Language Learning in 3-D Virtual Environments

    ERIC Educational Resources Information Center

    Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David

    2013-01-01

    This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…

  19. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    ERIC Educational Resources Information Center

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  20. Spatial Integration under Contextual Control in a Virtual Environment

    ERIC Educational Resources Information Center

    Molet, Mikael; Gambet, Boris; Bugallo, Mehdi; Miller, Ralph R.

    2012-01-01

    The role of context was examined in the selection and integration of independently learned spatial relationships. Using a dynamic 3D virtual environment, participants learned one spatial relationship between landmarks A and B which was established in one virtual context (e.g., A is left of B) and a different spatial relationship which was…

  1. Ecological validity of virtual environments to assess human navigation ability

    PubMed Central

    van der Ham, Ineke J. M.; Faber, Annemarie M. E.; Venselaar, Matthijs; van Kreveld, Marc J.; Löffler, Maarten

    2015-01-01

    Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass), and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e., path, landmarks) was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning. PMID:26074831

  2. Impact of virtual training environments on the acquisition and transfer of knowledge.

    PubMed

    Moskaliuk, Johannes; Bertram, Johanna; Cress, Ulrike

    2013-03-01

    Virtual training environments are appropriate to train complex tasks that require collaboration and interaction among the members of a team, especially if training in reality is not possible, too expensive or too dangerous. The field study reported in this paper compared three training conditions (virtual condition, standard condition, and control condition). The participants were police officers who were being trained in the communication between ground forces and a helicopter crew during an operation. This task (like many other tasks of the police, fire brigade and emergency services) is of high complexity and has no single "correct" solution, is based on specialization of tasks within a team, requires intensive communication among team members, and consists of situations in which human beings are in danger. Learning outcomes and knowledge transfer were measured as dependent variables. The results validate that virtual training was as efficient as standard training with regard to knowledge acquisition, and it was even more efficient with regard to knowledge transfer. With regard to the perceived value of the training, the participants judged standard training to be better than virtual training (except for training satisfaction, where no difference was found between standard and virtual training). These results indicate that virtual training is an effective tool for training in complex tasks that require collaboration and cannot fully be trained for in reality.

  3. Preparation and presentation of cultural content in virtual environment

    NASA Astrophysics Data System (ADS)

    Zara, Jiri

    2003-01-01

    The paper presents a web-based application for preparation and presentation of various two and three dimensional cultural showpieces in a virtual environment. Specific task modules built on a common database provide tools for designing spatial models of a real or a fully virtual gallery, exhibit management, arrangement of exhibits within the virtual space, and final web presentation using standard VRML browser and Java applet. The whole application serves for different kinds of users gallery owners, artists, and visitors. A use of virtual reality paradigms for image presentation purposes is discussed here, too.

  4. HPVZ: A High Performance Virtual Computing Environment for Super Computers

    NASA Astrophysics Data System (ADS)

    Lu, Kai; Chi, Wanqing; Liu, Yongpeng; Tang, Hongwei

    Because of the features of isolation, security and consolidation, virtual machine technology is widely used in data center for server consolidation, which can support different operating systems or different isolated applications running on a single server. Besides this usage scenario on server systems, there are other scenarios that require more performance, isolation and security than consolidation. Such scenarios include HPC and Cluster for scientific computing. Because of the particularity of system architectures and usage requirements, existing virtual machine techniques cannot be used in HPC directly. Aiming to provide the features of architecture and requirements for HPC, we present a virtual machine technique for HPC system named High Performance Virtual Zone(HPVZ). HPVZ technique is the first complete solution for virtualization of HPC systems, and can provide users an isolated and secure running environment based on the structure of the HPC system. The evaluation shows that the HPVZ technique is the most cost-effective for HPC, compared to other virtual machine techniques.

  5. IFR flight simulation in a distributed virtual environment

    NASA Astrophysics Data System (ADS)

    Schiefele, Jens; Albert, Oliver; Doerr, Kai Uwe

    1998-08-01

    For some of today's simulations very expensive, heavy and large equipment is needed. Examples are driving, shipping, and flight simulators with huge and expensive visual and motion systems. In order to reduce cost, immersive `Virtual Simulation' becomes very attractive. Head Mounted Displays or Computer Animated Virtual Environments, Datagloves, and cheap `Seating Bucks' are used to generate a stereoscopic virtual environment for a trainee. Such systems are already in use for caterpillar, submarine, and F15-fighter simulation. In our approach we partially simulate an Airbus A340 cockpit. All interaction devices such as side stick, pedals, thrust-levers, knobs, buttons, and dials are modeled as 3D geometry. All other parts and surfaces are formed by images (textures). Some devices are physically available such as sidesticks, pedals, and thrust-levers. All others are replaced by plastic panels to generate a forced feedback for the pilots. A simplified outside visual is available to generate immersive flight simulations. A virtual Primary Flight display, Navigation display, and a virtual stereoscopic Head Up Display are used in a first approach. These virtual displays show basic information necessary to perform a controlled flight and allow basic performance analysis with the system. All parts such as physical input devices, virtual input devices, flight mechanics, traffic, and rendering run in a distributed environment on different high end graphics work stations. The `Virtual Cockpit' can logically replace an also available conventional cockpit mockup in the flight simulation.

  6. Methods and systems relating to an augmented virtuality environment

    DOEpatents

    Nielsen, Curtis W; Anderson, Matthew O; McKay, Mark D; Wadsworth, Derek C; Boyce, Jodie R; Hruska, Ryan C; Koudelka, John A; Whetten, Jonathan; Bruemmer, David J

    2014-05-20

    Systems and methods relating to an augmented virtuality system are disclosed. A method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture. The method may further include displaying a plurality of virtual icons in the operating picture representing at least some assets of a plurality of assets positioned in the real-world environment. Additionally, the method may include displaying at least one virtual item in the operating picture representing data sensed by one or more of the assets of the plurality of assets and remotely controlling at least one asset of the plurality of assets by interacting with a virtual icon associated with the at least one asset.

  7. Headphone and Head-Mounted Visual Displays for Virtual Environments

    NASA Technical Reports Server (NTRS)

    Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)

    1998-01-01

    A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.

  8. Human Machine Interfaces for Teleoperators and Virtual Environments

    NASA Technical Reports Server (NTRS)

    Durlach, Nathaniel I. (Compiler); Sheridan, Thomas B. (Compiler); Ellis, Stephen R. (Compiler)

    1991-01-01

    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models.

  9. An interactive virtual environment for finite element analysis

    SciTech Connect

    Bradshaw, S.; Canfield, T.; Kokinis, J.; Disz, T.

    1995-06-01

    Virtual environments (VE) provide a powerful human-computer interface that opens the door to exciting new methods of interaction with high-performance computing applications in several areas of research. The authors are interested in the use of virtual environments as a user interface to real-time simulations used in rapid prototyping procedures. Consequently, the authors are developing methods for coupling finite element models of complex mechanical systems with a VE interface for real-time interaction.

  10. Designing user models in a virtual cave environment

    SciTech Connect

    Brown-VanHoozer, S.; Hudson, R.; Gokhale, N.

    1995-12-31

    In this paper, the results of a first study into the use of virtual reality for human factor studies and design of simple and complex models of control systems, components, and processes are described. The objective was to design a model in a virtual environment that would reflect more characteristics of the user`s mental model of a system and fewer of the designer`s. The technology of a CAVE{trademark} virtual environment and the methodology of Neuro Linguistic Programming were employed in this study.

  11. Ontological implications of being in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Morie, Jacquelyn F.

    2008-02-01

    The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.

  12. User Satisfaction with Referrals at a Collaborative Virtual Reference Service

    ERIC Educational Resources Information Center

    Kwon, Nahyun

    2006-01-01

    Introduction: This study investigated unmonitored referrals in a nationwide, collaborative chat reference service. Specifically, it examined the extent to which questions are referred, the types of questions that are more likely to be referred than others, and the level of user satisfaction with the referrals in the collaborative chat reference…

  13. Developing collaborative environments - A Holistic software development methodology

    SciTech Connect

    PETERSEN,MARJORIE B.; MITCHINER,JOHN L.

    2000-03-08

    Sandia National Laboratories has been developing technologies to support person-to-person collaboration and the efforts of teams in the business and research communities. The technologies developed include knowledge-based design advisors, knowledge management systems, and streamlined manufacturing supply chains. These collaborative environments in which people can work together sharing information and knowledge have required a new approach to software development. The approach includes an emphasis on the requisite change in business practice that often inhibits user acceptance of collaborative technology. Leveraging the experience from this work, they have established a multidisciplinary approach for developing collaborative software environments. They call this approach ``A Holistic Software Development Methodology''.

  14. Ensuring Quality in a Virtual Reference Environment

    ERIC Educational Resources Information Center

    Barbier, Pat; Ward, Joyce

    2004-01-01

    Soon after AskALibrarian, Florida's Statewide Virtual Reference Desk, began to offer Chat Reference to the public in 2003, a Quality Assurance Workgroup was established to ensure that the service patrons received would be friendly, accurate, and adequate. To make certain that best practices were used in answering the real time questions, two…

  15. Intelligent Tutors in Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Yan, Peng; Slator, Brian M.; Vender, Bradley; Jin, Wei; Kariluoma, Matti; Borchert, Otto; Hokanson, Guy; Aggarwal, Vaibhav; Cosmano, Bob; Cox, Kathleen T.; Pilch, André; Marry, Andrew

    2013-01-01

    Research into virtual role-based learning has progressed over the past decade. Modern issues include gauging the difficulty of designing a goal system capable of meeting the requirements of students with different knowledge levels, and the reasonability and possibility of taking advantage of the well-designed formula and techniques served in other…

  16. Tasks for Easily Modifiable Virtual Environments

    ERIC Educational Resources Information Center

    Swier, Robert

    2014-01-01

    Recent studies of learner interaction in virtual worlds have tended to select basic tasks involving open-ended communication. There is evidence that such tasks are supportive of language acquisition, however it may also be beneficial to consider more complex tasks. Research in task-based learning has identified features such as non-linguistic…

  17. Software and Systems Producibility Collaboration and Experimentation Environment (SPRUCE)

    DTIC Science & Technology

    2014-04-01

    SOFTWARE AND SYSTEMS PRODUCIBILITY COLLABORATION AND EXPERIMENTATION ENVIRONMENT ( SPRUCE ) LOCKHEED MARTIN ADVANCED TECHNOLOGY LABORATORIES APRIL...PRODUCIBILITY COLLABORATION AND EXPERIMENTATION ENVIRONMENT ( SPRUCE ) 5a. CONTRACT NUMBER FA8750-08-C-0064 5b. GRANT NUMBER N/A 5c. PROGRAM...Environment ( SPRUCE ) project program execution during Phases 2, 3, and 4 spanning the period from April 2008 to September 2013. The SPRUCE was intended to

  18. Vroom: designing an augmented environment for remote collaboration in digital cinema production

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy

    2013-03-01

    As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that

  19. A new security model for collaborative environments

    SciTech Connect

    Agarwal, Deborah; Lorch, Markus; Thompson, Mary; Perry, Marcia

    2003-06-06

    Prevalent authentication and authorization models for distributed systems provide for the protection of computer systems and resources from unauthorized use. The rules and policies that drive the access decisions in such systems are typically configured up front and require trust establishment before the systems can be used. This approach does not work well for computer software that moderates human-to-human interaction. This work proposes a new model for trust establishment and management in computer systems supporting collaborative work. The model supports the dynamic addition of new users to a collaboration with very little initial trust placed into their identity and supports the incremental building of trust relationships through endorsements from established collaborators. It also recognizes the strength of a users authentication when making trust decisions. By mimicking the way humans build trust naturally the model can support a wide variety of usage scenarios. Its particular strength lies in the support for ad-hoc and dynamic collaborations and the ubiquitous access to a Computer Supported Collaboration Workspace (CSCW) system from locations with varying levels of trust and security.

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

    NASA Astrophysics Data System (ADS)

    Sheehy, Kieron

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

  1. Communicating Situation Awareness in Virtual Environments

    DTIC Science & Technology

    1994-08-01

    Seattle, "The Treatment of Akinesia Using Virtual Images." Ph.D. M.E., In Progress, University of Washington, Seattle. Geoffrey M. Silverton (Research...hitl.washington.edu Robert G. Futamura UW / HITL futamura@u.washington.edu Jerry Prothero UW / HITL prothero@hitl.washington.edu Geoffrey Silverton UW / HITL geoffs...Glenna Satalich Navigating and wayfinding in VR Geoff Silverton HITLab Testbed specifications Ryoko Williamson Exploring the effect of information

  2. Cognitive Virtualization: Combining Cognitive Models and Virtual Environments

    SciTech Connect

    Tuan Q. Tran; David I. Gertman; Donald D. Dudenhoeffer; Ronald L. Boring; Alan R. Mecham

    2007-08-01

    3D manikins are often used in visualizations to model human activity in complex settings. Manikins assist in developing understanding of human actions, movements and routines in a variety of different environments representing new conceptual designs. One such environment is a nuclear power plant control room, here they have the potential to be used to simulate more precise ergonomic assessments of human work stations. Next generation control rooms will pose numerous challenges for system designers. The manikin modeling approach by itself, however, may be insufficient for dealing with the desired technical advancements and challenges of next generation automated systems. Uncertainty regarding effective staffing levels; and the potential for negative human performance consequences in the presence of advanced automated systems (e.g., reduced vigilance, poor situation awareness, mistrust or blind faith in automation, higher information load and increased complexity) call for further research. Baseline assessment of novel control room equipment(s) and configurations needs to be conducted. These design uncertainties can be reduced through complementary analysis that merges ergonomic manikin models with models of higher cognitive functions, such as attention, memory, decision-making, and problem-solving. This paper will discuss recent advancements in merging a theoretical-driven cognitive modeling framework within a 3D visualization modeling tool to evaluate of next generation control room human factors and ergonomic assessment. Though this discussion primary focuses on control room design, the application for such a merger between 3D visualization and cognitive modeling can be extended to various areas of focus such as training and scenario planning.

  3. The Virtual Pelvic Floor, a tele-immersive educational environment.

    PubMed Central

    Pearl, R. K.; Evenhouse, R.; Rasmussen, M.; Dech, F.; Silverstein, J. C.; Prokasy, S.; Panko, W. B.

    1999-01-01

    This paper describes the development of the Virtual Pelvic Floor, a new method of teaching the complex anatomy of the pelvic region utilizing virtual reality and advanced networking technology. Virtual reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereo vision, viewer-centered perspective, large angles of view, and interactivity. Two or more ImmersaDesk systems, drafting table format virtual reality displays, are networked together providing an environment where teacher and students share a high quality three-dimensional anatomical model, and are able to converse, see each other, and to point in three dimensions to indicate areas of interest. This project was realized by the teamwork of surgeons, medical artists and sculptors, computer scientists, and computer visualization experts. It demonstrates the future of virtual reality for surgical education and applications for the Next Generation Internet. Images Figure 1 Figure 2 Figure 3 PMID:10566378

  4. The Earth System CoG Collaboration Environment: Connecting Resources in the Earth Sciences

    NASA Astrophysics Data System (ADS)

    Murphy, S.; DeLuca, C.; Cinquini, L.; Overeem, I.; Edwards, P. N.; Jablonowski, C.; Rood, R. B.; Balaji, V.

    2012-12-01

    The Earth System CoG collaboration environment supports Earth science research and product development in virtual organizations comprised of multiple projects and communities. It provides data, metadata, and visualization services along with tools for collaboration, and can be used to host individual projects or to profile projects hosted elsewhere. All projects on CoG are described using a project ontology - an organized common vocabulary - that exposes information needed for collaboration and decision-making. Projects can be linked into a network, and the underlying ontology enables views of this information across the network. This access to information, and the community-driven evolution of a project ontology that includes a description of management and governance roles, bodies, and processes, promote the creation of active and knowledgeable project governance, at both individual and aggregate project levels. A description of the environment along with results of recent use by an model intercomparison project (MIP) and international software project will be presented.

  5. Automating Expertise in Collaborative Learning Environments

    ERIC Educational Resources Information Center

    LaVoie, Noelle; Streeter, Lynn; Lochbaum, Karen; Wroblewski, David; Boyce, Lisa; Krupnick, Charles; Psotka, Joseph

    2010-01-01

    We have developed a set of tools for improving online collaborative learning including an automated expert that monitors and moderates discussions, and additional tools to evaluate contributions, semantically search all posted comments, access a library of hundreds of digital books and provide reports to instructors. The technology behind these…

  6. Assessing a Collaborative Online Environment for Music Composition

    ERIC Educational Resources Information Center

    Biasutti, Michele

    2015-01-01

    The current pilot study tested the effectiveness of an e-learning environment built to enable students to compose music collaboratively. The participants interacted online by using synchronous and asynchronous resources to develop a project in which they composed a new music piece in collaboration. After the learning sessions, individual…

  7. Role Management in a Privacy-Enhanced Collaborative Environment

    ERIC Educational Resources Information Center

    Lorenz, Anja; Borcea-Pfitzmann, Katrin

    2010-01-01

    Purpose: Facing the dilemma between collaboration and privacy is a continual challenge for users. In this setting, the purpose of this paper is to discuss issues of a highly flexible role management integrated in a privacy-enhanced collaborative environment (PECE). Design/methodology/approach: The general framework was provided by former findings…

  8. Portal-based Knowledge Environment for Collaborative Science

    SciTech Connect

    Schuchardt, Karen L.; Pancerella, Carmen M.; Rahn, Larry; Didier, Brett T.; Kodeboyina, Deepti; Leahy, David; Myers, James D.; Oluwole, O.; Pitz, William; Ruscic, Branko; Song, Jing; Laszewski, Gregor V.; Yang, Christine

    2007-08-25

    The Knowledge Environment for Collaborative Science (KnECS) is an open source portal that integrates collaboration tools, data and metadata management, and scientific applications. We describe KnECS features, numerous science applications and their requirements, the benefits derived, and the integration approaches. Finally we discuss isues and challenges for the future.

  9. A Framework for Collaborative Learning in Dynamic Group Environments

    ERIC Educational Resources Information Center

    Kanev, Kamen; Kimura, Shigeo; Orr, Thomas

    2009-01-01

    In this article, we propose a framework for Computer-Supported Collaborative Learning (CSCL) employing dynamic groups, where at different stages students work independently, interact with each other in pairs, and conduct joint work in larger groups with varying numbers of participants. A Dynamic Group Environment for Collaborative Learning…

  10. Young Children's Collaborative Interactions in a Multimedia Computer Environment.

    ERIC Educational Resources Information Center

    Shahrimin, Mohamad Ibrani; Butterworth, Dawn M.

    2001-01-01

    Reports on a study that investigated the collaborative interaction patterns exhibited by five-year-old preprimary children in a multimedia educational computer environment in Perth, Australia. Discusses software appropriateness; preexisting computer competency and computer attitudes; friendship between collaborators; social goals; learning…

  11. Intelligent Assistance for Teachers in Collaborative E-Learning Environments

    ERIC Educational Resources Information Center

    Casamayor, Agustin; Amandi, Analia; Campo, Marcelo

    2009-01-01

    Collaborative learning environments provide a set of tools for students acting in groups to interact and accomplish an assigned task. In this kind of systems, students are free to express and communicate with each other, which usually lead to collaboration and communication problems that may require the intervention of a teacher. In this article,…

  12. Usability Issues of an Augmented Virtuality Environment for Design

    NASA Astrophysics Data System (ADS)

    Wang, Xiangyu; Chen, Irene Rui

    This paper presents a usability evaluation of an Augmented Virtuality (AV)-based system dedicated for design. The philosophy behind the concept of the system is discussed based on the dimensions of transportation and artificiality in shared-space technologies. This system is introduced as a method that allows users to experience the real remote environment without the need of physically visiting the actual place. Such experience is realized by using AV technology to enrich the virtual counterparts of the place with captured real images from the real environment. The combination of the physicality reality and virtual reality provides key landmarks or features of the to-be-visited place, live video streams of the remote participants, and 3D virtual design geometry. The focus of this paper describes the implementation and a usability evaluation of the system in its current state and also discusses the limitations, issues and challenges of this AV system.

  13. Utilizing Virtual and Personal Learning Environments for Optimal Learning

    ERIC Educational Resources Information Center

    Terry, Krista, Ed.; Cheney, Amy, Ed.

    2016-01-01

    The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…

  14. From GUI to Gallery: A Study of Online Virtual Environments.

    ERIC Educational Resources Information Center

    Guynup, Stephen Lawrence

    This paper began as an attempt to clarify and classify the development of Web3D environments from 1995 to the present. In that process, important facts came to light. A large proportion of these sites were virtual galleries and museums. Second, these same environments covered a wide array of architectural interpretations and represented some of…

  15. Using Desktop Virtual Environments To Investigate the Role of Landmarks.

    ERIC Educational Resources Information Center

    Jansen-Osmann, Petra

    2002-01-01

    Discusses research in spatial cognition that uses computer-simulated three dimensional environments and evaluates the use of virtual desktop environments by replicating an experiment which was formerly done in a laboratory or real world setting. Investigates the role of landmarks when acquiring route knowledge in a system of paths. (Author/LRW)

  16. Virtual building environments (VBE) - Applying information modeling to buildings

    SciTech Connect

    Bazjanac, Vladimir

    2004-06-21

    A Virtual Building Environment (VBE) is a ''place'' where building industry project staffs can get help in creating Building Information Models (BIM) and in the use of virtual buildings. It consists of a group of industry software that is operated by industry experts who are also experts in the use of that software. The purpose of a VBE is to facilitate expert use of appropriate software applications in conjunction with each other to efficiently support multidisciplinary work. This paper defines BIM and virtual buildings, and describes VBE objectives, set-up and characteristics of operation. It informs about the VBE Initiative and the benefits from a couple of early VBE projects.

  17. Understanding Soldier Robot Teams in Virtual Environments

    DTIC Science & Technology

    2006-06-01

    the effectiveness of intelligence gathering under different experimental conditions. Dr. Raja Parasuraman of George Mason University and Dr...control of multiple robotic systems from a single control unit. 4.2 Approach ARL, HRED, in collaboration with George Mason University created a...search set increased ( Scanlan , 1977). In the current study, it was expected that performance would be worse in the concurrent task conditions because of

  18. Petroleum reservoir simulation in a virtual environment

    SciTech Connect

    Jacobsen, J.S.; Bethel, E.W.; Datta-Gupta, A.; Holland, P.J.

    1995-12-31

    In this paper, the authors describe an approach to combining a reservoir simulation with 3-D visualization and virtual reality technology. Their prototype VR/visualization system minimizes human-machine interface barriers and provides enhanced control over the simulation, thereby maximizing scientific judgment and use of intuition. They illustrate the practical advantage of using the VR/visualization prototype system in reservoir engineering by visualizing the results of a waterflood in an oil field with a three-dimensional, spatially correlated heterogeneous permeability field.

  19. Virtual Planetary Analysis Environment for Remote Science

    NASA Technical Reports Server (NTRS)

    Keely, Leslie; Beyer, Ross; Edwards. Laurence; Lees, David

    2009-01-01

    All of the data for NASA's current planetary missions and most data for field experiments are collected via orbiting spacecraft, aircraft, and robotic explorers. Mission scientists are unable to employ traditional field methods when operating remotely. We have developed a virtual exploration tool for remote sites with data analysis capabilities that extend human perception quantitatively and qualitatively. Scientists and mission engineers can use it to explore a realistic representation of a remote site. It also provides software tools to "touch" and "measure" remote sites with an immediacy that boosts scientific productivity and is essential for mission operations.

  20. Visual landmarks facilitate rodent spatial navigation in virtual reality environments

    PubMed Central

    Youngstrom, Isaac A.; Strowbridge, Ben W.

