Sample records for collaborative virtual geographic

  1. Realistic terrain visualization based on 3D virtual world technology

    NASA Astrophysics Data System (ADS)

    Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai

    2009-09-01

    The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.

  2. Realistic terrain visualization based on 3D virtual world technology

    NASA Astrophysics Data System (ADS)

    Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai

    2010-11-01

    The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.

  3. 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…

  4. 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.

  5. 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.

  6. The Geography of Virtual Questioning

    ERIC Educational Resources Information Center

    Mon, Lorri; Bishop, Bradley Wade; McClure, Charles R.; McGilvray, Jessica; Most, Linda; Milas, Theodore Patrick; Snead, John T.

    2009-01-01

    This article explores the geography of virtual questioning by using geographic information systems to study activity within the Florida Electronic Library "Ask a Librarian" collaborative chat service. Researchers mapped participating libraries throughout the state of Florida that served as virtual "entry portals" for users as…

  7. Parameters for Successful Management of Cross Cultural Virtual Teams

    ERIC Educational Resources Information Center

    Gullett, Evelyn; Sixl-Daniell, Karin

    2008-01-01

    Virtual teams are a common phenomenon in organizations today. Universities are no exception to this trend and, in response, are offering class rooms without boundaries by introducing online programs which allow individuals from all walks of life and diverse geographical locations to come together. Cross-cultural virtual teams, collaborating with…

  8. 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.

  9. Using Wikis to Investigate Communication, Collaboration and Engagement in Capstone Engineering Design Projects

    ERIC Educational Resources Information Center

    Berthoud, L.; Gliddon, J.

    2018-01-01

    In today's global Aerospace industry, virtual workspaces are commonly used for collaboration between geographically distributed multidisciplinary teams. This study investigated the use of wikis to look at communication, collaboration and engagement in 'Capstone' team design projects at the end of an engineering degree. Wikis were set up for teams…

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

    NASA Astrophysics Data System (ADS)

    Zhan, Yihong; Bai, Yu; Liu, Ziheng

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

  11. Virtual Organizations: Trends and Models

    NASA Astrophysics Data System (ADS)

    Nami, Mohammad Reza; Malekpour, Abbaas

    The Use of ICT in business has changed views about traditional business. With VO, organizations with out physical, geographical, or structural constraint can collaborate with together in order to fulfill customer requests in a networked environment. This idea improves resource utilization, reduces development process and costs, and saves time. Virtual Organization (VO) is always a form of partnership and managing partners and handling partnerships are crucial. Virtual organizations are defined as a temporary collection of enterprises that cooperate and share resources, knowledge, and competencies to better respond to business opportunities. This paper presents an overview of virtual organizations and main issues in collaboration such as security and management. It also presents a number of different model approaches according to their purpose and applications.

  12. 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…

  13. Grounding Service-Learning in the Digital Age: Exploring a Virtual Sense of Geographic Place through Online Collaborative Mapping and Mixed Media

    ERIC Educational Resources Information Center

    Sandy, Marie G.; Franco, Zeno E.

    2014-01-01

    A sense of place has been an integral part of service-learning since the field's inception; it describes one's attachment to a particular geographic place and is often a precursor to engaging in action to care for localities and their inhabitants. But practicing service-learning in online environments requires reconsidering this core value. Should…

  14. Informatics for neglected diseases collaborations.

    PubMed

    Bost, Frederic; Jacobs, Robert T; Kowalczyk, Paul

    2010-05-01

    Many different public and private organizations from across the globe are collaborating on neglected diseases drug-discovery and development projects with the aim of identifying a cure for tropical infectious diseases. These neglected diseases collaborations require a global, secure, multi-organization data-management solution, combined with a platform that facilitates communication and supports collaborative work. This review discusses the solutions offered by 'Software as a Service' (SaaS) web-based platforms, despite notable challenges, and the evolution of these platforms required to foster efficient virtual research efforts by geographically dispersed scientists.

  15. Enabling Research without Geographical Boundaries via Collaborative Research Infrastructures

    NASA Astrophysics Data System (ADS)

    Gesing, S.

    2016-12-01

    Collaborative research infrastructures on global scale for earth and space sciences face a plethora of challenges from technical implementations to organizational aspects. Science gateways - also known as virtual research environments (VREs) or virtual laboratories - address part of such challenges by providing end-to-end solutions to aid researchers to focus on their specific research questions without the need to become acquainted with the technical details of the complex underlying infrastructures. In general, they provide a single point of entry to tools and data irrespective of organizational boundaries and thus make scientific discoveries easier and faster. The importance of science gateways has been recognized on national as well as on international level by funding bodies and by organizations. For example, the US NSF has just funded a Science Gateways Community Institute, which offers support, consultancy and open accessible software repositories for users and developers; Horizon 2020 provides funding for virtual research environments in Europe, which has led to projects such as VRE4EIC (A Europe-wide Interoperable Virtual Research Environment to Empower Multidisciplinary Research Communities and Accelerate Innovation and Collaboration); national or continental research infrastructures such as XSEDE in the USA, Nectar in Australia or EGI in Europe support the development and uptake of science gateways; the global initiatives International Coalition on Science Gateways, the RDA Virtual Research Environment Interest Group as well as the IEEE Technical Area on Science Gateways have been founded to provide global leadership on future directions for science gateways in general and facilitate awareness for science gateways. This presentation will give an overview on these projects and initiatives aiming at supporting domain researchers and developers with measures for the efficient creation of science gateways, for increasing their usability and sustainability under consideration of the breadth of topics in the context of science gateways. It will go into detail for the challenges the community faces for collaborative research on global scale without geographical boundaries and will provide suggestions for further enhancing the outreach to domain researchers.

  16. 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/product lifecycle - concept development, proposal preparation, and formulation. The VMOC-CE expands the application of the VSDE into the operations portion of the system lifecycle. It will enable meaningful and real-time collaboration regardless of the geographical distribution of project team members. Team members will be able to interact in satellite operations, specifically for resolving anomalies, through access to a desktop computer and the Internet. Mission Operations Management will be able to participate and monitor up to the minute status of anomalies or other mission operations issues. In this paper we present the VMOC-CE project, system capabilities, and technologies.

  17. The Virtual Environmental Microbiology Center - A Social Network for Enhanced Communication between Water Researchers and Policy Makers

    EPA Science Inventory

    Effective communication within and between organizations involved in research and policy making activities is essential. Sharing information across organizational and geographic boundaries can also facilitate coordination and collaboration, promote a better understanding of tech...

  18. A Framework for Web-Based Interprofessional Education for Midwifery and Medical Students.

    PubMed

    Reis, Pamela J; Faser, Karl; Davis, Marquietta

    2015-01-01

    Scheduling interprofessional team-based activities for health sciences students who are geographically dispersed, with divergent and often competing schedules, can be challenging. The use of Web-based technologies such as 3-dimensional (3D) virtual learning environments in interprofessional education is a relatively new phenomenon, which offers promise in helping students come together in online teams when face-to-face encounters are not possible. The purpose of this article is to present the experience of a nurse-midwifery education program in a Southeastern US university in delivering Web-based interprofessional education for nurse-midwifery and third-year medical students utilizing the Virtual Community Clinic Learning Environment (VCCLE). The VCCLE is a 3D, Web-based, asynchronous, immersive clinic environment into which students enter to meet and interact with instructor-controlled virtual patient and virtual preceptor avatars and then move through a classic diagnostic sequence in arriving at a plan of care for women throughout the lifespan. By participating in the problem-based management of virtual patients within the VCCLE, students learn both clinical competencies and competencies for interprofessional collaborative practice, as described by the Interprofessional Education Collaborative Core Competencies for Interprofessional Collaborative Practice. This article is part of a special series of articles that address midwifery innovations in clinical practice, education, interprofessional collaboration, health policy, and global health. © 2015 by the American College of Nurse-Midwives.

  19. The development of a collaborative virtual environment for finite element simulation

    NASA Astrophysics Data System (ADS)

    Abdul-Jalil, Mohamad Kasim

    Communication between geographically distributed designers has been a major hurdle in traditional engineering design. Conventional methods of communication, such as video conferencing, telephone, and email, are less efficient especially when dealing with complex design models. Complex shapes, intricate features and hidden parts are often difficult to describe verbally or even using traditional 2-D or 3-D visual representations. Virtual Reality (VR) and Internet technologies have provided a substantial potential to bridge the present communication barrier. VR technology allows designers to immerse themselves in a virtual environment to view and manipulate this model just as in real-life. Fast Internet connectivity has enabled fast data transfer between remote locations. Although various collaborative virtual environment (CVE) systems have been developed in the past decade, they are limited to high-end technology that is not accessible to typical designers. The objective of this dissertation is to discover and develop a new approach to increase the efficiency of the design process, particularly for large-scale applications wherein participants are geographically distributed. A multi-platform and easily accessible collaborative virtual environment (CVRoom), is developed to accomplish the stated research objective. Geographically dispersed designers can meet in a single shared virtual environment to discuss issues pertaining to the engineering design process and to make trade-off decisions more quickly than before, thereby speeding the entire process. This 'faster' design process will be achieved through the development of capabilities to better enable the multidisciplinary and modeling the trade-off decisions that are so critical before launching into a formal detailed design. The features of the environment developed as a result of this research include the ability to view design models, use voice interaction, and to link engineering analysis modules (such as Finite Element Analysis module, such as is demonstrated in this work). One of the major issues in developing a CVE system for engineering design purposes is to obtain any pertinent simulation results in real-time. This is critical so that the designers can make decisions based on these results quickly. For example, in a finite element analysis, if a design model is changed or perturbed, the analysis results must be obtained in real-time or near real-time to make the virtual meeting environment realistic. In this research, the finite difference-based Design Sensitivity Analysis (DSA) approach is employed to approximate structural responses (i.e. stress, displacement, etc), so as to demonstrate the applicability of CVRoom for engineering design trade-offs. This DSA approach provides for fast approximation and is well-suited for the virtual meeting environment where fast response time is required. The DSA-based approach is tested on several example test problems to show its applicability and limitations. This dissertation demonstrates that an increase in efficiency and reduction of time required for a complex design processing can be accomplished using the approach developed in this dissertation research. Several implementations of CVRoom by students working on common design tasks were investigated. All participants confirmed the preference of using the collaborative virtual environment developed in this dissertation work (CVRoom) over other modes of interactions. It is proposed here that CVRoom is representative of the type of collaborative virtual environment that will be used by most designers in the future to reduce the time required in a design cycle and thereby reduce the associated cost.

  20. Cross-Border Student Collaborations: Opportunities for Videoconferencing

    ERIC Educational Resources Information Center

    Scovotti, Carol; Spiller, Lisa D.

    2011-01-01

    Globalization has prompted businesses to adopt burgeoning technologies that support the efforts of distributed teams. This project unites students from geographically dispersed master's-level programs on two continents. Using videoconferencing, virtual workspace, telephone, and e-mail, MBA students at a U.S. university teamed with students from…

  1. Using Cloud Collaboration for Writing Assignments by Students with Disabilities: A Case Study Using Action Research

    ERIC Educational Resources Information Center

    Keane, Kjrsten; Russell, Miriam

    2014-01-01

    Though separated by geographical distance, a student with disabilities, his advisor, and his writing coach consorted in the Cloud using Google applications to achieve a writing goal. Our scenario demonstrates how emerging technologies can bridge transactional distance and "virtually" supplant face-to-face conferencing around a college…

  2. 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 same geometric model simultaneously over the Internet and communicate with each other through a chat room. They can also conduct finite element analysis collaboratively on the same object over the Internet. They can mesh the same object, apply and edit the same boundary conditions and forces, obtain the same analysis results, and then discuss the results through the Internet.

  3. Surgical model-view-controller simulation software framework for local and collaborative applications

    PubMed Central

    Sankaranarayanan, Ganesh; Halic, Tansel; Arikatla, Venkata Sreekanth; Lu, Zhonghua; De, Suvranu

    2010-01-01

    Purpose Surgical simulations require haptic interactions and collaboration in a shared virtual environment. A software framework for decoupled surgical simulation based on a multi-controller and multi-viewer model-view-controller (MVC) pattern was developed and tested. Methods A software framework for multimodal virtual environments was designed, supporting both visual interactions and haptic feedback while providing developers with an integration tool for heterogeneous architectures maintaining high performance, simplicity of implementation, and straightforward extension. The framework uses decoupled simulation with updates of over 1,000 Hz for haptics and accommodates networked simulation with delays of over 1,000 ms without performance penalty. Results The simulation software framework was implemented and was used to support the design of virtual reality-based surgery simulation systems. The framework supports the high level of complexity of such applications and the fast response required for interaction with haptics. The efficacy of the framework was tested by implementation of a minimally invasive surgery simulator. Conclusion A decoupled simulation approach can be implemented as a framework to handle simultaneous processes of the system at the various frame rates each process requires. The framework was successfully used to develop collaborative virtual environments (VEs) involving geographically distributed users connected through a network, with the results comparable to VEs for local users. PMID:20714933

  4. Surgical model-view-controller simulation software framework for local and collaborative applications.

    PubMed

    Maciel, Anderson; Sankaranarayanan, Ganesh; Halic, Tansel; Arikatla, Venkata Sreekanth; Lu, Zhonghua; De, Suvranu

    2011-07-01

    Surgical simulations require haptic interactions and collaboration in a shared virtual environment. A software framework for decoupled surgical simulation based on a multi-controller and multi-viewer model-view-controller (MVC) pattern was developed and tested. A software framework for multimodal virtual environments was designed, supporting both visual interactions and haptic feedback while providing developers with an integration tool for heterogeneous architectures maintaining high performance, simplicity of implementation, and straightforward extension. The framework uses decoupled simulation with updates of over 1,000 Hz for haptics and accommodates networked simulation with delays of over 1,000 ms without performance penalty. The simulation software framework was implemented and was used to support the design of virtual reality-based surgery simulation systems. The framework supports the high level of complexity of such applications and the fast response required for interaction with haptics. The efficacy of the framework was tested by implementation of a minimally invasive surgery simulator. A decoupled simulation approach can be implemented as a framework to handle simultaneous processes of the system at the various frame rates each process requires. The framework was successfully used to develop collaborative virtual environments (VEs) involving geographically distributed users connected through a network, with the results comparable to VEs for local users.

  5. The Bridge: Experiments in Science and Art, Experiences from the 2017 SciArt Center Cross-Disciplinary Residency Program

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Chalmers, R.; Buntaine, J.

    2017-12-01

    Cross-disciplinary programs create the opportunity to explore new realms for scientists and artists alike. Through the collaborative process, artistic insights enable innovative approaches to emotionally connect to and visualize the world around us. Likewise, engagement across the art-science spectrum can lead to shifts in scientific thinking that create new connections in data and drive discoveries in research. The SciArt Center "The Bridge Residency Program" is a four-month long virtual residency open internationally for professionals in the arts and sciences to facilitate cross-disciplinary work and to bring together like-minded participants. The SciArt Center provides a virtual space to record and showcase the process and products of each collaboration. The work is facilitated with biweekly Skype calls and documented with weekly blog posts. Residents create either digital or physical products and share via video, images, or direct mailing with their collaborators. Past projects have produced call and response discussion, websites, skills and conference presentations, science-art studies, virtual exhibits, art shows, dance performances, and research exchange. Here we present the creative process and outcomes of one of the four collaborative teams selected for the 2017 residency. Jill Shipman, a Ph.D. Candidate in Volcanology who is also active in filmmaking and theatrical productions and Rosemary Chalmers, a UK-based lecturer, concept artist, and illustrator with a specialty in creature design. They were paired together for their shared interest in storytelling, illustration, and unique geological and environmental habitats and the life that occupies them. We will discuss the collaborative project developed by this team during their recent residency and illustrate how a virtual program can bridge the distance between geographical location to foster science and art collaboration. To follow the progress of the residency please visit: http://www.sciartcenter.org/the-bridge.html

  6. Virtual collaboration in the online educational setting: a concept analysis.

    PubMed

    Breen, Henny

    2013-01-01

    This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers' method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning, and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support, and web-based technology is required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others. A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogical tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice. © 2013 Wiley Periodicals, Inc.

  7. A National Virtual Specimen Database for Early Cancer Detection

    NASA Technical Reports Server (NTRS)

    Crichton, Daniel; Kincaid, Heather; Kelly, Sean; Thornquist, Mark; Johnsey, Donald; Winget, Marcy

    2003-01-01

    Access to biospecimens is essential for enabling cancer biomarker discovery. The National Cancer Institute's (NCI) Early Detection Research Network (EDRN) comprises and integrates a large number of laboratories into a network in order to establish a collaborative scientific environment to discover and validate disease markers. The diversity of both the institutions and the collaborative focus has created the need for establishing cross-disciplinary teams focused on integrating expertise in biomedical research, computational and biostatistics, and computer science. Given the collaborative design of the network, the EDRN needed an informatics infrastructure. The Fred Hutchinson Cancer Research Center, the National Cancer Institute,and NASA's Jet Propulsion Laboratory (JPL) teamed up to build an informatics infrastructure creating a collaborative, science-driven research environment despite the geographic and morphology differences of the information systems that existed within the diverse network. EDRN investigators identified the need to share biospecimen data captured across the country managed in disparate databases. As a result, the informatics team initiated an effort to create a virtual tissue database whereby scientists could search and locate details about specimens located at collaborating laboratories. Each database, however, was locally implemented and integrated into collection processes and methods unique to each institution. This meant that efforts to integrate databases needed to be done in a manner that did not require redesign or re-implementation of existing system

  8. Strengthening Cultural Competence in Prenatal Care With a Virtual Community: Building Capacity Through Collaboration.

    PubMed

    Weideman, Yvonne L; Young, Lisa; Lockhart, Joan Such; Grund, Faye J; Fridline, Mark M; Panas, Marie

    2016-01-01

    The purpose of this project was to design, implement, and evaluate a virtual simulation experience (VSE) facilitating student access to diverse cultures and strengthening their ability to provide culturally congruent care. Faculty from two universities collaborated in designing a pre/postnatal VSE with African American and Amish patients. Students viewed patient assessments, interacted with patients, worked in teams to develop culturally appropriate care plans, and engaged in debriefing. Outcomes measurements included Jeffreys' Transcultural Self-Efficacy Test (TSET), researcher developed care plans, and program evaluation. Over 80% (N=141) of the invited students consented. Significant increases occurred in overall and subscale post-TSET scores (P<.001). Care plan mean scores were ≥8.82 out of 10 points per category. Students recognized the need to be nonjudgmental in patient care. This study suggests that VSEs are effective in transcending geographic barriers, gaining access to diverse cultures, and strengthening students' cultural competence. Copyright © 2016 Elsevier Inc. All rights reserved.