    2012-01-01

    Because many different sensory modalities contribute to spatial learning in rodents, it has been difficult to determine whether spatial navigation can be guided solely by visual cues. Rodents moving within physical environments with visual cues engage a variety of nonvisual sensory systems that cannot be easily inhibited without lesioning brain areas. Virtual reality offers a unique approach to ask whether visual landmark cues alone are sufficient to improve performance in a spatial task. We found that mice could learn to navigate between two water reward locations along a virtual bidirectional linear track using a spherical treadmill. Mice exposed to a virtual environment with vivid visual cues rendered on a single monitor increased their performance over a 3-d training regimen. Training significantly increased the percentage of time avatars controlled by the mice spent near reward locations in probe trials without water rewards. Neither improvement during training or spatial learning for reward locations occurred with mice operating a virtual environment without vivid landmarks or with mice deprived of all visual feedback. Mice operating the vivid environment developed stereotyped avatar turning behaviors when alternating between reward zones that were positively correlated with their performance on the probe trial. These results suggest that mice are able to learn to navigate to specific locations using only visual cues presented within a virtual environment rendered on a single computer monitor. PMID:22345484

  1. Building a Virtual Environment for Diabetes Self-Management Education and Support

    PubMed Central

    Johnson, Constance; Feenan, Kevin; Setliff, Glenn; Pereira, Katherine; Hassell, Nancy; Beresford, Henry F.; Epps, Shelly; Nicollerat, Janet; Tatum, William; Feinglos, Mark; Vorderstrasse, Allison

    2015-01-01

    The authors developed an immersive diabetes community to provide diabetes self-management education and support for adults with type 2 diabetes. In this article the authors describe the procedures used to develop this virtual environment (VE). Second Life Impacts Diabetes Education & Self-Management (SLIDES), the VE for our diabetes community was built in Second Life. Social Cognitive Theory, behavioral principles and key aspects of virtual environments related to usability were applied in the development in this VE. Collaboration between researchers, clinicians and information technology (IT) specialists occurred throughout the development process. An interactive community was successfully built and utilized to provide diabetes self-management education and support. VEs for health applications may be innovative and enticing, yet it must be kept in mind that there are substantial effort, expertise, and usability factors that must be considered in the development of these environments for health care consumers. PMID:25699133

  2. Building a Virtual Environment for Diabetes Self-Management Education and Support.

    PubMed

    Johnson, Constance; Feenan, Kevin; Setliff, Glenn; Pereira, Katherine; Hassell, Nancy; Beresford, Henry F; Epps, Shelly; Nicollerat, Janet; Tatum, William; Feinglos, Mark; Vorderstrasse, Allison

    The authors developed an immersive diabetes community to provide diabetes self-management education and support for adults with type 2 diabetes. In this article the authors describe the procedures used to develop this virtual environment (VE). Second Life Impacts Diabetes Education & Self-Management (SLIDES), the VE for our diabetes community was built in Second Life. Social Cognitive Theory, behavioral principles and key aspects of virtual environments related to usability were applied in the development in this VE. Collaboration between researchers, clinicians and information technology (IT) specialists occurred throughout the development process. An interactive community was successfully built and utilized to provide diabetes self-management education and support. VEs for health applications may be innovative and enticing, yet it must be kept in mind that there are substantial effort, expertise, and usability factors that must be considered in the development of these environments for health care consumers.

  3. Virtual Golden Foods Corporation: Generic Skills in a Virtual Crisis Environment (A Pilot Study)

    ERIC Educational Resources Information Center

    Godat, Meredith

    2007-01-01

    Workplace learning in a crisis-rich environment is often difficult if not impossible to integrate into programs so that students are able to experience and apply crisis management practices and principles. This study presents the results of a pilot project that examined the effective use of a virtual reality (VR) environment as a tool to teach…

  4. Virtual Baby Used as a Virtual Environment for Patients with Severe Dementia

    DTIC Science & Technology

    2007-11-02

    virtual environments ( VE ); however, few studies have been performed in the fields of clinical rehabilitation. In cancer treatment, a VE helps eliminate...the patient’s pain and motivates patients to train with a ligament type ergometer [1]. When the patient walks, the landscape in the VE changes in... VEs are very effective with assistive walkers and horse-riding simulators. The use of toy robots as virtual pets has also been introduced in

  5. Command and Control in Virtual Environments: Using Contingency Theory to Understand Organization in Virtual Worlds

    DTIC Science & Technology

    2010-10-01

    Life, Second Living Land Group). This is parallel to the kinds of virtual world businesses discussed above (e.g., architect, tailor, club owner) with ...however. For instance, users have the ability to purchase “ land ” (i.e., with real world currency such as US Dollars; although basic access to SL is...This raises an important organizational design question regarding the fit of such organizations with their virtual environments and corresponding

  6. The virtual windtunnel: Visualizing modern CFD datasets with a virtual environment

    NASA Technical Reports Server (NTRS)

    Bryson, Steve

    1993-01-01

    This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.

  7. Navigating mazes in a virtual environment

    NASA Astrophysics Data System (ADS)

    Browse, Roger A.; Skillicorn, David B.; Middleman, Darren

    2003-06-01

    In this research we are concerned with computer interfaces with which subjects navigate through maze simulations which are essentially buildings, with corridors and intersections, such as frequently encountered in computer games and simulations. We wish to determine if virtual reality interfaces introduce a performance enhancement that might be expected for display configurations which mimic natural perceptual experiences. We have experimented primarily with two display conditions for presentation of and navigation through the mazes. Subjects either view the maze on a desktop computer monitor, turning and moving within the maze with the mouse in a way that is similar to the configurations used in most first-person role playing computer games, or they viewed the maze from a standing position with a head-mounted display, being free to direct the view of the maze through body and head movements, and using the depression of a mouse button to effect movement in the direction that they were facing. Head-tracking was required for this latter condition. As expected there are striking individual differences in subjects" abilities to learn to traverse the mazes. Across a variety of maze configuration parameters which significantly do influence performance, the results indicate that the virtual reality enhancements have no effect subjects' ability to learn the mazes, either as route knowledge or as cognitive maps.

  8. Communication, Collaboration, and Enhancing the Learning Experience: Developing a Collaborative Virtual Enquiry Service in University Libraries in the North of England

    ERIC Educational Resources Information Center

    Jolly, Liz; White, Sue

    2016-01-01

    This article uses the case study of developing a collaborative "out-of-hours" virtual enquiry service by members of the Northern Collaboration Group of academic libraries in the north of England to explore the importance of communication and collaboration between academic library services in enhancing student learning. Set within the…

  9. A Qualitative Case Study Analysis for a Potential Model for a K-12 Professional Development Using Virtual Learning Environments

    ERIC Educational Resources Information Center

    Santacroce-Tejedor, Andrea

    2011-01-01

    The purpose of this study was to examine three e-learning technologies based on a pedagogical framework for virtual learning environments, and to explore how these technologies could be used to facilitate extended professional learning opportunities whereby K-12 educators could communicate, collaborate, and reflect on their practice. This…

  10. Communication Modes, Persuasiveness, and Decision-Making Quality: A Comparison of Audio Conferencing, Video Conferencing, and a Virtual Environment

    ERIC Educational Resources Information Center

    Lockwood, Nicholas S.

    2011-01-01

    Geographically dispersed teams rely on information and communication technologies (ICTs) to communicate and collaborate. Three ICTs that have received attention are audio conferencing (AC), video conferencing (VC), and, recently, 3D virtual environments (3D VEs). These ICTs offer modes of communication that differ primarily in the number and type…

  11. Development of visual 3D virtual environment for control software

    NASA Technical Reports Server (NTRS)

    Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence

    1991-01-01

    Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D

  12. Examining the Impact of Collaboration Technology Training Support on Virtual Team Collaboration Effectiveness

    ERIC Educational Resources Information Center

    Wright, Sharon L.

    2013-01-01

    Businesses and governmental agencies are increasingly reliant on virtual teams composed of team members in different location. However, such virtual teams face all the interpersonal challenges inherent in working in a group, plus additional challenges that are a consequence from communicating through electronic methods. Numerous technological…

  13. Michigan Community College Virtual Learning Collaborative Memorandum of Understanding.

    ERIC Educational Resources Information Center

    Michigan Community Coll. Association, Lansing.

    This memorandum of understanding was written to establish the general framework for collaboration among Michigan community colleges in support of technology-mediated courses. It also serves as a formal consortium agreement among member colleges so that students can receive financial assistance while enrolled in courses offered through the Michigan…

  14. Exploring the use of Virtual Field Trips with elementary school teachers: A collaborative action research approach

    NASA Astrophysics Data System (ADS)

    Scott, Jeffrey Lance

    This research examines how elementary school teachers, when supported, use Virtual Field Trips (VFTs) to address the curricula in meaningful ways. I conducted a qualitative study with six teachers, in a collaborative action research context over a six month period. The teachers, five males and one female, all taught either grade five or six and utilized Virtual Field Trips within a variety of curricula areas including science, social studies, music and language arts. In addition, the thesis examines resulting integration of technology into the regular classroom program as a product of the utilization of Virtual Field Trips. The process of collaborative action research was applied as a means of personal and professional growth both for the participants and the researcher/facilitator. By the end of the research study, all participants had learned to integrate Virtual Field Trips into their classroom program, albeit with different levels of success and in different curricula areas. The development of attitudes, skills and knowledge for students and teachers alike was fostered through the participation in Virtual Field Trips. A common concern regarding the utilization of Virtual Field Trips was the time spent locating an appropriate site that met curricula expectations. Participation in the collaborative action research process allowed each teacher to grow professionally, personally and socially. Each participant strongly encouraged the utilization of a long term project with a common area of exploration as a means for positive professional development. Implications and recommendations for future research on the utilization of Virtual Field Trips, as well as the viability of collaborative action research to facilitate teacher development are presented.

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

    NASA Astrophysics Data System (ADS)

    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.

  16. RoboLab and virtual environments

    NASA Technical Reports Server (NTRS)

    Giarratano, Joseph C.

    1994-01-01

    A useful adjunct to the manned space station would be a self-contained free-flying laboratory (RoboLab). This laboratory would have a robot operated under telepresence from the space station or ground. Long duration experiments aboard RoboLab could be performed by astronauts or scientists using telepresence to operate equipment and perform experiments. Operating the lab by telepresence would eliminate the need for life support such as food, water and air. The robot would be capable of motion in three dimensions, have binocular vision TV cameras, and two arms with manipulators to simulate hands. The robot would move along a two-dimensional grid and have a rotating, telescoping periscope section for extension in the third dimension. The remote operator would wear a virtual reality type headset to allow the superposition of computer displays over the real-time video of the lab. The operators would wear exoskeleton type arms to facilitate the movement of objects and equipment operation. The combination of video displays, motion, and the exoskeleton arms would provide a high degree of telepresence, especially for novice users such as scientists doing short-term experiments. The RoboLab could be resupplied and samples removed on other space shuttle flights. A self-contained RoboLab module would be designed to fit within the cargo bay of the space shuttle. Different modules could be designed for specific applications, i.e., crystal-growing, medicine, life sciences, chemistry, etc. This paper describes a RoboLab simulation using virtual reality (VR). VR provides an ideal simulation of telepresence before the actual robot and laboratory modules are constructed. The easy simulation of different telepresence designs will produce a highly optimum design before construction rather than the more expensive and time consuming hardware changes afterwards.

  17. Object Creation and Human Factors Evaluation for Virtual Environments

    NASA Technical Reports Server (NTRS)

    Lindsey, Patricia F.

    1998-01-01

    The main objective of this project is to provide test objects for simulated environments utilized by the recently established Army/NASA Virtual Innovations Lab (ANVIL) at Marshall Space Flight Center, Huntsville, Al. The objective of the ANVIL lab is to provide virtual reality (VR) models and environments and to provide visualization and manipulation methods for the purpose of training and testing. Visualization equipment used in the ANVIL lab includes head-mounted and boom-mounted immersive virtual reality display devices. Objects in the environment are manipulated using data glove, hand controller, or mouse. These simulated objects are solid or surfaced three dimensional models. They may be viewed or manipulated from any location within the environment and may be viewed on-screen or via immersive VR. The objects are created using various CAD modeling packages and are converted into the virtual environment using dVise. This enables the object or environment to be viewed from any angle or distance for training or testing purposes.

  18. Supporting tactical intelligence using collaborative environments and social networking

    NASA Astrophysics Data System (ADS)

    Wollocko, Arthur B.; Farry, Michael P.; Stark, Robert F.

    2013-05-01

    Modern military environments place an increased emphasis on the collection and analysis of intelligence at the tactical level. The deployment of analytical tools at the tactical level helps support the Warfighter's need for rapid collection, analysis, and dissemination of intelligence. However, given the lack of experience and staffing at the tactical level, most of the available intelligence is not exploited. Tactical environments are staffed by a new generation of intelligence analysts who are well-versed in modern collaboration environments and social networking. An opportunity exists to enhance tactical intelligence analysis by exploiting these personnel strengths, but is dependent on appropriately designed information sharing technologies. Existing social information sharing technologies enable users to publish information quickly, but do not unite or organize information in a manner that effectively supports intelligence analysis. In this paper, we present an alternative approach to structuring and supporting tactical intelligence analysis that combines the benefits of existing concepts, and provide detail on a prototype system embodying that approach. Since this approach employs familiar collaboration support concepts from social media, it enables new-generation analysts to identify the decision-relevant data scattered among databases and the mental models of other personnel, increasing the timeliness of collaborative analysis. Also, the approach enables analysts to collaborate visually to associate heterogeneous and uncertain data within the intelligence analysis process, increasing the robustness of collaborative analyses. Utilizing this familiar dynamic collaboration environment, we hope to achieve a significant reduction of time and skill required to glean actionable intelligence in these challenging operational environments.

  19. Spatial considerations for instructional development in a virtual environment

    NASA Technical Reports Server (NTRS)

    Mccarthy, Laurie; Pontecorvo, Michael; Grant, Frances; Stiles, Randy

    1993-01-01

    In this paper we discuss spatial considerations for instructional development in a virtual environment. For both the instructional developer and the student, the important spatial criteria are perspective, orientation, scale, level of visual detail, and granularity of simulation. Developing a representation that allows an instructional developer to specify spatial criteria and enables intelligent agents to reason about a given instructional problem is of paramount importance to the success of instruction delivered in a virtual environment, especially one that supports dynamic exploration or spans more than one scale of operation.

  20. Predicting Innovation Acceptance by Simulation in Virtual Environments (Theoretical Foundations)

    NASA Astrophysics Data System (ADS)

    León, Noel; Duran, Roberto; Aguayo, Humberto; Flores, Myrna

    This paper extends the current development of a methodology for Computer Aided Innovation. It begins with a presentation of concepts related to the perceived capabilities of virtual environments in the Innovation Cycle. The main premise establishes that it is possible to predict the acceptance of a new product in a specific market, by releasing an early prototype in a virtual scenario to quantify its general reception and to receive early feedback from potential customers. The paper continues to focus this research on a synergistic extension of techniques that have their origins in optimization and innovation disciplines. TRIZ (Theory of Inventive Problem Solving), extends the generation of variants with Evolutionary Algorithms (EA) and finally to present the designer and the intended customer, creative and innovative alternatives. All of this developed on a virtual software interface (Virtual World). The work continues with a general description of the project as a step forward to improve the overall strategy.

  1. Collaboration and Knowledge Sharing Using 3D Virtual World on "Second Life"

    ERIC Educational Resources Information Center

    Rahim, Noor Faridah A.

    2013-01-01

    A collaborative and knowledge sharing virtual activity on "Second Life" using a learner-centred teaching methodology was initiated between Temasek Polytechnic and The Hong Kong Polytechnic University (HK PolyU) in the October 2011 semester. This paper highlights the author's experience in designing and implementing this e-learning…

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  3. Fostering Collaboration in CALL: Benefits and Challenges of Using Virtual Language Resource Centres

    ERIC Educational Resources Information Center

    Medina, Liliana Cuesta; Alvarez, Claudia Patricia

    2014-01-01

    This paper presents the findings from a qualitative study on collaborative CALL design and implementation carried out with two groups of postgraduate language-teacher trainees who designed and piloted nine virtual language resource centres (VLRC) at 16 educational institutions of different levels and contents for an academic year. The project was…

  4. Cognitive Presence in Virtual Collaborative Learning: Assessing and Improving Critical Thinking in Online Discussion Forums

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2015-01-01

    The paper introduces a virtual collaborative learning setting called "Net Economy," which we established as part of an international learning network of currently seven universities. Using the Community of Inquiry framework as guidance and Canonical Action Research (CAR) as the chosen research design, the discussion forum of the online…

  5. Cognitive Presence in Virtual Collaborative Learning: Assessing and Improving Critical Thinking in Online Discussion Forums

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2016-01-01

    Purpose: The purpose of this study is to introduce a virtual collaborative learning setting called "Net Economy", which we established as part of an international learning network of currently six universities, and present our approach to continuously improve the course in each cycle. Design/ Methodology/Approach: Using the community of…

  6. Impact of Collaborative Work on Technology Acceptance: A Case Study from Virtual Computing

    ERIC Educational Resources Information Center

    Konak, Abdullah; Kulturel-Konak, Sadan; Nasereddin, Mahdi; Bartolacci, Michael R.

    2017-01-01

    Aim/Purpose: This paper utilizes the Technology Acceptance Model (TAM) to examine the extent to which acceptance of Remote Virtual Computer Laboratories (RVCLs) is affected by students' technological backgrounds and the role of collaborative work. Background: RVCLs are widely used in information technology and cyber security education to provide…

  7. A Survey of Students' Experiences on Collaborative Virtual Learning Activities Based on Five-Stage Model

    ERIC Educational Resources Information Center

    Karaman, M. Kemal; Özen, Sevil Orhan

    2016-01-01

    In this study, we aimed to design collaborative virtual learning (CVL) activities by using a five-stage model (FSM) and survey of students' experiences. The study group consisted of 14 voluntary students in the Turkish Teaching Department. In this case study, data were collected through observations, recordings in Second Life (SL) and interviews.…

  8. The Essence of Using Collaborative Technology for Virtual Team Members: A Study Using Interpretative Phenomenology

    ERIC Educational Resources Information Center

    Houck, Christiana L.

    2013-01-01

    This interpretative phenomenological study used semi-structured interviews of 10 participants to gain a deeper understanding of the experience for virtual team members using collaborative technology. The participants were knowledge workers from global software companies working on cross-functional project teams at a distance. There were no…

  9. Tools for Virtual Collaboration Designed for High Resolution Hydrologic Research with Continental-Scale Data Support

    NASA Astrophysics Data System (ADS)

    Duffy, Christopher; Leonard, Lorne; Shi, Yuning; Bhatt, Gopal; Hanson, Paul; Gil, Yolanda; Yu, Xuan

    2015-04-01

    Using a series of recent examples and papers we explore some progress and potential for virtual (cyber-) collaboration inspired by access to high resolution, harmonized public-sector data at continental scales [1]. The first example describes 7 meso-scale catchments in Pennsylvania, USA where the watershed is forced by climate reanalysis and IPCC future climate scenarios (Intergovernmental Panel on Climate Change). We show how existing public-sector data and community models are currently able to resolve fine-scale eco-hydrologic processes regarding wetland response to climate change [2]. The results reveal that regional climate change is only part of the story, with large variations in flood and drought response associated with differences in terrain, physiography, landuse and/or hydrogeology. The importance of community-driven virtual testbeds are demonstrated in the context of Critical Zone Observatories, where earth scientists from around the world are organizing hydro-geophysical data and model results to explore new processes that couple hydrologic models with land-atmosphere interaction, biogeochemical weathering, carbon-nitrogen cycle, landscape evolution and ecosystem services [3][4]. Critical Zone cyber-research demonstrates how data-driven model development requires a flexible computational structure where process modules are relatively easy to incorporate and where new data structures can be implemented [5]. From the perspective of "Big-Data" the paper points out that extrapolating results from virtual observatories to catchments at continental scales, will require centralized or cloud-based cyberinfrastructure as a necessary condition for effectively sharing petabytes of data and model results [6]. Finally we outline how innovative cyber-science is supporting earth-science learning, sharing and exploration through the use of on-line tools where hydrologists and limnologists are sharing data and models for simulating the coupled impacts of catchment

  10. A COMPUTATIONAL WORKBENCH ENVIRONMENT FOR VIRTUAL POWER PLANT SIMULATION

    SciTech Connect

    Mike Bockelie; Dave Swensen; Martin Denison; Adel Sarofim; Connie Senior

    2004-12-22

    , immersive environment. The Virtual Engineering Framework (VEF), in effect a prototype framework, was developed through close collaboration with NETL supported research teams from Iowa State University Virtual Reality Applications Center (ISU-VRAC) and Carnegie Mellon University (CMU). The VEF is open source, compatible across systems ranging from inexpensive desktop PCs to large-scale, immersive facilities and provides support for heterogeneous distributed computing of plant simulations. The ability to compute plant economics through an interface that coupled the CMU IECM tool to the VEF was demonstrated, and the ability to couple the VEF to Aspen Plus, a commercial flowsheet modeling tool, was demonstrated. Models were interfaced to the framework using VES-Open. Tests were performed for interfacing CAPE-Open-compliant models to the framework. Where available, the developed models and plant simulations have been benchmarked against data from the open literature. The VEF has been installed at NETL. The VEF provides simulation capabilities not available in commercial simulation tools. It provides DOE engineers, scientists, and decision makers with a flexible and extensible simulation system that can be used to reduce the time, technical risk, and cost to develop the next generation of advanced, coal-fired power systems that will have low emissions and high efficiency. Furthermore, the VEF provides a common simulation system that NETL can use to help manage Advanced Power Systems Research projects, including both combustion- and gasification-based technologies.

  11. The European disorder of sex development registry: a virtual research environment.

    PubMed

    Ahmed, S F; Rodie, M; Jiang, J; Sinnott, R O

    2010-09-01

    Disorders of sex development (DSD) are a rare group of conditions which require further research. Effective research into understanding the aetiology, as well as long-term outcome of these rare conditions, requires multicentre collaboration often across national boundaries. The EU-funded EuroDSD programme (www.eurodsd.eu) is one such collaboration involving clinical centres and clinical and genetic experts across Europe. At the heart of the EuroDSD collaboration is a European DSD registry and a targeted virtual research environment (VRE) that supports the sharing of DSD data. Security, ethics and information governance are cornerstones of this infrastructure. This paper describes the infrastructure that has been developed, the inherent challenges in security, availability and dependability that must be overcome for the enterprise to succeed and provides a sample of the data that are stored in the registry along with a summary analysis of the current data sets.

  12. Constraint, Intelligence, and Control Hierarchy in Virtual Environments. Chapter 1

    NASA Technical Reports Server (NTRS)

    Sheridan, Thomas B.

    2007-01-01

    This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the

  13. Framework for Building Collaborative Research Environment

    SciTech Connect

    Devarakonda, Ranjeet; Palanisamy, Giriprakash; San Gil, Inigo

    2014-10-25

    Wide range of expertise and technologies are the key to solving some global problems. Semantic web technology can revolutionize the nature of how scientific knowledge is produced and shared. The semantic web is all about enabling machine-machine readability instead of a routine human-human interaction. Carefully structured data, as in machine readable data is the key to enabling these interactions. Drupal is an example of one such toolset that can render all the functionalities of Semantic Web technology right out of the box. Drupal’s content management system automatically stores the data in a structured format enabling it to be machine. Within this paper, we will discuss how Drupal promotes collaboration in a research setting such as Oak Ridge National Laboratory (ORNL) and Long Term Ecological Research Center (LTER) and how it is effectively using the Semantic Web in achieving this.

  14. Framework for Building Collaborative Research Environment

    DOE PAGES

    Devarakonda, Ranjeet; Palanisamy, Giriprakash; San Gil, Inigo

    2014-10-25

    Wide range of expertise and technologies are the key to solving some global problems. Semantic web technology can revolutionize the nature of how scientific knowledge is produced and shared. The semantic web is all about enabling machine-machine readability instead of a routine human-human interaction. Carefully structured data, as in machine readable data is the key to enabling these interactions. Drupal is an example of one such toolset that can render all the functionalities of Semantic Web technology right out of the box. Drupal’s content management system automatically stores the data in a structured format enabling it to be machine. Withinmore » this paper, we will discuss how Drupal promotes collaboration in a research setting such as Oak Ridge National Laboratory (ORNL) and Long Term Ecological Research Center (LTER) and how it is effectively using the Semantic Web in achieving this.« less

  15. Using Highly Interactive Virtual Environments for Safeguards Activities

    SciTech Connect

    Weil, Bradley S; Alcala, Benjamin S; Alcala, Scott; Eipeldauer, Mary D; Weil, Logan B

    2010-01-01

    Highly interactive virtual environment (HIVE) is a term that refers to interactive educational simulations, serious games and virtual worlds. Studies indicate that learning with the aid of interactive environments produces better retention and depth of knowledge by promoting improved trainee engagement and understanding. Virtual reality or three dimensional (3D) visualization is often used to promote the understanding of something when personal observation, photographs, drawings, and/or sketches are not possible or available. Subjects and situations, either real or hypothetical, can be developed using a 3D model. Models can be tailored to the audience allowing safeguards and security features to be demonstrated for educational purposes in addition to engineering evaluation and performance analysis. Oak Ridge National Laboratory (ORNL) has begun evaluating the feasibility of HIVEs for improving safeguards activities such as training, mission planning, and evaluating worker task performance. This paper will discuss the development workflow of HIVEs and present some recent examples.

  16. Utilization of virtual learning environments in the allied health professions.

    PubMed

    Butina, Michelle; Brooks, Donna; Dominguez, Paul J; Mahon, Gwendolyn M

    2013-01-01

    Multiple technology based tools have been used to enhance skill development in allied health education, which now includes virtual learning environments. The purpose of this study was to explore whether, and how, this latest instructional technology is being adapted in allied health education. An online survey was circulated to all Association of Schools of Allied Health Professions (ASAHP) member institutions and focused on three broad areas of virtual learning environments: the uses of, the perceived pros and cons of, and the outcomes of utilizing them. Results show 40% (17 of 42) of the respondent use some form of the technology. The use of virtual learning technology in other healthcare professions (e.g., medicine) demonstrates the potential benefits to allied health education.

  17. VIBE: A virtual biomolecular environment for interactive molecular modeling

    SciTech Connect

    Cruz-Neira, C.; Langley, R.; Bash, P.A.

    1996-12-31

    Virtual reality tightly coupled to high performance computing and communications ushers in a new era for the study of molecular recognition and the rational design of pharmaceutical compounds. We have created a Virtual Biomolecular Environment (VIBE), which consists of (1) massively parallel computing to simulate the physical and chemical properties of a molecular system, (2) the Cave Automatic Virtual Environment (CAVE) for immersive display and interaction with the molecular system, and (3) a high-speed network interface to exchange data between the simulation and the CAVE. VIBE enables molecular scientists to have a visual, auditory, and haptic experience with a chemical system, while simultaneously manipulating its physical properties by steering, in real-time, a simulation executed on a supercomputer. We demonstrate the characteristics of VIBE using an HIV protease-cyclic urea inhibitor complex. 22 refs., 4 figs.

  18. International Collaboration Activities in Different Geologic Disposal Environments

    SciTech Connect

    Birkholzer, Jens

    2015-09-01

    This report describes the current status of international collaboration regarding geologic disposal research in the Used Fuel Disposition (UFD) Campaign. Since 2012, in an effort coordinated by Lawrence Berkeley National Laboratory, UFD has advanced active collaboration with several international geologic disposal programs in Europe and Asia. Such collaboration allows the UFD Campaign to benefit from a deep knowledge base with regards to alternative repository environments developed over decades, and to utilize international investments in research facilities (such as underground research laboratories), saving millions of R&D dollars that have been and are being provided by other countries. To date, UFD’s International Disposal R&D Program has established formal collaboration agreements with five international initiatives and several international partners, and national lab scientists associated with UFD have conducted specific collaborative R&D activities that align well with its R&D priorities.

  19. Spatialized sound reproduction for telematic music performances in an immersive virtual environment

    NASA Astrophysics Data System (ADS)

    Chabot, Samuel R. V.

    Telematic performances connect musicians and artists at remote locations to form a single cohesive piece. As these performances become more ubiquitous as more people have access to very high-speed Internet connections, a variety of new technologies will enable the artists and musicians to create brand new styles of works. The development of the immersive virtual environment, including Rensselaer Polytechnic Institute's own Collaborative-Research Augmented Immersive Virtual Environment Laboratory, sets the stage for these original pieces. The ability to properly spatialize sound within these environments is important for having a complete set of tools. This project uses a local installation to exemplify the techniques and protocols that make this possible. Using the visual coding environment MaxMSP as a receiving client, patches are created to parse incoming commands and coordinate information for engaging sound sources. Their spatialization is done in conjunction with the Virtual Microphone Control system, which is then mapped to loudspeakers through a patch portable to various immersive environment setups.

  20. A Collaborative Model for Ubiquitous Learning Environments

    ERIC Educational Resources Information Center

    Barbosa, Jorge; Barbosa, Debora; Rabello, Solon

    2016-01-01

    Use of mobile devices and widespread adoption of wireless networks have enabled the emergence of Ubiquitous Computing. Application of this technology to improving education strategies gave rise to Ubiquitous e-Learning, also known as Ubiquitous Learning. There are several approaches to organizing ubiquitous learning environments, but most of them…

  1. Collaborative Learning Environments for Management Education.

    ERIC Educational Resources Information Center

    Seufert, Sabine; Seufert, Andreas

    Confronted with the pressure of a rapidly changing environment, organizations demand new skills and capabilities of future managers. These demands and the findings of learning theory necessitate a corresponding change in education of tomorrow's managers. Future management education requires a balance between the imparting of knowledge to the…

  2. Design Characteristics of Virtual Learning Environments: An Expert Study

    ERIC Educational Resources Information Center

    Mueller, Daniel; Strohmeier, Stefan

    2010-01-01

    Virtual learning environments (VLE) constitute the current information systems' (IS) category for electronically supported corporate training and development. Frequently supposed advantages of using VLE refer, for instance, to the efficiency, individuality, ubiquity, timeliness and task orientation of learning. However, a crucial precondition of…

  3. The Future Role of Librarians in the Virtual Library Environment.

    ERIC Educational Resources Information Center

    Burke, Liz

    2002-01-01

    Considers the role of librarians in a virtual library environment. Highlights include providing intellectual access to information in any format; evaluating available sources of information; organizing information; ensuring the preservation of information; providing specialized staff to help meet information needs; and the economic impact of…

  4. Avatars Go to Class: A Virtual Environment Soil Science Activity

    ERIC Educational Resources Information Center

    Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D.

    2011-01-01

    Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…

  5. Individual Differences in a Spatial-Semantic Virtual Environment.

    ERIC Educational Resources Information Center

    Chen, Chaomei

    2000-01-01

    Presents two empirical case studies concerning the role of individual differences in searching through a spatial-semantic virtual environment. Discusses information visualization in information systems; cognitive factors, including associative memory, spatial ability, and visual memory; user satisfaction; and cognitive abilities and search…

  6. Virtual Environment Training: Auxiliary Machinery Room (AMR) Watchstation Trainer.

    ERIC Educational Resources Information Center

    Hriber, Dennis C.; And Others

    1993-01-01

    Describes a project implemented at Newport News Shipbuilding that used Virtual Environment Training to improve the performance of submarine crewmen. Highlights include development of the Auxiliary Machine Room (AMR) Watchstation Trainer; Digital Video Interactive (DVI); screen layout; test design and evaluation; user reactions; authoring language;…

  7. Measuring Performance of Virtual Learning Environment System in Higher Education

    ERIC Educational Resources Information Center

    Ho, William; Higson, Helen E.; Dey, Prasanta K.; Xu, Xiaowei; Bahsoon, Rami

    2009-01-01

    Purpose: The purpose of this paper is to measure the performance of commercial virtual learning environment (VLE) systems, which helps the decision makers to select the appropriate system for their institutions. Design/methodology/approach: This paper develops an integrated multiple criteria decision making approach, which combines the analytic…

  8. Avatars, Pedagogical Agents, and Virtual Environments: Social Learning Systems Online

    ERIC Educational Resources Information Center

    Ausburn, Lynna J.; Martens, Jon; Dotterer, Gary; Calhoun, Pat

    2009-01-01

    This paper presents a review of literature that introduces major concepts and issues in using avatars and pedagogical agents in first- and second-person virtual environments (VEs) for learning online. In these VEs, avatars and pedagogical agents represent self and other learners/participants or serve as personal learning "guides". The…

  9. Can Virtual Environments Enhance the Learning of Historical Chronology?

    ERIC Educational Resources Information Center

    Foreman, Nigel; Boyd-Davis, Stephen; Moar, Magnus; Korallo, Liliya; Chappell, Emma

    2008-01-01

    Historical time and chronological sequence are usually conveyed to pupils via the presentation of semantic information on printed worksheets, events being rote-memorised according to date. We explored the use of virtual environments in which successive historical events were depicted as "places" in time-space, encountered sequentially in…

  10. Minimizing Input-to-Output Latency in Virtual Environment

    NASA Technical Reports Server (NTRS)

    Adelstein, Bernard D.; Ellis, Stephen R.; Hill, Michael I.

    2009-01-01

    A method and apparatus were developed to minimize latency (time delay ) in virtual environment (VE) and other discrete- time computer-base d systems that require real-time display in response to sensor input s. Latency in such systems is due to the sum of the finite time requi red for information processing and communication within and between sensors, software, and displays.

  11. Virtual Environment Interpersonal Trust Scale: Validity and Reliability Study

    ERIC Educational Resources Information Center

    Usta, Ertugrul

    2012-01-01

    The purpose of this study is in the process of interpersonal communication in virtual environments is available from the trust problem is to develop a measurement tool. Trust in the process of distance education today, and has been a factor to be investigated. People, who take distance education course, they could may remain within the process…

  12. Learning Objects and Virtual Learning Environments Technical Evaluation Criteria

    ERIC Educational Resources Information Center

    Kurilovas, Eugenijus; Dagiene, Valentina

    2009-01-01

    The main scientific problems investigated in this article deal with technical evaluation of quality attributes of the main components of e-Learning systems (referred here as DLEs--Digital Libraries of Educational Resources and Services), i.e., Learning Objects (LOs) and Virtual Learning Environments (VLEs). The main research object of the work is…

  13. Virtual Environments and Autism: A Developmental Psychopathological Approach

    ERIC Educational Resources Information Center

    Rajendran, G.

    2013-01-01

    Individuals with autism spectrum disorders supposedly have an affinity with information and communication technology (ICT), making it an ideally suited media for this population. Virtual environments (VEs)--both two-dimensional and immersive--represent a particular kind of ICT that might be of special benefit. Specifically, this paper discusses…

  14. Identifying Different Registers of Digital Literacy in Virtual Learning Environments

    ERIC Educational Resources Information Center

    Knutsson, Ola; Blasjo, Mona.; Hallsten, Stina; Karlstrom, Petter

    2012-01-01

    In this paper social semiotics, and systemic functional linguistics in particular, are used in order to identify registers of digital literacy in the use of virtual learning environments. The framework of social semiotics provides means to systemize and discuss digital literacy as a linguistic and semiotic issue. The following research question…

  15. Personalized Virtual Learning Environment from the Detection of Learning Styles

    ERIC Educational Resources Information Center

    Martínez Cartas, M. L.; Cruz Pérez, N.; Deliche Quesada, D.; Mateo Quero, S.

    2013-01-01

    Through the previous detection of existing learning styles in a classroom, a Virtual Learning Environment (VLE) has been designed for students of several Engineering degrees, using the Learning Management System (LMS) utilized in the University of Jaen, ILIAS. Learning styles of three different Knowledge Areas; Chemical Engineering, Materials…

  16. Predicting Virtual Learning Environment Adoption: A Case Study

    ERIC Educational Resources Information Center

    Penjor, Sonam; Zander, Pär-Ola

    2016-01-01

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

  17. What Are the Learning Affordances of 3-D Virtual Environments?

    ERIC Educational Resources Information Center

    Dalgarno, Barney; Lee, Mark J. W.

    2010-01-01

    This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…

  18. Multiple Intelligences in Virtual and Traditional Skill Instructional Learning Environments

    ERIC Educational Resources Information Center

    McKethan, Robert; Rabinowitz, Erik; Kernodle, Michael W.

    2010-01-01

    The purpose of this investigation was to examine (a) how Multiple Intelligence (MI) strengths correlate to learning in virtual and traditional environments and (b) the effectiveness of learning with and without an authority figure in attendance. Participants (N=69) were randomly assigned to four groups, administered the Multiple Intelligences…

  19. Suitability of a Virtual Learning Environment for Higher Education

    ERIC Educational Resources Information Center

    Koskela, Marileena; Kiltti, Piia; Vilpola, Inka; Tervonen, Janne

    2005-01-01

    The number of virtual learning environments (VLEs) is increasing. Already a few case studies claim that VLEs are more effective as a learning method than traditional lecturing. Many of these case studies are in the area of information and communication technology (ICT). Therefore, the good learning results are not surprising. The aim of this paper…

  20. PGDnet: A New Problem-Solving Virtual Learning Environment

    ERIC Educational Resources Information Center

    Gomez, Emilio; Rodriguez-Marciel, Cristina

    2012-01-01

    The purpose of this paper was to provide information about the virtual learning environment known as PGDnet (the Spanish acronym for "Plataforma de Gestion Docente" or Educational Management Platform in English), which was developed by the innovative education group at the Technical University of Madrid known as "Nuevas metodologias…

  1. Factors Affecting Training Effectiveness in Synchronous, Dispersed Virtual Environments

    DTIC Science & Technology

    2014-06-01

    report will consider both pedagogies but will be constrained to dispersed applications with synchronous modes of interaction (Figure 3). Where relatable ...NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA MBA PROFESSIONAL REPORT FACTORS AFFECTING TRAINING EFFECTIVENESS IN SYNCHRONOUS, DISPERSED...VIRTUAL ENVIRONMENTS By: William Spears June 2014 Advisors: Kathryn Aten, Marco DiRenzo Approved for public release; distribution is unlimited

  2. Creating a Virtual Learning Environment for Gifted and Talented Learners

    ERIC Educational Resources Information Center

    Mulrine, Christopher F.

    2007-01-01

    This article illustrates how teachers can infuse best practices from both gifted and talented education and information technology to benefit gifted and talented students through the creation of a virtual classroom learning environment. The author has used this assignment in an assistive technology course as an assignment for teacher preparation…

  3. Wayfinding Behaviour in Down Syndrome: A Study with Virtual Environments

    ERIC Educational Resources Information Center

    Courbois, Yannick; Farran, Emily K.; Lemahieu, Axelle; Blades, Mark; Mengue-Topio, Hursula; Sockeel, Pascal

    2013-01-01

    The aim of this study was to assess wayfinding abilities in individuals with Down syndrome (DS). The ability to learn routes though a virtual environment (VE) and to make a novel shortcut between two locations was assessed in individuals with DS (N = 10) and control participants individually matched on mental age (MA) or chronological age (CA).…

  4. Designing Assessments and Assessing Designs in Virtual Educational Environments

    ERIC Educational Resources Information Center

    Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M.

    2009-01-01

    This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…

  5. Cognitive Presence and Effect of Immersion in Virtual Learning Environment

    ERIC Educational Resources Information Center

    Katernyak, Ihor; Loboda, Viktoriya

    2016-01-01

    This paper presents the approach to successful application of two knowledge management techniques--community of practice and eLearning, in order to create and manage a competence-developing virtual learning environment. It explains how "4A" model of involving practitioners in eLearning process (through attention, actualization,…

  6. Language Learning in Virtual Reality Environments: Past, Present, and Future

    ERIC Educational Resources Information Center

    Lin, Tsun-Ju; Lan, Yu-Ju

    2015-01-01

    This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…

  7. EXPLORING ENVIRONMENTAL DATA IN A HIGHLY IMMERSIVE VIRTUAL REALITY ENVIRONMENT

    EPA Science Inventory

    Geography inherently fills a 3D space and yet we struggle with displaying geography using, primaarily, 2D display devices. Virtual environments offer a more realistically-dimensioned display space and this is being realized in the expanding area of research on 3D Geographic Infor...

  8. Virtual Learning Environments in Teacher Education: A Journal, a Journey

    ERIC Educational Resources Information Center

    Clarke, Linda

    2013-01-01

    Virtual Learning Environments (VLEs) in teacher education have a short history which is little longer than that of this journal. Twenty years ago they were the province of early adopters only and limited to email and, more unusually, asynchronous conferencing. Today, VLEs are widespread and mainstream, sophisticated and officially sanctioned…

  9. Applicability of Virtual Environments as C4ISR Displays

    DTIC Science & Technology

    2006-06-01

    simulator sickness questionnaire (ssq): A method for quantifying simulator sickness. International Journal of Aviation Psychology, 3(3):203ff. Ergonomie ...Displays Thomas Alexander FGAN - Research Institute for Communication, Information Processing, and Ergonomics Wachtberg, Germany Ergonomie und...Führungssysteme FORSCHUNGSINSTITUT FÜR KOMMUNIKATION, INFORMATIONSVERARBEITUNG UND ERGONOMIE 1 FGAN Applicability of Virtual Environments as C4ISR Displays

  10. Live Virtual Constructive Distributed Test Environment Characterization Report

    NASA Technical Reports Server (NTRS)

    Murphy, Jim; Kim, Sam K.

    2013-01-01

    This report documents message latencies observed over various Live, Virtual, Constructive, (LVC) simulation environment configurations designed to emulate possible system architectures for the Unmanned Aircraft Systems (UAS) Integration in the National Airspace System (NAS) Project integrated tests. For each configuration, four scenarios with progressively increasing air traffic loads were used to determine system throughput and bandwidth impacts on message latency.

  11. Teacher Practice in Multi User Virtual Environments: A Fourth Space

    ERIC Educational Resources Information Center

    Calandra, Brendan; Puvirajah, Anton

    2014-01-01

    Practicing teaching is an important aspect of teacher education, however, its implementation can be limited due to the constraints and risks related to practicing in actual schools. There is evidence in the literature of Multi User Virtual Environments (MUVEs) being used as spaces for training, especially in fields where the costs associated with…

  12. Simulation of Physical Experiments in Immersive Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Wasfy, Tamer M.

    2001-01-01

    An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.

  13. Dismounted Infantry Decision Skills Assessment in the Virtual Training Environment

    DTIC Science & Technology

    2005-03-01

    AVAILABILITY STATEMENT Approved for public release; distribution is unlimited. 13. SUPPLEMENTARY NOTES Subject Matter EPOC and Contracting Officer’s...environment technologies like ViSSA have the potential to provide the Army with a training capability to meet these demands to optimize human...in preparing dismounted forces for decision-making in urban operations, using the strengths of virtual environment technologies . The U.S. Army is

  14. NASA Virtual Glovebox: An Immersive Virtual Desktop Environment for Training Astronauts in Life Science Experiments

    NASA Technical Reports Server (NTRS)

    Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard

    2003-01-01

    The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

  15. Experimentation in a Collaborative Planning Environment

    DTIC Science & Technology

    2006-06-01

    experiment, which led to huge amounts of work involving sifting through millions of lines of chat data, survey data, electronic data and observation...platforms, people, and electronic knowledge management. Sailors will also see benefits in staying connected to their families, accessing training and...other just as inside a single entity. The environment is generally supported by electronic communications and application software which enable

  16. Virtual images inspired consolidate collaborative representation-based classification method for face recognition

    NASA Astrophysics Data System (ADS)

    Liu, Shigang; Zhang, Xinxin; Peng, Yali; Cao, Han

    2016-07-01

    The collaborative representation-based classification method performs well in the field of classification of high-dimensional images such as face recognition. It utilizes training samples from all classes to represent a test sample and assigns a class label to the test sample using the representation residuals. However, this method still suffers from the problem that limited number of training sample influences the classification accuracy when applied to image classification. In this paper, we propose a modified collaborative representation-based classification method (MCRC), which exploits novel virtual images and can obtain high classification accuracy. The procedure to produce virtual images is very simple but the use of them can bring surprising performance improvement. The virtual images can sufficiently denote the features of original face images in some case. Extensive experimental results doubtlessly demonstrate that the proposed method can effectively improve the classification accuracy. This is mainly attributed to the integration of the collaborative representation and the proposed feature-information dominated virtual images.

  17. Future Mission Data Environment: Virtualizing Access to Solar Physics Data

    NASA Technical Reports Server (NTRS)

    Gurman, Joseph

    2004-01-01

    Several virtual observatory efforts, currently in development, have the potential to change the way we identify and access the data we use to solve problems in solar physics. The Virtual Solar Observatory (VSO) seeks to simplify the identification and access processes in as "light-weight" a way as possible, in order to provide such services to solar physicists, their data assimilation models, and their colleagues in related fields. We describe the design of the VSO, the data services currently available, and concepts of the solar-terrestrial data environment five years in the future.

  18. Guest Editor's introduction: Special issue on distributed virtual environments

    NASA Astrophysics Data System (ADS)

    Lea, Rodger

    1998-09-01

    Distributed virtual environments (DVEs) combine technology from 3D graphics, virtual reality and distributed systems to provide an interactive 3D scene that supports multiple participants. Each participant has a representation in the scene, often known as an avatar, and is free to navigate through the scene and interact with both the scene and other viewers of the scene. Changes to the scene, for example, position changes of one avatar as the associated viewer navigates through the scene, or changes to objects in the scene via manipulation, are propagated in real time to all viewers. This ensures that all viewers of a shared scene `see' the same representation of it, allowing sensible reasoning about the scene. Early work on such environments was restricted to their use in simulation, in particular in military simulation. However, over recent years a number of interesting and potentially far-reaching attempts have been made to exploit the technology for a range of other uses, including: Social spaces. Such spaces can be seen as logical extensions of the familiar text chat space. In 3D social spaces avatars, representing participants, can meet in shared 3D scenes and in addition to text chat can use visual cues and even in some cases spatial audio. Collaborative working. A number of recent projects have attempted to explore the use of DVEs to facilitate computer-supported collaborative working (CSCW), where the 3D space provides a context and work space for collaboration. Gaming. The shared 3D space is already familiar, albeit in a constrained manner, to the gaming community. DVEs are a logical superset of existing 3D games and can provide a rich framework for advanced gaming applications. e-commerce. The ability to navigate through a virtual shopping mall and to look at, and even interact with, 3D representations of articles has appealed to the e-commerce community as it searches for the best method of presenting merchandise to electronic consumers. The technology

  19. BIM Based Virtual Environment for Fire Emergency Evacuation

    PubMed Central

    Rezgui, Yacine; 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. PMID:25197704

  20. Instructional Design Practices in the Design and Development of Digital Humanities Virtual Environments (DH-VEs)

    ERIC Educational Resources Information Center

    Kelly, Valerie Hunter

    2011-01-01

    Virtual environments, virtual worlds, simulations, 3D models are loaded with potential, promise, and problems. While learning in virtual settings is still being researched, instructional designers are challenged as to which instructional design practices are best suited for virtual environments (VEs). The problem is there is a lack of a conceptual…

  1. Using Virtual Reality Environment to Improve Joint Attention Associated with Pervasive Developmental Disorder

    ERIC Educational Resources Information Center

    Cheng, Yufang; Huang, Ruowen

    2012-01-01

    The focus of this study is using data glove to practice Joint attention skill in virtual reality environment for people with pervasive developmental disorder (PDD). The virtual reality environment provides a safe environment for PDD people. Especially, when they made errors during practice in virtual reality environment, there is no suffering or…

  2. Measuring Knowledge Acquisition in 3D Virtual Learning Environments.

    PubMed

    Nunes, Eunice P dos Santos; Roque, Licínio G; Nunes, Fatima de Lourdes dos Santos

    2016-01-01

    Virtual environments can contribute to the effective learning of various subjects for people of all ages. Consequently, they assist in reducing the cost of maintaining physical structures of teaching, such as laboratories and classrooms. However, the measurement of how learners acquire knowledge in such environments is still incipient in the literature. This article presents a method to evaluate the knowledge acquisition in 3D virtual learning environments (3D VLEs) by using the learner's interactions in the VLE. Three experiments were conducted that demonstrate the viability of using this method and its computational implementation. The results suggest that it is possible to automatically assess learning in predetermined contexts and that some types of user interactions in 3D VLEs are correlated with the user's learning differential.

  3. Development of Web-based Virtual Training Environment for Machining

    NASA Astrophysics Data System (ADS)

    Yang, Zhixin; Wong, S. F.

    2010-05-01

    With the booming in the manufacturing sector of shoe, garments and toy, etc. in pearl region, training the usage of various facilities and design the facility layout become crucial for the success of industry companies. There is evidence that the use of virtual training may provide benefits in improving the effect of learning and reducing risk in the physical work environment. This paper proposed an advanced web-based training environment that could demonstrate the usage of a CNC machine in terms of working condition and parameters selection. The developed virtual environment could provide training at junior level and advanced level. Junior level training is to explain machining knowledge including safety factors, machine parameters (ex. material, speed, feed rate). Advanced level training enables interactive programming of NG coding and effect simulation. Operation sequence was used to assist the user to choose the appropriate machining condition. Several case studies were also carried out with animation of milling and turning operations.