  9. Using wikis to investigate communication, collaboration and engagement in Capstone engineering design projects

    NASA Astrophysics Data System (ADS)

    Berthoud, L.; Gliddon, J.

    2018-03-01

    In today's global Aerospace industry, virtual workspaces are commonly used for collaboration between geographically distributed multidisciplinary teams. This study investigated the use of wikis to look at communication, collaboration and engagement in 'Capstone' team design projects at the end of an engineering degree. Wikis were set up for teams of engineering students from different disciplinary backgrounds and years. The students' perception of the usefulness of the tool were surveyed and the user contribution statistics and content categorisation were analysed for a case study wiki. Recommendations and lessons learned for the deployment of wikis are provided for interested academic staff from other institutions. Wikis were found to be of limited use to investigate levels of communication and collaboration in this study, but may be of interest in other contexts. Wikis were considered a potentially useful tool to track engagement for Capstone design projects in engineering subjects.

  10. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  11. The Virtual Robotics Laboratory

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kress, R.L.; Love, L.J.

    The growth of the Internet has provided a unique opportunity to expand research collaborations between industry, universities, and the national laboratories. The Virtual Robotics Laboratory (VRL) is an innovative program at Oak Ridge National Laboratory (ORNL) that is focusing on the issues related to collaborative research through controlled access of laboratory equipment using the World Wide Web. The VRL will provide different levels of access to selected ORNL laboratory secondary education programs. In the past, the ORNL Robotics and Process Systems Division has developed state-of-the-art robotic systems for the Army, NASA, Department of Energy, Department of Defense, as well asmore » many other clients. After proof of concept, many of these systems sit dormant in the laboratories. This is not out of completion of all possible research topics. but from completion of contracts and generation of new programs. In the past, a number of visiting professors have used this equipment for their own research. However, this requires that the professor, and possibly his/her students, spend extended periods at the laboratory facility. In addition, only a very exclusive group of faculty can gain access to the laboratory and hardware. The VRL is a tool that enables extended collaborative efforts without regard to geographic limitations.« less

  12. Automatic Tools for Enhancing the Collaborative Experience in Large Projects

    NASA Astrophysics Data System (ADS)

    Bourilkov, D.; Rodriquez, J. L.

    2014-06-01

    With the explosion of big data in many fields, the efficient management of knowledge about all aspects of the data analysis gains in importance. A key feature of collaboration in large scale projects is keeping a log of what is being done and how - for private use, reuse, and for sharing selected parts with collaborators and peers, often distributed geographically on an increasingly global scale. Even better if the log is automatically created on the fly while the scientist or software developer is working in a habitual way, without the need for extra efforts. This saves time and enables a team to do more with the same resources. The CODESH - COllaborative DEvelopment SHell - and CAVES - Collaborative Analysis Versioning Environment System projects address this problem in a novel way. They build on the concepts of virtual states and transitions to enhance the collaborative experience by providing automatic persistent virtual logbooks. CAVES is designed for sessions of distributed data analysis using the popular ROOT framework, while CODESH generalizes the approach for any type of work on the command line in typical UNIX shells like bash or tcsh. Repositories 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 or sessions shared within or between collaborating groups. A typical use case is building working scalable systems for analysis of Petascale volumes of data as encountered in the LHC experiments. Our approach is general enough to find applications in many fields.

  13. 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. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  14. Building a Collaborative Network for Education and Training in International Trade Facilitation Clusters

    NASA Astrophysics Data System (ADS)

    Clendenin, John A.; Petrova, Nadya N.; Gill, Joshua K.

    The authors present the benefits of collaboration rather than competition in developing educational and training resources for international trade within a geographic region and explore the challenges for business partners, governments and educational institutions. The paper indicates that flexibility in the 21st Century is critical, particularly when striving for virtual implementations of the solution services. It is essential, say the authors, for educators, governments and business executives to focus on performance and the careful orchestration and integration of business, policy and information technology for “Networking” that successfully stimulates inter-governmental cooperation and innovative policies that foster Regional trade facilitation. An innovative way to enhance 21st Century Trade Facilitation is offered with Supply Chain Centers of Regional Excellence (SCcORE).

  15. 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…

  16. A Framework for Implementing Virtual Collaborative Networks - Case Study on Automobile Components Production Industry

    NASA Astrophysics Data System (ADS)

    Parvinnia, Elham; Khayami, Raouf; Ziarati, Koorush

    Virtual collaborative networks are composed of small companies which take most advantage from the market opportunity and are able to compete with large companies. So some frameworks have been introduced for implementing this type of collaboration; although none of them has been standardized completely. In this paper we specify some instances that need to be standardized for implementing virtual enterprises. Then, a framework is suggested for implementing virtual collaborative networks. Finally, based on that suggestion, as a case study, we design a virtual collaborative network in automobile components production industry.

  17. Formalizing and Promoting Collaboration in 3D Virtual Environments - A Blueprint for the Creation of Group Interaction Patterns

    NASA Astrophysics Data System (ADS)

    Schmeil, Andreas; Eppler, Martin J.

    Despite the fact that virtual worlds and other types of multi-user 3D collaboration spaces have long been subjects of research and of application experiences, it still remains unclear how to best benefit from meeting with colleagues and peers in a virtual environment with the aim of working together. Making use of the potential of virtual embodiment, i.e. being immersed in a space as a personal avatar, allows for innovative new forms of collaboration. In this paper, we present a framework that serves as a systematic formalization of collaboration elements in virtual environments. The framework is based on the semiotic distinctions among pragmatic, semantic and syntactic perspectives. It serves as a blueprint to guide users in designing, implementing, and executing virtual collaboration patterns tailored to their needs. We present two team and two community collaboration pattern examples as a result of the application of the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configuration, and Virtual Knowledge Fair. In conclusion, we also point out future research directions for this emerging domain.

  18. 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…

  19. 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…

  20. Improving Virtual Collaborative Learning through Canonical Action Research

    ERIC Educational Resources Information Center

    Weber, Peter; Lehr, Christian; Gersch, Martin

    2014-01-01

    Virtual collaboration continues to gain in significance and is attracting attention also as virtual collaborative learning (VCL) in education. This paper addresses aspects of VCL that we identified as critical in a series of courses named "Net Economy": (1) technical infrastructure, (2) motivation and collaboration, and (3) assessment…

  1. 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…

  2. Collaborative volume visualization with applications to underwater acoustic signal processing

    NASA Astrophysics Data System (ADS)

    Jarvis, Susan; Shane, Richard T.

    2000-08-01

    Distributed collaborative visualization systems represent a technology whose time has come. Researchers at the Fraunhofer Center for Research in Computer Graphics have been working in the areas of collaborative environments and high-end visualization systems for several years. The medical application. TeleInVivo, is an example of a system which marries visualization and collaboration. With TeleInvivo, users can exchange and collaboratively interact with volumetric data sets in geographically distributed locations. Since examination of many physical phenomena produce data that are naturally volumetric, the visualization frameworks used by TeleInVivo have been extended for non-medical applications. The system can now be made compatible with almost any dataset that can be expressed in terms of magnitudes within a 3D grid. Coupled with advances in telecommunications, telecollaborative visualization is now possible virtually anywhere. Expert data quality assurance and analysis can occur remotely and interactively without having to send all the experts into the field. Building upon this point-to-point concept of collaborative visualization, one can envision a larger pooling of resources to form a large overview of a region of interest from contributions of numerous distributed members.

  3. Radiological tele-immersion for next generation networks.

    PubMed

    Ai, Z; Dech, F; Rasmussen, M; Silverstein, J C

    2000-01-01

    Since the acquisition of high-resolution three-dimensional patient images has become widespread, medical volumetric datasets (CT or MR) larger than 100 MB and encompassing more than 250 slices are common. It is important to make this patient-specific data quickly available and usable to many specialists at different geographical sites. Web-based systems have been developed to provide volume or surface rendering of medical data over networks with low fidelity, but these cannot adequately handle stereoscopic visualization or huge datasets. State-of-the-art virtual reality techniques and high speed networks have made it possible to create an environment for clinicians geographically distributed to immersively share these massive datasets in real-time. An object-oriented method for instantaneously importing medical volumetric data into Tele-Immersive environments has been developed at the Virtual Reality in Medicine Laboratory (VRMedLab) at the University of Illinois at Chicago (UIC). This networked-VR setup is based on LIMBO, an application framework or template that provides the basic capabilities of Tele-Immersion. We have developed a modular general purpose Tele-Immersion program that automatically combines 3D medical data with the methods for handling the data. For this purpose a DICOM loader for IRIS Performer has been developed. The loader was designed for SGI machines as a shared object, which is executed at LIMBO's runtime. The loader loads not only the selected DICOM dataset, but also methods for rendering, handling, and interacting with the data, bringing networked, real-time, stereoscopic interaction with radiological data to reality. Collaborative, interactive methods currently implemented in the loader include cutting planes and windowing. The Tele-Immersive environment has been tested on the UIC campus over an ATM network. We tested the environment with 3 nodes; one ImmersaDesk at the VRMedLab, one CAVE at the Electronic Visualization Laboratory (EVL) on east campus, and a CT scan machine in UIC Hospital. CT data was pulled directly from the scan machine to the Tele-Immersion server in our Laboratory, and then the data was synchronously distributed by our Onyx2 Rack server to all the VR setups. Instead of permitting medical volume visualization at one VR device, by combining teleconferencing, tele-presence, and virtual reality, the Tele-Immersive environment will enable geographically distributed clinicians to intuitively interact with the same medical volumetric models, point, gesture, converse, and see each other. This environment will bring together clinicians at different geographic locations to participate in Tele-Immersive consultation and collaboration.

  4. A Proposed Framework for Collaborative Design in a Virtual Environment

    NASA Astrophysics Data System (ADS)

    Breland, Jason S.; Shiratuddin, Mohd Fairuz

    This paper describes a proposed framework for a collaborative design in a virtual environment. The framework consists of components that support a true collaborative design in a real-time 3D virtual environment. In support of the proposed framework, a prototype application is being developed. The authors envision the framework will have, but not limited to the following features: (1) real-time manipulation of 3D objects across the network, (2) support for multi-designer activities and information access, (3) co-existence within same virtual space, etc. This paper also discusses a proposed testing to determine the possible benefits of a collaborative design in a virtual environment over other forms of collaboration, and results from a pilot test.

  5. Modelling Technology for Building Fire Scene with Virtual Geographic Environment

    NASA Astrophysics Data System (ADS)

    Song, Y.; Zhao, L.; Wei, M.; Zhang, H.; Liu, W.

    2017-09-01

    Building fire is a risky activity that can lead to disaster and massive destruction. The management and disposal of building fire has always attracted much interest from researchers. Integrated Virtual Geographic Environment (VGE) is a good choice for building fire safety management and emergency decisions, in which a more real and rich fire process can be computed and obtained dynamically, and the results of fire simulations and analyses can be much more accurate as well. To modelling building fire scene with VGE, the application requirements and modelling objective of building fire scene were analysed in this paper. Then, the four core elements of modelling building fire scene (the building space environment, the fire event, the indoor Fire Extinguishing System (FES) and the indoor crowd) were implemented, and the relationship between the elements was discussed also. Finally, with the theory and framework of VGE, the technology of building fire scene system with VGE was designed within the data environment, the model environment, the expression environment, and the collaborative environment as well. The functions and key techniques in each environment are also analysed, which may provide a reference for further development and other research on VGE.

  6. NASA's Solar System Exploration Research Virtual Institute (SSERVI)

    NASA Astrophysics Data System (ADS)

    Pendleton, Yvonne J.

    2015-11-01

    NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA’s Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies.NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships.The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.

  7. NASA's Solar System Exploration Research Virtual Institute: Merging Science and Exploration

    NASA Technical Reports Server (NTRS)

    Pendleton, Y. J.; Schmidt, G. K.; Bailey, B. E.; Minafra, J. A.

    2016-01-01

    NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA's Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies. NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships. The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.

  8. 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.

  9. 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.

  10. 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…

  11. 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…

  12. 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…

  13. A study on haptic collaborative game in shared virtual environment

    NASA Astrophysics Data System (ADS)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

    A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.

  14. A collaborative molecular modeling environment using a virtual tunneling service.

    PubMed

    Lee, Jun; Kim, Jee-In; Kang, Lin-Woo

    2012-01-01

    Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments.

  15. The SWITCH-ON Virtual Water-Science Laboratory

    NASA Astrophysics Data System (ADS)

    Arheimer, Berit; Boot, Gerben; Calero, Joan; Ceola, Serena; Gyllensvärd, Frida; Hrachowitz, Markus; Little, Lorna; Montanari, Alberto; Nijzink, Remko; Parajka, Juraj; Wagener, Thorsten

    2017-04-01

    The SWITCH-ON Virtual Water-Science Laboratory (VWSL) aims to facilitate collaboration and support reproducible experiments in water research. The goal is to overcome geographical distance for comparative hydrology and increase transparency when using computational tools in hydrological sciences. The VWSL gives access to open data through dedicated software tools for data search and upload, and helps creating collaborative protocols for joint experiments in the virtual environment. The VWSL will help scientists with: • Cooperation around the world - straightforward connections with other scientists in comparative analyses and collaboration, as a mean to accelerate scientific advance in hydrology. • Repeatability of experiments -thorough review of a large variety of numerical experiments, which is a foundational principle in scientific research, and improvement of research standards. • New forms of scientific research - by using online 'living' protocols, scientists you can elaborate ideas incrementally with a large group of colleagues and share data, tools, models, etc. in open science. The VWSL was developed within the EU project "Sharing Water Information to Tackle Changes in Hydrology - for Operational Needs" (Grant agreement No 603587). Visitors can choose to Define, Participate or Review experiments by clicking the start buttons (http://www.switch-on-vwsl.eu/). Anyone can view protocols without log-in (that's important for Open Science) - but to create, participate and edit protocols, you need to Log-in for security reasons. During the work process, the protocol is moved from one view to another as the experiment evolves from idea, to on-going, to be completed. The users of the Lab also get access to useful tools for running collaborative experiments, for instance: Open data Search, Data (and metadata) Upload, and Create Protocol tools. So far, eight collaborative experiments have been completed in the VWSL and resulted in research papers (published or submitted), and there are currently four on-going experiments, which also involves external participants, not paid by the project. The VWSL is now launched and open to everyone but it will be continuously developed and sustained also after the project. This presentation will give an on-line demonstration of the major features of the present VWSL and discuss some future visions and major challenges in this e-infrastructure.

  16. Issues Surrounding the Use of Virtual Reality in Geographic Education

    ERIC Educational Resources Information Center

    Lisichenko, Richard

    2015-01-01

    As with all classroom innovations intended to improve geographic education, the adoption of virtual reality (VR) poses issues for consideration prior to endorsing its use. Of these, effectiveness, implementation, and safe use need to be addressed. Traditionally, sense of place, geographic knowledge, and firsthand experiences provided by field…

  17. Share (And Not) Share Alike: Improving Virtual Team Climate and Decision Performance

    ERIC Educational Resources Information Center

    Cordes, Sean

    2017-01-01

    Virtual teams face unique communication and collaboration challenges that impact climate development and performance. First, virtual teams rely on technology mediated communication which can constrain communication. Second, team members lack skill for adapting process to the virtual setting. A collaboration process structure was designed to…

  18. A Collaborative Molecular Modeling Environment Using a Virtual Tunneling Service

    PubMed Central

    Lee, Jun; Kim, Jee-In; Kang, Lin-Woo

    2012-01-01

    Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments. PMID:22927721

  19. 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.

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

    PubMed

    Chalil Madathil, Kapil; Greenstein, Joel S

    2017-11-01

    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 environment condition were not significantly different from those for the traditional lab condition. The results of this study suggest that participants were productive and enjoyed the virtual lab condition, indicating the potential of a virtual world based approach as an alternative to conventional approaches for synchronous usability testing. Copyright © 2017 Elsevier Ltd. All rights reserved.

  1. Designing and Deploying 3D Collaborative Games in Education

    ERIC Educational Resources Information Center

    Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli

    2016-01-01

    This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…

  2. a Virtual Hub Brokering Approach for Integration of Historical and Modern Maps

    NASA Astrophysics Data System (ADS)

    Bruno, N.; Previtali, M.; Barazzetti, L.; Brumana, R.; Roncella, R.

    2016-06-01

    Geospatial data are today more and more widespread. Many different institutions, such as Geographical Institutes, Public Administrations, collaborative communities (e.g., OSM) and web companies, make available nowadays a large number of maps. Besides this cartography, projects of digitizing, georeferencing and web publication of historical maps have increasingly spread in the recent years. In spite of these variety and availability of data, information overload makes difficult their discovery and management: without knowing the specific repository where the data are stored, it is difficult to find the information required and problems of interconnection between different data sources and their restricted interoperability limit a wide utilization of available geo-data. This paper aims to describe some actions performed to assure interoperability between data, in particular spatial and geographic data, gathered from different data providers, with different features and referring to different historical periods. The article summarizes and exemplifies how, starting from projects of historical map digitizing and Historical GIS implementation, respectively for the Lombardy and for the city of Parma, the interoperability is possible in the framework of the ENERGIC OD project. The European project ENERGIC OD, thanks to a specific component - the virtual hub - based on a brokering framework, copes with the previous listed problems and allows the interoperability between different data sources.

  3. 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…

  4. 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…

  5. 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…

  6. 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.

  7. World's first telepathology experiments employing WINDS ultra-high-speed internet satellite, nicknamed “KIZUNA”

    PubMed Central

    Sawai, Takashi; Uzuki, Miwa; Miura, Yasuhiro; Kamataki, Akihisa; Matsumura, Tsubasa; Saito, Kenji; Kurose, Akira; Osamura, Yoshiyuki R.; Yoshimi, Naoki; Kanno, Hiroyuki; Moriya, Takuya; Ishida, Yoji; Satoh, Yohichi; Nakao, Masahiro; Ogawa, Emiko; Matsuo, Satoshi; Kasai, Hiroyuki; Kumagai, Kazuhiro; Motoda, Toshihiro; Hopson, Nathan

    2013-01-01

    Background: Recent advances in information technology have allowed the development of a telepathology system involving high-speed transfer of high-volume histological figures via fiber optic landlines. However, at present there are geographical limits to landlines. The Japan Aerospace Exploration Agency (JAXA) has developed the “Kizuna” ultra-high speed internet satellite and has pursued its various applications. In this study we experimented with telepathology in collaboration with JAXA using Kizuna. To measure the functionality of the Wideband InterNet working engineering test and Demonstration Satellite (WINDS) ultra-high speed internet satellite in remote pathological diagnosis and consultation, we examined the adequate data transfer speed and stability to conduct telepathology (both diagnosis and conferencing) with functionality, and ease similar or equal to telepathology using fiber-optic landlines. Materials and Methods: We performed experiments for 2 years. In year 1, we tested the usability of the WINDS for telepathology with real-time video and virtual slide systems. These are state-of-the-art technologies requiring massive volumes of data transfer. In year 2, we tested the usability of the WINDS for three-way teleconferencing with virtual slides. Facilities in Iwate (northern Japan), Tokyo, and Okinawa were connected via the WINDS and voice conferenced while remotely examining and manipulating virtual slides. Results: Network function parameters measured using ping and Iperf were within acceptable limits. However; stage movement, zoom, and conversation suffered a lag of approximately 0.8 s when using real-time video, and a delay of 60-90 s was experienced when accessing the first virtual slide in a session. No significant lag or inconvenience was experienced during diagnosis and conferencing, and the results were satisfactory. Our hypothesis was confirmed for both remote diagnosis using real-time video and virtual slide systems, and also for teleconferencing using virtual slide systems with voice functionality. Conclusions: Our results demonstrate the feasibility of ultra-high-speed internet satellite networks for use in telepathology. Because communications satellites have less geographical and infrastructural requirements than landlines, ultra-high-speed internet satellite telepathology represents a major step toward alleviating regional disparity in the quality of medical care. PMID:24244882

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

    USDA-ARS?s Scientific Manuscript database

    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...

  9. 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…

  10. Preparing undergraduates for the future of scientific collaboration: Benefits, challenges and technological solutions in Distributed REU Sites

    NASA Astrophysics Data System (ADS)

    Hubenthal, M.; Anagnos, T.

    2012-12-01

    As research problems increasingly require multi-disciplinary approaches they naturally foster scientific collaborations between geographically distributed colleagues. This increasing trend in scientific research, the rapid evolution of communication technology, cognitive research into distance education, and the current generation of undergraduate students' eagerness to embrace and use technology, increases the relevance of distributed REU sites. Like traditional REU sites that host a cohort of students in one geographic location, distributed REU sites also seek to attract, nurture, and retain students in a STEM career pipeline. Distributed REU sites are unique in that some or all of the interns are geographically distributed during the research period. This arrangement allows the REU site to capitalize on distributed scientific resources such as field sites, research facilities, or human capital. At their core, distributed REU sites are fundamentally constructed of elements that have proven to be effective components of any undergraduate research experience. They also strive to develop and employ specialized programming that leverages collaboration tools through a cyberinfrastructure to enable interns to develop meaningful social and academic relationships with one another. Since 2006 the IRIS Consortium and NEES have facilitated separate, NSF funded, distributed REU Sites. Implementation and evaluations of these programs have revealed a number of successes and benefits. Longitudinal tracking indicates that distributed REU Sites are at least as successful as traditional sites in attracting, nurturing, and retaining students in a STEM career pipeline. A distributed arrangement also offers benefits over a traditional REU site, such as the flexibility to place interns at a variety of institutions with mentors making only an annual commitment to participate. This ensures that all mentors are eager to participate and are concerned with their intern's growth. It also exposes all interns to a larger spectrum of research topics and approaches within a field than would be available within a single research site. Evaluations also reveal that fostering social and academic interactions among interns working on generally unrelated projects at separate locations is challenging and requires a consistent, focused effort by the program. In part this is because creating a cohort experience in this situation requires a layer of interaction beyond the networks naturally establish by the interns when co-located. A critical first step is to establish a social presence among the group. This occurs through early face-to-face meetings and then is carried forward as interns transition to virtual interactions. These virtual interactions occur through a variety of technological solutions. Both commercially and freely available technologies such as blogging software, Facebook, an online course management system, virtual worlds, and a variety of online conferencing applications are used to connect the students both synchronously and asynchronously. We have documented the strengths and weaknesses of these individual solutions and show how combinations, combined with programmatic interventions, can offer a suite of functionality necessary to facilitate both social and academic interactions and influence career paths.

  11. 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…

  12. Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments

    ERIC Educational Resources Information Center

    Panconesi, Gianni, Ed.; Guida, Maria, Ed.

    2017-01-01

    Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. The "Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments" highlights program…

  13. 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…

  14. Introducing NASA's Solar System Exploration Research Virtual Institute

    NASA Astrophysics Data System (ADS)

    Pendleton, Yvonne

    The Solar System Exploration Research Virtual Institute (SSERVI) is focused on the Moon, near Earth asteroids, and the moons of Mars. Comprised of competitively selected teams across the U.S., a growing number of international partnerships around the world, and a small central office located at NASA Ames Research Center, the institute advances collaborative research to bridge science and exploration goals. As a virtual institute, SSERVI brings unique skills and collaborative technologies for enhancing collaborative research between geographically disparate teams. SSERVI is jointly funded through the NASA Science Mission Directorate and the NASA Human Exploration and Operations Mission Directorate. Current U.S. teams include: Dr. Jennifer L. Heldmann, NASA Ames Research Center, Moffett Field, CA; Dr. William Farrell, NASA Goddard Space Flight Center, Greenbelt, MD; Prof. Carlé Pieters, Brown University, Providence, RI; Prof. Daniel Britt, University of Central Florida, Orlando, FL; Prof. Timothy Glotch, Stony Brook University, Stony Brook, NY; Dr. Mihaly Horanyi, University of Colorado, Boulder, CO; Dr. Ben Bussey, Johns Hopkins Univ. Applied Physics Laboratory, Laurel, MD; Dr. David A. Kring, Lunar and Planetary Institute, Houston, TX; and Dr. William Bottke, Southwest Research Institute, Boulder, CO. Interested in becoming part of SSERVI? SSERVI Cooperative Agreement Notice (CAN) awards are staggered every 2.5-3yrs, with award periods of five-years per team. SSERVI encourages those who wish to join the institute in the future to engage current teams and international partners regarding potential collaboration, and to participate in focus groups or current team activities now. Joining hand in hand with international partners is a winning strategy for raising the tide of Solar System science around the world. Non-U.S. science organizations can propose to become either Associate or Affiliate members on a no-exchange-of-funds basis. Current international partners include: Canada, Germany, Israel, Netherlands, Saudi Arabia, South Korea, and the United Kingdom. Discussions are ongoing to bring several more partners into the fold. These partnerships have impacted lunar science in a number of ways, resulting in such efforts and groups as the Pan-European Lunar Science Consortium and the Canadian Sudbury Field School. For more information visit sservi.nasa.gov

  15. 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…

  16. Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!

    NASA Astrophysics Data System (ADS)

    Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.

    2015-04-01

    Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.

  17. 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…

  18. Collaborative Learning in Online Courses: Exploring Students' Perceptions

    ERIC Educational Resources Information Center

    Faja, Silvana

    2013-01-01

    Virtual collaborative activities have the potential to keep students engaged, create a sense of community in online courses and allow them to experience and practice virtual teamwork skills. This study presents an attempt to explore students' perceptions of online collaborative learning involving both process and product oriented activities. The…

  19. 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…

  20. Virtual Water Scarcity Risk to the Global Trade System.

    PubMed

    Qu, Shen; Liang, Sai; Konar, Megan; Zhu, Zeqi; Chiu, Anthony S F; Jia, Xiaoping; Xu, Ming

    2018-01-16

    Local water scarcity risk (LWSR, meaning potential economic output losses in water-using sectors due to physical water scarcity) can be transmitted to downstream economies through the globalized supply chains. To understand the vulnerability of the global economy to water scarcity, we examine the impacts of local water scarcity risk on the global trade system from 1995 to 2009. We observe increasingly intensified geographical separation between physical water scarcity and production losses due to water scarcity. We identify top nation-sectors in virtual water scarcity risk (VWSR) exports (indicating local water scarcity risk in each nation transmitted to foreign nations through its exports), including agriculture and utilities in major economies such as China, India, Spain, France, and Turkey. These nation-sectors are critical to the resilience of the global economy to water scarcity. We also identify top nation-sectors in virtual water scarcity risk imports (indicating each nation's vulnerability to foreign water scarcity risk through the global trade system), highlighting their vulnerability to distant water scarcity. Our findings reveal the need for nations to collaboratively manage and conserve water resources, and lay the foundation for firms in high VWSR-importing sectors to develop strategies to mitigate such risk.

  1. Health care globalization: a need for virtual leadership.

    PubMed

    Holland, J Brian; Malvey, Donna; Fottler, Myron D

    2009-01-01

    As health care organizations expand and move into global markets, they face many leadership challenges, including the difficulty of leading individuals who are geographically dispersed. This article provides global managers with guidelines for leading and motivating individuals or teams from a distance while overcoming the typical challenges that "virtual leaders" and "virtual teams" face: employee isolation, confusion, language barriers, cultural differences, and technological breakdowns. Fortunately, technological advances in communications have provided various methods to accommodate geographically dispersed or "global virtual teams." Health care leaders now have the ability to lead global teams from afar by becoming "virtual leaders" with a responsibility to lead a "virtual team." Three models of globalization presented and discussed are outsourcing of health care services, medical tourism, and telerobotics. These models require global managers to lead virtually, and a positive relationship between the virtual leader and the virtual team member is vital in the success of global health care organizations.

  2. 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…

  3. Virtual Collaboration: Advantages and Disadvantages in the Planning and Execution of Operations in the Information Age

    DTIC Science & Technology

    2004-02-09

    FINAL 3. DATES COVERED (From - To) 4. TITLE AND SUBTITLE VIRTUAL COLLABORATION: 5a. CONTRACT NUMBER ADVANTAGES AND DISADVANTAGES IN THE PLANNING AND...warfare is not one system; it is a system of systems from sensors to information flow. In analyzing the specific advantages and disadvantages of one of...Standard Form 298 (Rev. 8-98) NAVAL WAR COLLEGE Newport, R.I. VIRTUAL COLLABORATION: ADVANTAGES AND DISADVANTAGES IN THE PLANNING AND EXECUTION OF OPERATIONS

  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. 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…

  6. 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…

  7. NASA Virtual Institutes: International Bridges for Space Exploration

    NASA Technical Reports Server (NTRS)

    Schmidt, Gregory K.

    2016-01-01

    NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.

  8. 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.

  9. 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…

  10. 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…

  11. 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…

  12. Comparative study on collaborative interaction in non-immersive and immersive systems

    NASA Astrophysics Data System (ADS)

    Shahab, Qonita M.; Kwon, Yong-Moo; Ko, Heedong; Mayangsari, Maria N.; Yamasaki, Shoko; Nishino, Hiroaki

    2007-09-01

    This research studies the Virtual Reality simulation for collaborative interaction so that different people from different places can interact with one object concurrently. Our focus is the real-time handling of inputs from multiple users, where object's behavior is determined by the combination of the multiple inputs. Issues addressed in this research are: 1) The effects of using haptics on a collaborative interaction, 2) The possibilities of collaboration between users from different environments. We conducted user tests on our system in several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments. The case studies are the interaction of users in two cases: collaborative authoring of a 3D model by two users, and collaborative haptic interaction by multiple users. In Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects. In Virtual Stretcher, multiple users can collaborate on moving a stretcher together while feeling each other's haptic motions.

  13. The ethics of Google Earth: crossing thresholds from spatial data to landscape visualisation.

    PubMed

    Sheppard, Stephen R J; Cizek, Petr

    2009-05-01

    'Virtual globe' software systems such as Google Earth are growing rapidly in popularity as a way to visualise and share 3D environmental data. Scientists and environmental professionals, many of whom are new to 3D modeling and visual communications, are beginning routinely to use such techniques in their work. While the appeal of these techniques is evident, with unprecedented opportunities for public access to data and collaborative engagement over the web, are there nonetheless risks in their widespread usage when applied in areas of the public interest such as planning and policy-making? This paper argues that the Google Earth phenomenon, which features realistic imagery of places, cannot be dealt with only as a question of spatial data and geographic information science. The virtual globe type of visualisation crosses several key thresholds in communicating scientific and environmental information, taking it well beyond the realm of conventional spatial data and geographic information science, and engaging more complex dimensions of human perception and aesthetic preference. The realism, perspective views, and social meanings of the landscape visualisations embedded in virtual globes invoke not only cognition but also emotional and intuitive responses, with associated issues of uncertainty, credibility, and bias in interpreting the imagery. This paper considers the types of risks as well as benefits that may exist with participatory uses of virtual globes by experts and lay-people. It is illustrated with early examples from practice and relevant themes from the literature in landscape visualisation and related disciplines such as environmental psychology and landscape planning. Existing frameworks and principles for the appropriate use of environmental visualisation methods are applied to the special case of widely accessible, realistic 3D and 4D visualisation systems such as Google Earth, in the context of public awareness-building and agency decision-making on environmental issues. Relevant principles are suggested which lend themselves to much-needed evaluation of risks and benefits of virtual globe systems. Possible approaches for balancing these benefits and risks include codes of ethics, software design, and metadata templates.

  14. Development of collaborative-creative learning model using virtual laboratory media for instrumental analytical chemistry lectures

    NASA Astrophysics Data System (ADS)

    Zurweni, Wibawa, Basuki; Erwin, Tuti Nurian

    2017-08-01

    The framework for teaching and learning in the 21st century was prepared with 4Cs criteria. Learning providing opportunity for the development of students' optimal creative skills is by implementing collaborative learning. Learners are challenged to be able to compete, work independently to bring either individual or group excellence and master the learning material. Virtual laboratory is used for the media of Instrumental Analytical Chemistry (Vis, UV-Vis-AAS etc) lectures through simulations computer application and used as a substitution for the laboratory if the equipment and instruments are not available. This research aims to design and develop collaborative-creative learning model using virtual laboratory media for Instrumental Analytical Chemistry lectures, to know the effectiveness of this design model adapting the Dick & Carey's model and Hannafin & Peck's model. The development steps of this model are: needs analyze, design collaborative-creative learning, virtual laboratory media using macromedia flash, formative evaluation and test of learning model effectiveness. While, the development stages of collaborative-creative learning model are: apperception, exploration, collaboration, creation, evaluation, feedback. Development of collaborative-creative learning model using virtual laboratory media can be used to improve the quality learning in the classroom, overcome the limitation of lab instruments for the real instrumental analysis. Formative test results show that the Collaborative-Creative Learning Model developed meets the requirements. The effectiveness test of students' pretest and posttest proves significant at 95% confidence level, t-test higher than t-table. It can be concluded that this learning model is effective to use for Instrumental Analytical Chemistry lectures.

  15. The Rocks From Space outreach initiative and The Space Safari: the development of virtual learning environments for planetary science outreach in the UK.

    NASA Astrophysics Data System (ADS)

    Pearson, V. K.; Greenwood, R. C.; Bridges, J.; Watson, J.; Brooks, V.

    The Rocks From Space outreach initiative and The Space Safari: the development of virtual learning environments for planetary science outreach in the UK. V.K. Pearson (1), R.C. Greenwood (1), J. Bridges (1), J. Watson (2) and V. Brooks (2) (1) Plantetary and Space Sciences Research Institute (PSSRI), The Open University, Milton Keynes, MK7 6AA. (2) Stockton-on-Tees City Learning Centre, Marsh House Avenue, Billingham, TS23 3QJ. (v.k.pearson@open.ac.uk Fax: +44 (0) 858022 Phone: +44 (0) 1908652814 The Rocks From Space (RFS) project is a PPARC and Open University supported planetary science outreach initiative. It capitalises on the successes of Open University involvement in recent space missions such as Genesis and Stardust which have brought planetary science to the forefront of public attention.Our traditional methods of planetary science outreach have focussed on activities such as informal school visits and public presentations. However, these traditional methods are often limited to a local area to fit within time and budget constraints and therefore RFS looks to new technologies to reach geographically dispersed audiences. In collaboration with Stockton-on-Tees City Learning Centre, we have conducted a pilot study into the use of Virtual Learning Environments (VLEs) for planetary science outreach. The pilot study was undertaken under the guise of a "Space Safari" in which pupils dispersed across the Teesside region of the UK could collaboratively explore the Solar System. Over 300 students took part in the pilot from 11 primary schools (ages 6-10). Resources for their exploration were provided by Open University scientists in Milton Keynes and hosted on the VLE. Students were encouraged to post their findings, ideas and questions via wikis and a VLE forum. This combination of contributions from students, teachers and scientists encouraged a collaborative learning environment. These asynchronous activities were complemented by synchronous virtual classroom activities using Elluminate Live! facilities where students could attend "drop-in" sessions with scientists to discuss their exploration. Following these activities, schools were asked to produce a collaborative piece of work about their exploration that could be hosted on the Rocks From Space website (www.rocksfromspace.open.ac.uk; designed by Milton Keynes HE college students) as a resource for future projects and wider public access. Submissions included powerpoint presentations, animations, poems and murals and illustrates the cross curriculum nature of this project. We present the outcomes and evaluation of this pilot study with recommendations for the future use of VLEs in planetary science outreach.

  16. User-Centered Iterative Design of a Collaborative Virtual Environment

    DTIC Science & Technology

    2001-03-01

    cognitive task analysis methods to study land navigators. This study was intended to validate the use of user-centered design methodologies for the design of...have explored the cognitive aspects of collaborative human way finding and design for collaborative virtual environments. Further investigation of design paradigms should include cognitive task analysis and behavioral task analysis.

  17. 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.…

  18. Enhancing Intercultural Competence of Engineering Students via GVT (Global Virtual Teams)-Based Virtual Exchanges: An International Collaborative Course in Intralogistics Education

    ERIC Educational Resources Information Center

    Wang, Rui; Rechl, Friederike; Bigontina, Sonja; Fang, Dianjun; Günthner, Willibald A.; Fottner, Johannes

    2017-01-01

    In order to enhance the intercultural competence of engineering students, an international collaborative course in intralogistics education was initiated and realized between the Technical University of Munich in Germany and the Tongji University in China. In this course, students worked in global virtual teams (GVTs) and solved a concrete case…

  19. Effective Online Practices for International Learning Collaborations

    ERIC Educational Resources Information Center

    Ray, Waverly C.; Muñiz-Solari, Osvaldo; Klein, Phil; Solem, Michael

    2012-01-01

    The Association of American Geographers' Center for Global Geography Education aims to internationalize geography in higher education by providing materials and activities to support international learning collaborations. From 2007-2011, geographers in different countries collaboratively developed online learning materials and trialed these…

  20. Embodied collaboration support system for 3D shape evaluation in virtual space

    NASA Astrophysics Data System (ADS)

    Okubo, Masashi; Watanabe, Tomio

    2005-12-01

    Collaboration mainly consists of two tasks; one is each partner's task that is performed by the individual, the other is communication with each other. Both of them are very important objectives for all the collaboration support system. In this paper, a collaboration support system for 3D shape evaluation in virtual space is proposed on the basis of both studies in 3D shape evaluation and communication support in virtual space. The proposed system provides the two viewpoints for each task. One is the viewpoint of back side of user's own avatar for the smooth communication. The other is that of avatar's eye for 3D shape evaluation. Switching the viewpoints satisfies the task conditions for 3D shape evaluation and communication. The system basically consists of PC, HMD and magnetic sensors, and users can share the embodied interaction by observing interaction between their avatars in virtual space. However, the HMD and magnetic sensors, which are put on the users, would restrict the nonverbal communication. Then, we have tried to compensate the loss of nodding of partner's avatar by introducing the speech-driven embodied interactive actor InterActor. Sensory evaluation by paired comparison of 3D shapes in the collaborative situation in virtual space and in real space and the questionnaire are performed. The result demonstrates the effectiveness of InterActor's nodding in the collaborative situation.