  4. Supporting Scientific Analysis within Collaborative Problem Solving Environments

    NASA Technical Reports Server (NTRS)

    Watson, Velvin R.; Kwak, Dochan (Technical Monitor)

    2000-01-01

    Collaborative problem solving environments for scientists should contain the analysis tools the scientists require in addition to the remote collaboration tools used for general communication. Unfortunately, most scientific analysis tools have been designed for a "stand-alone mode" and cannot be easily modified to work well in a collaborative environment. This paper addresses the questions, "What features are desired in a scientific analysis tool contained within a collaborative environment?", "What are the tool design criteria needed to provide these features?", and "What support is required from the architecture to support these design criteria?." First, the features of scientific analysis tools that are important for effective analysis in collaborative environments are listed. Next, several design criteria for developing analysis tools that will provide these features are presented. Then requirements for the architecture to support these design criteria are listed. Sonic proposed architectures for collaborative problem solving environments are reviewed and their capabilities to support the specified design criteria are discussed. A deficiency in the most popular architecture for remote application sharing, the ITU T. 120 architecture, prevents it from supporting highly interactive, dynamic, high resolution graphics. To illustrate that the specified design criteria can provide a highly effective analysis tool within a collaborative problem solving environment, a scientific analysis tool that contains the specified design criteria has been integrated into a collaborative environment and tested for effectiveness. The tests were conducted in collaborations between remote sites in the US and between remote sites on different continents. The tests showed that the tool (a tool for the visual analysis of computer simulations of physics) was highly effective for both synchronous and asynchronous collaborative analyses. The important features provided by the tool (and

  5. A Process Study of the Development of Virtual Research Environments

    NASA Astrophysics Data System (ADS)

    Ahmed, I.; Cooper, K.; McGrath, R.; Griego, G.; Poole, M. S.; Hanisch, R. J.

    2014-05-01

    In recent years, cyberinfrastructures have been deployed to create virtual research environments (VREs) - such as the Virtual Astronomical Observatory (VAO) - to enhance the quality and speed of scientific research, and to foster global scientific communities. Our study utilizes process methodology to study the evolution of VREs. This approach focuses on a series of events that bring about or lead to some outcome, and attempts to specify the generative mechanism that could produce the event series. This paper briefly outlines our approach and describes initial results of a case study of the VAO, one of the participating VREs. The case study is based on interviews with seven individuals participating in the VAO, and analysis of project documents and online resources. These sources are hand tagged to identify events related to the thematic tracks, to yield a narrative of the project. Results demonstrate the event series of an organization through traditional methods augmented by virtual sources.

  6. Cognitive Collaboration Found in Cardiac Physiology: Study in Classroom Environment

    PubMed Central

    Cowley, Benjamin; Torniainen, Jari; Ukkonen, Antti; Vihavainen, Arto; Puolamäki, Kai

    2016-01-01

    It is known that periods of intense social interaction result in shared patterns in collaborators’ physiological signals. However, applied quantitative research on collaboration is hindered due to scarcity of objective metrics of teamwork effectiveness. Indeed, especially in the domain of productive, ecologically-valid activity such as programming, there is a lack of evidence for the most effective, affordable and reliable measures of collaboration quality. In this study we investigate synchrony in physiological signals between collaborating computer science students performing pair-programming exercises in a class room environment. We recorded electrocardiography over the course of a 60 minute programming session, using lightweight physiological sensors. We employ correlation of heart-rate variability features to study social psychophysiological compliance of the collaborating students. We found evident physiological compliance in collaborating dyads’ heart-rate variability signals. Furthermore, dyads’ self-reported workload was associated with the physiological compliance. Our results show viability of a novel approach to field measurement using lightweight devices in an uncontrolled environment, and suggest that self-reported collaboration quality can be assessed via physiological signals. PMID:27416036

  7. Assessment of radiation awareness training in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Whisker, Vaughn E., III

    The prospect of new nuclear power plant orders in the near future and the graying of the current workforce create a need to train new personnel faster and better. Immersive virtual reality (VR) may offer a solution to the training challenge. VR technology presented in a CAVE Automatic Virtual Environment (CAVE) provides a high-fidelity, one-to-one scale environment where areas of the power plant can be recreated and virtual radiation environments can be simulated, making it possible to safely expose workers to virtual radiation in the context of the actual work environment. The use of virtual reality for training is supported by many educational theories; constructivism and discovery learning, in particular. Educational theory describes the importance of matching the training to the task. Plant access training and radiation worker training, common forms of training in the nuclear industry, rely on computer-based training methods in most cases, which effectively transfer declarative knowledge, but are poor at transferring skills. If an activity were to be added, the training would provide personnel with the opportunity to develop skills and apply their knowledge so they could be more effective when working in the radiation environment. An experiment was developed to test immersive virtual reality's suitability for training radiation awareness. Using a mixed methodology of quantitative and qualitative measures, the subjects' performances before and after training were assessed. First, subjects completed a pre-test to measure their knowledge prior to completing any training. Next they completed unsupervised computer-based training, which consisted of a PowerPoint presentation and a PDF document. After completing a brief orientation activity in the virtual environment, one group of participants received supplemental radiation awareness training in a simulated radiation environment presented in the CAVE, while a second group, the control group, moved directly to the

  8. Rapid prototyping 3D virtual world interfaces within a virtual factory environment

    NASA Technical Reports Server (NTRS)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

    On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

  9. Designing Assessments and Assessing Designs in Virtual Educational Environments

    NASA Astrophysics Data System (ADS)

    Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M.

    2009-04-01

    This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of virtual narrative and scientific investigations to a challenging problem solving assessment and indirectly to achievement test items that were independent of the curriculum. In study one, one-sixth grade teacher used the curriculum in two of his classes and obtained larger gains in understanding and achievement than his two other classes, which used an expository text to learn the same concepts and skills. Further treatment refinements were carried out, and two forms of virtual formative feedback were introduced. In study two, the same teacher used the curriculum in all four of his classes; the revised curriculum resulted in even larger gains in understanding and achievement. Gains averaged 1.1 SD and 0.4 SD, respectively, with greater gains shown for students who engaged more with formative feedback. Principles for assessing designs and designing assessments in virtual environments are presented.

  10. Finite element visualization in the cave virtual reality environment

    SciTech Connect

    Plaskacz, E.J.; Kuhn, M.A.

    1996-03-01

    Through the use of the post-processing software, Virtual Reality visualization (VRviz), and the Cave Automatic Virtual Environment (CAVE), finite element representations can be viewed as they would be in real life. VRviz is a program written in ANSI C to translate the mathematical results generated by finite element analysis programs into a virtual representation. This virtual representation is projected into the CAVE environment and the results are animated. The animation is fully controllable. A user is able to translate the image, rotate about any axis and scale the image at any time. The user is also able to freeze the animation at any time step and control the image update rate. This allows the user to navigate around, or even inside, the image in order to effectively analyze possible failure points and redesign as necessary. Through the use of the CAVE and the real life image that is being produced by VRviz, engineers are able to save considerable time, money, and effort in the design process.

  11. Controlling QoS in a collaborative multimedia environment

    SciTech Connect

    Alfano, M.; Sigle, R.

    1996-12-31

    A collaborative multimedia environment allows users to work remotely on common projects by sharing applications (e.g., CAD tools, text editors, white boards) and simultaneously communicate audiovisually. Several dedicated applications (e.g., MBone tools) exist for transmitting video, audio and data between users. Due to the fact that they have been developed for the Internet which does not provide any Quality of Service (QoS) guarantee, these applications do not or only partially support specification of QoS requirements by the user. In addition, they all come with different user interfaces. In this paper we first discuss the problems that we experienced both at the host and network levels when executing a multimedia application and varying its resource requirements. We then present the architectural details of a collaborative multimedia environment (CME) that we have been developing in order to help a user to set up and control a collaborative multimedia session.

  12. Distributed collaborative environments for 21st century modeling and simulation

    NASA Astrophysics Data System (ADS)

    McQuay, William K.

    2001-09-01

    Distributed collaboration is an emerging technology that will significantly change how modeling and simulation is employed in 21st century organizations. Modeling and simulation (M&S) is already an integral part of how many organizations conduct business and, in the future, will continue to spread throughout government and industry enterprises and across many domains from research and development to logistics to training to operations. This paper reviews research that is focusing on the open standards agent-based framework, product and process modeling, structural architecture, and the integration technologies - the glue to integrate the software components. A distributed collaborative environment is the underlying infrastructure that makes communication between diverse simulations and other assets possible and manages the overall flow of a simulation based experiment. The AFRL Collaborative Environment concept will foster a major cultural change in how the acquisition, training, and operational communities employ M&S.

  13. Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education

    PubMed Central

    Boulos, Maged N Kamel; Maramba, Inocencio; Wheeler, Steve

    2006-01-01

    Background We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' – an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning). Discussion Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in the context of medical

  14. Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature

    PubMed Central

    2008-01-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger’s Diffusion of Innovations Theory and Siemens’ Connectivism Theory for today’s learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare. PMID:18762473

  15. Nomad devices for interactions in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    George, Paul; Kemeny, Andras; Merienne, Frédéric; Chardonnet, Jean-Rémy; Thouvenin, Indira Mouttapa; Posselt, Javier; Icart, Emmanuel

    2013-03-01

    Renault is currently setting up a new CAVE™, a 5 rear-projected wall virtual reality room with a combined 3D resolution of 100 Mpixels, distributed over sixteen 4k projectors and two 2k projector as well as an additional 3D HD collaborative powerwall. Renault's CAVE™ aims at answering needs of the various vehicle conception steps [1]. Starting from vehicle Design, through the subsequent Engineering steps, Ergonomic evaluation and perceived quality control, Renault has built up a list of use-cases and carried out an early software evaluation in the four sided CAVE™ of Institute Image, called MOVE. One goal of the project is to study interactions in a CAVE™, especially with nomad devices such as IPhone or IPad to manipulate virtual objects and to develop visualization possibilities. Inspired by nomad devices current uses (multi-touch gestures, IPhone UI look'n'feel and AR applications), we have implemented an early feature set taking advantage of these popular input devices. In this paper, we present its performance through measurement data collected in our test platform, a 4-sided homemade low-cost virtual reality room, powered by ultra-short-range and standard HD home projectors.

  16. The virtual library in action: Collaborative international control of high-energy physics pre-print

    SciTech Connect

    Kreitz, P.A.; Addis, L.; Galic, H.; Johnson, T.

    1996-02-01

    This paper will discuss how control of the grey literature in high-energy physics pre-prints developed through a collaborative effort of librarians and physicists. It will highlight the critical steps in the development process and describe one model of a rapidly evolving virtual library for high-energy physics information. In conclusion, this paper will extend this physics model to other areas of grey literature management.

  17. Students' Groupwork Management in Online Collaborative Learning Environments

    ERIC Educational Resources Information Center

    Xu, Jianzhong; Du, Jianxia; Fan, Xitao

    2015-01-01

    The present study investigates empirical models of groupwork management in online collaborative learning environments, based on the data from 298 students (86 groups) in United States. Data revealed that, at the group level, groupwork management was positively associated with feedback and help seeking. Data further revealed that, at the individual…

  18. Workshop Report on Virtual Worlds and Immersive Environments

    NASA Technical Reports Server (NTRS)

    Langhoff, Stephanie R.; Cowan-Sharp, Jessy; Dodson, Karen E.; Damer, Bruce; Ketner, Bob

    2009-01-01

    The workshop revolved around three framing ideas or scenarios about the evolution of virtual environments: 1. Remote exploration: The ability to create high fidelity environments rendered from external data or models such that exploration, design and analysis that is truly interoperable with the physical world can take place within them. 2. We all get to go: The ability to engage anyone in being a part of or contributing to an experience (such as a space mission), no matter their training or location. It is the creation of a new paradigm for education, outreach, and the conduct of science in society that is truly participatory. 3. Become the data: A vision of a future where boundaries between the physical and the virtual have ceased to be meaningful. What would this future look like? Is this plausible? Is it desirable? Why and why not?

  19. An acoustic interface for triggering actions in virtual environments

    NASA Astrophysics Data System (ADS)

    Li, Yinlin; Groenegress, Christoph; Denzinger, Jochen; Strauss, Wolfgang; Fleischmann, Monika

    2004-03-01

    Currently one of the main research issues in Human Computer Interaction (HCI) is to develop more intuitive, multimodal and natural interfaces. Among them, the interface for triggering simple actions or selecting objects in virtual environments (VEs) is one of the concerned areas. In this paper we describe an acoustic interface which uses finger snap or hand clap sounds as the input command to initiate events for VE applications. We developed a sophisticated algorithm based on the wavelet transform and neural network techniques, which separate the environment noise from the snap and clap sound. The acoustic interface could be integrated with other interfaces like optical tracking systems to provide a more natural, easy-to-use, efficient and boyd-centered multimodal interaction for virtual reality applications.

  20. The right view from the wrong location: depth perception in stereoscopic multi-user virtual environments.

    PubMed

    Pollock, Brice; Burton, Melissa; Kelly, Jonathan W; Gilbert, Stephen; Winer, Eliot

    2012-04-01

    Stereoscopic depth cues improve depth perception and increase immersion within virtual environments (VEs). However, improper display of these cues can distort perceived distances and directions. Consider a multi-user VE, where all users view identical stereoscopic images regardless of physical location. In this scenario, cues are typically customized for one "leader" equipped with a head-tracking device. This user stands at the center of projection (CoP) and all other users ("followers") view the scene from other locations and receive improper depth cues. This paper examines perceived depth distortion when viewing stereoscopic VEs from follower perspectives and the impact of these distortions on collaborative spatial judgments. Pairs of participants made collaborative depth judgments of virtual shapes viewed from the CoP or after displacement forward or backward. Forward and backward displacement caused perceived depth compression and expansion, respectively, with greater compression than expansion. Furthermore, distortion was less than predicted by a ray-intersection model of stereo geometry. Collaboration times were significantly longer when participants stood at different locations compared to the same location, and increased with greater perceived depth discrepancy between the two viewing locations. These findings advance our understanding of spatial distortions in multi-user VEs, and suggest a strategy for reducing distortion.

  1. Human Machine Interfaces for Teleoperators and Virtual Environments Conference

    NASA Technical Reports Server (NTRS)

    1990-01-01

    In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.

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

    ERIC Educational Resources Information Center

    O'Connor, Eileen A.; Domingo, Jelia

    2017-01-01

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

  3. Display conditions that influence wayfinding in virtual environments

    NASA Astrophysics Data System (ADS)

    Browse, Roger A.; Gray, Derek W. S.

    2006-02-01

    As virtual environments may be used in training and evaluation for critical real navigation tasks, it is important to investigate the factors influencing navigational performance in virtual environments. We have carried out controlled experiments involving two visual factors known to induce or sustain vection, the illusory perception of self-motion. The first experiment had subjects navigate mazes with either a narrow or wide field of view. We measured the percentage of wrong turns, the total time taken for each attempt, and we examined subjects' drawings of the mazes. We found that a wide field of view can have a substantial effect on navigational abilities, even when the wide field of view does not offer any additional clues to the task, and really only provides a larger view of blank walls on the sides. The second experiment evaluated the effect of perspective accuracy in the scene by comparing the use of displays that were corrected for changing head position against those that were not corrected. The perspective corrections available through headtracking did not appear have any influence on navigational abilities. Another component of our study suggests that during navigation in a virtual environment, memory for directions may not be as effective as it could be with supplemental symbolic representations.

  4. Effects on Training Using Illumination in Virtual Environments

    NASA Technical Reports Server (NTRS)

    Maida, James C.; Novak, M. S. Jennifer; Mueller, Kristian

    1999-01-01

    Camera based tasks are commonly performed during orbital operations, and orbital lighting conditions, such as high contrast shadowing and glare, are a factor in performance. Computer based training using virtual environments is a common tool used to make and keep CTW members proficient. If computer based training included some of these harsh lighting conditions, would the crew increase their proficiency? The project goal was to determine whether computer based training increases proficiency if one trains for a camera based task using computer generated virtual environments with enhanced lighting conditions such as shadows and glare rather than color shaded computer images normally used in simulators. Previous experiments were conducted using a two degree of freedom docking system. Test subjects had to align a boresight camera using a hand controller with one axis of rotation and one axis of rotation. Two sets of subjects were trained on two computer simulations using computer generated virtual environments, one with lighting, and one without. Results revealed that when subjects were constrained by time and accuracy, those who trained with simulated lighting conditions performed significantly better than those who did not. To reinforce these results for speed and accuracy, the task complexity was increased.

  5. Kinematic/Dynamic Characteristics for Visual and Kinesthetic Virtual Environments

    NASA Technical Reports Server (NTRS)

    Bortolussi, Michael R. (Compiler); Adelstein, B. D.; Gold, Miriam

    1996-01-01

    Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.

  6. Cognitive factors associated with immersion in virtual environments

    NASA Technical Reports Server (NTRS)

    Psotka, Joseph; Davison, Sharon

    1993-01-01

    Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

  7. Fire training in a virtual-reality environment

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Rossmann, Jurgen; Bucken, Arno

    2005-03-01

    Although fire is very common in our daily environment - as a source of energy at home or as a tool in industry - most people cannot estimate the danger of a conflagration. Therefore it is important to train people in combating fire. Beneath training with propane simulators or real fires and real extinguishers, fire training can be performed in virtual reality, which means a pollution-free and fast way of training. In this paper we describe how to enhance a virtual-reality environment with a real-time fire simulation and visualisation in order to establish a realistic emergency-training system. The presented approach supports extinguishing of the virtual fire including recordable performance data as needed in teletraining environments. We will show how to get realistic impressions of fire using advanced particle-simulation and how to use the advantages of particles to trigger states in a modified cellular automata used for the simulation of fire-behaviour. Using particle systems that interact with cellular automata it is possible to simulate a developing, spreading fire and its reaction on different extinguishing agents like water, CO2 or oxygen. The methods proposed in this paper have been implemented and successfully tested on Cosimir, a commercial robot-and VR-simulation-system.

  8. Collaborative Environments to Support Professional Communities: A Living Lab Approach

    NASA Astrophysics Data System (ADS)

    Schaffers, Hans; Budweg, Steffen; Ruland, Rudolf; Kristensen, Kjetil

    The living labs approach within ECOSPACE focuses on early user community building and active user involvement in the process of developing, testing and evaluating new collaboration concepts and tools. This paper reports about implementing and evaluating the living labs approach to facilitate innovation in collaborative work environments to enhance professional communities. The living lab approach is considered as a strategy for innovation, change and adoption. The perspective of socio-technical systems is used to understand and explain the change-catalyzing role of the living lab approach.

  9. A Collaborative Extensible User Environment for Simulation and Knowledge Management

    SciTech Connect

    Freedman, Vicky L.; Lansing, Carina S.; Porter, Ellen A.; Schuchardt, Karen L.; Guillen, Zoe C.; Sivaramakrishnan, Chandrika; Gorton, Ian

    2015-06-01

    In scientific simulation, scientists use measured data to create numerical models, execute simulations and analyze results from advanced simulators executing on high performance computing platforms. This process usually requires a team of scientists collaborating on data collection, model creation and analysis, and on authorship of publications and data. This paper shows that scientific teams can benefit from a user environment called Akuna that permits subsurface scientists in disparate locations to collaborate on numerical modeling and analysis projects. The Akuna user environment is built on the Velo framework that provides both a rich client environment for conducting and analyzing simulations and a Web environment for data sharing and annotation. Akuna is an extensible toolset that integrates with Velo, and is designed to support any type of simulator. This is achieved through data-driven user interface generation, use of a customizable knowledge management platform, and an extensible framework for simulation execution, monitoring and analysis. This paper describes how the customized Velo content management system and the Akuna toolset are used to integrate and enhance an effective collaborative research and application environment. The extensible architecture of Akuna is also described and demonstrates its usage for creation and execution of a 3D subsurface simulation.

  10. A New Virtual and Remote Experimental Environment for Teaching and Learning Science

    NASA Astrophysics Data System (ADS)

    Lustigova, Zdena; Lustig, Frantisek

    This paper describes how a scientifically exact and problem-solving-oriented remote and virtual science experimental environment might help to build a new strategy for science education. The main features are: the remote observations and control of real world phenomena, their processing and evaluation, verification of hypotheses combined with the development of critical thinking, supported by sophisticated relevant information search, classification and storing tools and collaborative environment, supporting argumentative writing and teamwork, public presentations and defense of achieved results, all either in real presence, in telepresence or in combination of both. Only then real understanding of generalized science laws and their consequences can be developed. This science learning and teaching environment (called ROL - Remote and Open Laboratory), has been developed and used by Charles University in Prague since 1996, offered to science students in both formal and informal learning, and also to science teachers within their professional development studies, since 2003.

  11. Virtual Reference Environments: a simple way to make research reproducible

    PubMed Central

    Hurley, Daniel G.; Budden, David M.

    2015-01-01

    ‘Reproducible research’ has received increasing attention over the past few years as bioinformatics and computational biology methodologies become more complex. Although reproducible research is progressing in several valuable ways, we suggest that recent increases in internet bandwidth and disk space, along with the availability of open-source and free-software licences for tools, enable another simple step to make research reproducible. In this article, we urge the creation of minimal virtual reference environments implementing all the tools necessary to reproduce a result, as a standard part of publication. We address potential problems with this approach, and show an example environment from our own work. PMID:25433467

  12. Virtual Reference Environments: a simple way to make research reproducible.

    PubMed

    Hurley, Daniel G; Budden, David M; Crampin, Edmund J

    2015-09-01

    'Reproducible research' has received increasing attention over the past few years as bioinformatics and computational biology methodologies become more complex. Although reproducible research is progressing in several valuable ways, we suggest that recent increases in internet bandwidth and disk space, along with the availability of open-source and free-software licences for tools, enable another simple step to make research reproducible. In this article, we urge the creation of minimal virtual reference environments implementing all the tools necessary to reproduce a result, as a standard part of publication. We address potential problems with this approach, and show an example environment from our own work.

  13. Demonstration of the Low-Cost Virtual Collaborative Environment (VCE)

    NASA Technical Reports Server (NTRS)

    Bowers, David; Montes, Leticia; Ramos, Angel; Joyce, Brendan; Lumia, Ron

    1997-01-01

    This paper demonstrates the feasibility of a low-cost approach of remotely controlling equipment. Our demonstration system consists of a PC, the PUMA 560 robot with Barrett hand, and commercially available controller and teleconferencing software. The system provides a graphical user interface which allows a user to program equipment tasks and preview motions i.e., simulate the results. Once satisfied that the actions are both safe and accomplish the task, the remote user sends the data over the Internet to the local site for execution on the real equipment. A video link provides visual feedback to the remote sight. This technology lends itself readily to NASA's upcoming Mars expeditions by providing remote simulation and control of equipment.

  14. Affective Behavior and Nonverbal Interaction in Collaborative Virtual Environments

    ERIC Educational Resources Information Center

    Peña, Adriana; Rangel, Nora; Muñoz, Mirna; Mejia, Jezreel; Lara, Graciela

    2016-01-01

    While a person's internal state might not be easily inferred through an automatic computer system, within a group, people express themselves through their interaction with others. The group members' interaction can be then helpful to understand, to certain extent, its members' affective behavior in any case toward the task at hand. In this…

  15. CASMI: Virtual Learning Collaborative Environment for Mathematical Enrichment

    ERIC Educational Resources Information Center

    Freiman, Viktor; Manuel, Dominic; Lirette-Pitre, Nicole

    2007-01-01

    Challenging problems can make mathematics more attractive to all learners, including the gifted. Application problems that one still finds in regular textbooks often can be resolved by applying a single mathematical concept, operation, or formula. These problems do not require a higher order of thinking. They are, therefore, less cognitively and…

  16. The Virtual Collaboration Environment: New Media for Crisis Response

    DTIC Science & Technology

    2011-05-01

    openvce.net/forum-alternative-platforms and http://openvce.net/more), the open-source Drupal ®-based Proceedings of the 8th International ISCRAM... Drupal is a widely used modular content management system, with an active development community of its own. It provides a user management system and...authoring text documents (a facility felt to be lacking at the time in Drupal ). This wiki feature has itself been supplemented with experimental

  17. Virtual collaborative environments: programming and controlling robotic devices remotely

    NASA Astrophysics Data System (ADS)

    Davies, Brady R.; McDonald, Michael J., Jr.; Harrigan, Raymond W.

    1995-12-01

    This paper describes a technology for remote sharing of intelligent electro-mechanical devices. An architecture and actual system have been developed and tested, based on the proposed National Information Infrastructure (NII) or Information Highway, to facilitate programming and control of intelligent programmable machines (like robots, machine tools, etc.). Using appropriate geometric models, integrated sensors, video systems, and computing hardware; computer controlled resources owned and operated by different (in a geographic sense as well as legal sense) entities can be individually or simultaneously programmed and controlled from one or more remote locations. Remote programming and control of intelligent machines will create significant opportunities for sharing of expensive capital equipment. Using the technology described in this paper, university researchers, manufacturing entities, automation consultants, design entities, and others can directly access robotic and machining facilities located across the country. Disparate electro-mechanical resources will be shared in a manner similar to the way supercomputers are accessed by multiple users. Using this technology, it will be possible for researchers developing new robot control algorithms to validate models and algorithms right from their university labs without ever owning a robot. Manufacturers will be able to model, simulate, and measure the performance of prospective robots before selecting robot hardware optimally suited for their intended application. Designers will be able to access CNC machining centers across the country to fabricate prototypic parts during product design validation. An existing prototype architecture and system has been developed and proven. Programming and control of a large gantry robot located at Sandia National Laboratories in Albuquerque, New Mexico, was demonstrated from such remote locations as Washington D.C., Washington State, and Southern California.