  1. EVEREST: Creating a Virtual Research Environment for Earth Science

    NASA Astrophysics Data System (ADS)

    Glaves, H.

    2017-12-01

    There is an increasing trend towards researchers working together using common resources whilst being geographically dispersed. The EVER-EST project is developing a range of both generic and domain specific technologies, tailored to the needs of Earth Science (ES) communities, to create a virtual research environment (VRE) that supports this type of dynamic collaborative research. The EVER-EST VRE provides a suite of services to overcome the existing barriers to sharing of Earth Science data and information allowing researchers to discover, access, share and process heterogeneous data, algorithms, results and experiences within and across their communities, and with other domains beyond the Earth Sciences. Researchers will be able to seamlessly manage both the data and the scientific methods applied in their observations and modelling that lead to results that need to be attributable, validated and shared both within their communities and more widely in the form of scholarly communications.To ensure that the EVER-EST VRE meets the specific needs of the Earth Science domain, it is being developed and validated in consultation with four pre-selected virtual research communities (VRC) that include ocean observing, natural hazards, land monitoring and volcanic risk management. The requirements of these individual VRCs for data, software, best practice and community interaction are used to customise the VRE platform This user-centric approach allows the EVER-EST infrastructure to be assessed in terms of its capability to satisfy the heterogeneous needs of Earth Science communities for more effective collaboration, greater efficiency and increasingly innovative research. EVER-EST is a three year project funded by the European Union's Horizon 2020 research and innovation programme under grant agreement no 674907.

  2. Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments

    NASA Astrophysics Data System (ADS)

    Pretto, N.; Poiesi, F.

    2017-11-01

    We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.

  3. Collaboration and Synergy among Government, Industry and Academia in M&S Domain: Turkey’s Approach

    DTIC Science & Technology

    2009-10-01

    Analysis, Decision Support System Design and Implementation, Simulation Output Analysis, Statistical Data Analysis, Virtual Reality , Artificial... virtual and constructive visual simulation systems as well as integrated advanced analytical models. Collaboration and Synergy among Government...simulation systems that are ready to use, credible, integrated with C4ISR systems.  Creating synthetic environments and/or virtual prototypes of concepts

  4. The Future of the Internet in Science

    NASA Technical Reports Server (NTRS)

    Guice, Jon; Duffy, Robert

    2000-01-01

    How are scientists going to make use of the Internet several years from now? This is a case study of a leading-edge experiment in building a 'virtual institute'-- using electronic communication tools to foster collaboration among geographically dispersed scientists. Our experience suggests: Scientists will want to use web-based document management systems. There will be a demand for Internet-enabled meeting support tools. While internet videoconferencing will have limited value for scientists, webcams will be in great demand as a tool for transmitting pictures of objects and settings, rather than "talking heads." and a significant share of scientists who do fieldwork will embrace mobile voice, data and video communication tools. The setting for these findings is a research consortium called the NASA Astrobiology Institute.

  5. Multi-Agent Framework for Virtual Learning Spaces.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  6. uCollaborator: Framework for STEM Project Collaboration among Geographically-Dispersed Student/Faculty Teams

    ERIC Educational Resources Information Center

    Fiore, Stephen M.; Rodriguez, Walter E.; Carstens, Deborah S.

    2012-01-01

    This paper presents a framework for facilitating communication among STEM project teams that are geographically dispersed in synchronous or asynchronous online courses. The framework has been developed to: (a) improve how engineering and technology students and faculty work with collocated and geographically-dispersed teams; and (b) to connect the…

  7. Reaching across Continents: Engaging Students through Virtual Collaborations

    ERIC Educational Resources Information Center

    Wilmot, Natalie Victoria; Rushton, Diane; Zandona Hofmann, Anelise Seleme

    2016-01-01

    Business schools have the responsibility of preparing students for work in multicultural organisations and global markets. This paper examines a situated learning experience for undergraduates through a virtual collaboration between a UK university and a Brazilian university. This facilitated remote communication using social media and smart…

  8. Facilitating learning through an international virtual collaborative practice: A case study.

    PubMed

    Wihlborg, Monne; Friberg, Elizabeth E; Rose, Karen M; Eastham, Linda

    2018-02-01

    Internationalisation of higher education involving information and communication technology such as e-learning opens opportunities for innovative learning approaches across nations and cultures. Describe a case in practice of collaborative and transformative learning in relation to 'internationalisation on home grounds' with the broader learning objective of 'becoming aware and knowledgeable'. A mutually developed project established a virtual international collaborative exchange for faculty and students using a course management software (MOODLE) and open access technology (Adobe CONNECT). Two research universities in Sweden and the United States. Approximately 90 nursing students from each university per semester over several semesters. A collaborative process to develop a joint learning community to construct a virtual module and learning activity involving academics and nursing students in two countries using principles of meaning construction and negotiated learning. Developed possibilities for dealing with the challenges and finding strategies for a future higher education system that opens dialogues worldwide. Virtual international exchanges open innovative communication and learning contexts across nations and cultures. Internationalisation is so much more than students and teachers' mobility. 'Internationalisation on home grounds' (internationalisation for all) should receive more attention to support faculty and student collaboration, learning, and professional development. Copyright © 2017 Elsevier Ltd. All rights reserved.

  9. Virtual Communities of Collaborative Learning for Higher Education

    ERIC Educational Resources Information Center

    Sotomayor, Gilda E.

    2014-01-01

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

  10. 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…

  11. Collaborative Virtual Environment Technology for People with Autism

    ERIC Educational Resources Information Center

    Moore, David; Cheng, Yufang; McGrath, Paul; Powell, Norman J.

    2005-01-01

    Collaborative virtual environments (CVEs) hold great potential for people with autism. An exploratory empirical study was conducted to determine if children and youth with autism could understand basic emotions as represented by a humanoid avatar. Thirty-four participants (ages 7.8-16 years) reported to have autism interacted with a software…

  12. Tools for Teaching Virtual Teams: A Comparative Resource Review

    ERIC Educational Resources Information Center

    Larson, Barbara; Leung, Opal; Mullane, Kenneth

    2017-01-01

    As the ubiquity of virtual work--and particularly virtual project teams--increases in the professional environment, management and other professional programs are increasingly teaching students skills related to virtual work. One of the most common forms of teaching virtual work skills is a virtual team project, in which students collaborate with…

  13. Current limitations into the application of virtual reality to mental health research.

    PubMed

    Huang, M P; Alessi, N E

    1998-01-01

    Virtual Reality (VR) environments have significant potential as a tool in mental health research, but are limited by technical factors and by mental health research factors. Technical difficulties include cost and complexity of virtual environment creation. Mental health research difficulties include current inadequacy of standards to specify needed details for virtual environment design. Technical difficulties are disappearing with technological advances, but the mental health research difficulties will take a concerted effort to overcome. Some of this effort will need to be directed at the formation of collaborative projects and standards for how such collaborations should proceed.

  14. Understanding the Adaptive Use of Virtual World Technology Capabilities and Trust in Virtual Teams

    ERIC Educational Resources Information Center

    Owens, Dawn

    2012-01-01

    In an environment of global competition and constant technological change, the use of virtual teams has become commonplace for many organizations. Virtual team members are geographically and temporally dispersed, experience cultural diversity, and lack shared social context and face-to-face encounters considered as irreplaceable for building and…

  15. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-05-05

    Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming

  16. An experimental study on CHVE's performance evaluation.

    PubMed

    Paiva, Paulo V F; Machado, Liliane S; Oliveira, Jauvane C

    2012-01-01

    Virtual reality-based training simulators, with collaborative capabilities, are known to improve the way users interact with one another while learning or improving skills on a given medical procedure. Performance evaluation of Collaborative Haptic Virtual Environments (CHVE) allows us to understand how such systems can work in the Internet, as well as the requirements for multisensorial and real-time data. This work discloses new performance evaluation results for the collaborative module of the CyberMed VR framework.

  17. Fostering Learning Through Interprofessional Virtual Reality Simulation Development.

    PubMed

    Nicely, Stephanie; Farra, Sharon

    2015-01-01

    This article presents a unique strategy for improving didactic learning and clinical skill while simultaneously fostering interprofessional collaboration and communication. Senior-level nursing students collaborated with students enrolled in the Department of Interactive Media Studies to design a virtual reality simulation based upon disaster management and triage techniques. Collaborative creation of the simulation proved to be a strategy for enhancing students' knowledge of and skill in disaster management and triage while impacting attitudes about interprofessional communication and teamwork.

  18. 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…

  19. 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…

  20. TeamXchange: A Team Project Experience Involving Virtual Teams and Fluid Team Membership

    ERIC Educational Resources Information Center

    Dineen, Brian R.

    2005-01-01

    TeamXchange, an online team-based exercise, is described. TeamXchange is consistent with the collaborative model of learning and provides a means of fostering enhanced student learning and engagement through collaboration in virtual teams experiencing periodic membership changes. It was administered in an undergraduate Organizational Behavior…

  1. Prospects for Digital Campus with Extensive Applications of Virtual Collaborative Space

    ERIC Educational Resources Information Center

    Nishide, Ryo

    2011-01-01

    This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…

  2. 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…

  3. 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…

  4. 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…

  5. 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…

  6. 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…

  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. A collaborative working environment for small group meetings in Second Life.

    PubMed

    da Silva, Cintia Rc; Garcia, Ana Cristina B

    2013-01-01

    This paper presents the SLMeetingRoom, a virtual reality online environment to support group meetings of geographically dispersed participants. A prototype was developed to demonstrate the feasibility of the approach using the Second Life platform. Ten additional components had to be added to Second Life environment to support group work essential activities such as participants' communication, tasks' and participants' coordination, participants' collaboration and work evolution's perception. Empirical studies, both pilot and experiment, were developed comparing four different meeting settings: face-to-face, videoconference, stand Second Life and SLMeetingRoom. The study involved graduate students enrolled in the Interface and Multimedia discipline at the Fluminense Federal University (UFF) in Brazil. Results indicated that groups working within SLMeetingRoom environment presented similar results as face-to-face meeting as far as sense of presence is concerned and with low cognitive effort. Task completion and degree of participation were not affected by the meeting set up. It was concluded that Second Life, in conjunction with the SLMeetingRoom components, is a good tool for holding synchronous remote meetings and coexists with other electronic meeting technologies.

  9. Rocinante, a virtual collaborative visualizer

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    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.more » 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.« less

  10. A framework using cluster-based hybrid network architecture for collaborative virtual surgery.

    PubMed

    Qin, Jing; Choi, Kup-Sze; Poon, Wai-Sang; Heng, Pheng-Ann

    2009-12-01

    Research on collaborative virtual environments (CVEs) opens the opportunity for simulating the cooperative work in surgical operations. It is however a challenging task to implement a high performance collaborative surgical simulation system because of the difficulty in maintaining state consistency with minimum network latencies, especially when sophisticated deformable models and haptics are involved. In this paper, an integrated framework using cluster-based hybrid network architecture is proposed to support collaborative virtual surgery. Multicast transmission is employed to transmit updated information among participants in order to reduce network latencies, while system consistency is maintained by an administrative server. Reliable multicast is implemented using distributed message acknowledgment based on cluster cooperation and sliding window technique. The robustness of the framework is guaranteed by the failure detection chain which enables smooth transition when participants join and leave the collaboration, including normal and involuntary leaving. Communication overhead is further reduced by implementing a number of management approaches such as computational policies and collaborative mechanisms. The feasibility of the proposed framework is demonstrated by successfully extending an existing standalone orthopedic surgery trainer into a collaborative simulation system. A series of experiments have been conducted to evaluate the system performance. The results demonstrate that the proposed framework is capable of supporting collaborative surgical simulation.

  11. Scaffolding Interprofessional Education: Unfolding Case Studies, Virtual World Simulations, and Patient-Centered Care.

    PubMed

    Zook, Sharon Strang; Hulton, Linda J; Dudding, Carol C; Stewart, Anne L; Graham, Amy C

    Fragmentation of health care negatively impacts quality; one of the contributing factors may be ineffective collaboration among health care professionals. This article describes the implementation of an interprofessional education curriculum for graduate students enrolled in nursing, psychology, and speech-language pathology programs. Over 3 semesters, students engaged in interprofessional collaboration modules, unfolding case studies, virtual simulation, and shared case planning experiences. The curriculum's impact on students' attitudes and values toward interprofessional collaborative practice was measured.

  12. Large-scale P2P network based distributed virtual geographic environment (DVGE)

    NASA Astrophysics Data System (ADS)

    Tan, Xicheng; Yu, Liang; Bian, Fuling

    2007-06-01

    Virtual Geographic Environment has raised full concern as a kind of software information system that helps us understand and analyze the real geographic environment, and it has also expanded to application service system in distributed environment--distributed virtual geographic environment system (DVGE), and gets some achievements. However, limited by the factor of the mass data of VGE, the band width of network, as well as numerous requests and economic, etc. DVGE still faces some challenges and problems which directly cause the current DVGE could not provide the public with high-quality service under current network mode. The Rapid development of peer-to-peer network technology has offered new ideas of solutions to the current challenges and problems of DVGE. Peer-to-peer network technology is able to effectively release and search network resources so as to realize efficient share of information. Accordingly, this paper brings forth a research subject on Large-scale peer-to-peer network extension of DVGE as well as a deep study on network framework, routing mechanism, and DVGE data management on P2P network.

  13. Virtual Team Effectiveness: An Empirical Study Using SEM

    ERIC Educational Resources Information Center

    Bhat, Swati Kaul; Pande, Neerja; Ahuja, Vandana

    2016-01-01

    Advances in communication and information technology create new opportunities for organizations to build and manage virtual teams. Virtual teams have become a norm for organizations whose members work across disparate geographical locations, relying primarily or exclusively, on the usage of Information and Communications Technology (ICT) for the…

  14. 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…

  15. Tracing Success: Graphical Methods for Analysing Successful Collaborative Problem Solving

    ERIC Educational Resources Information Center

    Joiner, Richard; Issroff, Kim

    2003-01-01

    The aim of this paper is to evaluate the use of trace diagrams for analysing collaborative problem solving. The paper describes a study where trace diagrams were used to analyse joint navigation in a virtual environment. Ten pairs of undergraduates worked together on a distributed virtual task to collect five flowers using two bees with each…

  16. Training Teachers for Virtual Collaboration: A Case Study

    ERIC Educational Resources Information Center

    Vinagre, Margarita

    2016-01-01

    This study aims to explore the development of teachers' competences when trained in virtual collaboration. In order to do so, we analyse the data gathered from a group of nine in-service teachers who were trained in a forum and a wiki to become future telecollaborative teachers (TTs). During the course, participants worked in small groups and they…

  17. 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…

  18. 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…

  19. 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…

  20. Wiki or Word? Evaluating Tools for Collaborative Writing and Editing

    ERIC Educational Resources Information Center

    Dishaw, Mark; Eierman, Michael A.; Iversen, Jakob H.; Philip, George C.

    2011-01-01

    Businesses and other organizations are relying increasingly on virtual teams to perform a range of business activities. A key challenge in utilizing virtual teams is to support collaboration among team members who are separated by distance and/or time. In this paper we use a research model based on a combination of the Technology Acceptance Model…

  1. 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…

  2. 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…

  3. Learning Desert Geomorphology Virtually versus in the Field

    ERIC Educational Resources Information Center

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

    2008-01-01

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

  4. Live theater on a virtual stage: incorporating soft skills and teamwork in computer graphics education.

    PubMed

    Schweppe, M; Geigel, J

    2011-01-01

    Industry has increasingly emphasized the need for "soft" or interpersonal skills development and team-building experience in the college curriculum. Here, we discuss our experiences with providing such opportunities via a collaborative project called the Virtual Theater. In this joint project between the Rochester Institute of Technology's School of Design and Department of Computer Science, the goal is to enable live performance in a virtual space with participants in different physical locales. Students work in teams, collaborating with other students in and out of their disciplines.

  5. Perfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment

    NASA Astrophysics Data System (ADS)

    Jabro, A.; Jabro, J.

    2012-04-01

    PPerfecting 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-located research partners and diverse funding sources, dynamic economic and political environments, and a changing workforce. Today's scientists must be prepared to not only perform work in the virtual team environment, but to work effectively and efficiently despite physical and cultural barriers. Research supports that students who have been exposed to virtual team experiences are desirable in the professional and academic arenas. Research supports establishing and maintaining established protocols for communication behavior prior to task discussion provides for successful team outcomes. Research conducted on graduate and undergraduate virtual teams' behaviors led to the development of successful pedagogic practices and assessment strategies.

  6. Virtual Reality Based Collaborative Design by Children with High-Functioning Autism: Design-Based Flexibility, Identity, and Norm Construction

    ERIC Educational Resources Information Center

    Ke, Fengfeng; Lee, Sungwoong

    2016-01-01

    This exploratory case study examined the process and potential impact of collaborative architectural design and construction in an OpenSimulator-based virtual reality (VR) on the social skills development of children with high-functioning autism (HFA). Two children with a formal medical diagnosis of HFA and one typically developing peer, aged…

  7. 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…

  8. 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.…

  9. Incorporating a collaborative web-based virtual laboratory in an undergraduate bioinformatics course.

    PubMed

    Weisman, David

    2010-01-01

    Face-to-face bioinformatics courses commonly include a weekly, in-person computer lab to facilitate active learning, reinforce conceptual material, and teach practical skills. Similarly, fully-online bioinformatics courses employ hands-on exercises to achieve these outcomes, although students typically perform this work offsite. Combining a face-to-face lecture course with a web-based virtual laboratory presents new opportunities for collaborative learning of the conceptual material, and for fostering peer support of technical bioinformatics questions. To explore this combination, an in-person lecture-only undergraduate bioinformatics course was augmented with a remote web-based laboratory, and tested with a large class. This study hypothesized that the collaborative virtual lab would foster active learning and peer support, and tested this hypothesis by conducting a student survey near the end of the semester. Respondents broadly reported strong benefits from the online laboratory, and strong benefits from peer-provided technical support. In comparison with traditional in-person teaching labs, students preferred the virtual lab by a factor of two. Key aspects of the course architecture and design are described to encourage further experimentation in teaching collaborative online bioinformatics laboratories. Copyright © 2010 International Union of Biochemistry and Molecular Biology, Inc.

  10. 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.

  11. 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 content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.

  12. Utilising a Collaborative Macro-Script to Enhance Student Engagement: A Mixed Method Study in a 3D Virtual Environment

    ERIC Educational Resources Information Center

    Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini

    2012-01-01

    This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…

  13. 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.

  14. NASA's Solar System Exploration Research Virtual Institute: Building Collaboration Through International Partnerships

    NASA Technical Reports Server (NTRS)

    Gibbs, K. E.; Schmidt, G. K.

    2017-01-01

    The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on re-search at the intersection of science and exploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdisciplinary, research-focused collaborations. This talk will describe the international partner re-search efforts and how we are engaging the international science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships.

  15. Virtual pharmaceutical companies: collaborating flexibly in pharmaceutical development.

    PubMed

    Forster, Simon P; Stegmaier, Julia; Spycher, Rene; Seeger, Stefan

    2014-03-01

    Research and development (R&D) collaborations represent one approach chosen by the pharmaceutical industry to tackle current challenges posed by declining internal R&D success rates and fading of the blockbuster model. In recent years, a flexible concept to collaborate in R&D has emerged: virtual pharmaceutical companies (VPCs). These differ from other R&D companies, such as biotech start-ups, collaborating with big pharmaceutical companies, because they solely comprise experienced teams of managers. VPCs have only been described anecdotally in literature. Thus, we present here the characteristics of a VPC and suggest how big pharma can leverage the concept of VPCs by introducing five possible modes of collaboration. We find that one mode, investing, is particularly promising for big pharma. Copyright © 2013 Elsevier Ltd. All rights reserved.

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

    NASA Astrophysics Data System (ADS)

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

    2012-09-01

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

  17. XBoard: A Framework for Integrating and Enhancing Collaborative Work Practices

    NASA Technical Reports Server (NTRS)

    Shab, Ted

    2006-01-01

    Teams typically collaborate in different modes including face-to-face meetings, meetings that are synchronous (i. e. require parties to participate at the same time) but distributed geographically, and meetings involving asynchronously working on common tasks at different times. The XBoard platform was designed to create an integrated environment for creating applications that enhance collaborative work practices. Specifically, it takes large, touch-screen enabled displays as the starting point for enhancing face-to-face meetings by providing common facilities such as whiteboarding/electronic flipcharts, laptop projection, web access, screen capture and content distribution. These capabilities are built upon by making these functions inherently distributed by allowing these sessions to be easily connected between two or more systems at different locations. Finally, an information repository is integrated into the functionality to provide facilities for work practices that involve work being done at different times, such as reports that span different shifts. The Board is designed to be extendible allowing customization of both the general functionality and by adding new functionality to the core facilities by means of a plugin architecture. This, in essence, makes it a collaborative framework for extending or integrating work practices for different mission scenarios. XBoard relies heavily on standards such as Web Services and SVG, and is built using predominately Java and well-known open-source products such as Apache and Postgres. Increasingly, organizations are geographically dispersed, and rely on "virtual teams" that are assembled from a pool of various partner organizations. These organizations often have different infrastructures of applications and workflows. The XBoard has been designed to be a good partner in these situations, providing the flexibility to integrate with typical legacy applications while providing a standards-based infrastructure that is readily accepted by most organizations. The XBoard has been used on the Mars Exploration Rovers mission at JPL, and is currently being used or considered for use in pilot projects at Johnson Space Center (JSC) Mission Control, the University of Arizona Lunar and Planetav Laboratory (Phoenix Mars Lander), and MBART (Monterey Bay Aquarium Research Institute).

  18. 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.

  19. The Effects of Communicative Genres on Intra-Group Conflict in Virtual Student Teams

    ERIC Educational Resources Information Center

    Hsu, Jung-Lung; Chou, Huey-Wen

    2009-01-01

    With increasing convenience and prevalence, the distant communication application has become a promising way for individuals who are eager to cooperate and interact virtually. This study explored the question of whether the collaborative interaction of the virtual teams has any effect on the conflict and network structure of virtual groups. A…

  20. 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…

  1. Why Virtual, Why Environments? Implementing Virtual Reality Concepts in Computer-Assisted Language Learning.

    ERIC Educational Resources Information Center

    Schwienhorst, Klaus

    2002-01-01

    Discussion of computer-assisted language learning focuses on the benefits of virtual reality environments, particularly for foreign language contexts. Topics include three approaches to learner autonomy; supporting reflection, including self-awareness; supporting interaction, including collaboration; and supporting experimentation, including…

  2. Towards a Framework for Virtual Internationalization

    ERIC Educational Resources Information Center

    Bruhn, Elisa

    2017-01-01

    Internationalization and digitalization--how do these two higher education trends go together? Projects dealing with virtual mobility, collaborative online international learning (COIL), or virtual transnational education (TNE) have shown that the link between the international and the digital is not only a theoretical possibility but already a…

  3. Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence

    NASA Astrophysics Data System (ADS)

    Cohen, Michael; Newton Fernando, Owen Noel

    The domain of cscw, computer-supported collaborative work, and DSC, distributed synchronous collaboration, spans real-time interactive multiuser systems, shared information spaces, and applications for teleexistence and artificial reality, including collaborative virtual environments ( cves) (Benford et al., 2001). As presence awareness systems emerge, it is important to develop appropriate interfaces and architectures for managing multimodal multiuser systems. Especially in consideration of the persistent connectivity enabled by affordable networked communication, shared distributed environments require generalized control of media streams, techniques to control source → sink transmissions in synchronous groupware, including teleconferences and chatspaces, online role-playing games, and virtual concerts.

  4. Playing in the Virtual Sandbox: Students' Collaborative Practices in Minecraft

    ERIC Educational Resources Information Center

    Davis, Katie; Boss, Julian A.; Meas, Perry

    2018-01-01

    Researchers, teachers, and the news media have touted Minecraft as an effective, engaging way to promote students' 21st century skills, including collaboration. However, little is known about what collaboration looks like in Minecraft, including what factors support and undermine high quality collaboration. The current exploratory study…

  5. Ontology Enabled Annotation and Knowledge Management for Collaborative Learning in Virtual Learning Community

    ERIC Educational Resources Information Center

    Yang, Stephen J. H.; Chen, Irene Ya-Ling; Shao, Norman W. Y.

    2004-01-01

    The nature of collaborative learning involves intensive interactions among collaborators, such as articulating knowledge into written, verbal or symbolic forms, authoring articles or posting messages to this community's discussion forum, responding or adding comments to messages or articles posted by others, etc. Knowledge collaborators'…

  6. 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…

  7. Software for Sharing and Management of Information

    NASA Technical Reports Server (NTRS)

    Chen, James R.; Wolfe, Shawn R.; Wragg, Stephen D.

    2003-01-01

    DIAMS is a set of computer programs that implements a system of collaborative agents that serve multiple, geographically distributed users communicating via the Internet. DIAMS provides a user interface as a Java applet that runs on each user s computer and that works within the context of the user s Internet-browser software. DIAMS helps all its users to manage, gain access to, share, and exchange information in databases that they maintain on their computers. One of the DIAMS agents is a personal agent that helps its owner find information most relevant to current needs. It provides software tools and utilities for users to manage their information repositories with dynamic organization and virtual views. Capabilities for generating flexible hierarchical displays are integrated with capabilities for indexed- query searching to support effective access to information. Automatic indexing methods are employed to support users queries and communication between agents. The catalog of a repository is kept in object-oriented storage to facilitate sharing of information. Collaboration between users is aided by matchmaker agents and by automated exchange of information. The matchmaker agents are designed to establish connections between users who have similar interests and expertise.

  8. 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 scientific workflows. The EVER-EST data processing infrastructure will be based on a Cloud Computing approach, in which new applications can be integrated using "virtual machines" that have their own specifications (disk size, processor speed, operating system etc.) and run on shared private (physical deployment over local hardware) or commercial Cloud infrastructures. The EVER-EST e-infrastructure will be validated by four virtual research communities (VRC) covering different multidisciplinary Earth Science domains including: ocean monitoring, natural hazards, land monitoring and risk management (volcanoes and seismicity). Each VRC will use the virtual research environment according to its own specific requirements for data, software, best practice and community engagement. This user-centric approach will allow an assessment to be made of the capability for the proposed solution to satisfy the heterogeneous needs of a variety of Earth Science communities for more effective collaboration, and higher efficiency and creativity in research. EVER-EST is funded by the European Commission's H2020 for three years starting in October 2015. The project is led by the European Space Agency (ESA), involves some of the major European Earth Science data providers/users including NERC, DLR, INGV, CNR and SatCEN.

  9. ICCE/ICCAI 2000 Full & Short Papers (Virtual Lab/Classroom/School).

    ERIC Educational Resources Information Center

    2000

    This document contains the following full and short papers on virtual laboratories, classrooms, and schools from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction): (1) "A Collaborative Learning Support System Based on Virtual Environment Server for Multiple…

  10. Virtual Mobility in Higher Education. The UNED Campus Net Program

    ERIC Educational Resources Information Center

    Aguado, Teresa; Monge, Fernando; Del Olmo, Alicia

    2014-01-01

    We present the UNED Virtual Mobility Campus Net Program, implemented since 2012 in collaboration with European and Latin American universities. Program's objectives, participating institutions, procedures, and evaluation are exposed. Virtual mobility is understood as a meaningful strategy for intercultural learning by studying an undergraduate or…

  11. Information Seeking in a Virtual Learning Environment.

    ERIC Educational Resources Information Center

    Byron, Suzanne M.; Young, Jon I.

    2000-01-01

    Examines the applicability of Kuhlthau's Information Search Process Model in the context of a virtual learning environment at the University of North Texas that used virtual collaborative software. Highlights include cognitive and affective aspects of information seeking; computer experience and confidence; and implications for future research.…

  12. Using Virtual Microscopy to Scaffold Learning of Pathology: A Naturalistic Experiment on the Role of Visual and Conceptual Cues

    ERIC Educational Resources Information Center

    Nivala, Markus; Saljo, Roger; Rystedt, Hans; Kronqvist, Pauliina; Lehtinen, Erno

    2012-01-01

    New representational technologies, such as virtual microscopy, create new affordances for medical education. In the article, a study on the following two issues is reported: (a) How does collaborative use of virtual microscopy shape students' engagement with and learning from virtual slides of tissue specimen? (b) How do visual and conceptual cues…

  13. Fostering Verbal and Non-Verbal Social Interactions in a 3D Collaborative Virtual Learning Environment: A Case Study of Youth with Autism Spectrum Disorders Learning Social Competence in iSocial

    ERIC Educational Resources Information Center

    Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine

    2017-01-01

    This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…

  14. Designing Computer-Supported Collaborative Learning at Work for Rural It Workers: Learning Ensembles and Geographic Isolation

    ERIC Educational Resources Information Center

    Goggins, Sean P.

    2014-01-01

    This paper presents the results of a 9-month ethnographic and action research study of rural technology workers where computer support for collaborative learning through workplace technologies was introduced to a US-based technology firm. Throughout the implementation of this support and participation, issues related to geographic isolation are…

  15. Virtual Reference, Real Money: Modeling Costs in Virtual Reference Services

    ERIC Educational Resources Information Center

    Eakin, Lori; Pomerantz, Jeffrey

    2009-01-01

    Libraries nationwide are in yet another phase of belt tightening. Without an understanding of the economic factors that influence library operations, however, controlling costs and performing cost-benefit analyses on services is difficult. This paper describes a project to develop a cost model for collaborative virtual reference services. This…

  16. The World's the Limit in the Virtual High School.

    ERIC Educational Resources Information Center

    Berman, Sheldon; Tinker, Robert

    1997-01-01

    Assisted by a U.S. Department of Education Technology Innovation Challenge Grant, the Hudson (Massachusetts) Public Schools, the Concord Consortium Educational Technology Lab, and 30 collaborating high schools across the nation have developed a virtual high school over the Internet. Through Internet-based courses, Virtual High School significantly…

  17. Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks

    ERIC Educational Resources Information Center

    Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita

    2017-01-01

    More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…

  18. Building a Virtual Learning Network for Teachers in a Suburban School District

    ERIC Educational Resources Information Center

    Kurtzworth-Keen, Kristin A.

    2011-01-01

    Emerging research indicates that learning management systems such as Moodle can function as virtual, collaborative environments, where collegial interactions promote professional learning opportunities. This study deployed a mixed methods design in order to describe and analyze teacher participation in a virtual learning network (VLN) that was…

  19. The Virtual Classroom: A Catalyst for Institutional Transformation

    ERIC Educational Resources Information Center

    Subramaniam, Nantha Kumar; Kandasamy, Maheswari

    2011-01-01

    This study explores the use of the virtual classroom which has been created in "myVLE", a learning management system used by the Open University Malaysia (OUM). The virtual classroom in "myVLE" is an asynchronous-based online learning environment that delivers course materials to learners and provides collaboration and…

  20. Virtual Patient Simulations for Medical Education: Increasing Clinical Reasoning Skills through Deliberate Practice

    ERIC Educational Resources Information Center

    McCoy, Lise

    2014-01-01

    Virtual Patient Simulations (VPS) are web-based exercises involving simulated patients in virtual environments. This study investigates the utility of VPS for increasing medical student clinical reasoning skills, collaboration, and engagement. Many studies indicate that VPS provide medical students with essential practice in clinical decision…

  1. An Ethnographic Study of a Developing Virtual Organization in Education

    ERIC Educational Resources Information Center

    Couch, Stephanie R.

    2012-01-01

    This ethnographic study answers calls for research into the ways that virtual organizations (or innovation-driven collaborative teams) form and develop, what supports and constraints their development, and the leadership models that support the organizations' work. The study examines how a virtual organization emerged from an intersegmental…

  2. 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…

  3. On Enhancing On-Line Collaboration Using Fuzzy Logic Modeling

    ERIC Educational Resources Information Center

    Hadjileontiadou, Sofia J.; Nikolaidou, Georgia N.; Hadjileontiadis, Leontios J.; Balafoutas, George N.

    2004-01-01

    Web-based collaboration calls for professional skills and competences to the benefit of the quality of the collaboration and its output. Within this framework, educational virtual environments may provide a means for training upon these skills and in particular the collaborative ones. On the basis of the existing technological means such training…

  4. Collaboration, Multi-Tasking and Problem Solving Performance in Shared Virtual Spaces

    ERIC Educational Resources Information Center

    Lin, Lin; Mills, Leila A.; Ifenthaler, Dirk

    2016-01-01

    Collaborative problem-solving is often not a sequential process; instead, it can involve tasking switching or dual tasking (i.e., multitasking) activities in that the collaborators need to shift their attention between the targeted problems and the conversations they carry on with their collaborators. It is not known to what extent the…

  5. Experimental Internet Environment Software Development

    NASA Technical Reports Server (NTRS)

    Maddux, Gary A.

    1998-01-01

    Geographically distributed project teams need an Internet based collaborative work environment or "Intranet." The Virtual Research Center (VRC) is an experimental Intranet server that combines several services such as desktop conferencing, file archives, on-line publishing, and security. Using the World Wide Web (WWW) as a shared space paradigm, the Graphical User Interface (GUI) presents users with images of a lunar colony. Each project has a wing of the colony and each wing has a conference room, library, laboratory, and mail station. In FY95, the VRC development team proved the feasibility of this shared space concept by building a prototype using a Netscape commerce server and several public domain programs. Successful demonstrations of the prototype resulted in approval for a second phase. Phase 2, documented by this report, will produce a seamlessly integrated environment by introducing new technologies such as Java and Adobe Web Links to replace less efficient interface software.

  6. Going from lectures to expeditions: Creating a virtual voyage in undergraduate ocean science education

    NASA Astrophysics Data System (ADS)

    Reed, D.; Garfield, N.; Locke, J.; Anglin, J.; Karl, H.; Edwards, B.

    2003-04-01

    The WWW provides for new collaborations in distributed learning in higher education. The lead author has developed a highly successful online course at the undergraduate level with an enrollment of more than 300 non-science majors each year, We are currently initiating a new focus for the course by emphasizing sea-going research, primarily in the northeastern Pacific Ocean, through the development of a virtual oceanographic voyage over the WWW. The "virtual voyage" courseware combines elements of experiential learning with anytime, anywhere access of the WWW to stimulate inquiry-based learning in the ocean sciences. The first leg of the voyage is currently being synthesized from contemporary ocean research sponsored by a collaboration of U.S. government agencies, including NSF, NOAA, and the USGS. The initial portion of this effort involves transforming portions of USGS Circular 1198, Beyond the Golden Gate -- Oceanography, Geology, Biology, and Environmental Issues in the Gulf of the Farallones, into an interactive expedition by which students participate as scientists aboard a research vessel departing from San Francisco. Virtual experiments on the voyage are patterned after research cruises over the past decade in two national marine sanctuaries and include the technologies of data acquisition and data analysis, as well as providing insight into the methodologies of working marine scientists. Real-time data for monitoring the marine environment are embedded into several modules; for example, students will analyze data from offshore buoys and satellite imagery to assess ocean conditions prior to departing from port. Multibeam sonar is used to create seafloor maps near the Golden Gate Bridge and sediment cores provide evidence of sea-level change in the region. Environmental studies in the region include locating canisters of low-level radioactive waste and assessing potential sites for the disposal for dredged materials from the San Francisco Bay. Upon completion of these studies, the voyage turns northward to examine the seismic potential of the Cascadia subduction zone and hydrothermal vent communities on the Juan de Fuca Ridge. Although the project takes advantage of the natural interest of students in California through a geographic focus, it may also serve as a template for creating similar learning environments based elsewhere in the world.

  7. A collaborative interaction and visualization multi-modal environment for surgical planning.

    PubMed

    Foo, Jung Leng; Martinez-Escobar, Marisol; Peloquin, Catherine; Lobe, Thom; Winer, Eliot

    2009-01-01

    The proliferation of virtual reality visualization and interaction technologies has changed the way medical image data is analyzed and processed. This paper presents a multi-modal environment that combines a virtual reality application with a desktop application for collaborative surgical planning. Both visualization applications can function independently but can also be synced over a network connection for collaborative work. Any changes to either application is immediately synced and updated to the other. This is an efficient collaboration tool that allows multiple teams of doctors with only an internet connection to visualize and interact with the same patient data simultaneously. With this multi-modal environment framework, one team working in the VR environment and another team from a remote location working on a desktop machine can both collaborate in the examination and discussion for procedures such as diagnosis, surgical planning, teaching and tele-mentoring.