  18. Study of Co-Located and Distant Collaboration with Symbolic Support via a Haptics-Enhanced Virtual Reality Task

    ERIC Educational Resources Information Center

    Yeh, Shih-Ching; Hwang, Wu-Yuin; Wang, Jin-Liang; Zhan, Shi-Yi

    2013-01-01

    This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual reality context. Participants' perceptions and behaviors were also studied. A haptics-enhanced virtual reality task was developed to conduct…

  19. Knowledge environments representing molecular entities for the virtual physiological human.

    PubMed

    Hofmann-Apitius, Martin; Fluck, Juliane; Furlong, Laura; Fornes, Oriol; Kolárik, Corinna; Hanser, Susanne; Boeker, Martin; Schulz, Stefan; Sanz, Ferran; Klinger, Roman; Mevissen, Theo; Gattermayer, Tobias; Oliva, Baldo; Friedrich, Christoph M

    2008-09-13

    In essence, the virtual physiological human (VPH) is a multiscale representation of human physiology spanning from the molecular level via cellular processes and multicellular organization of tissues to complex organ function. The different scales of the VPH deal with different entities, relationships and processes, and in consequence the models used to describe and simulate biological functions vary significantly. Here, we describe methods and strategies to generate knowledge environments representing molecular entities that can be used for modelling the molecular scale of the VPH. Our strategy to generate knowledge environments representing molecular entities is based on the combination of information extraction from scientific text and the integration of information from biomolecular databases. We introduce @neuLink, a first prototype of an automatically generated, disease-specific knowledge environment combining biomolecular, chemical, genetic and medical information. Finally, we provide a perspective for the future implementation and use of knowledge environments representing molecular entities for the VPH.

  20. The CAVE (TM) automatic virtual environment: Characteristics and applications

    NASA Technical Reports Server (NTRS)

    Kenyon, Robert V.

    1995-01-01

    Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information that tracks a user in real time. In addition to the more well-known modes of virtual reality -- head-mounted displays and boom-mounted displays -- the Electronic Visualization Laboratory at the University of Illinois at Chicago recently introduced a third mode: a room constructed from large screens on which the graphics are projected on to three walls and the floor. The CAVE is a multi-person, room sized, high resolution, 3D video and audio environment. Graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer. The other viewers in the CAVE are like passengers in a bus, along for the ride. 'CAVE,' the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to 'The Simile of the Cave' found in Plato's 'Republic,' in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are. Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair and committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projection screens. The CAVE was developed as a 'virtual reality theater' with scientific content and

  1. A Virtual Science Data Environment for Carbon Dioxide Observations

    NASA Astrophysics Data System (ADS)

    Verma, R.; Goodale, C. E.; Hart, A. F.; Law, E.; Crichton, D. J.; Mattmann, C. A.; Gunson, M. R.; Braverman, A. J.; Nguyen, H. M.; Eldering, A.; Castano, R.; Osterman, G. B.

    2011-12-01

    Climate science data are often distributed cross-institutionally and made available using heterogeneous interfaces. With respect to observational carbon-dioxide (CO2) records, these data span across national as well as international institutions and are typically distributed using a variety of data standards. Such an arrangement can yield challenges from a research perspective, as users often need to independently aggregate datasets as well as address the issue of data quality. To tackle this dispersion and heterogeneity of data, we have developed the CO2 Virtual Science Data Environment - a comprehensive approach to virtually integrating CO2 data and metadata from multiple missions and providing a suite of computational services that facilitate analysis, comparison, and transformation of that data. The Virtual Science Environment provides climate scientists with a unified web-based destination for discovering relevant observational data in context, and supports a growing range of online tools and services for analyzing and transforming the available data to suit individual research needs. It includes web-based tools to geographically and interactively search for CO2 observations collected from multiple airborne, space, as well as terrestrial platforms. Moreover, the data analysis services it provides over the Internet, including offering techniques such as bias estimation and spatial re-gridding, move computation closer to the data and reduce the complexity of performing these operations repeatedly and at scale. The key to enabling these services, as well as consolidating the disparate data into a unified resource, has been to focus on leveraging metadata descriptors as the foundation of our data environment. This metadata-centric architecture, which leverages the Dublin Core standard, forgoes the need to replicate remote datasets locally. Instead, the system relies upon an extensive, metadata-rich virtual data catalog allowing on-demand browsing and retrieval of

  2. Multi-modal virtual environment research at Armstrong Laboratory

    NASA Technical Reports Server (NTRS)

    Eggleston, Robert G.

    1995-01-01

    One mission of the Paul M. Fitts Human Engineering Division of Armstrong Laboratory is to improve the user interface for complex systems through user-centered exploratory development and research activities. In support of this goal, many current projects attempt to advance and exploit user-interface concepts made possible by virtual reality (VR) technologies. Virtual environments may be used as a general purpose interface medium, an alternative display/control method, a data visualization and analysis tool, or a graphically based performance assessment tool. An overview is given of research projects within the division on prototype interface hardware/software development, integrated interface concept development, interface design and evaluation tool development, and user and mission performance evaluation tool development.

  3. Neuroanatomical basis of concern-based altruism in virtual environment.

    PubMed

    Patil, Indrajeet; Zanon, Marco; Novembre, Giovanni; Zangrando, Nicola; Chittaro, Luca; Silani, Giorgia

    2017-02-22

    Costly altruism entails helping others at a cost to the self and prior work shows that empathic concern (EC) for the well-being of distressed and vulnerable individuals is one of the primary motivators of such behavior. However, extant work has investigated costly altruism with paradigms that did not feature self-relevant and severe costs for the altruist and have solely focused on neurofunctional, and not neuroanatomical, correlates. In the current study, we used a contextually-rich virtual reality environment to study costly altruism and found that individuals who risked their own lives in the virtual world to try to save someone in danger had enlarged right anterior insula and exhibited greater empathic concern than those who did not. These findings add to the growing literature showing the role of caring motivation in promoting altruism and prosociality and its neural correlates in the right anterior insula.

  4. Information Infrastructure, Information Environments, and Long-Term Collaboration

    NASA Astrophysics Data System (ADS)

    Baker, K. S.; Pennington, D. D.

    2009-12-01

    Information infrastructure that supports collaborative science is a complex system of people, organizational arrangements, and tools that require co-management. Contemporary studies are exploring how to establish and characterize effective collaborative information environments. Collaboration depends on the flow of information across the human and technical system components through mechanisms that create linkages, both conceptual and technical. This transcends the need for requirements solicitation and usability studies, highlighting synergistic interactions between humans and technology that can lead to emergence of group level cognitive properties. We consider the ramifications of placing priority on establishing new metaphors and new types of learning environments located near-to-data-origin for the field sciences. In addition to changes in terms of participant engagement, there are implications in terms of innovative contributions to the design of information systems and data exchange. While data integration occurs in the minds of individual participants, it may be facilitated by collaborative thinking and community infrastructure. Existing learning frameworks - from Maslow’s hierarchy of needs to organizational learning - require modification and extension if effective approaches to decentralized information management and systems design are to emerge. Case studies relating to data integration include ecological community projects: development of cross-disciplinary conceptual maps and of a community unit registry.

  5. Geographical slant facilitates navigation and orientation in virtual environments.

    PubMed

    Restat, Jan D; Steck, Sibylle D; Mochnatzki, Horst F; Mallot, Hanspeter A

    2004-01-01

    Theoretical considerations and earlier experimental findings indicate that traveling over slanted terrain can lead to an enrichment of the perceived spatial cues relevant for navigation. We investigated the proposed facilitation of a uniformly slanted environment on navigation and orientation performance with a virtual environment presented on a large 180 degrees screen, using as material a virtual town with eight places and twenty-four landmarks. In the control condition, this town was placed on a flat surface; in the two experimental conditions, the town was placed on a slope with a uniform angle of 4 degrees. Pedaling on a bicycle simulator, participants first explored the environment, then solved navigation tasks, pointed from various positions to distant landmarks, judged the relative elevation of pairs of distant landmarks from memory, and finally drew a sketch map of the environment. In comparison to the control condition, the number of navigation errors was significantly lower in the slanted conditions, and the deviations in the pointings to distant landmarks were massively reduced. Participants from the slant conditions also showed good knowledge of the relative elevations of pairs of distant locations. However, no differences in map-drawing quality were found. The results lend additional support to the proposition that our spatial knowledge, which is used in navigation and orientation, contains vertical information.

  6. WebVR: an interactive web browser for virtual environments

    NASA Astrophysics Data System (ADS)

    Barsoum, Emad; Kuester, Falko

    2005-03-01

    The pervasive nature of web-based content has lead to the development of applications and user interfaces that port between a broad range of operating systems and databases, while providing intuitive access to static and time-varying information. However, the integration of this vast resource into virtual environments has remained elusive. In this paper we present an implementation of a 3D Web Browser (WebVR) that enables the user to search the internet for arbitrary information and to seamlessly augment this information into virtual environments. WebVR provides access to the standard data input and query mechanisms offered by conventional web browsers, with the difference that it generates active texture-skins of the web contents that can be mapped onto arbitrary surfaces within the environment. Once mapped, the corresponding texture functions as a fully integrated web-browser that will respond to traditional events such as the selection of links or text input. As a result, any surface within the environment can be turned into a web-enabled resource that provides access to user-definable data. In order to leverage from the continuous advancement of browser technology and to support both static as well as streamed content, WebVR uses ActiveX controls to extract the desired texture skin from industry strength browsers, providing a unique mechanism for data fusion and extensibility.

  7. Aerospace Systems Design in NASA's Collaborative Engineering Environment

    NASA Astrophysics Data System (ADS)

    Monell, Donald W.; Piland, William M.

    2000-07-01

    Past designs of complex aerospace systems involved an environment consisting of collocated design teams with project managers, technical discipline experts, and other experts (e.g., manufacturing and systems operations). These experts were generally qualified only on the basis of past design experience and typically had access to a limited set of integrated analysis tools. These environments provided less than desirable design fidelity, often led to the inability of assessing critical programmatic and technical issues (e.g., cost, risk, technical impacts), and generally derived a design that was not necessarily optimized across the entire system. The continually changing, modern aerospace industry demands systems design processes that involve the best talent available (no matter where it resides) and access to the best design and analysis tools. A solution to these demands involves a design environment referred to as collaborative engineering. The collaborative engineering environment evolving within the National Aeronautics and Space Administration (NASA) is a capability that enables the Agency's engineering infrastructure to interact and use the best state-of-the-art tools and data across organizational boundaries. Using collaborative engineering, the collocated team is replaced with an interactive team structure where the team members are geographically distributed and the best engineering talent can be applied to the design effort regardless of physical location. In addition, a more efficient, higher quality design product is delivered by bringing together the best engineering talent with more up-to-date design and analysis tools. These tools are focused on interactive, multidisciplinary design and analysis with emphasis on the complete life cycle of the system, and they include nontraditional, integrated tools for life cycle cost estimation and risk assessment. NASA has made substantial progress during the last two years in developing a collaborative

  8. Aerospace Systems Design in NASA's Collaborative Engineering Environment

    NASA Technical Reports Server (NTRS)

    Monell, Donald W.; Piland, William M.

    2000-01-01

    Past designs of complex aerospace systems involved an environment consisting of collocated design teams with project managers, technical discipline experts, and other experts (e.g., manufacturing and systems operation). These experts were generally qualified only on the basis of past design experience and typically had access to a limited set of integrated analysis tools. These environments provided less than desirable design fidelity, often lead to the inability of assessing critical programmatic and technical issues (e.g., cost, risk, technical impacts), and generally derived a design that was not necessarily optimized across the entire system. The continually changing, modern aerospace industry demands systems design processes that involve the best talent available (no matter where it resides) and access to the the best design and analysis tools. A solution to these demands involves a design environment referred to as collaborative engineering. The collaborative engineering environment evolving within the National Aeronautics and Space Administration (NASA) is a capability that enables the Agency's engineering infrastructure to interact and use the best state-of-the-art tools and data across organizational boundaries. Using collaborative engineering, the collocated team is replaced with an interactive team structure where the team members are geographical distributed and the best engineering talent can be applied to the design effort regardless of physical location. In addition, a more efficient, higher quality design product is delivered by bringing together the best engineering talent with more up-to-date design and analysis tools. These tools are focused on interactive, multidisciplinary design and analysis with emphasis on the complete life cycle of the system, and they include nontraditional, integrated tools for life cycle cost estimation and risk assessment. NASA has made substantial progress during the last two years in developing a collaborative

  9. Aerospace Systems Design in NASA's Collaborative Engineering Environment

    NASA Technical Reports Server (NTRS)

    Monell, Donald W.; Piland, William M.

    1999-01-01

    Past designs of complex aerospace systems involved an environment consisting of collocated design teams with project managers, technical discipline experts, and other experts (e.g. manufacturing and systems operations). These experts were generally qualified only on the basis of past design experience and typically had access to a limited set of integrated analysis tools. These environments provided less than desirable design fidelity, often lead to the inability of assessing critical programmatic and technical issues (e.g., cost risk, technical impacts), and generally derived a design that was not necessarily optimized across the entire system. The continually changing, modern aerospace industry demands systems design processes that involve the best talent available (no matter where it resides) and access to the best design and analysis tools. A solution to these demands involves a design environment referred to as collaborative engineering. The collaborative engineering environment evolving within the National Aeronautics and Space Administration (NASA) is a capability that enables the Agency's engineering infrastructure to interact and use the best state-of-the-art tools and data across organizational boundaries. Using collaborative engineering, the collocated team is replaced with an interactive team structure where the team members are geographically distributed and the best engineering talent can be applied to the design effort regardless of physical location. In addition, a more efficient, higher quality design product is delivered by bringing together the best engineering talent with more up-to-date design and analysis tools. These tools are focused on interactive, multidisciplinary design and analysis with emphasis on the complete life cycle of the system, and they include nontraditional, integrated tools for life cycle cost estimation and risk assessment. NASA has made substantial progress during the last two years in developing a collaborative

  10. Portal-based knowledge environment for collaborative science.

    SciTech Connect

    Schuchardt, K.; Pancerella, C.; Rahn, L. A.; Didier, B.; Kodeboyina, D.; Leahy, D.; Myers, J. D.; Oluwole, O. O.; Pitz, W.; Ruscic, B.; Song, J.; von Laszewski, G.; Yang, C.; PNNL; SNL; Stanford Univ.; National Center for Supercomputing Applications; MIT; LLNL

    2007-08-25

    The Knowledge Environment for Collaborative Science (KnECS) is an open-source informatics toolkit designed to enable knowledge Grids that interconnect science communities, unique facilities, data, and tools. KnECS features a Web portal with team and data collaboration tools, lightweight federation of data, provenance tracking, and multi-level support for application integration. We identify the capabilities of KnECS and discuss extensions from the Collaboratory for Multi-Scale Chemical Sciences (CMCS) which enable diverse combustion science communities to create and share verified, documented data sets and reference data, thereby demonstrating new methods of community interaction and data interoperability required by systems science approaches. Finally, we summarize the challenges we encountered and foresee for knowledge environments.

  11. The Virtual Environment for Reactor Applications (VERA). Design and architecture☆

    NASA Astrophysics Data System (ADS)

    Turner, John A.; Clarno, Kevin; Sieger, Matt; Bartlett, Roscoe; Collins, Benjamin; Pawlowski, Roger; Schmidt, Rodney; Summers, Randall

    2016-12-01

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL). CASL was established for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both software and numerical perspectives, along with the goals and constraints that drove major design decisions, and their implications. We explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the use of VERA tools for a variety of challenging applications within the nuclear industry.

  12. Latency and User Performance in Virtual Environments and Augmented Reality

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.

    2009-01-01

    System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some

  13. WAVE: Interactive Wave-based Sound Propagation for Virtual Environments.

    PubMed

    Mehra, Ravish; Rungta, Atul; Golas, Abhinav; Ming Lin; Manocha, Dinesh

    2015-04-01

    We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.

  14. Virtual Energetic Particle Observatory for the Heliospheric Data Environment

    NASA Technical Reports Server (NTRS)

    Cooper, J. F.; Armstrong, T. P.; Hill, M. E.; Lal, N.; McGuire, R. E.; McKibben, R. B.; Narock, T. W.; Szabo, A.; Tranquille, C.

    2007-01-01

    The heliosphere is pervaded by interplanetary energetic particles, traditionally also called cosmic rays, from solar, internal heliospheric, and galactic sources. The particles species of interest to heliophysics extend from plasma energies to the GeV energies of galactic cosmic rays still measurably affected by heliospheric modulation and the still higher energies contributing to atmospheric ionization. The NASA and international Heliospheric Network of operational and legacy spacecraft measures interplanetary fluxes of these particles. Spatial coverage extends from the inner heliosphere and geospace to the heliosheath boundary region now being traversed by Voyager 1 and soon by Voyager 2. Science objectives include investigation of solar flare and coronal mass ejection events, acceleration and transport of interplanetary particles within the inner heliosphere, cosmic ray interactions with planetary surfaces and atmospheres, sources of suprathermal and anomalous cosmic ray ions in the outer heliosphere, and solar cycle modulation of galactic cosmic rays. The Virtual Energetic Particle Observatory (VEPO) will improve access and usability of selected spacecraft and sub-orbital NASA heliospheric energetic particle data sets as a newly approved effort within the evolving heliophysics virtual observatory environment. In this presentation, we will describe current VEPO science requirements, our initial priorities and an overview of our strategy to implement VEPO rapidly and at minimal cost by working within the high-level framework of the Virtual Heliospheric Observatory (VHO). VEPO will also leverage existing data services of NASA's Space Physics Data Facility and other existing capabilities of the U.S. and international heliospheric research communities.

  15. Experimenting with the virtual environment Moodle in Physics Education

    NASA Astrophysics Data System (ADS)

    Martins, Maria Ines; Dickman, Adriana

    2008-03-01

    The master's program in Physics Education of the Catholic University in the state of Minas Gerais, Brazil, includes the discipline ``Digital technologies in Physics education.'' The main goal of this discipline is to discuss the role of Information and Communication Technology (ICT) in the process of learning-teaching science. We introduce our students to several virtual platforms, both free and commercial, discussing their functionality and features. We encourage our students to get in touch with computer tools and resources by planning their own computer based course using the Moodle platform. We discuss different patterns of virtual environment courses, whose proposals are centered mainly in the students, or teacher-centered or even system-centered. The student is free to choose between only one topic and a year course to work with, since their interests vary from learning something more about a specific subject to a complete e-learning course covering the entire school year. (The courses are available online in the address sitesinf01.pucmg.br/moodle. Participation only requires filling out an application form.) After three editions of this discipline, we have several courses available. We realize that students tend to focus on traditional methods, always preserving their role as knowledge-givers. In conclusion, we can say that, in spite of exhaustive discussion about autonomy involved with ICTs abilities, most of the students used the new virtual medium to organize traditional teacher-centered courses.

  16. Islandora A Flexible Drupal-Based Virtual Research Environment

    NASA Astrophysics Data System (ADS)

    Leggott, M.; Pan, J.

    2011-12-01

    Research today exists in a landscape where data flood in, literature grows exponentially, and disciplinary boundaries are increasingly porous. Many of the greatest challenges facing researchers are related to managing the information produced during the research life cycle - from the discussion of new projects to the creation of funding proposals, the production and analysis of data, and the presentation of findings via conferences and scholarly publications. The Islandora framework provides a system that stewards digital data in any form (textual, numeric, scientific, multimedia) along the entire course of this research continuum, it facilitates collaboration not just among physically distant members of research groups but also among research groups and their associated support groups. Because Islandora accommodates both the project-specific, experiment-based context and the cross-project, interdisciplinary exploration context of data, the approach to the creation and discovery of data can be called 'discipline-agnostic.' UPEI's Virtual Research Environment (or VRE) has demonstrated the immense benefits of such an approach. In one example scientists collects samples, create detailed metadata for each sample, potentially generating thousands of data files of various kinds, which can all be loaded in one step. Software (some of it developed specifically for this project) then combines, recombines, and transforms these data into alternate formats for analysis -- thereby saving scientists hundreds of hours of manual labor. Wherever possible data are translated, converting them from proprietary file formats to standard XML, and stored -- thereby exposing the data to a larger audience that may bring them together with quite different samples or experiments in novel ways. The same computer processes and software work-flows brought to bear in the context of one research program can be re-used in other areas and across completely different disciplines, since the data are

  17. One's Colonies: a virtual reality environment of oriental residences

    NASA Astrophysics Data System (ADS)

    Chi, Catherine

    2013-03-01

    This paper is a statement about my virtual reality environment project, One's Colonies, and a description of the creative process of the project. I was inspired by the buildings in my hometown-Taiwan, which is really different from the architectural style in the United States. By analyzing the unique style of dwellings in Taiwan, I want to demonstrate how the difference between geography, weather and culture change the appearance of the living space. Through this project I want to express the relationship between architectural style and cultural difference, and how the emotional condition or characteristics of the residents are affected by their residencies.

  18. Simulation and visualization of mechanical systems in immersive virtual environments

    SciTech Connect

    Canfield, T. R.

    1998-04-17

    A prototype for doing real-time simulation of mechanical systems in immersive virtual environments has been developed to run in the CAVE and on the ImmersaDesk at Argonne National Laboratory. This system has three principal software components: a visualization component for rendering the model and providing a user interface, communications software, and mechanics simulation software. The system can display the three-dimensional objects in the CAVE and project various scalar fields onto the exterior surface of the objects during real-time execution.

  19. The Relationship Between Contextual Cues in Virtual Environments and Creative Processes.

    PubMed

    Guegan, Jérôme; Nelson, Julien; Lubart, Todd

    2017-03-01

    Because of the range of design possibilities they provide, virtual environments have a promising potential to support creative work. This article presents an experiment that explores the effects of contextual cues, provided in a virtual environment, on performance in a creative task. One hundred thirty-five participants completed a classical creativity task in one of three environments: a virtual creativity-conducive environment (CCE), comprising standardized elements identified from a survey as being characteristic of environments that support creativity, a real meeting room (real control environment), and its virtual replication (virtual control environment). Results show that participants produced more original ideas and explored idea categories in greater depth in the CCE than in the control conditions. These results were discussed in terms of research on creativity, priming, virtual environments, and of the design of workplaces.

  20. Virtualizing access to scientific applications with the Application Hosting Environment

    NASA Astrophysics Data System (ADS)

    Zasada, S. J.; Coveney, P. V.

    2009-12-01

    The growing power and number of high performance computing resources made available through computational grids present major opportunities as well as a number of challenges to the user. At issue is how these resources can be accessed and how their power can be effectively exploited. In this paper we first present our views on the usability of contemporary high-performance computational resources. We introduce the concept of grid application virtualization as a solution to some of the problems with grid-based HPC usability. We then describe a middleware tool that we have developed to realize the virtualization of grid applications, the Application Hosting Environment (AHE), and describe the features of the new release, AHE 2.0, which provides access to a common platform of federated computational grid resources in standard and non-standard ways. Finally, we describe a case study showing how AHE supports clinical use of whole brain blood flow modelling in a routine and automated fashion. Program summaryProgram title: Application Hosting Environment 2.0 Catalogue identifier: AEEJ_v1_0 Program summary URL:http://cpc.cs.qub.ac.uk/summaries/AEEJ_v1_0.html Program obtainable from: CPC Program Library, Queen's University, Belfast, N. Ireland Licensing provisions: GNU Public Licence, Version 2 No. of lines in distributed program, including test data, etc.: not applicable No. of bytes in distributed program, including test data, etc.: 1 685 603 766 Distribution format: tar.gz Programming language: Perl (server), Java (Client) Computer: x86 Operating system: Linux (Server), Linux/Windows/MacOS (Client) RAM: 134 217 728 (server), 67 108 864 (client) bytes Classification: 6.5 External routines: VirtualBox (server), Java (client) Nature of problem: The middleware that makes grid computing possible has been found by many users to be too unwieldy, and presents an obstacle to use rather than providing assistance [1,2]. Such problems are compounded when one attempts to harness the

  1. How virtual reality works: illusions of vision in "real" and virtual environments

    NASA Astrophysics Data System (ADS)

    Stark, Lawrence W.

    1995-04-01

    Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.