  8. A collaborative virtual reality environment for neurosurgical planning and training.

    PubMed

    Kockro, Ralf A; Stadie, Axel; Schwandt, Eike; Reisch, Robert; Charalampaki, Cleopatra; Ng, Ivan; Yeo, Tseng Tsai; Hwang, Peter; Serra, Luis; Perneczky, Axel

    2007-11-01

    We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. We have been using this system on a routine clinical basis and during neurosurgical training courses to collaboratively plan and discuss neurosurgical procedures with 3-D reconstructions of patient-specific magnetic resonance and computed tomographic imaging data or with a virtual model of the temporal bone. Working collaboratively with the 3-D information of a large, interactive, stereoscopic projection provides an unambiguous way to analyze and understand the anatomic spatial relationships of different surgical corridors. In our experience, the system creates a unique forum for open and precise discussion of neurosurgical approaches. We believe the system provides a highly effective way to work with 3-D data in a group, and it significantly enhances teaching of neurosurgical anatomy and operative strategies.

  9. VBOT: Motivating computational and complex systems fluencies with constructionist virtual/physical robotics

    NASA Astrophysics Data System (ADS)

    Berland, Matthew W.

    As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions are: (1) What are the relative affordances of virtual and physical constructionist robotics systems towards computational and complex systems fluencies? (2) What can middle school students learn using computational/complex systems learning environments in a collaborative setting? (3) In what ways are these environments and activities effective in teaching students computational and complex systems fluencies?

  10. 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…

  11. 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…

  12. A Taxonomy of Virtual Worlds Usage in Education

    ERIC Educational Resources Information Center

    Duncan, Ishbel; Miller, Alan; Jiang, Shangyi

    2012-01-01

    Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…

  13. 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…

  14. 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…

  15. Laboratory E-Notebooks: A Learning Object-Based Repository

    ERIC Educational Resources Information Center

    Abari, Ilior; Pierre, Samuel; Saliah-Hassane, Hamadou

    2006-01-01

    During distributed virtual laboratory experiment sessions, a major problem is to be able to collect, store, manage and share heterogeneous data (intermediate results, analysis, annotations, etc) manipulated simultaneously by geographically distributed teammates composing a virtual team. The electronic notebook is a possible response to this…

  16. Requirements for plug and play information infrastructure frameworks and architectures to enable virtual enterprises

    NASA Astrophysics Data System (ADS)

    Bolton, Richard W.; Dewey, Allen; Horstmann, Paul W.; Laurentiev, John

    1997-01-01

    This paper examines the role virtual enterprises will have in supporting future business engagements and resulting technology requirements. Two representative end-user scenarios are proposed that define the requirements for 'plug-and-play' information infrastructure frameworks and architectures necessary to enable 'virtual enterprises' in US manufacturing industries. The scenarios provide a high- level 'needs analysis' for identifying key technologies, defining a reference architecture, and developing compliant reference implementations. Virtual enterprises are short- term consortia or alliances of companies formed to address fast-changing opportunities. Members of a virtual enterprise carry out their tasks as if they all worked for a single organization under 'one roof', using 'plug-and-play' information infrastructure frameworks and architectures to access and manage all information needed to support the product cycle. 'Plug-and-play' information infrastructure frameworks and architectures are required to enhance collaboration between companies corking together on different aspects of a manufacturing process. This new form of collaborative computing will decrease cycle-time and increase responsiveness to change.

  17. Learning to Map the Earth and Planets using a Google Earth - based Multi-student Game

    NASA Astrophysics Data System (ADS)

    De Paor, D. G.; Wild, S. C.; Dordevic, M.

    2011-12-01

    We report on progress in developing an interactive geological and geophysical mapping game employing the Google Earth, Google Moon, and Goole Mars virtual globes. Working in groups of four, students represent themselves on the Google Earth surface by selecting an avatar. One of the group drives to each field stop in a model vehicle using game-like controls. When they arrive at a field stop and get out of their field vehicle, students can control their own avatars' movements independently and can communicate with one another by text message. They are geo-fenced and receive automatic messages if they wander off target. Individual movements are logged and stored in a MySQL database for later analysis. Students collaborate on mapping decisions and submit a report to their instructor through a Javascript interface to the Google Earth API. Unlike real mapping, students are not restricted by geographic access and can engage in comparative mapping on different planets. Using newly developed techniques, they can also explore and map the sub-surface down to the core-mantle boundary. Virtual specimens created with a 3D scanner, Gigapan images of outcrops, and COLLADA models of mantle structures such as subducted lithospheric slabs all contribute to an engaging learning experience.

  18. Virtual Partnerships in Research and Education.

    ERIC Educational Resources Information Center

    Payne, Deborah A.; Keating, Kelly A.; Myers, James D.

    The William R. Wiley Environmental Molecular Sciences Laboratory (EMSL) at the Pacific Northwest National Laboratory (Washington) is a collaborative user facility with many unique scientific capabilities. The EMSL expects to support many of its remote users and collaborators by electronic means and is creating a collaborative environment for this…

  19. 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

  20. 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...

  1. Virtual Globes and Glacier Research: Integrating research, collaboration, logistics, data archival, and outreach into a single tool

    NASA Astrophysics Data System (ADS)

    Nolan, M.

    2006-12-01

    Virtual Globes are a paradigm shift in the way earth sciences are conducted. With these tools, nearly all aspects of earth science can be integrated from field science, to remote sensing, to remote collaborations, to logistical planning, to data archival/retrieval, to PDF paper retriebal, to education and outreach. Here we present an example of how VGs can be fully exploited for field sciences, using research at McCall Glacier, in Arctic Alaska.

  2. Three Case Studies on Business Collaboration and Process Management

    ERIC Educational Resources Information Center

    Fan, Shaokun

    2012-01-01

    The importance of collaboration has been recognized for more than 2000 years. While recent improvement in technology creates vast opportunities for collaboration, effective collaboration remains challenging as ad hoc teams work across time, geographical, language, and technical boundaries, and suffer from process inefficiency. My dissertation…

  3. Visualization of Vgi Data Through the New NASA Web World Wind Virtual Globe

    NASA Astrophysics Data System (ADS)

    Brovelli, M. A.; Kilsedar, C. E.; Zamboni, G.

    2016-06-01

    GeoWeb 2.0, laying the foundations of Volunteered Geographic Information (VGI) systems, has led to platforms where users can contribute to the geographic knowledge that is open to access. Moreover, as a result of the advancements in 3D visualization, virtual globes able to visualize geographic data even on browsers emerged. However the integration of VGI systems and virtual globes has not been fully realized. The study presented aims to visualize volunteered data in 3D, considering also the ease of use aspects for general public, using Free and Open Source Software (FOSS). The new Application Programming Interface (API) of NASA, Web World Wind, written in JavaScript and based on Web Graphics Library (WebGL) is cross-platform and cross-browser, so that the virtual globe created using this API can be accessible through any WebGL supported browser on different operating systems and devices, as a result not requiring any installation or configuration on the client-side, making the collected data more usable to users, which is not the case with the World Wind for Java as installation and configuration of the Java Virtual Machine (JVM) is required. Furthermore, the data collected through various VGI platforms might be in different formats, stored in a traditional relational database or in a NoSQL database. The project developed aims to visualize and query data collected through Open Data Kit (ODK) platform and a cross-platform application, where data is stored in a relational PostgreSQL and NoSQL CouchDB databases respectively.

  4. 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…

  5. A Cross-Disciplinary Literature Review: Examining Trust on Virtual Teams

    ERIC Educational Resources Information Center

    Berry, Gregory R.

    2011-01-01

    Effective and efficient teams communicate, collaborate, and perform, even if these teams are not co-located. Although much is known about enabling effectiveness on face-to-face teams, considerably less is known about similarly enabling effectiveness on virtual teams. Yet the use of virtual teams is common and will likely become more commonplace as…

  6. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  7. A Study of the Relationship of Communication Technology Configurations in Virtual Research Environments and Effectiveness of Collaborative Research

    ERIC Educational Resources Information Center

    Ahmed, Iftekhar

    2009-01-01

    Virtual Research Environments (VRE) are electronic meeting places for interaction among scientists created by combining software tools and computer networking. Virtual teams are enjoying increased importance in the conduct of scientific research because of the rising cost of traditional scientific scholarly communication, the growing importance of…

  8. Designing Teaching--Teaching Designing: Teacher's Guidance in a Virtual Design Studio

    ERIC Educational Resources Information Center

    Lahti, Henna; Seitamaa-Hakkarainen, Pirita

    2014-01-01

    This study examined pedagogical aspects of virtual designing. It focused on how an industrial design teacher organised a university course in plastic product design and how the teacher guided student teams' design processes in a virtual design studio. The model of Learning by Collaborative Design was used as a pedagogical and analytical framework.…

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

    ERIC Educational Resources Information Center

    Cummings, Jeffrey

    2012-01-01

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

  10. New Library, New Librarian, New Student: Using LibGuides to Reach the Virtual Student

    ERIC Educational Resources Information Center

    Roberts, Sara; Hunter, Dwight

    2011-01-01

    This article examines the virtual pathfinder and its relationship with distance education students. Various topics are addressed in relation to virtual students, LibGuides and collaborative efforts between librarians and teaching faculty. A brief history of the subject guide is presented, advantages and disadvantages of LibGuides are discussed and…

  11. Students' First Impression of Second Life: A Case from the United Arab Emirates

    ERIC Educational Resources Information Center

    Abdallah, Salam; Douglas, Jamal

    2010-01-01

    Emerging 3D virtual worlds such as Second Life can offer students with opportunities to enhance learning using rich collaborative asynchronous media. Virtual worlds are believed to impact the future of higher education and therefore, universities across the world are immersing themselves inside virtual worlds to establish a unique learning and…

  12. Virtual Teams and International Business Teaching and Learning: The Case of the Global Enterprise Experience (GEE)

    ERIC Educational Resources Information Center

    Gonzalez-Perez, Maria Alejandra; Velez-Calle, Andres; Cathro, Virginia; Caprar, Dan V.; Taras, Vasyl

    2014-01-01

    The increasing importance of global virtual teams in business is reflected in the classroom by the increased adoption of activities that facilitate real-time cross-cultural interaction. This article documents the experience of students from two Colombian universities who participated in a collaborative international project using virtual teams as…

  13. Collaborative Problem Solving in Shared Space

    ERIC Educational Resources Information Center

    Lin, Lin; Mills, Leila A.; Ifenthaler, Dirk

    2015-01-01

    The purpose of this study was to examine collaborative problem solving in a shared virtual space. The main question asked was: How will the performance and processes differ between collaborative problem solvers and independent problem solvers over time? A total of 104 university students (63 female and 41 male) participated in an experimental…

  14. Pulse!!: a model for research and development of virtual-reality learning in military medical education and training.

    PubMed

    Dunne, James R; McDonald, Claudia L

    2010-07-01

    Pulse!! The Virtual Clinical Learning Lab at Texas A&M University-Corpus Christi, in collaboration with the United States Navy, has developed a model for research and technological development that they believe is an essential element in the future of military and civilian medical education. The Pulse!! project models a strategy for providing cross-disciplinary expertise and resources to educational, governmental, and business entities challenged with meeting looming health care crises. It includes a three-dimensional virtual learning platform that provides unlimited, repeatable, immersive clinical experiences without risk to patients, and is available anywhere there is a computer. Pulse!! utilizes expertise in the fields of medicine, medical education, computer science, software engineering, physics, computer animation, art, and architecture. Lab scientists collaborate with the commercial virtual-reality simulation industry to produce research-based learning platforms based on cutting-edge computer technology.

  15. Study on Collaborative Object Manipulation in Virtual Environment

    NASA Astrophysics Data System (ADS)

    Mayangsari, Maria Niken; Yong-Moo, Kwon

    This paper presents comparative study on network collaboration performance in different immersion. Especially, the relationship between user collaboration performance and degree of immersion provided by the system is addressed and compared based on several experiments. The user tests on our system include several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments.

  16. Secure environment for real-time tele-collaboration on virtual simulation of radiation treatment planning.

    PubMed

    Ntasis, Efthymios; Maniatis, Theofanis A; Nikita, Konstantina S

    2003-01-01

    A secure framework is described for real-time tele-collaboration on Virtual Simulation procedure of Radiation Treatment Planning. An integrated approach is followed clustering the security issues faced by the system into organizational issues, security issues over the LAN and security issues over the LAN-to-LAN connection. The design and the implementation of the security services are performed according to the identified security requirements, along with the need for real time communication between the collaborating health care professionals. A detailed description of the implementation is given, presenting a solution, which can directly be tailored to other tele-collaboration services in the field of health care. The pilot study of the proposed security components proves the feasibility of the secure environment, and the consistency with the high performance demands of the application.

  17. Research on Collaborative Technology in Distributed Virtual Reality System

    NASA Astrophysics Data System (ADS)

    Lei, ZhenJiang; Huang, JiJie; Li, Zhao; Wang, Lei; Cui, JiSheng; Tang, Zhi

    2018-01-01

    Distributed virtual reality technology applied to the joint training simulation needs the CSCW (Computer Supported Cooperative Work) terminal multicast technology to display and the HLA (high-level architecture) technology to ensure the temporal and spatial consistency of the simulation, in order to achieve collaborative display and collaborative computing. In this paper, the CSCW’s terminal multicast technology has been used to modify and expand the implementation framework of HLA. During the simulation initialization period, this paper has used the HLA statement and object management service interface to establish and manage the CSCW network topology, and used the HLA data filtering mechanism for each federal member to establish the corresponding Mesh tree. During the simulation running period, this paper has added a new thread for the RTI and the CSCW real-time multicast interactive technology into the RTI, so that the RTI can also use the window message mechanism to notify the application update the display screen. Through many applications of submerged simulation training in substation under the operation of large power grid, it is shown that this paper has achieved satisfactory training effect on the collaborative technology used in distributed virtual reality simulation.

  18. Virtual Action Learning: Practices and Challenges

    ERIC Educational Resources Information Center

    Dickenson, Mollie; Burgoyne, John; Pedler, Mike

    2010-01-01

    This paper reports findings from research that set out to explore virtual action learning (VAL) as an emerging variety of action learning (AL). In bringing together geographically dispersed individuals within and across organizations, and possibly across time, VAL has obvious potential in both educational and commercial contexts. Whilst there is…

  19. Research Collaboration across Higher Education Systems: Maturity, Language Use, and Regional Differences

    ERIC Educational Resources Information Center

    Shin, Jung Cheol; Lee, Soo Jeung; Kim, Yangson

    2013-01-01

    This study analyzed whether research collaboration patterns differ across higher education systems based on maturity of the systems, their language, and their geographical region. This study found that collaboration patterns differ across higher education systems: academics in developed systems are more collaborative than their colleagues in…

  20. Collaborative voxel-based surgical virtual environments.

    PubMed

    Acosta, Eric; Muniz, Gilbert; Armonda, Rocco; Bowyer, Mark; Liu, Alan

    2008-01-01

    Virtual Reality-based surgical simulators can utilize Collaborative Virtual Environments (C-VEs) to provide team-based training. To support real-time interactions, C-VEs are typically replicated on each user's local computer and a synchronization method helps keep all local copies consistent. This approach does not work well for voxel-based C-VEs since large and frequent volumetric updates make synchronization difficult. This paper describes a method that allows multiple users to interact within a voxel-based C-VE for a craniotomy simulator being developed. Our C-VE method requires smaller update sizes and provides faster synchronization update rates than volumetric-based methods. Additionally, we address network bandwidth/latency issues to simulate networked haptic and bone drilling tool interactions with a voxel-based skull C-VE.

  1. The Prototype of the Virtual Classroom.

    ERIC Educational Resources Information Center

    Wilson, Jack M.; Mosher, David N.

    1994-01-01

    Introduces an interactive distance learning environment prototype developed jointly by Rensselaer Polytechnic Institute (RPI) and AT&T which allows students to participate in virtual classroom environments by using computer teleconferencing. Student collaboration, note taking, question answering capabilities, project background, learning…

  2. Results from a Pilot REU Program: Exploring the Cosmos Using Sloan Digital Sky Survey Data

    NASA Astrophysics Data System (ADS)

    Chanover, Nancy J.; Holley-Bockelmann, Kelly; Holtzman, Jon A.

    2017-01-01

    In the Summer of 2016 we conducted a 10-week pilot Research Experience for Undergraduates (REU) program aimed at increasing the participation of underrepresented minority undergraduate students in research using data from the Sloan Digital Sky Survey (SDSS). This program utilized a distributed REU model, whereby students worked with SDSS scientists on exciting research projects while serving as members of a geographically distributed research community. The format of this REU is similar to that of the SDSS collaboration itself, and since this collaboration structure has become a model for the next generation of large scale astronomical surveys, the students participating in the SDSS REU received early exposure and familiarity with this approach to collaborative scientific research. The SDSS REU also provided the participants with a low-risk opportunity to audition for graduate schools and to explore opportunities afforded by a career as a research scientist. The six student participants were placed at SDSS REU host sites at the Center for Astrophysics at Harvard University, University of Wisconsin-Madison, Vanderbilt University, and the University of Portsmouth. Their research projects covered a broad range of topics related to stars, galaxies, and quasars, all making use of SDSS data. At the start of the summer the REU students participated in a week-long Boot Camp at NMSU, which served as a program orientation, an introduction to skills relevant to their research projects, and an opportunity for team-building and cohort-forming. To foster a sense of community among our distributed students throughout the summer, we conducted a weekly online meeting for all students in the program via virtual meeting tools. These virtual group meetings served two purposes: as a weekly check-in to find out how their projects were progressing, and to conduct professional development seminars on topics of interest and relevance to the REU participants. We discuss the outcomes of this pilot REU program and future plans for involving underrepresented minority undergraduate students in SDSS-related research. This work was supported by a grant from Sloan Foundation to the Astrophysical Research Consortium.

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

    ERIC Educational Resources Information Center

    Chanprasitchai, Ong-art; Khlaisang, Jintavee

    2016-01-01

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

  4. The Ecology of Collaborative Work. Workscape 21: The Ecology of New Ways of Working.

    ERIC Educational Resources Information Center

    Becker, Franklin; Quinn, Kristen L.; Tennessen, Carolyn M.

    A study examined Chiat/Day inc. Advertising's team-based virtual office in which work could occur at any location inside or outside the office at any time. Three sites used three workplace strategies: full virtual (FV), modified virtual (MV), and conventional (C). Interviews, observations, and archival data were used to assess project teams doing…

  5. Advanced Collaborative Environments Supporting Systems Integration and Design

    DTIC Science & Technology

    2003-03-01

    concurrently view a virtual system or product model while maintaining natural, human communication . These virtual systems operate within a computer-generated...These environments allow multiple individuals to concurrently view a virtual system or product model while simultaneously maintaining natural, human ... communication . As a result, TARDEC researchers and system developers are using this advanced high-end visualization technology to develop future

  6. Virtual Trust in US-India Global Outsource Teams: A Qualitative Exploratory Case Study

    ERIC Educational Resources Information Center

    Gugliotti, Domenic

    2017-01-01

    The purpose of this qualitative exploratory case study was to identify and analyze, trust behaviors used by members of an outsourced virtual team in an on and offshore engagement. The inability to build trust in outsourced engagements can cause serious damage to the collaboration within the virtual team causing it to fail. This study provides…

  7. Virtual working systems to support R&D groups

    NASA Astrophysics Data System (ADS)

    Dew, Peter M.; Leigh, Christine; Drew, Richard S.; Morris, David; Curson, Jayne

    1995-03-01

    The paper reports on the progress at Leeds University to build a Virtual Science Park (VSP) to enhance the University's ability to interact with industry, grow its applied research and workplace learning activities. The VSP exploits the advances in real time collaborative computing and networking to provide an environment that meets the objectives of physically based science parks without the need for the organizations to relocate. It provides an integrated set of services (e.g. virtual consultancy, workbased learning) built around a structured person- centered information model. This model supports the integration of tools for: (a) navigating around the information space; (b) browsing information stored within the VSP database; (c) communicating through a variety of Person-to-Person collaborative tools; and (d) the ability to the information stored in the VSP including the relationships to other information that support the underlying model. The paper gives an overview of a generic virtual working system based on X.500 directory services and the World-Wide Web that can be used to support the Virtual Science Park. Finally the paper discusses some of the research issues that need to be addressed to fully realize a Virtual Science Park.

  8. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  9. Social Protocols for Agile Virtual Teams

    NASA Astrophysics Data System (ADS)

    Picard, Willy

    Despite many works on collaborative networked organizations (CNOs), CSCW, groupware, workflow systems and social networks, computer support for virtual teams is still insufficient, especially support for agility, i.e. the capability of virtual team members to rapidly and cost efficiently adapt the way they interact to changes. In this paper, requirements for computer support for agile virtual teams are presented. Next, an extension of the concept of social protocol is proposed as a novel model supporting agile interactions within virtual teams. The extended concept of social protocol consists of an extended social network and a workflow model.

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

    PubMed

    Green, Janet; Wyllie, Aileen; Jackson, Debra

    2014-01-01

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

  11. A Web 2.0-Based Collaborative Model for Multicultural Education

    ERIC Educational Resources Information Center

    Hossain, Md. Mokter; Aydin, Hasan

    2011-01-01

    Purpose: Web 2.0 is a collaborative web development platform that has had tremendous usage in building effective, interactive, and collaborative virtual societies at home and abroad. Multicultural study is another trend that has tremendous possibilities to help people in the fight against racism and enables them to become active members of a…

  12. 76 FR 45334 - Innovative Techniques for Delivering ITS Learning; Request for Information

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-28

    ... training opportunities and the desire to use emerging social media tools to better engage and collaborate...; Collaborative--through the use of social media or other `virtual' meeting spaces; Designed for the adult learner... ITS deployers? 6. How might social media collaboration tools be used to engage audiences in ITS...

  13. 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…

  14. Discussing the Factors Contributing to Students' Involvement in an EFL Collaborative Wiki Project

    ERIC Educational Resources Information Center

    Lee, Hsiao-chien; Wang, Pei-ling

    2013-01-01

    A growing number of researchers have acknowledged the potential for using wikis in online collaborative language learning. While researchers appreciate the wikis platform for engaging students in virtual team work and authentic language learning, many also have recognized the limitations of using wikis to promote student collaboration (Alyousef…

  15. Dynamic Group Formation as an Approach to Collaborative Learning Support

    ERIC Educational Resources Information Center

    Srba, Ivan; Bielikova, Maria

    2015-01-01

    In the current time of globalization, collaboration among people in virtual environments is becoming an important precondition of success. This trend is reflected also in the educational domain where students collaborate in various short-term groups created repetitively but changing in each round (e.g. in MOOCs). Students in these kind of dynamic…

  16. Fostering Collaborative Learning in Second Life: Metaphors and Affordances

    ERIC Educational Resources Information Center

    Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas

    2010-01-01

    In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…

  17. Computer-Supported Collaborative Learning: Best Practices and Principles for Instructors

    ERIC Educational Resources Information Center

    Orvis, Kara L., Ed.; Lassiter, Andrea L. R., Ed.

    2008-01-01

    Decades of research have shown that student collaboration in groups doesn't just happen; rather it needs to be a deliberate process facilitated by the instructor. Promoting collaboration in virtual learning environments presents a variety of challenges. This book answers the demand for a thorough resource on techniques to facilitate effective …

  18. 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)…

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

    NASA Astrophysics Data System (ADS)

    Scacchi, Walt

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

  20. An Overview of Web-Based School Collaboration: A History of Success or Failure?

    ERIC Educational Resources Information Center

    Gouseti, Anastasia

    2013-01-01

    The notion of school collaboration has become widely recognised as an effective means of fostering cultural links and supporting communication between geographically separated schools. As shall be acknowledged in this paper, school collaboration follows on from a long history of collaborative initiatives across the past 50 years. However, the…

  1. An Evaluation of Virtual Home Visits in Early Intervention: Feasibility of "Virtual Intervention"

    ERIC Educational Resources Information Center

    Olsen, Sue; Fiechtl, Barbara; Rule, Sarah

    2012-01-01

    The provision of consistent high quality home- and community-based services to children with disabilities living in rural and frontier areas is a challenge. Distance, weather, geographic terrain (mountains, canyons), and shortages of pediatric early interventionists are among the challenges to ensuring appropriate and equitable services.…

  2. Immersive Virtual Worlds in University-Level Human Geography Courses

    ERIC Educational Resources Information Center

    Dittmer, Jason

    2010-01-01

    This paper addresses the potential for increased deployment of immersive virtual worlds in higher geographic education. An account of current practice regarding popular culture in the geography classroom is offered, focusing on the objectification of popular culture rather than its constitutive role vis-a-vis place. Current e-learning practice is…

  3. 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.

  4. Managing Distributed Innovation Processes in Virtual Organizations by Applying the Collaborative Network Relationship Analysis

    NASA Astrophysics Data System (ADS)

    Eschenbächer, Jens; Seifert, Marcus; Thoben, Klaus-Dieter

    Distributed innovation processes are considered as a new option to handle both the complexity and the speed in which new products and services need to be prepared. Indeed most research on innovation processes was focused on multinational companies with an intra-organisational perspective. The phenomena of innovation processes in networks - with an inter-organisational perspective - have been almost neglected. Collaborative networks present a perfect playground for such distributed innovation processes whereas the authors highlight in specific Virtual Organisation because of their dynamic behaviour. Research activities supporting distributed innovation processes in VO are rather new so that little knowledge about the management of such research is available. With the presentation of the collaborative network relationship analysis this gap will be addressed. It will be shown that a qualitative planning of collaboration intensities can support real business cases by proving knowledge and planning data.

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

    NASA Astrophysics Data System (ADS)

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

    2017-12-01

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

  6. The impact of self-avatars on trust and collaboration in shared virtual environments.

    PubMed

    Pan, Ye; Steed, Anthony

    2017-01-01

    A self-avatar is known to have a potentially significant impact on the user's experience of the immersive content but it can also affect how users interact with each other in a shared virtual environment (SVE). We implemented an SVE for a consumer virtual reality system where each user's body could be represented by a jointed self-avatar that was dynamically controlled by head and hand controllers. We investigated the impact of a self-avatar on collaborative outcomes such as completion time and trust formation during competitive and cooperative tasks. We used two different embodiment levels: no self-avatar and self-avatar, and compared these to an in-person face to face version of the tasks. We found that participants could finish the task more quickly when they cooperated than when they competed, for both the self-avatar condition and the face to face condition, but not for the no self-avatar condition. In terms of trust formation, both the self-avatar condition and the face to face condition led to higher scores than the no self-avatar condition; however, collaboration style had no significant effect on trust built between partners. The results are further evidence of the importance of a self-avatar representation in immersive virtual reality.

  7. The impact of self-avatars on trust and collaboration in shared virtual environments

    PubMed Central

    Steed, Anthony

    2017-01-01

    A self-avatar is known to have a potentially significant impact on the user’s experience of the immersive content but it can also affect how users interact with each other in a shared virtual environment (SVE). We implemented an SVE for a consumer virtual reality system where each user’s body could be represented by a jointed self-avatar that was dynamically controlled by head and hand controllers. We investigated the impact of a self-avatar on collaborative outcomes such as completion time and trust formation during competitive and cooperative tasks. We used two different embodiment levels: no self-avatar and self-avatar, and compared these to an in-person face to face version of the tasks. We found that participants could finish the task more quickly when they cooperated than when they competed, for both the self-avatar condition and the face to face condition, but not for the no self-avatar condition. In terms of trust formation, both the self-avatar condition and the face to face condition led to higher scores than the no self-avatar condition; however, collaboration style had no significant effect on trust built between partners. The results are further evidence of the importance of a self-avatar representation in immersive virtual reality. PMID:29240837

  8. The Evolution of Constructivist Learning Environments: Immersion in Distributed, Virtual Worlds.

    ERIC Educational Resources Information Center

    Dede, Chris

    1995-01-01

    Discusses the evolution of constructivist learning environments and examines the collaboration of simulated software models, virtual environments, and evolving mental models via immersion in artificial realities. A sidebar gives a realistic example of a student navigating through cyberspace. (JMV)

  9. Towards a Methodology for Managing Competencies in Virtual Teams - A Systemic Approach

    NASA Astrophysics Data System (ADS)

    Schumacher, Marinita; Stal-Le Cardinal, Julie; Bocquet, Jean-Claude

    Virtual instruments and tools are future trends in Engineering which are a response to the growing complexity of engineering tasks, the facility of communication and strong collaborations on the international market. Outsourcing, off-shoring, and the globalization of organisations’ activities have resulted in the formation of virtual product development teams. Individuals who are working in virtual teams must be equipped with diversified competencies that provide a basis for virtual team building. Thanks to the systemic approach of the functional analysis our paper responds to the need of a methodology of competence management to build virtual teams that are active in virtual design projects in the area of New Product Development (NPD).

  10. Assessing the Success Rate of Students Using a Learning Management System Together with a Collaborative Tool in Web-Based Teaching of Programming Languages

    ERIC Educational Resources Information Center

    Cavus, Nadire; Ibrahim, Dogan

    2007-01-01

    The development of collaborative studies in learning has led to a renewed interest in the field of Web-based education. In this experimental study a highly interactive and collaborative virtual teaching environment has been created by supporting Moodle LMS with collaborative learning tool GREWPtool. The aim of this experimental study has been to…

  11. Collaborative Learning Processes in an Asynchronous Environment: An Analysis through Discourse and Social Networks

    ERIC Educational Resources Information Center

    Tirado, Ramon; Aguaded, Ignacio; Hernando, Angel

    2011-01-01

    This article analyses an experience in collaborative learning in an asynchronous writing environment through discussion forums on a WebCt platform of the University of Huelva's virtual campus, and was part of an innovative teaching project in 2007-08. The main objectives are to describe the processes of collaborative knowledge construction and the…

  12. Collaborative Learning with Screen-Based Simulation in Health Care Education: An Empirical Study of Collaborative Patterns and Proficiency Development

    ERIC Educational Resources Information Center

    Hall, L. O.; Soderstrom, T.; Ahlqvist, J.; Nilsson, T.

    2011-01-01

    This article is about collaborative learning with educational computer-assisted simulation (ECAS) in health care education. Previous research on training with a radiological virtual reality simulator has indicated positive effects on learning when compared to a more conventional alternative. Drawing upon the field of Computer-Supported…

  13. 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.

  14. Social Network Analysis and Qualitative Interviews for Assessing Geographic Characteristics of Tourism Business Networks.

    PubMed

    Kelman, Ilan; Luthe, Tobias; Wyss, Romano; Tørnblad, Silje H; Evers, Yvette; Curran, Marina Martin; Williams, Richard J; Berlow, Eric L

    2016-01-01

    This study integrates quantitative social network analysis (SNA) and qualitative interviews for understanding tourism business links in isolated communities through analysing spatial characteristics. Two case studies are used, the Surselva-Gotthard region in the Swiss Alps and Longyearbyen in the Arctic archipelago of Svalbard, to test the spatial characteristics of physical proximity, isolation, and smallness for understanding tourism business links. In the larger Surselva-Gotthard region, we found a strong relationship between geographic separation of the three communities on compartmentalization of the collaboration network. A small set of businesses played a central role in steering collaborative decisions for this community, while a group of structurally 'peripheral' actors were less influential. By contrast, the business community in Svalbard showed compartmentalization that was independent of geographic distance between actors. Within towns of similar size and governance scale, Svalbard is more compartmentalized, and those compartments are not driven by geographic separation of the collaboration clusters. This compartmentalization in Svalbard was reflected in a lower density of formal business collaboration ties compared to the communities of the Alps. We infer that the difference is due to Svalbard having higher cultural diversity and population turnover than the Alps communities. We propose that integrating quantitative network analysis from simple surveys with qualitative interviews targeted from the network results is an efficient general approach to identify regionally specific constraints and opportunities for effective governance.

  15. Social Network Analysis and Qualitative Interviews for Assessing Geographic Characteristics of Tourism Business Networks

    PubMed Central

    Luthe, Tobias; Wyss, Romano; Tørnblad, Silje H.; Evers, Yvette; Curran, Marina Martin; Williams, Richard J.; Berlow, Eric L.

    2016-01-01

    This study integrates quantitative social network analysis (SNA) and qualitative interviews for understanding tourism business links in isolated communities through analysing spatial characteristics. Two case studies are used, the Surselva-Gotthard region in the Swiss Alps and Longyearbyen in the Arctic archipelago of Svalbard, to test the spatial characteristics of physical proximity, isolation, and smallness for understanding tourism business links. In the larger Surselva-Gotthard region, we found a strong relationship between geographic separation of the three communities on compartmentalization of the collaboration network. A small set of businesses played a central role in steering collaborative decisions for this community, while a group of structurally ‘peripheral’ actors were less influential. By contrast, the business community in Svalbard showed compartmentalization that was independent of geographic distance between actors. Within towns of similar size and governance scale, Svalbard is more compartmentalized, and those compartments are not driven by geographic separation of the collaboration clusters. This compartmentalization in Svalbard was reflected in a lower density of formal business collaboration ties compared to the communities of the Alps. We infer that the difference is due to Svalbard having higher cultural diversity and population turnover than the Alps communities. We propose that integrating quantitative network analysis from simple surveys with qualitative interviews targeted from the network results is an efficient general approach to identify regionally specific constraints and opportunities for effective governance. PMID:27258007

  16. Collaboration and Dialogue in Virtual Reality

    ERIC Educational Resources Information Center

    Jensen, Camilla Gyldendahl

    2017-01-01

    "Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…

  17. Virtual patient care: an interprofessional education approach for physician assistant, physical therapy and occupational therapy students.

    PubMed

    Shoemaker, Michael J; Platko, Christina M; Cleghorn, Susan M; Booth, Andrew

    2014-07-01

    The purpose of this retrospective qualitative case report is to describe how a case-based, virtual patient interprofessional education (IPE) simulation activity was utilized to achieve physician assistant (PA), physical therapy (PT) and occupational therapy (OT) student IPE learning outcomes. Following completion of a virtual patient case, 30 PA, 46 PT and 24 OT students were required to develop a comprehensive, written treatment plan and respond to reflective questions. A qualitative analysis of the submitted written assignment was used to determine whether IPE learning objectives were met. Student responses revealed three themes that supported the learning objectives of the IPE experience: benefits of collaborative care, role clarification and relevance of the IPE experience for future practice. A case-based, IPE simulation activity for physician assistant and rehabilitation students using a computerized virtual patient software program effectively facilitated achievement of the IPE learning objectives, including development of greater student awareness of other professions and ways in which collaborative patient care can be provided.

  18. The Virtual Test Bed Project

    NASA Technical Reports Server (NTRS)

    Rabelo, Luis C.

    2002-01-01

    This is a report of my activities as a NASA Fellow during the summer of 2002 at the NASA Kennedy Space Center (KSC). The core of these activities is the assigned project: the Virtual Test Bed (VTB) from the Spaceport Engineering and Technology Directorate. The VTB Project has its foundations in the NASA Ames Research Center (ARC) Intelligent Launch & Range Operations program. The objective of the VTB project is to develop a new and unique collaborative computing environment where simulation models can be hosted and integrated in a seamless fashion. This collaborative computing environment will be used to build a Virtual Range as well as a Virtual Spaceport. This project will work as a technology pipeline to research, develop, test and validate R&D efforts against real time operations without interfering with the actual operations or consuming the operational personnel s time. This report will also focus on the systems issues required to conceptualize and provide form to a systems architecture capable of handling the different demands.

  19. Communication skills to develop trusting relationships on global virtual engineering capstone teams

    NASA Astrophysics Data System (ADS)

    Zaugg, Holt; Davies, Randall S.

    2013-05-01

    As universities seek to provide cost-effective, cross-cultural experiences using global virtual (GV) teams, the 'soft' communication skills typical of all teams, increases in importance for GV teams. Students need to be taught how to navigate through cultural issues and virtual tool issues to build strong trusting relationships with distant team members. Weekly team meetings provide an excellent opportunity to observe key team interactions that facilitate relationship and trust-building among team members. This study observed the weekly team meetings of engineering students attending two US universities and one Asian university as they collaborated as a single GV capstone GV team. In addition local team members were interviewed individually and collectively throughout the project to determine strategies that facilitated team relations and trust. Findings indicate the importance of student choice of virtual communication tools, the refining of communication practices, and specific actions to build trusting relationships. As student developed these attributes, collaboration and success was experienced on this GV team.