  2. Leadership in practice: an analysis of collaborative leadership in the conception of a virtual ward.

    PubMed

    Stockham, Alayne

    2016-09-30

    The National Health Service (NHS) in the UK is evolving to meet the needs of society, but success depends on effective leadership. The World Health Organization identified intersectoral and multidisciplinary working as key to improving the quality and sustainability of the service, highlighting the need for a new leadership style. This article describes how collaborative leadership was used to successfully implement a virtual ward in the primary care setting in south-east Powys, Wales. The author describes the leadership style and addresses strategies used to manage the change process. The journey demonstrates how collaborative leadership and working collectively enabled a new service to be developed, and established a mutual respect for different professionals' roles.

  3. Complex conditional control by pigeons in a continuous virtual environment.

    PubMed

    Qadri, Muhammad A J; Reid, Sean; Cook, Robert G

    2016-01-01

    We tested two pigeons in a continuously streaming digital environment. Using animation software that constantly presented a dynamic, three-dimensional (3D) environment, the animals were tested with a conditional object identification task. The correct object at a given time depended on the virtual context currently streaming in front of the pigeon. Pigeons were required to accurately peck correct target objects in the environment for food reward, while suppressing any pecks to intermixed distractor objects which delayed the next object's presentation. Experiment 1 established that the pigeons' discrimination of two objects could be controlled by the surface material of the digital terrain. Experiment 2 established that the pigeons' discrimination of four objects could be conjunctively controlled by both the surface material and topography of the streaming environment. These experiments indicate that pigeons can simultaneously process and use at least two context cues from a streaming environment to control their identification behavior of passing objects. These results add to the promise of testing interactive digital environments with animals to advance our understanding of cognition and behavior.

  4. COMPLEX CONDITIONAL CONTROL BY PIGEONS IN A CONTINUOUS VIRTUAL ENVIRONMENT

    PubMed Central

    Qadri, Muhammad A. J.; Reid, Sean; Cook, Robert G.

    2016-01-01

    We tested two pigeons in a continuously streaming digital environment. Using animation software that constantly presented a dynamic, three-dimensional (3D) environment, the animals were tested with a conditional object identification task. The correct object at a given time depended on the virtual context currently streaming in front of the pigeon. Pigeons were required to accurately peck correct target objects in the environment for food reward, while suppressing any pecks to intermixed distractor objects which delayed the next object’s presentation. Experiment 1 established that the pigeons’ discrimination of two objects could be controlled by the surface material of the digital terrain. Experiment 2 established that the pigeons’ discrimination of four objects could be conjunctively controlled by both the surface material and topography of the streaming environment. These experiments indicate that pigeons can simultaneously process and use at least two context cues from a streaming environment to control their identification behavior of passing objects. These results add to the promise of testing interactive digital environments with animals to advance our understanding of cognition and behavior. PMID:26781058

  5. Security in Distributed Collaborative Environments: Limitations and Solutions

    NASA Astrophysics Data System (ADS)

    Saadi, Rachid; Pierson, Jean-Marc; Brunie, Lionel

    The main goal of establishing collaboration between heterogeneous environment is to create such as Pervasive context which provide nomadic users with ubiquitous access to digital information and surrounding resources. However, the constraints of mobility and heterogeneity arise a number of crucial issues related to security, especially authentication access control and privacy. First of all, in this chapter we explore the trust paradigm, specially the transitive capability to enable a trust peer to peer collaboration. In this manner, when each organization sets its own security policy to recognize (authenticate) users members of a trusted community and provide them a local access (access control), the trust transitivity between peers will allows users to gain a broad, larger and controlled access inside the pervasive environment. Next, we study the problem of user's privacy. In fact in pervasive and ubiquitous environments, nomadic users gather and exchange certificates or credential which providing them rights to access by transitivity unknown and trusted environments. These signed documents embeds increasing number of attribute that require to be filtered according to such contextual situation. In this chapter, we propose a new morph signature enabling each certificate owner to preserve his privacy by discloses or blinds some sensitive attributes according to faced situation.

  6. Psychological influences on distance estimation in a virtual reality environment

    PubMed Central

    Takahashi, Kohske; Meilinger, Tobias; Watanabe, Katsumi; Bülthoff, Heinrich H.

    2013-01-01

    Studies of embodied perception have revealed that social, psychological, and physiological factors influence space perception. While many of these influences were observed with real or highly realistic stimuli, the present work showed that even the orientation of abstract geometric objects in a non-realistic virtual environment could influence distance perception. Observers wore a head mounted display and watched virtual cones moving within an invisible cube for 5 s with their head movement recorded. Subsequently, the observers estimated the distance to the cones or evaluated their friendliness. The cones either faced the observer, a target behind the cones, or were oriented randomly. The average viewing distance to the cones varied between 1.2 and 2.0 m. At a viewing distance of 1.6 m, the observers perceived the cones facing them as closer than the cones facing a target in the opposite direction, or those oriented randomly. Furthermore, irrespective of the viewing distance, observers moved their head away from the cones more strongly and evaluated the cones as less friendly when the cones faced the observers. Similar distance estimation results were obtained with a 3-dimensional projection onto a large screen, although the effective viewing distances were farther away. These results suggest that factors other than physical distance influenced distance perception even with non-realistic geometric objects in a virtual environment. Furthermore, the distance perception modulation was accompanied by changes in subjective impression and avoidance movement. We propose that cones facing an observer are perceived as socially discomforting or threatening, and potentially violate an observer's personal space, which might influence the perceived distance of cones. PMID:24065905

  7. I/O Performance of Virtualized Cloud Environments

    SciTech Connect

    Ghoshal, Devarshi; Canon, Shane; Ramakrishnan, Lavanya

    2011-11-03

    The scientific community is exploring the suitability of cloud infrastructure to handle High Performance Computing (HPC) applications. The goal of Magellan, a project funded through DOE ASCR, is to investigate the potential role of cloud computing to address the computing needs of the Department of Energy?s Office of Science, especially for mid-range computing and data-intensive applications which are not served through existing DOE centers today. Prior work has shown that applications with significant communication orI/O tend to perform poorly in virtualized cloud environments. However, there is a limited understanding of the I/O characteristics in virtualized cloud environments. This paper will present our results in benchmarking the I/O performance over different cloud and HPC platforms to identify the major bottlenecks in existing infrastructure. We compare the I/O performance using IOR benchmark on two cloud platforms - Amazon and Magellan. We analyze the performance of different storage options available, different instance types in multiple availability zones. Finally, we perform large-scale tests in order to analyze the variability in the I/O patterns over time and region. Our results highlight the overhead and variability in I/O performance on both public and private cloud solutions. Our results will help applications decide between the different storage options enabling applications to make effective choices.

  8. A white paper: NASA virtual environment research, applications, and technology

    NASA Technical Reports Server (NTRS)

    Null, Cynthia H. (Editor); Jenkins, James P. (Editor)

    1993-01-01

    Research support for Virtual Environment technology development has been a part of NASA's human factors research program since 1985. Under the auspices of the Office of Aeronautics and Space Technology (OAST), initial funding was provided to the Aerospace Human Factors Research Division, Ames Research Center, which resulted in the origination of this technology. Since 1985, other Centers have begun using and developing this technology. At each research and space flight center, NASA missions have been major drivers of the technology. This White Paper was the joint effort of all the Centers which have been involved in the development of technology and its applications to their unique missions. Appendix A is the list of those who have worked to prepare the document, directed by Dr. Cynthia H. Null, Ames Research Center, and Dr. James P. Jenkins, NASA Headquarters. This White Paper describes the technology and its applications in NASA Centers (Chapters 1, 2 and 3), the potential roles it can take in NASA (Chapters 4 and 5), and a roadmap of the next 5 years (FY 1994-1998). The audience for this White Paper consists of managers, engineers, scientists and the general public with an interest in Virtual Environment technology. Those who read the paper will determine whether this roadmap, or others, are to be followed.

  9. Poor sleep quality affects spatial orientation in virtual environments.

    PubMed

    Valera, Silvana; Guadagni, Veronica; Slone, Edward; Burles, Ford; Ferrara, Michele; Campbell, Tavis; Iaria, Giuseppe

    2016-01-01

    Sleep is well known to have a significant impact on learning and memory. Specifically, studies adopting an experimentally induced sleep loss protocol in healthy individuals have provided evidence that the consolidation of spatial memories, as acquired through navigating and orienteering in spatial surroundings, is negatively affected by total sleep loss. Here, we used both objective and subjective measures to characterize individuals' quality of sleep, and grouped participants into either a poor (insomnia-like) or normal (control) sleep quality group. We asked participants to solve a wayfinding task in a virtual environment, and scored their performance by measuring the time spent to reach a target location and the number of wayfinding errors made while navigating. We found that participants with poor sleep quality were slower and more error-prone than controls in solving the task. These findings provide novel evidence that pre-existing sleep deficiencies in otherwise healthy individuals affects negatively the ability to learn novel routes, and suggest that sleep quality should be accounted for among healthy individuals performing experimental spatial orientation tasks in virtual environments.

  10. Using an improved virtual learning environment for engineering students

    NASA Astrophysics Data System (ADS)

    Lourdes Martínez Cartas, Ma

    2012-06-01

    In recent years, e-learning has been used in a chemical engineering subject in the final course of a mining engineering degree, a subject concerned with fuel technology. The low results obtained by students in this subject have led the teacher to search for new strategies to increase grades. Such strategies have consisted of incorporating into the existing virtual environment a dynamics of work with conceptual maps and a consideration of the different learning styles in the classroom. In an attempt to adapt teaching to the individual methods of learning for each student, various activities aimed at strengthening different learning styles have been proposed and concept maps have been used to create meaningful learning experiences. In addition, different modalities of assessment have been proposed, which can be selected by each student according to his or her particular method of learning to avoid penalising one style preference in contrast to another. This combination of e-learning, use of concept maps and catering for different learning styles has involved the implementation of the improved virtual learning environment. This has led to an increase in participation in the subject and has improved student assessment results.

  11. Identification of metaphors for virtual environment training systems.

    PubMed

    Stanney, Kay M; Chen, Jui Lin; Wedell, Branka; Breaux, Robert

    2003-01-15

    The objective of this effort was to develop potential metaphors for assisting wayfinding and navigation in current virtual environment (VE) training systems. Although VE purports a number of advantages over traditional, full-scale simulator training devices (deployability, footprint, cost, maintainability, scalability, networking), little design guidance exists beyond individual instantiations with specific platforms. A review of metaphors commonly incorporated into human-computer interactive systems indicated that existing metaphors have largely been used as orientation aids, mainly in the form of guided navigational assistance, with some position guidance. Advanced metaphor design concepts were identified that would not only provide trainees with a useful orienting framework but also enhance visual access and help differentiate an environment. The effectiveness of these concepts to aid navigation and wayfinding in VEs must be empirically validated.

  12. Virtual environment display for a 3D audio room simulation

    NASA Technical Reports Server (NTRS)

    Chapin, William L.; Foster, Scott H.

    1992-01-01

    The development of a virtual environment simulation system integrating a 3D acoustic audio model with an immersive 3D visual scene is discussed. The system complements the acoustic model and is specified to: allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; reinforce the listener's feeling of telepresence in the acoustical environment with visual and proprioceptive sensations; enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations.

  13. Using Wikis as a Support and Assessment Tool in Collaborative Digital Game-Based Learning Environments

    ERIC Educational Resources Information Center

    Samur, Yavuz

    2011-01-01

    In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…

  14. Recovering stereo vision by squashing virtual bugs in a virtual reality environment.

    PubMed

    Vedamurthy, Indu; Knill, David C; Huang, Samuel J; Yung, Amanda; Ding, Jian; Kwon, Oh-Sang; Bavelier, Daphne; Levi, Dennis M

    2016-06-19

    Stereopsis is the rich impression of three-dimensionality, based on binocular disparity-the differences between the two retinal images of the same world. However, a substantial proportion of the population is stereo-deficient, and relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo-deficient owing to strabismus and/or amblyopia in a natural visuomotor task-a 'bug squashing' game-in a virtual reality environment. The subjects' task was to squash a virtual dichoptic bug on a slanted surface, by hitting it with a physical cylinder they held in their hand. The perceived surface slant was determined by monocular texture and stereoscopic cues, with these cues being either consistent or in conflict, allowing us to track the relative weighting of monocular versus stereoscopic cues as training in the task progressed. Following training most participants showed greater reliance on stereoscopic cues, reduced suppression and improved stereoacuity. Importantly, the training-induced changes in relative stereo weights were significant predictors of the improvements in stereoacuity. We conclude that some adults deprived of normal binocular vision and insensitive to the disparity information can, with appropriate experience, recover access to more reliable stereoscopic information.This article is part of the themed issue 'Vision in our three-dimensional world'.

  15. Implementation and integration of a counterbalanced CRT-based stereoscopic display for interactive viewpoint control in virtual environment applications

    NASA Technical Reports Server (NTRS)

    Mcdowall, I. E.; Bolas, M.; Pieper, S.; Fisher, S. S.; Humphries, J.

    1990-01-01

    The NASA-Ames Counterbalanced CRT-based Stereoscopic Viewer (CCSV), which is being used as a viewing device for biomechanical CAD environments, is uniquely suited for applications in which the user frequently moves between desk work and virtual environment viewing, or in which high resolution views of the virtual environment are required, or in which the viewing device must be shared among collaborators in a group setting. The CCSV hardware encompasses a dual-CRT-based stereoscopic viewer with wide-angle optics, a video electronics box, a dedicated microprocessor system monitoring joint angles in the linkage, and a host computer interpreting sensor values and running the application which renders the right and left views for reader CRTs.

  16. Virtual reality in Latin American clinical psychology and the VREPAR project. Virtual Reality Environments for Psycho-Neuro-physiological Assessment and Rehabilitation.

    PubMed

    Silva, Mauro Rubens

    2002-10-01

    Starting with the excellent collective work done by the European Community (EC)-funded Virtual Reality Environments for Psycho-Neuro-physiological Assessment and Rehabilitation (VREPAR) projects, I try to indicate some possible pathways that would allow a better integration of this advanced technology into the reality of Latin American psychology. I myself use analyses that I did in my master's degree in the PUCSP-Catholic University in São Paulo, Brazil. I also include a brief description of the CD-ROM Clinical Psychology Uses of Virtual Reality (CPUVR) that accompanies my thesis. I point out the importance of collaboration between psychology and other disciplines, including computer science. I explain the method that I used to work with digital information, important for the formation of a critical mass of people thinking in Portuguese and Spanish to accelerate a technological jump.

  17. "Interface: Virtual Environments in Art, Design and Education"--A Report on a Conference Exploring VLEs in Art and Design Education

    ERIC Educational Resources Information Center

    Hanrahan, Siun, Ed.; de Pietro, Peter; Brown, Laurie Halsey; Haw, Alex; Malins, Julian; Milojevic, Michael; Raevaara, Martti; Sonvilla, Barbara; Weckman, Jan Kenneth

    2009-01-01

    Funded as part of an EU collaboration, under the Socrates/Minerva initiative, the key motivation for the Interface: Virtual Environments in Art, Design and Education Conference was a sense that, while VLEs and the use of ICT tools are a growing facet of third-level education, and indeed play an important role at the cutting edge of contemporary…

  18. Using "Second Life" as a Virtual Collaborative Tool for Preservice Teachers Seeking English for Speakers of Other Languages Endorsement

    ERIC Educational Resources Information Center

    Kim, Deoksoon; Blankenship, Rebecca J.

    2013-01-01

    This study evaluated preservice teachers' professional-knowledge transformation while they participated in simulated professional-development activities via a "Second Life" virtual classroom--an Internet-based multiuser virtual environment (MUVE). While a cohort of preservice teachers experienced the MUVE environment, the instrumental exploratory…

  19. The Heliophysics Data Environment, Virtual Observatories, NSSDC, and SPASE

    NASA Technical Reports Server (NTRS)

    Thieman, James; Grayzeck, Edwin; Roberts, Aaron; King, Todd

    2010-01-01

    Heliophysics (the study of the Sun and its effects on the Solar System, especially the Earth) has an interesting data environment in that the data are often to be found in relatively small data sets widely scattered in archives around the world. Within the last decade there have been more concentrated efforts to organize the data access methods and create a Heliophysics Data and Model Consortium (HDMC). To provide data search and access capability a number of Virtual Observatories (VO's) have been established both via funding from the U.S. National Aeronautics and Space Administration (NASA) and through other funding agencies in the U.S. and worldwide. At least 15 systems can be labeled as Heliophysics Virtual Observatories, 9 of them funded by NASA. Other parts of this data environment include Resident Archives, and the final, or "deep" archive at the National Space Science Data Center (NSSDC). The problem is that different data search and access approaches are used by all of these elements of the HDMC and a search for data relevant to a particular research question can involve consulting with multiple VO's - needing to learn a different approach for finding and acquiring data for each. The Space Physics Archive Search and Extract (SPASE) project is intended to provide a common data model for Heliophysics data and therefore a common set of metadata for searches of the VO's and other data environment elements. The SPASE Data Model has been developed through the common efforts of the HDMC representatives over a number of years. We currently have released Version 2.1. of the Data Model. The advantages and disadvantages of the Data Model will be discussed along with the plans for the future. Recent changes requested by new members of the SPASE community indicate some of the directions for further development.

  20. Collaborative Product Development in an R&D Environment

    NASA Technical Reports Server (NTRS)

    Davis, Jose M.; Keys, L. Ken; Chen, Injazz J.; Peterson, Paul L.

    2004-01-01

    Research and development (R&D) organizations are being required to be relevant, to be more application-oriented, and to be partners in the strategic management of the business while meeting the same challenges as the rest of the organization, namely: (1) reduced time to market; (2) reduced cost; (3) improved quality; (4) increased reliability; and (5) increased focus on customer needs. Recent advances in computer technology and the Internet have created a new paradigm of collaborative engineering or collaborative product development (CPD), from which new types of relationships among researchers and their partners have emerged. Research into the applicability and benefits of CPD in a low/no production, R&D, and/or government environment is limited. In addition, the supply chain management (SCM) aspects of these relationships have not been studied. This paper presents research conducted at the NASA Glenn Research Center (GRC) investigating the applicability of CPD and SCM in an R&D organization. The study concentrates on the management and implementation of space research activities at GRC. Results indicate that although the organization is engaged in collaborative relationships that incorporate aspects of SCM, a number of areas, such as development of trust and information sharing merit special attention.

  1. Ubiquitous mobile knowledge construction in collaborative learning environments.

    PubMed

    Baloian, Nelson; Zurita, Gustavo

    2012-01-01

    Knowledge management is a critical activity for any organization. It has been said to be a differentiating factor and an important source of competitiveness if this knowledge is constructed and shared among its members, thus creating a learning organization. Knowledge construction is critical for any collaborative organizational learning environment. Nowadays workers must perform knowledge creation tasks while in motion, not just in static physical locations; therefore it is also required that knowledge construction activities be performed in ubiquitous scenarios, and supported by mobile and pervasive computational systems. These knowledge creation systems should help people in or outside organizations convert their tacit knowledge into explicit knowledge, thus supporting the knowledge construction process. Therefore in our understanding, we consider highly relevant that undergraduate university students learn about the knowledge construction process supported by mobile and ubiquitous computing. This has been a little explored issue in this field. This paper presents the design, implementation, and an evaluation of a system called MCKC for Mobile Collaborative Knowledge Construction, supporting collaborative face-to-face tacit knowledge construction and sharing in ubiquitous scenarios. The MCKC system can be used by undergraduate students to learn how to construct knowledge, allowing them anytime and anywhere to create, make explicit and share their knowledge with their co-learners, using visual metaphors, gestures and sketches to implement the human-computer interface of mobile devices (PDAs).

  2. Maturing Pump Technology for EVA Applications in a Collaborative Environment

    NASA Technical Reports Server (NTRS)

    Hodgson, Edward; Dionne, Steven; Gervais, Edward; Anchondo, Ian

    2012-01-01

    The transition from low earth orbit Extravehicular Activity (EVA) for construction and maintenance activities to planetary surface EVA on asteroids, moons, and, ultimately, Mars demands a new spacesuit system. NASA's development of that system has resulted in dramatically different pumping requirements from those in the current spacesuit system. Hamilton Sundstrand, Cascon, and NASA are collaborating to develop and mature a pump that will reliably meet those new requirements in space environments and within the design constraints imposed by spacesuit system integration. That collaboration, which began in the NASA purchase of a pump prototype for test evaluation, is now entering a new phase of development. A second generation pump reflecting the lessons learned in NASA's testing of the original prototype will be developed under Hamilton Sundstrand internal research funding and ultimately tested in an integrated Advanced Portable Life Support System (APLSS) in NASA laboratories at the Johnson Space Center. This partnership is providing benefit to both industry and NASA by supplying a custom component for EVA integrated testing at no cost to the government while providing test data for industry that would otherwise be difficult or impossible to duplicate in industry laboratories. This paper discusses the evolving collaborative process, component requirements and design development based on early NASA test experience, component stand alone test results, and near term plans for integrated testing at JSCs.

  3. The Vibration Virtual Environment for Test Optimization (VETO)

    SciTech Connect

    Klenke, S.E.; Lauffer, J.P.; Gregory, D.L.; Togami, T.C.

    1996-10-01

    A new test simulation tool is being developed to support vibration test design and to evaluate the overall testability of a component or system. This environment, the Vibration Virtual Environment for Test Optimization (VETO), is utilized to optimally place vibration control and response transducers and to investigate the selection of test parameters needed in the design and performance of a vibration experiment. The engineer can investigate the effects of different control parameters prior to performing an actual vibration test. Additionally, new and existing fixture designs can be evaluated through the development of analytical or experimental models that can be integrated into the simulation environment. This test design environment also provides the engineer with the ability to combine analytically or experimentally derived models of the vibration test hardware, instrumentation and equipment into a simulation model that represents the vibration testing capability. Hardware-in-the-loop simulations can be conducted using this model to examine multiple facets of the test design. This paper presents a new tool that will assist test engineers in maximizing the value of vibration tests through the use of hardware-in-the-loop simulations.

  4. Stochastic Prediction and Feedback Control of Router Queue Size in a Virtual Network Environment

    DTIC Science & Technology

    2014-09-18

    STOCHASTIC PREDICTION AND FEEDBACK CONTROL OF ROUTER QUEUE SIZE IN A VIRTUAL NETWORK ENVIRONMENT THESIS Muflih Alqahtani, First...AFIT-ENG-T-14-S-10 STOCHASTIC PREDICTION AND FEEDBACK CONTROL OF ROUTER QUEUE SIZE IN A VIRTUAL NETWORK ENVIRONMENT THESIS Presented to the...UNLIMITED AFIT-ENG-T-14-S-10 STOCHASTIC PREDICTION AND FEEDBACK CONTROL OF ROUTER QUEUE SIZE IN A VIRTUAL NETWORK ENVIRONMENT Muflih Alqahtani

  5. Catchment Prediction In Changing Environments (CAPICHE): A collaborative experiment in an open water science laboratory

    NASA Astrophysics Data System (ADS)

    Hutton, Christopher; Wagener, Thorsten; Freer, Jim; Han, Dawei

    2015-04-01

    Predicting the function of hydrological systems under near-stationary conditions faces a number of challenges due to incomplete system understanding, and uncertainty in models and measurements. However, due to changes in climate, land use/land cover, and water demand, the hydrological function of many catchments cannot be considered as stationary. Such changes make modelling catchment systems more difficult, as models need to account for non-stationary forcing and boundary conditions, which in turn can change internal catchment function, and the states and processes that dominate hydrological response. In addition, such models may need to be used to make predictions beyond a range of conditions for which they were originally calibrated. Despite these problems, deriving accurate hydrological predictions under changing conditions is increasingly important for future water resource and flood hazard assessment. Simulating catchments under changing conditions may require more complex distributed models in order to adequately represent spatial changes in boundary conditions (e.g. land cover change). However, the potential for complex models to address these issues cannot be realised in many places because of data problems, which may result from a lack of data, data access issues, and time-consuming problems in bringing diverse sources of data together and into a useable format. A greater understanding of the link between model complexity and data is required to make appropriate modelling choices. Virtual water science laboratories offer the ideal opportunity to explore the issues of model complexity and data availability in the context of predictions under changing environments because they: (1) provide an opportunity to share open data; (2) provide a platform to compare different models; (3) facilitate collaboration between different modelling research groups. This paper introduces a new collaborative experiment, conducted in an open virtual water science laboratory as

  6. Constructing a Successful Cross-National Virtual Learning Environment in Primary and Secondary Education

    ERIC Educational Resources Information Center

    Ligorio, Maria Beatrice; van Veen, Klaas

    2006-01-01

    Virtual environments are more and more used in primary schools. One of the most interesting potentialities of these environments is to foster cross-national applications. Yet, this specific feature is not fully exploited. This paper presents a successful virtual learning environment for primary education involving two European countries and…

  7. Toward SVOPME, a Scalable Virtual Organization Privileges Management Environment

    NASA Astrophysics Data System (ADS)

    Wang, Nanbor; Garzoglio, Gabriele; Ananthan, Balamurali; Timm, Steven; Levshina, Tanya

    Grids enable uniform access to resources by implementing standard interfaces to resource gateways. In the Open Science Grid (OSG), privileges are granted on the basis of the user's membership to a Virtual Organization (VO). However, individual Grid sites are solely responsible to determine and control access privileges to resources. While this guarantees that the sites retain full control on access rights, it often leads to heterogeneous VO privileges throughout the Grid and hardly fits with the Grid paradigm of uniform access to resources. To address these challenges, we developed the Scalable Virtual Organization Privileges Management Environment (SVOPME), which provides tools for VOs to define, publish, and verify desired privileges. Moreover, SVOPME provides tools for grid sites to analyze site access policies for various resources, verify compliance with preferred VO policies, and generate directives for site administrators on how the local access policies can be amended to achieve such compliance without taking control of local configurations away from site administrators. This paper describes how SVOPME implements privilege management tools for the OSG and our experiences in deploying and running the tools in a test bed. Finally, we outline our plan to continue to improve SVOPME and have it included as part of the standard Grid software distributions.

  8. Toward SVOPME, a Scalable Virtual Organization Privileges Management Environment

    NASA Astrophysics Data System (ADS)

    Wang, Nanbor; Garzoglio, Gabriele; Ananthan, Balamurali; Timm, Steven

    2011-12-01

    Grids enable uniform access to resources by implementing standard interfaces to resource gateways. In the Open Science Grid (OSG), privileges are granted on the basis of the user's membership to a Virtual Organization (VO). However, user privilege definitions and enforcements are administered separately by VOs and Grid sites. Such partitioning can potentially introduce inconsistent user privileges throughout the Grid and break the Grid paradigm of uniform access to resources. There is a need for an automated privilege management mechanism for a VO to codify privilege policies granted to its users, to propagate the policies to grid sites, to identity and suggest remedies for non-supported VO privileges at individual sites. The Scalable Virtual Organization Privileges Management Environment (SVOPME) addresses the challenge under the context of the Open Science Grid (OSG). The SVOPME provides tools for VOs to define and publish desired privileges. At a site, SVOPME tools help analyze access policies defined for VO users and verify policy consistency between VOs and sites, and suggest site configurations changes. This paper presents the designs and features of SVOPME tools and the lessons learned in applying SVOPME tools for OSG VOs and sites. Furthermore, we will outline future improvements to SVOPME tools to adapt to a range of different site configurations and new privilege policies.

  9. Development of Collaborative Engineering Environments for Spacecraft Design

    NASA Astrophysics Data System (ADS)

    Singleterry, Robert C.; Johns, Bradley D.; Fan, Kwok Y.; Cheatwood, F. Mcneil; Qualls, Garry D.; Wareing, Todd A.; McGhee, John; Pautz, Shawn; Prinja, Anil K.; Gleicher, Frederick; Failla, Greg; Sobieszczanski-Sobieski, Jaroslaw; Wilson, John W.

    2003-01-01

    The hazards of ionizing radiation in space continue to be a limiting factor in the design of missions, spacecraft, and habitats. Shielding against such hazards is an enabling technology in the human and robotic exploration and development of space. If the design of the radiation shielding is not optimal for the mission, then excess mass will be launched, mission costs will be higher than necessary, and useful payload will be reduced. This reduced mission capability scenario can be repeated for other technical design disciplines. These other disciplines can also effect each other's requirements. A collaborative engineering environment can optimize ALL design parameters for cost (or another parameter) producing a spacecraft that will meet all mission requirements at the minimum cost. This paper describes two environments that include space radiation analyses and the inclusion within a larger optimization methodology.

  10. Exploring Cultural Heritage Resources in a 3d Collaborative Environment

    NASA Astrophysics Data System (ADS)

    Respaldiza, A.; Wachowicz, M.; Vázquez Hoehne, A.

    2012-06-01

    Cultural heritage is a complex and diverse concept, which brings together a wide domain of information. Resources linked to a cultural heritage site may consist of physical artefacts, books, works of art, pictures, historical maps, aerial photographs, archaeological surveys and 3D models. Moreover, all these resources are listed and described by a set of a variety of metadata specifications that allow their online search and consultation on the most basic characteristics of them. Some examples include Norma ISO 19115, Dublin Core, AAT, CDWA, CCO, DACS, MARC, MoReq, MODS, MuseumDat, TGN, SPECTRUM, VRA Core and Z39.50. Gateways are in place to fit in these metadata standards into those used in a SDI (ISO 19115 or INSPIRE), but substantial work still remains to be done for the complete incorporation of cultural heritage information. Therefore, the aim of this paper is to demonstrate how the complexity of cultural heritage resources can be dealt with by a visual exploration of their metadata within a 3D collaborative environment. The 3D collaborative environments are promising tools that represent the new frontier of our capacity of learning, understanding, communicating and transmitting culture.

  11. Video annotations of Mexican nature in a collaborative environment

    NASA Astrophysics Data System (ADS)

    Oropesa Morales, Lester Arturo; Montoya Obeso, Abraham; Hernández García, Rosaura; Cocolán Almeda, Sara Ivonne; García Vázquez, Mireya Saraí; Benois-Pineau, Jenny; Zamudio Fuentes, Luis Miguel; Martinez Nuño, Jesús A.; Ramírez Acosta, Alejandro Alvaro

    2015-09-01

    Multimedia content production and storage in repositories are now an increasingly widespread practice. Indexing concepts for search in multimedia libraries are very useful for users of the repositories. However the search tools of content-based retrieval and automatic video tagging, still do not have great consistency. Regardless of how these systems are implemented, it is of vital importance to possess lots of videos that have concepts tagged with ground truth (training and testing sets). This paper describes a novel methodology to make complex annotations on video resources through ELAN software. The concepts are annotated and related to Mexican nature in a High Level Features (HLF) from development set of TRECVID 2014 in a collaborative environment. Based on this set, each nature concept observed is tagged on each video shot using concepts of the TRECVid 2014 dataset. We also propose new concepts, -like tropical settings, urban scenes, actions, events, weather, places for name a few. We also propose specific concepts that best describe video content of Mexican culture. We have been careful to get the database tagged with concepts of nature and ground truth. It is evident that a collaborative environment is more suitable for annotation of concepts related to ground truth and nature. As a result a Mexican nature database was built. It also is the basis for testing and training sets to automatically classify new multimedia content of Mexican nature.

  12. [Virtual learning environment: script structure of an online course].

    PubMed

    Seixas, Carlos Alberto; Mendes, Isabel Amélia Costa; de Godoy, Simone; Mazzo, Alessandra; Trevizan, Maria Auxiliadora; Martins, José Carlos Amado

    2012-01-01

    This study describes the steps for developing a course and its structure in the Virtual Learning Environment Moodle. It consisted of an application of nursing content offered in an online course included in an international workshop directed to a group of nursing students from a bachelor and a teaching diploma program in Brazil and Portugal. Distinct stages were identified during the study: planning, construction and transformation of content as well as availability of such content to students. The interactive activities and context were developed by professors with the participation of the technical team. The specific procedures and roles performed by professors, specialists, students and technicians are presented. The results of the development and offering of the online course appointed some aspects to be improved in the work process such as the format of content and use of tools.

  13. Synthesis of Virtual Environments for Aircraft Community Noise Impact Studies

    NASA Technical Reports Server (NTRS)

    Rizzi, Stephen A.; Sullivan, Brenda M.

    2005-01-01

    A new capability has been developed for the creation of virtual environments for the study of aircraft community noise. It is applicable for use with both recorded and synthesized aircraft noise. When using synthesized noise, a three-stage process is adopted involving non-real-time prediction and synthesis stages followed by a real-time rendering stage. Included in the prediction-based source noise synthesis are temporal variations associated with changes in operational state, and low frequency fluctuations that are present under all operating conditions. Included in the rendering stage are the effects of spreading loss, absolute delay, atmospheric absorption, ground reflections, and binaural filtering. Results of prediction, synthesis and rendering stages are presented.

  14. MASCARET: creating virtual learning environments from system modelling

    NASA Astrophysics Data System (ADS)

    Querrec, Ronan; Vallejo, Paola; Buche, Cédric

    2013-03-01

    The design process for a Virtual Learning Environment (VLE) such as that put forward in the SIFORAS project (SImulation FOR training and ASsistance) means that system specifications can be differentiated from pedagogical specifications. System specifications can also be obtained directly from the specialists' expertise; that is to say directly from Product Lifecycle Management (PLM) tools. To do this, the system model needs to be considered as a piece of VLE data. In this paper we present Mascaret, a meta-model which can be used to represent such system models. In order to ensure that the meta-model is capable of describing, representing and simulating such systems, MASCARET is based SysML1, a standard defined by Omg.

  15. Virtual Environment Design for Low/Zero Visibility Tower Tools

    NASA Technical Reports Server (NTRS)

    Reisman, Ron; Farouk, Ahmed; Edwards, Thomas A. (Technical Monitor)

    1998-01-01

    This paper describes prototype software for three-dimensional display of aircraft movement based on realtime radar and other Air Traffic Control (ATC) information. This prototype can be used to develop operational tools for controllers in ATC Towers who cannot view aircraft in low or zero visibility (LZV) weather conditions. The controller could also use the software to arbitrarily reposition his virtual eyepoint to overcome physical obstructions or increase situation awareness. The LZV Tower tool prototype consists of server and client components. The server interfaces to operational ATC radar and communications systems, sending processed data to a client process written in java. This client process runs under Netscape Communicator to provide an interactive perspective display of aircraft in the airport environment. Prototype VRML airport models were derived from 3-D databases used in FAA-certified high fidelity flight-simulators. The web-based design offers potential efficiency increases and decreased costs in the development and deployment of operational LZV Tower tools.

  16. Predictive Compensator Optimization for Head Tracking Lag in Virtual Environments

    NASA Technical Reports Server (NTRS)

    Adelstein, Barnard D.; Jung, Jae Y.; Ellis, Stephen R.

    2001-01-01

    We examined the perceptual impact of plant noise parameterization for Kalman Filter predictive compensation of time delays intrinsic to head tracked virtual environments (VEs). Subjects were tested in their ability to discriminate between the VE system's minimum latency and conditions in which artificially added latency was then predictively compensated back to the system minimum. Two head tracking predictors were parameterized off-line according to cost functions that minimized prediction errors in (1) rotation, and (2) rotation projected into translational displacement with emphasis on higher frequency human operator noise. These predictors were compared with a parameterization obtained from the VE literature for cost function (1). Results from 12 subjects showed that both parameterization type and amount of compensated latency affected discrimination. Analysis of the head motion used in the parameterizations and the subsequent discriminability results suggest that higher frequency predictor artifacts are contributory cues for discriminating the presence of predictive compensation.

  17. Using a virtual integration environment in treating phantom limb pain.

    PubMed

    Zeher, Michael J; Armiger, Robert S; Burck, James M; Moran, Courtney; Kiely, Janid Blanco; Weeks, Sharon R; Tsao, Jack W; Pasquina, Paul F; Davoodi, R; Loeb, G

    2011-01-01

    The Revolutionizing Prosthetics 2009 program conducted by the Defense Advanced Research Projects Agency (DARPA) has resulted in a Virtual Integration Environment (VIE) that provides a common development platform for researchers and clinicians that design, model and build prosthetic limbs and then integrate and test them with patients. One clinical need that arose during the VIE development was a feature to easily create and model animations that represent patient activities of daily living (ADLs) and simultaneously capture real-time surface EMG activity from the residual limb corresponding to the ADLs. An application of this feature is being made by the Walter Reed Military Amputee Research Program (MARP) where they are utilizing the VIE to investigate methods of reducing upper extremity amputee phantom limb pain (PLP).

  18. A virtual community and cyberinfrastructure for collaboration in volcano research and risk mitigation

    NASA Astrophysics Data System (ADS)

    Valentine, G. A.

    2012-12-01

    VHub (short for VolcanoHub, and accessible at vhub.org) is an online platform for collaboration in research and training related to volcanoes, the hazards they pose, and risk mitigation. The underlying concept is to provide a mechanism that enables workers to share information with colleagues around the globe; VHub and similar hub technologies could prove very powerful in collaborating and communicating about circum-Pacific volcanic hazards. Collaboration occurs around several different points: (1) modeling and simulation; (2) data sharing; (3) education and training; (4) volcano observatories; and (5) project-specific groups. VHub promotes modeling and simulation in two ways: (1) some models can be implemented on VHub for online execution. This eliminates the need to download and compile a code on a local computer. VHub can provide a central "warehouse" for such models that should result in broader dissemination. VHub also provides a platform that supports the more complex CFD models by enabling the sharing of code development and problem-solving knowledge, benchmarking datasets, and the development of validation exercises. VHub also provides a platform for sharing of data and datasets. The VHub development team is implementing the iRODS data sharing middleware (see irods.org). iRODS allows a researcher to access data that are located at participating data sources around the world (a "cloud" of data) as if the data were housed in a single virtual database. Education and training is another important use of the VHub platform. Audio-video recordings of seminars, PowerPoint slide sets, and educational simulations are all items that can be placed onto VHub for use by the community or by selected collaborators. An important point is that the "manager" of a given educational resource (or any other resource, such as a dataset or a model) can control the privacy of that resource, ranging from private (only accessible by, and known to, specific collaborators) to completely

  19. Modal test optimization using VETO (Virtual Environment for Test Optimization)

    SciTech Connect

    Klenke, S.E.; Reese, G.M.; Schoof, L.A.; Shierling, C.L.

    1995-12-01

    We present a software environment integrating analysis and test based models to support optimal modal test design through a Virtual Environment for Test Optimization (VETO). The VETO assists analysis and test engineers in maximizing the value of each modal test. It is particularly advantageous for structural dynamics model reconciliation applications. The VETO enables an engineer to interact with a finite element model of a test object to optimally place sensors and exciters and to investigate the selection of-data acquisition parameters needed to conduct a complete modal survey. Additionally, the user can evaluate the use of different types of instrumentation such as filters, amplifiers and transducers for which models are available in the VETO. The dynamic response of most of the virtual instruments (including the device under test) are modeled in the state space domain. Design of modal excitation levels and appropriate test instrumentation are facilitated by the VETO`s ability to simulate such features as unmeasured external inputs, A/D quantization effects, and electronic noise. Measures of the quality of the experimental design, including the Modal Assurance Criterion, and the Normal Mode indicator Function are available. The VETO also integrates tools such as Effective Independence and minamac to assist in selection of optimal sensor locations. The software is designed about three distinct modules: (1) a main controller and GUI written in C++, (2) a visualization model, taken from FEAVR, running under AVS, and (3) a state space model and time integration module, built in SIMULINK. These modules are designed to run as separate processes on interconnected machines. MATLAB`s external interface library is used to provide transparent, bidirectional communication between the controlling program and the computational engine where all the time integration is performed.

  20. Virtual Labs and Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Boehler, Ted

    2006-12-01

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

  1. The Virtual Environment for Reactor Applications (VERA): Design and architecture

    SciTech Connect

    Turner, John A.; Clarno, Kevin; Sieger, Matt; Bartlett, Roscoe; Collins, Benjamin; Pawlowski, Roger; Schmidt, Rodney; Summers, Randall

    2016-09-08

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL), the first DOE Hub, which was established in July 2010 for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both a software and a numerical perspective, along with the goals and constraints that drove the major design decisions and their implications. As a result, we explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the application of VERA tools for a variety of challenging problems within the nuclear industry.

  2. The Virtual Environment for Reactor Applications (VERA): Design and architecture

    DOE PAGES

    Turner, John A.; Clarno, Kevin; Sieger, Matt; ...

    2016-09-08

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL), the first DOE Hub, which was established in July 2010 for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both amore » software and a numerical perspective, along with the goals and constraints that drove the major design decisions and their implications. As a result, we explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the application of VERA tools for a variety of challenging problems within the nuclear industry.« less

  3. Designing a Virtual Research Facility to motivate Professional-Citizen Collaboration

    NASA Astrophysics Data System (ADS)

    Gay, Pamela

    In order to handle the onslaught of data spilling from telescopes on the Earth and on orbit, CosmoQuest has created a virtual research facility that allows the public to collaborate with science teams on projects that would otherwise lack the necessary human resources. This second-generation citizen science site goes beyond asking people to click on images to also engaging them in taking classes, attending virtual seminars, and participating in virtual star parties. These features were introduced to try and expand the diversity of motivations that bring people to the project and to keep them engaged overtime - just as a research center seeks to bring a diversity of people together to work and learn over time. In creating the CosmoQuest Virtual Research Facility, we sought to answer the question, “What would happen if we provided the public with the same kinds of facilities scientists have, and invite them to be our collaborators?” It had already been observed that the public readily attends public science lectures, open houses at science facilities, and education programs such as star parties. It was hoped that by creating a central facility, we could build a community of people learning and doing science in a productive manner. In order to be successful, we needed to first create the facility, then test if people were coming both to learn and to do science, and finally to verify that people were doing legitimate science. During the past 18 months of operations, we have continued to work through each of these stages, as discussed talk. At this early date, progress is on-going, and much research remains to be done, but all indications show that we are on our way to building a community of people learning and doing science. During 2013-2014, a series of studies looked at the motivations of CosmoQuest users, as well as their forms of site interactions. During this talk, we will review these results, as well as the demographics of our user population.

  4. Designing a Virtual Research Facility to motivate Professional-Citizen Collaboration (Invited)

    NASA Astrophysics Data System (ADS)

    Gay, P.

    2013-12-01

    In order to handle the onslaught of data spilling from telescopes on the Earth and on orbit, CosmoQuest has created a virtual research facility that allows the public to collaborate with science teams on projects that would otherwise lack the necessary human resources. This second-generation citizen science site goes beyond asking people to click on images to also engaging them in taking classes, attending virtual seminars, and participating in virtual star parties. These features were introduced to try and expand the diversity of motivations that bring people to the project and to keep them engaged overtime - just as a research center seeks to bring a diversity of people together to work and learn over time. In creating the CosmoQuest Virtual Research Facility, we sought to answer the question, 'What would happen if we provided the public with the same kinds of facilities scientists have, and invite them to be our collaborators?' It had already been observed that the public readily attends public science lectures, open houses at science facilities, and education programs such as star parties. It was hoped that by creating a central facility, we could build a community of people learning and doing science in a productive manner. In order to be successful, we needed to first create the facility, then test if people were coming both to learn and to do science, and finally to verify that people were doing legitimate science. During the past 18 months of operations, we have continued to work through each of these stages, as discussed talk. At this early date, progress is on-going, and much research remains to be done, but all indications show that we are on our way to building a community of people learning and doing science. During 2013, a series of studies looked at the motivations of CosmoQuest users, as well as their forms of site interactions. During this talk, we will review these results, as well as the demographics of our user population.

  5. Virtual Science Museums as Learning Environments: Interaction for Education.

    ERIC Educational Resources Information Center

    Orfinger, Becky

    1998-01-01

    Explores the use of Web virtual science museums in the classroom. Discusses the educational advantages of using virtual museums for both students and teacher. Qualitative research shows that virtual museum visits can have comparable educational value to actual science-museum field trips. Lists and examines sites which support classroom…

  6. Detecting Hardware-assisted Hypervisor Rootkits within Nested Virtualized Environments

    DTIC Science & Technology

    2012-06-14

    171 130. Power on the Virtual Machine ............................................................................ 172 131. Select the Console Tab...virtualization as a tool to implement massively parallel processing machines with the goal of building increasingly powerful computers through the use of...assisted full virtualization. It supports Windows, Mac OS X, Linux, and Solaris hosts. Because it uses binary translation, it can run both 32-bit

  7. The Virtual Skeleton Database: An Open Access Repository for Biomedical Research and Collaboration

    PubMed Central

    Bonaretti, Serena; Pfahrer, Marcel; Niklaus, Roman; Büchler, Philippe

    2013-01-01

    Background Statistical shape models are widely used in biomedical research. They are routinely implemented for automatic image segmentation or object identification in medical images. In these fields, however, the acquisition of the large training datasets, required to develop these models, is usually a time-consuming process. Even after this effort, the collections of datasets are often lost or mishandled resulting in replication of work. Objective To solve these problems, the Virtual Skeleton Database (VSD) is proposed as a centralized storage system where the data necessary to build statistical shape models can be stored and shared. Methods The VSD provides an online repository system tailored to the needs of the medical research community. The processing of the most common image file types, a statistical shape model framework, and an ontology-based search provide the generic tools to store, exchange, and retrieve digital medical datasets. The hosted data are accessible to the community, and collaborative research catalyzes their productivity. Results To illustrate the need for an online repository for medical research, three exemplary projects of the VSD are presented: (1) an international collaboration to achieve improvement in cochlear surgery and implant optimization, (2) a population-based analysis of femoral fracture risk between genders, and (3) an online application developed for the evaluation and comparison of the segmentation of brain tumors. Conclusions The VSD is a novel system for scientific collaboration for the medical image community with a data-centric concept and semantically driven search option for anatomical structures. The repository has been proven to be a useful tool for collaborative model building, as a resource for biomechanical population studies, or to enhance segmentation algorithms. PMID:24220210

  8. EWall - Electronic Card Wall: Computational Support for Decision-Making in Collaborative Environments

    DTIC Science & Technology

    2007-12-17

    Support for Decision-Making in Collaborative Environments Final Report Grant Number: N000140410569 December 2007 Submitted to...4.2.1. Decision-Making Constructs in Distributed Environments ............................ 15 4.2.2. Collaborative Knowledge in Asynchronous...work environments . We developed an experimental computational environment referred to as the EWall system. The EWall system is designed to be used for

  9. Simplified Virtualization in a HEP/NP Environment with Condor

    NASA Astrophysics Data System (ADS)

    Strecker-Kellogg, W.; Caramarcu, C.; Hollowell, C.; Wong, T.

    2012-12-01

    In this work we will address the development of a simple prototype virtualized worker node cluster, using Scientific Linux 6.x as a base OS, KVM and the libvirt API for virtualization, and the Condor batch software to manage virtual machines. The discussion in this paper provides details on our experience with building, configuring, and deploying the various components from bare metal, including the base OS, creation and distribution of the virtualized OS images and the integration of batch services with the virtual machines. Our focus was on simplicity and interoperability with our existing architecture.

  10. GEARS a 3D Virtual Learning Environment and Virtual Social and Educational World Used in Online Secondary Schools

    ERIC Educational Resources Information Center

    Barkand, Jonathan; Kush, Joseph

    2009-01-01

    Virtual Learning Environments (VLEs) are becoming increasingly popular in online education environments and have multiple pedagogical advantages over more traditional approaches to education. VLEs include 3D worlds where students can engage in simulated learning activities such as Second Life. According to Claudia L'Amoreaux at Linden Lab, "at…

  11. Visual attention for a desktop virtual environment with ambient scent

    PubMed Central

    Toet, Alexander; van Schaik, Martin G.

    2013-01-01

    In the current study participants explored a desktop virtual environment (VE) representing a suburban neighborhood with signs of public disorder (neglect, vandalism, and crime), while being exposed to either room air (control group), or subliminal levels of tar (unpleasant; typically associated with burned or waste material) or freshly cut grass (pleasant; typically associated with natural or fresh material) ambient odor. They reported all signs of disorder they noticed during their walk together with their associated emotional response. Based on recent evidence that odors reflexively direct visual attention to (either semantically or affectively) congruent visual objects, we hypothesized that participants would notice more signs of disorder in the presence of ambient tar odor (since this odor may bias attention to unpleasant and negative features), and less signs of disorder in the presence of ambient grass odor (since this odor may bias visual attention toward the vegetation in the environment and away from the signs of disorder). Contrary to our expectations the results provide no indication that the presence of an ambient odor affected the participants’ visual attention for signs of disorder or their emotional response. However, the paradigm used in present study does not allow us to draw any conclusions in this respect. We conclude that a closer affective, semantic, or spatiotemporal link between the contents of a desktop VE and ambient scents may be required to effectively establish diagnostic associations that guide a user’s attention. In the absence of these direct links, ambient scent may be more diagnostic for the physical environment of the observer as a whole than for the particular items in that environment (or, in this case, items represented in the VE). PMID:24324453

  12. Visual attention for a desktop virtual environment with ambient scent.

    PubMed

    Toet, Alexander; van Schaik, Martin G

    2013-01-01

    In the current study participants explored a desktop virtual environment (VE) representing a suburban neighborhood with signs of public disorder (neglect, vandalism, and crime), while being exposed to either room air (control group), or subliminal levels of tar (unpleasant; typically associated with burned or waste material) or freshly cut grass (pleasant; typically associated with natural or fresh material) ambient odor. They reported all signs of disorder they noticed during their walk together with their associated emotional response. Based on recent evidence that odors reflexively direct visual attention to (either semantically or affectively) congruent visual objects, we hypothesized that participants would notice more signs of disorder in the presence of ambient tar odor (since this odor may bias attention to unpleasant and negative features), and less signs of disorder in the presence of ambient grass odor (since this odor may bias visual attention toward the vegetation in the environment and away from the signs of disorder). Contrary to our expectations the results provide no indication that the presence of an ambient odor affected the participants' visual attention for signs of disorder or their emotional response. However, the paradigm used in present study does not allow us to draw any conclusions in this respect. We conclude that a closer affective, semantic, or spatiotemporal link between the contents of a desktop VE and ambient scents may be required to effectively establish diagnostic associations that guide a user's attention. In the absence of these direct links, ambient scent may be more diagnostic for the physical environment of the observer as a whole than for the particular items in that environment (or, in this case, items represented in the VE).

  13. Cyberinfrastructure and Scientific Collaboration: Application of a Virtual Team Performance Framework with Potential Relevance to Education. WCER Working Paper No. 2010-12

    ERIC Educational Resources Information Center

    Kraemer, Sara; Thorn, Christopher A.

    2010-01-01

    The purpose of this exploratory study was to identify and describe some of the dimensions of scientific collaborations using high throughput computing (HTC) through the lens of a virtual team performance framework. A secondary purpose was to assess the viability of using a virtual team performance framework to study scientific collaborations using…

  14. Age differences in virtual environment and real world path integration

    PubMed Central

    Adamo, Diane E.; Briceño, Emily M.; Sindone, Joseph A.; Alexander, Neil B.; Moffat, Scott D.

    2012-01-01

    Accurate path integration (PI) requires the integration of visual, proprioceptive, and vestibular self-motion cues and age effects associated with alterations in processing information from these systems may contribute to declines in PI abilities. The present study investigated age-related differences in PI in conditions that varied as a function of available sources of sensory information. Twenty-two healthy, young (23.8 ± 3.0 years) and 16 older (70.1 ± 6.4 years) adults participated in distance reproduction and triangle completion tasks (TCTs) performed in a virtual environment (VE) and two “real world” conditions: guided walking and wheelchair propulsion. For walking and wheelchair propulsion conditions, participants wore a blindfold and wore noise-blocking headphones and were guided through the workspace by the experimenter. For the VE condition, participants viewed self-motion information on a computer monitor and used a joystick to navigate through the environment. For TCTs, older compared to younger individuals showed greater errors in rotation estimations performed in the wheelchair condition, and for rotation and distance estimations in the VE condition. Distance reproduction tasks (DRTs), in contrast, did not show any age effects. These findings demonstrate that age differences in PI vary as a function of the available sources of information and by the complexity of outbound pathway. PMID:23055969

  15. Navigating through virtual environments: visual realism improves spatial cognition.

    PubMed

    Meijer, Frank; Geudeke, Branko L; van den Broek, Egon L

    2009-10-01

    Recent advances in computer technology have significantly facilitated the use of virtual environments (VE) for small and medium enterprises (SME). However, achieving visual realism in such VE requires high investments in terms of time and effort, while its usefulness has not yet become apparent from research. Other qualities of VE, such as the use of large displays, proved its effectiveness in enhancing the individual user's spatial cognition. The current study assessed whether the same benefits apply for visual realism in VE. Thirty-two participants were divided into two groups, who explored either a photorealistic or a nonrealistic supermarket presented on a large screen. The participants were asked to navigate through the supermarket on a predetermined route. Subsequently, spatial learning was tested in four pen-and-paper tests that assessed how accurately they had memorized the route and the environment's spatial layout. The study revealed increased spatial learning from the photorealistic compared to the nonrealistic supermarket. Specifically, participants performed better on tests that involved egocentric spatial knowledge. The results suggest visual realism is useful because it increases the user's spatial knowledge in the VE. Therefore, the current study provides clear evidence that it is worthwhile for SME to invest in achieving visual realism in VE.

  16. Impact of Virtual Environments on Sensorimotor Coordination and User Safety

    NASA Technical Reports Server (NTRS)

    Harm, Deborah L.; Taylor, Laura C.; Kennedy, Robert S.; Reschke, Millard F.

    2011-01-01

    One critical unresolved issue related to the safe use of virtual environments (VEs) is maladaptive sensorimotor coordination following exposure to VEs. Moving visual displays used in VEs, especially in the absence of concordant vestibular signals leads to adaptive responses during VE exposure, but maladaptive responses following return to the normal environment. In the current set of investigations, we examined the effect of HMD and dome VE displays on eye-head-hand coordination, gaze holding and postural equilibrium. Subjects (61) performed a navigation and a pick and place task. Further, we compared 30 min and 60 min exposures across 3 days (each separated by 1 day). A subset of these results will be presented. In general, we found significant decrements in all three measures following exposure to the VEs. In addition, we found that these disturbances generally recovered within 1-2 hrs and decreased across days. These findings suggest the need for post-VE monitoring of sensorimotor coordination and for developing a set of recommendations for users concerning activities that are safe to engage in following use of a VE.

  17. A Knowledge Portal and Collaboration Environment for the Earth Sciences

    NASA Astrophysics Data System (ADS)

    D'Agnese, F. A.

    2008-12-01

    Earth Knowledge is developing a web-based 'Knowledge Portal and Collaboration Environment' that will serve as the information-technology-based foundation of a modular Internet-based Earth-Systems Monitoring, Analysis, and Management Tool. This 'Knowledge Portal' is essentially a 'mash- up' of web-based and client-based tools and services that support on-line collaboration, community discussion, and broad public dissemination of earth and environmental science information in a wide-area distributed network. In contrast to specialized knowledge-management or geographic-information systems developed for long- term and incremental scientific analysis, this system will exploit familiar software tools using industry standard protocols, formats, and APIs to discover, process, fuse, and visualize existing environmental datasets using Google Earth and Google Maps. An early form of these tools and services is being used by Earth Knowledge to facilitate the investigations and conversations of scientists, resource managers, and citizen-stakeholders addressing water resource sustainability issues in the Great Basin region of the desert southwestern United States. These ongoing projects will serve as use cases for the further development of this information-technology infrastructure. This 'Knowledge Portal' will accelerate the deployment of Earth- system data and information into an operational knowledge management system that may be used by decision-makers concerned with stewardship of water resources in the American Desert Southwest.

  18. EEVEE: the Empathy-Enhancing Virtual Evolving Environment

    PubMed Central

    Jackson, Philip L.; Michon, Pierre-Emmanuel; Geslin, Erik; Carignan, Maxime; Beaudoin, Danny

    2015-01-01

    Empathy is a multifaceted emotional and mental faculty that is often found to be affected in a great number of psychopathologies, such as schizophrenia, yet it remains very difficult to measure in an ecological context. The challenge stems partly from the complexity and fluidity of this social process, but also from its covert nature. One powerful tool to enhance experimental control over such dynamic social interactions has been the use of avatars in virtual reality (VR); information about an individual in such an interaction can be collected through the analysis of his or her neurophysiological and behavioral responses. We have developed a unique platform, the Empathy-Enhancing Virtual Evolving Environment (EEVEE), which is built around three main components: (1) different avatars capable of expressing feelings and emotions at various levels based on the Facial Action Coding System (FACS); (2) systems for measuring the physiological responses of the observer (heart and respiration rate, skin conductance, gaze and eye movements, facial expression); and (3) a multimodal interface linking the avatar's behavior to the observer's neurophysiological response. In this article, we provide a detailed description of the components of this innovative platform and validation data from the first phases of development. Our data show that healthy adults can discriminate different negative emotions, including pain, expressed by avatars at varying intensities. We also provide evidence that masking part of an avatar's face (top or bottom half) does not prevent the detection of different levels of pain. This innovative and flexible platform provides a unique tool to study and even modulate empathy in a comprehensive and ecological manner in various populations, notably individuals suffering from neurological or psychiatric disorders. PMID:25805983

  19. Generic robotic kinematic generator for virtual environment interfaces

    NASA Astrophysics Data System (ADS)

    Flueckiger, Lorenzo; Piguet, Laurent; Baur, Charles

    1996-12-01

    The expansion of robotic systems' performance, as well as the need for such machines to work in complex environments (hazardous, small, distant, etc.), involves the need for user interfaces which permit efficient teleoperation. Virtual Reality based interfaces provide the user with a new method for robot task planning and control: he or she can define tasks in a very intuitive way by interacting with a 3D computer generated representation of the world, which is continuously updated thanks to multiple sensors fusion and analysis. The Swiss Federal Institute of Technology has successfully tested different kinds of teleoperations. In the early 90s, a transatlantic teleoperation of a conventional robot manipulator with a vision feedback system to update the virtual world was achieved. This approach was then extended to perform teleoperation of several mobile robots (Khepera, Koala) as well as to control microrobots used for microsystems' assembly in the micrometer range. One of the problems encountered with such an approach is the necessity to program a specific kinematic algorithm for each kind of manipulator. To provide a more general solution, we started a project aiming at the design of a 'kinematic generator' (CINEGEN) for the simulation of generic serial and parallel mechanical chains. With CINEGEN, each manipulator is defined with an ascii file description and its attached graphics files; inserting a new manipulator simply requires a new description file, and none of the existing tools require modification. To have a real time behavior, we have chosen a numerical method based on the pseudo-Jacobian method to generate the inverse kinematics of the robot. The results obtained with an object-oriented implementation on a graphic workstation are presented in this paper.

  20. Holos: A collaborative environment for similarity-based holistic approaches.

    PubMed

    Lê, Tâm Minh; Brard, Margot; Lê, Sébastien

    2016-09-08

    Through this article, we aim to introduce Holos-a new collaborative environment that allows researchers to carry out experiments based on similarity assessments between stimuli, such as in projective-mapping and sorting tasks. An important feature of Holos is its capacity to assess real-time individual processes during the task. Within the Holos environment, researchers can design experiments on its platform, which can handle four kinds of stimuli: concepts, images, sounds, and videos. In addition, researchers can share their study resources within the scientific community, including stimuli, experimental protocols, and/or the data collected. With a dedicated Android application combined with a tactile human-machine interface, subjects can perform experiments using a tablet to obtain similarity measures between stimuli. On the tablet, the stimuli are displayed as icons that can be dragged with one finger to position them, depending on the ways they are perceived. By recording the x,y coordinates of the stimuli while subjects move the icons, the obtained data can reveal the cognitive processes of the subjects during the experiment. Such data, named digit-tracking data, can be analyzed with the SensoMineR package. In this article, we describe how researchers can design an experiment, how subjects can perform the experiment, and how digit-tracking data can be statistically analyzed within the Holos environment. At the end of the article, a short exemplary experiment is presented.

  1. CaveCAD: a tool for architectural design in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Schulze, Jürgen P.; Hughes, Cathleen E.; Zhang, Lelin; Edelstein, Eve; Macagno, Eduardo

    2014-02-01

    Existing 3D modeling tools were designed to run on desktop computers with monitor, keyboard and mouse. To make 3D modeling possible with mouse and keyboard, many 3D interactions, such as point placement or translations of geometry, had to be mapped to the 2D parameter space of the mouse, possibly supported by mouse buttons or keyboard keys. We hypothesize that had the designers of these existing systems had been able to assume immersive virtual reality systems as their target platforms, they would have been able to design 3D interactions much more intuitively. In collaboration with professional architects, we created a simple, but complete 3D modeling tool for virtual environments from the ground up and use direct 3D interaction wherever possible and adequate. In this publication, we present our approaches for interactions for typical 3D modeling functions, such as geometry creation, modification of existing geometry, and assignment of surface materials. We also discuss preliminary user experiences with this system.

  2. Students' Collective Knowledge Construction in the Virtual Learning Environment ""ToLigado"--Your School Interactive Newspaper"

    ERIC Educational Resources Information Center

    Passarelli, Brasilina

    2008-01-01

    Introduction: The ToLigado Project--Your School Interactive Newspaper is an interactive virtual learning environment conceived, developed, implemented and supported by researchers at the School of the Future Research Laboratory of the University of Sao Paulo, Brazil. Method: This virtual learning environment aims to motivate trans-disciplinary…

  3. Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments

    ERIC Educational Resources Information Center

    Lukman, Rebeka; Krajnc, Majda

    2012-01-01

    This paper identifies the commonalities and differences within non-traditional learning methods regarding virtual and real-world environments. The non-traditional learning methods in real-world have been introduced within the following courses: Process Balances, Process Calculation, and Process Synthesis, and within the virtual environment through…

  4. A Model Supported Interactive Virtual Environment for Natural Resource Sharing in Environmental Education

    ERIC Educational Resources Information Center

    Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S.

    2013-01-01

    This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…

  5. An Examination of Usability of a Virtual Environment for Students Enrolled in a College of Agriculture

    ERIC Educational Resources Information Center

    Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W.

    2014-01-01

    Educational technology continues to expand with multi-user virtual environments (e.g., Second Life™) being the latest technology. Understanding a virtual environment's usability can enhance educational planning and effective use. Usability includes the interaction quality between an individual and the item being assessed. The purpose was to assess…

  6. Learning Relative Motion Concepts in Immersive and Non-Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria

    2013-01-01

    The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…

  7. Prospective Teachers' Likelihood of Performing Unethical Behaviors in the Real and Virtual Environments

    ERIC Educational Resources Information Center

    Akdemir, Ömür; Vural, Ömer F.; Çolakoglu, Özgür M.

    2015-01-01

    Individuals act different in virtual environment than real life. The primary purpose of this study is to investigate the prospective teachers' likelihood of performing unethical behaviors in the real and virtual environments. Prospective teachers are surveyed online and their perceptions have been collected for various scenarios. Findings revealed…

  8. Using SOLO to Evaluate an Educational Virtual Environment in a Technology Education Setting

    ERIC Educational Resources Information Center

    Padiotis, Ioannis; Mikropoulos, Tassos A.

    2010-01-01

    The present research investigates the contribution of an interactive educational virtual environment on milk pasteurization to the learning outcomes of 40 students in a technical secondary school using SOLO taxonomy. After the interaction with the virtual environment the majority of the students moved to higher hierarchical levels of understanding…

  9. Design of Virtual Environments for the Comprehension of Planetary Phenomena Based on Students' Ideas.

    ERIC Educational Resources Information Center

    Bakas, Christos; Mikropoulos, Tassos A.

    2003-01-01

    Explains the design and development of an educational virtual environment to support the teaching of planetary phenomena, particularly the movements of Earth and the sun, day and night cycle, and change of seasons. Uses an interactive, three-dimensional (3D) virtual environment. Initial results show that the majority of students enthused about…

  10. Design and Implementation of an Intelligent Virtual Environment for Improving Speaking and Listening Skills

    ERIC Educational Resources Information Center

    Hassani, Kaveh; Nahvi, Ali; Ahmadi, Ali

    2016-01-01

    In this paper, we present an intelligent architecture, called intelligent virtual environment for language learning, with embedded pedagogical agents for improving listening and speaking skills of non-native English language learners. The proposed architecture integrates virtual environments into the Intelligent Computer-Assisted Language…

  11. The Impact of Student Activity in a Virtual Learning Environment on Their Final Mark

    ERIC Educational Resources Information Center

    Mogus, Ana M.; Djurdjevic, Ivana; Suvak, Nenad

    2012-01-01

    By studying the use of a virtual learning environment, many have focused on automatically logged web data in order to detect factors that enhance students' use of the virtual learning environment and that may impact their productive and efficient learning via this means. Following their footsteps, the aim of this research is to examine data…

  12. Haptic Perception of Edge Sharpness in Real and Virtual Environments.

    PubMed

    Park, Jaeyoung; Provancher, William; Tan, Hong Z

    2016-09-21

    We investigate the accuracy with which the haptic sharpness perception of a virtual edge is matched to that of a real edge and the effect of the virtual surface stiffness on the match. The perceived sharpness of virtual edges was estimated in terms of the point of subjective equality (PSE) when participants matched the sharpness of virtual edges to that of real edges with a radius of 0.5, 2.5 and 12.5 mm over a virtual stiffness range of 0.6 to 3.0 N/mm. The perceived sharpness of a real and a virtual edge of the same radius was significantly different under all but one of the experimental conditions and there was a significant effect of virtual surface stiffness on the accuracy of the match. The results suggest that the latter is presumably due to a constant penetration force employed by the participants that influenced the penetration depth and perceived sharpness of virtual edges at different surface stiffness levels. Our findings provide quantitative relations for appropriately offsetting the radii of virtual edges in order to achieve the desired perceived sharpness of virtual edges.

  13. Prototyping an in-field collaborative environment for landscape decision support by linking GIS with a game engine

    NASA Astrophysics Data System (ADS)

    Chen, Tao; Stock, Christian; Bishop, Ian D.; O'Connor, Alice N.

    2006-10-01

    With public environmental awareness increasing, there are growing prospects for access to real-time data anytime and everywhere for decision support involving multiple users not only office-based but also remotely. This paper describes the development of a prototype system implementing an in-field collaborative visualisation environment in order to facilitate decision support in landscape planning and environmental management. Our initial development is based on live linking GIS with a fully immersive collaborative virtual decision environment which uses the commercial low-cost Torque Game Engine (TGE, www.garagegames.com). Game engines provide efficient image rendering, a built-in editor for interactive processing of terrain surface features and, in particular, sophisticated and robust client/server networked functionality for multi-user access. Anticipated research activities include the development of an interfacing Augmented Reality (AR) extension to the system, terrain feature library establishment and the deployment of a pilot project including in field mobile observation.

  14. Enhancing the Quality of E-Learning in Virtual Learning Communities by Finding Quality Learning Content and Trustworthy Collaborators

    ERIC Educational Resources Information Center

    Yang, Stephen J. H.; Chen, Irene Y. L.; Kinshuk; Chen, Nian-Shing

    2007-01-01

    Virtual learning communities encourage members to learn and contribute knowledge. However, knowledge sharing requires mutual-trust collaboration between learners and the contribution of quality knowledge. This task cannot be accomplished by simply storing learning content in repositories. It requires a mechanism to help learners find relevant…

  15. The recommender system for virtual items in MMORPGs based on a novel collaborative filtering approach

    NASA Astrophysics Data System (ADS)

    Li, S. G.; Shi, L.

    2014-10-01

    The recommendation system for virtual items in massive multiplayer online role-playing games (MMORPGs) has aroused the interest of researchers. Of the many approaches to construct a recommender system, collaborative filtering (CF) has been the most successful one. However, the traditional CFs just lure customers into the purchasing action and overlook customers' satisfaction, moreover, these techniques always suffer from low accuracy under cold-start conditions. Therefore, a novel collaborative filtering (NCF) method is proposed to identify like-minded customers according to the preference similarity coefficient (PSC), which implies correlation between the similarity of customers' characteristics and the similarity of customers' satisfaction level for the product. Furthermore, the analytic hierarchy process (AHP) is used to determine the relative importance of each characteristic of the customer and the improved ant colony optimisation (IACO) is adopted to generate the expression of the PSC. The IACO creates solutions using the Markov random walk model, which can accelerate the convergence of algorithm and prevent prematurity. For a target customer whose neighbours can be found, the NCF can predict his satisfaction level towards the suggested products and recommend the acceptable ones. Under cold-start conditions, the NCF will generate the recommendation list by excluding items that other customers prefer.

  16. Collaborative Scheduling Using JMS in a Mixed Java and .NET Environment

    NASA Technical Reports Server (NTRS)

    Wang, Yeou-Fang; Wax, Allan; Lam, Ray; Baldwin, John; Borden, Chet

    2006-01-01

    A viewgraph presentation to demonstrate collaborative scheduling using Java Message Service (JMS) in a mixed Java and .Net environment is given. The topics include: 1) NASA Deep Space Network scheduling; 2) Collaborative scheduling concept; 3) Distributed computing environment; 4) Platform concerns in a distributed environment; 5) Messaging and data synchronization; and 6) The prototype.

  17. Visualization of CFD Results in Immersive Virtual Environments

    NASA Technical Reports Server (NTRS)

    Wasfy, Tamer M.; Noor Ahmed K.

    2001-01-01

    An object-oriented event-driven immersive virtual environment (VE) is described for the visualization of computational fluid dynamics (CFD) results. The VE incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. The fluid domain is discretized using either a multi-block structured grid or an unstructured finite element mesh. The VE allows natural 'fly-through' visualization of the model, the CFD grid, and the model's surroundings. In order to help visualize the flow and its effects on the model, the VE incorporates the following objects: stream objects (lines, surface-restricted lines. ribbons. and volumes); colored surfaces; elevation surfaces; surface arrows; global and local iso-surfaces; vortex cores; and separation/attachment surfaces and lines. Most of these objects can be used for dynamically probing the flow. Particles and arrow animations can be displayed on top of stream objects. Primitive response quantities as well as derived quantities can be used. A recursive tree search algorithm is used for real-time point and value search in the CFD grid.

  18. Discriminability of Prediction Artifacts in a Time Delayed Virtual Environment

    NASA Technical Reports Server (NTRS)

    Adelstein, Bernard D.; Jung, Jae Y.; Ellis, Stephen R.

    2001-01-01

    Overall latency remains an impediment to perceived image stability and consequently to human performance in virtual environment (VE) systems. Predictive compensators have been proposed as a means to mitigate these shortcomings, but they introduce rendering errors because of induced motion overshoot and heightened noise. Discriminability of these compensator artifacts was investigated by a protocol in which head tracked image stability for 35 ms baseline VE system latency was compared against artificially added (16.7 to 100 ms) latency compensated by a previously studied Kalman Filter (K-F) predictor. A control study in which uncompensated 16.7 to 100 ms latencies were compared against the baseline was also performed. Results from 10 subjects in the main study and 8 in the control group indicate that predictive compensation artifacts are less discernible than the disruptions of uncompensated time delay for the shorter but not the longer added latencies. We propose that noise magnification and overshoot are contributory cues to the presence of predictive compensation.

  19. [The virtual environment of a research group: the tutors' perspective].

    PubMed

    Prado, Cláudia; Casteli, Christiane Pereira Martins; Lopes, Tania Oliveira; Kobayashi, Rika M; Peres, Heloísa Helena Ciqueto; Leite, Maria Madalena Januário

    2012-02-01

    The Grupo de Estudos e Pesquisas de Tecnologia da Informação nos Processos de Trabalho em Enfermagem (Study and Research Group for Information Technology in the Nursing Working Processes, GEPETE) has the purpose of producing and socializing knowledge in information technology and health and nursing communication, making associations with research groups in this field and promoting student participation. This study was performed by the group tutors with the objective to report on the development of the virtual learning environment (VLE) and the tutors' experience as mediators of a research group using the Moodle platform. To do this, a VLE was developed and pedagogical mediation was performed following the theme of mentoring. An initial diagnosis was made of the difficulties in using this technology in interaction and communication, which permitted the proposal of continuing to use the platform as a resource to support research activities, offer lead researchers the mechanisms to socialize projects and offer the possibility of giving advice at a distance.

  20. A Computational Workbench Environment For Virtual Power Plant Simulation

    SciTech Connect

    Bockelie, Michael J.; Swensen, David A.; Denison, Martin K.; Sarofim, Adel F.

    2001-11-06

    In this paper we describe our progress toward creating a computational workbench for performing virtual simulations of Vision 21 power plants. The workbench provides a framework for incorporating a full complement of models, ranging from simple heat/mass balance reactor models that run in minutes to detailed models that can require several hours to execute. The workbench is being developed using the SCIRun software system. To leverage a broad range of visualization tools the OpenDX visualization package has been interfaced to the workbench. In Year One our efforts have focused on developing a prototype workbench for a conventional pulverized coal fired power plant. The prototype workbench uses a CFD model for the radiant furnace box and reactor models for downstream equipment. In Year Two and Year Three, the focus of the project will be on creating models for gasifier based systems and implementing these models into an improved workbench. In this paper we describe our work effort for Year One and outline our plans for future work. We discuss the models included in the prototype workbench and the software design issues that have been addressed to incorporate such a diverse range of models into a single software environment. In addition, we highlight our plans for developing the energyplex based workbench that will be developed in Year Two and Year Three.