  20. Trust Building in Virtual Communities

    NASA Astrophysics Data System (ADS)

    Mezgár, István

    By using different types of communication networks various groups of people can come together according to their private or business interest forming a Virtual Community. In these communities cooperation and collaboration plays an important role. As trust is the base of all human interactions this fact is even more valid in case of virtual communities. According to different experiments the level of trust in virtual communities is highly influenced by the way/mode of communication and by the duration of contact. The paper discusses the ways of trust building focusing on communication technologies and security aspects in virtual communities.

  1. Doing Virtual Reference along with Everything Else

    ERIC Educational Resources Information Center

    Garlish, Betsy Harper

    2009-01-01

    Virtual reference is a service that makes particular sense in a state like Montana. The fourth-largest state by geographic area but 44th by population in the U.S., it has about one library per 11,392 residents. Montana's libraries, including the libraries of Montana Tech of the University of Montana, where the author currently serves as a…

  2. Mentoring in the Virtual Organization: Keys to Building Successful Schools and Businesses

    ERIC Educational Resources Information Center

    Colky, Deborah Lavin; Young, William H.

    2006-01-01

    Mentoring can take on a whole new perspective when people have a common goal but are in different physical locations. The benefits of virtual mentoring, in other words, mentoring when the mentor and mentee are not geographically co-located, and which occurs mainly by electronic communication, can be substantial. They include lowered costs,…

  3. Opportunities across Boundaries: Lessons from a Collaboratively Delivered Cross-Institution Master's Programme

    ERIC Educational Resources Information Center

    de Róiste, Mairéad; Breetzke, Gregory; Reitsma, Femke

    2015-01-01

    Advances in technology have created opportunities for collaborative multi-institution programme delivery which are increasingly attractive within a constrained financial environment. This paper details the development of a cross-institution collaboratively delivered masters and postgraduate diploma programme in Geographical Information Science in…

  4. Effective visibility analysis method in virtual geographic environment

    NASA Astrophysics Data System (ADS)

    Li, Yi; Zhu, Qing; Gong, Jianhua

    2008-10-01

    Visibility analysis in virtual geographic environment has broad applications in many aspects in social life. But in practical use it is urged to improve the efficiency and accuracy, as well as to consider human vision restriction. The paper firstly introduces a high-efficient 3D data modeling method, which generates and organizes 3D data model using R-tree and LOD techniques. Then a new visibility algorithm which can realize real-time viewshed calculation considering the shelter of DEM and 3D building models and some restrictions of human eye to the viewshed generation. Finally an experiment is conducted to prove the visibility analysis calculation quickly and accurately which can meet the demand of digital city applications.

  5. Building Virtual Communities in School Counseling.

    ERIC Educational Resources Information Center

    Sabella, Russell A.; Halverson, Bill

    Current trends and issues in education, and especially in school counseling, indicate the importance of collaborating for student success. With the proliferation of computer and networking technologies at their fingertips, school counselors can effectively forge greater collaborations among various stakeholders by creating virtual…

  6. Virtual Reality Simulation of the International Space Welding Experiment

    NASA Technical Reports Server (NTRS)

    Phillips, James A.

    1996-01-01

    Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

  7. A network architecture supporting consistent rich behavior in collaborative interactive applications.

    PubMed

    Marsh, James; Glencross, Mashhuda; Pettifer, Steve; Hubbold, Roger

    2006-01-01

    Network architectures for collaborative virtual reality have traditionally been dominated by client-server and peer-to-peer approaches, with peer-to-peer strategies typically being favored where minimizing latency is a priority, and client-server where consistency is key. With increasingly sophisticated behavior models and the demand for better support for haptics, we argue that neither approach provides sufficient support for these scenarios and, thus, a hybrid architecture is required. We discuss the relative performance of different distribution strategies in the face of real network conditions and illustrate the problems they face. Finally, we present an architecture that successfully meets many of these challenges and demonstrate its use in a distributed virtual prototyping application which supports simultaneous collaboration for assembly, maintenance, and training applications utilizing haptics.

  8. Virtual interactive presence for real-time, long-distance surgical collaboration during complex microsurgical procedures.

    PubMed

    Shenai, Mahesh B; Tubbs, R Shane; Guthrie, Barton L; Cohen-Gadol, Aaron A

    2014-08-01

    The shortage of surgeons compels the development of novel technologies that geographically extend the capabilities of individual surgeons and enhance surgical skills. The authors have developed "Virtual Interactive Presence" (VIP), a platform that allows remote participants to simultaneously view each other's visual field, creating a shared field of view for real-time surgical telecollaboration. The authors demonstrate the capability of VIP to facilitate long-distance telecollaboration during cadaveric dissection. Virtual Interactive Presence consists of local and remote workstations with integrated video capture devices and video displays. Each workstation mutually connects via commercial teleconferencing devices, allowing worldwide point-to-point communication. Software composites the local and remote video feeds, displaying a hybrid perspective to each participant. For demonstration, local and remote VIP stations were situated in Indianapolis, Indiana, and Birmingham, Alabama, respectively. A suboccipital craniotomy and microsurgical dissection of the pineal region was performed in a cadaveric specimen using VIP. Task and system performance were subjectively evaluated, while additional video analysis was used for objective assessment of delay and resolution. Participants at both stations were able to visually and verbally interact while identifying anatomical structures, guiding surgical maneuvers, and discussing overall surgical strategy. Video analysis of 3 separate video clips yielded a mean compositing delay of 760 ± 606 msec (when compared with the audio signal). Image resolution was adequate to visualize complex intracranial anatomy and provide interactive guidance. Virtual Interactive Presence is a feasible paradigm for real-time, long-distance surgical telecollaboration. Delay, resolution, scaling, and registration are parameters that require further optimization, but are within the realm of current technology. The paradigm potentially enables remotely located experts to mentor less experienced personnel located at the surgical site with applications in surgical training programs, remote proctoring for proficiency, and expert support for rural settings and across different counties.

  9. Virtual Tools to Broaden Participation in the Earth and Space Sciences through Geolead (Geoscience Learning, Engagement And Development)

    NASA Astrophysics Data System (ADS)

    Asher, P. M.; Holm Adamec, B.; Furukawa, H.; Morris, A. R.; Haacker, R.; Kaplan, M.; Lewis, G. B.; Velasco, E.; Brey, J. A.

    2014-12-01

    Professional societies, along with federal agencies, national research centers and laboratories, academic institutions, and private industry, all play a key role in educating the next generation of Earth, ocean, atmospheric, and space scientists by offering programs and opportunities that attract students to the field, engage and retain them by supporting them through their formal education, and provide training for a career in this field. Research indicates that multiple engagement opportunities, such as mentoring, internships, participation in research, and learning communities, among other interventions, increase student success. This is particularly true for first-generation students and those who are members of underrepresented minority populations. However, it is often difficult to provide such a variety of programs at a significant scale, especially for geographically isolated students and those whose schools have fewer resources. To enable this, the American Geophysical Union (AGU) is convening a coalition of organizations to co-design and implement a concept called Geoscience Learning, Engagement And Development (GeoLEAD). GeoLEAD will provide a virtual platform as well as a collaborative infrastructure to help engage, retain, and prepare two- and four-year-college undergraduate Earth, ocean, atmospheric, and space science students (including those students who are interested in becoming majors) for the workforce. It will centralize access to the vast array of already existing programs and services that are currently scattered across multiple organizations, support the development of new services and programs, and simplify the search process by recommending bundles of programs and services based on the students' profiles and interests. This presentation will highlight the research that led to the development of the GeoLEAD concept, including studies of the ways in which undergraduates use online resources for their education. Additionally, other virtual resources for students that are in the development or implementation stage, such as an online poster competition and a virtual student conference, will be discussed.

  10. Hydropower Resource Assessment of Brazilian Streams

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Douglas G. Hall

    The Idaho National Laboratory (INL) in collaboration with the U.S. Geological Survey (USGS) with the assistance of the Empresa de Pesquisa Energetica (EPE) and the Agencia Nacional de Energia Electrica (ANEEL) has performed a comprehensive assessment of the hydropower potential of all Brazilian natural streams. The methodology by which the assessment was performed is described. The results of the assessment are presented including an estimate of the hydropower potential for all of Brazil, and the spatial distribution of hydropower potential thus providing results on a state by state basis. The assessment results have been incorporated into a geographic information systemmore » (GIS) application for the Internet called the Virtual Hydropower Prospector do Brasil. VHP do Brasil displays potential hydropower sites on a map of Brazil in the context of topography and hydrography, existing power and transportation infrastructure, populated places and political boundaries, and land use. The features of the application, which includes tools for finding and selecting potential hydropower sites and other features and displaying their attributes, is fully described.« less

  11. 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…

  12. 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…

  13. PC-Based Virtual Reality for CAD Model Viewing

    ERIC Educational Resources Information Center

    Seth, Abhishek; Smith, Shana S.-F.

    2004-01-01

    Virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment. This article introduces the…

  14. Developing Visualization Tools for Geographic Literacy in a Museum Exhibit: An Interdisciplinary Collaboration

    ERIC Educational Resources Information Center

    Bloodworth, Gina; Petersen, Naomi Jeffery

    2011-01-01

    As a result of reduced formal instruction and reduced direct experience in the natural environment, students suffer from a deficiency in geographic literacy. Informal learning environments, such as a model railroad exhibit at a history museum, can be exploited to introduce key geographic concepts (e.g., scalar compression, landscape…

  15. Coordinated Implicitly? An Empirical Study on the Role of Social Media in Collaborative Learning

    ERIC Educational Resources Information Center

    Zhang, Xi; Chen, Hui; Ordóñez de Pablos, Patricia; Lytras, Miltiadis D.; Sun, Yongqiang

    2016-01-01

    As social media is widely adopted in collaborative learning, which places teams in a virtual environment, it is critical for teams to identify and leverage the knowledge of their members. Yet little is known about how social media influences teams to coordinate their knowledge and collaborate effectively. In this research, we explore the roles of…

  16. E-Tutorial Support for Collaborative Online Learning: An Explorative Study on Experienced and Inexperienced E-Tutors

    ERIC Educational Resources Information Center

    Kopp, Birgitta; Matteucci, Maria Cristina; Tomasetto, Carlo

    2012-01-01

    The e-tutor plays a major role in supporting virtual collaborative learning, as he/she supervises learners in collaboratively solving tasks, acquiring new skills, and applying new knowledge. This study is aimed at gaining further insights into the daily support practices of e-tutors. Seventy-six e-tutors from 17 different European countries were…

  17. Enhancing Collaborative Peer-to-Peer Systems Using Resource Aggregation and Caching: A Multi-Attribute Resource and Query Aware Approach

    ERIC Educational Resources Information Center

    Bandara, H. M. N. Dilum

    2012-01-01

    Resource-rich computing devices, decreasing communication costs, and Web 2.0 technologies are fundamentally changing the way distributed applications communicate and collaborate. With these changes, we envision Peer-to-Peer (P2P) systems that will allow for the integration and collaboration of peers with diverse capabilities to a virtual community…

  18. Coordinating the Commons: Diversity & Dynamics in Open Collaborations

    ERIC Educational Resources Information Center

    Morgan, Jonathan T.

    2013-01-01

    The success of Wikipedia demonstrates that open collaboration can be an effective model for organizing geographically-distributed volunteers to perform complex, sustained work at a massive scale. However, Wikipedia's history also demonstrates some of the challenges that large, long-term open collaborations face: the core community of Wikipedia…

  19. An Evaluation of Internet-Based CAD Collaboration Tools

    ERIC Educational Resources Information Center

    Smith, Shana Shiang-Fong

    2004-01-01

    Due to the now widespread use of the Internet, most companies now require computer aided design (CAD) tools that support distributed collaborative design on the Internet. Such CAD tools should enable designers to share product models, as well as related data, from geographically distant locations. However, integrated collaborative design…

  20. GEOSS Water Cycle Integrator

    NASA Astrophysics Data System (ADS)

    Koike, T.; Lawford, R. G.; Cripe, D.

    2012-12-01

    It is critically important to recognize and co-manage the fundamental linkages across the water-dependent domains; land use, including deforestation; ecosystem services; and food-, energy- and health-securities. Sharing coordinated, comprehensive and sustained observations and information for sound decision-making is a first step; however, to take full advantage of these opportunities, we need to develop an effective collaboration mechanism for working together across different disciplines, sectors and agencies, and thereby gain a holistic view of the continuity between environmentally sustainable development, climate change adaptation and enhanced resilience. To promote effective multi-sectoral, interdisciplinary collaboration based on coordinated and integrated efforts, the Global Earth Observation System of Systems (GEOSS) is now developing a "GEOSS Water Cycle Integrator (WCI)", which integrates "Earth observations", "modeling", "data and information", "management systems" and "education systems". GEOSS/WCI sets up "work benches" by which partners can share data, information and applications in an interoperable way, exchange knowledge and experiences, deepen mutual understanding and work together effectively to ultimately respond to issues of both mitigation and adaptation. (A work bench is a virtual geographical or phenomenological space where experts and managers collaborate to use information to address a problem within that space). GEOSS/WCI enhances the coordination of efforts to strengthen individual, institutional and infrastructure capacities, especially for effective interdisciplinary coordination and integration. GEO has established the GEOSS Asian Water Cycle Initiative (AWCI) and GEOSS African Water Cycle Coordination Initiative (AfWCCI). Through regional, inter-disciplinary, multi-sectoral integration and inter-agency coordination in Asia and Africa, GEOSS/WCI is now leading to effective actions and public awareness in support of water security and sustainable development.

  1. 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.

  2. Collaborative enterprise and virtual prototyping (CEVP): a product-centric approach to distributed simulation

    NASA Astrophysics Data System (ADS)

    Saunders, Vance M.

    1999-06-01

    The downsizing of the Department of Defense (DoD) and the associated reduction in budgets has re-emphasized the need for commonality, reuse, and standards with respect to the way DoD does business. DoD has implemented significant changes in how it buys weapon systems. The new emphasis is on concurrent engineering with Integrated Product and Process Development and collaboration with Integrated Product Teams. The new DoD vision includes Simulation Based Acquisition (SBA), a process supported by robust, collaborative use of simulation technology that is integrated across acquisition phases and programs. This paper discusses the Air Force Research Laboratory's efforts to use Modeling and Simulation (M&S) resources within a Collaborative Enterprise Environment to support SBA and other Collaborative Enterprise and Virtual Prototyping (CEVP) applications. The paper will discuss four technology areas: (1) a Processing Ontology that defines a hierarchically nested set of collaboration contexts needed to organize and support multi-disciplinary collaboration using M&S, (2) a partial taxonomy of intelligent agents needed to manage different M&S resource contributions to advancing the state of product development, (3) an agent- based process for interfacing disparate M&S resources into a CEVP framework, and (4) a Model-View-Control based approach to defining `a new way of doing business' for users of CEVP frameworks/systems.

  3. Virtual Disaster Simulation: Lesson Learned from an International Collaboration That Can Be Leveraged for Disaster Education in Iran.

    PubMed

    Ardalan, Ali; Balikuddembe, Joseph Kimuli; Ingrassia, Pier Luigi; Carenzo, Luca; Della Corte, Francesco; Akbarisari, Ali; Djalali, Ahmadreza

    2015-07-13

    Disaster education needs innovative educational methods to be more effective compared to traditional approaches. This can be done by using virtual simulation method. This article presents an experience about using virtual simulation methods to teach health professional on disaster medicine in Iran. The workshop on the "Application of New Technologies in Disaster Management Simulation" was held in Tehran in January 2015. It was co-organized by the Disaster and Emergency Health Academy of Tehran University of Medical Sciences and Emergency and the Research Center in Disaster Medicine and Computer Science applied to Medicine (CRIMEDIM), Università del Piemonte Orientale. Different simulators were used by the participants, who were from the health system and other relevant fields, both inside and outside Iran. As a result of the workshop, all the concerned stakeholders are called on to support this new initiative of incorporating virtual training and exercise simulation in the field of disaster medicine, so that its professionals are endowed with field-based and practical skills in Iran and elsewhere. Virtual simulation technology is recommended to be used in education of disaster management. This requires capacity building of instructors, and provision of technologies. International collaboration can facilitate this process.

  4. Team Leader: Tom Peters--TAP Information Services

    ERIC Educational Resources Information Center

    Library Journal, 2005

    2005-01-01

    Tom Peters packs 36 hours of work into the confines of a 24-hour day. Without breaking a sweat, he juggles multiple collaborative projects, which currently include an Illinois academic library shared storage facility; a multistate virtual reference and instruction service for blind and visually impaired individuals (InfoEyes); a virtual meeting…

  5. Virtual Project Rooms for Education in Engineering

    ERIC Educational Resources Information Center

    van Vliet, Rudolf G.; Roeling, Monika M.; de Graaff, Rick; Pilot, Albert

    2004-01-01

    Virtual project rooms (VPRs) may support collaborative project-based learning groups by facilitating project management, documentation and communication. In this study a set of experiments was carried out at Eindhoven University of Technology using the MS Outlook/Exchange software as a groupware platform for design-oriented group projects. The…

  6. Building Virtual Teams: Experiential Learning Using Emerging Technologies

    ERIC Educational Resources Information Center

    Hu, Haihong

    2015-01-01

    Currently, virtual teams are being used exponentially in higher education and business because of the development of technologies and globalization. These teams have become an essential approach for collaborative learning as well as task completion. Team learning, especially in an online format, can be challenging due to lack of effective…

  7. Making the Most of Mobility: Virtual Mentoring and Education Practitioner Professional Development

    ERIC Educational Resources Information Center

    Owen, Hazel D.

    2015-01-01

    Learning provision, including professional learning, needs to embrace mobility (of knowledge, cultures and contexts--physical and cerebral) to enable education practitioners to interact locally and globally, engage with new literacies, access rich contexts, and to question, co-construct and collaborate. Virtual mentoring, also known as distance,…

  8. Online Behavior in Virtual Space: An Empirical Study on Helping

    ERIC Educational Resources Information Center

    Hsu, Jung-Lung; Hwang, Wu-Yuin; Huang, Yueh-Min; Liu, Jui-Jung

    2011-01-01

    Although previous studies have acknowledged that helping behavior has many potential benefits, little research has aimed at understanding which factors would possibly enhance helping behaviors among team members in CSCL environment. Accordingly, this study was intended to identify underlying factors leading learners to collaborate in virtual CSCL…

  9. 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…

  10. Networked Experiments and Scientific Resource Sharing in Cooperative Knowledge Spaces

    ERIC Educational Resources Information Center

    Cikic, Sabine; Jeschke, Sabina; Ludwig, Nadine; Sinha, Uwe; Thomsen, Christian

    2007-01-01

    Cooperative knowledge spaces create new potentials for the experimental fields in natural sciences and engineering because they enhance the accessibility of experimental setups through virtual laboratories and remote technology, opening them for collaborative and distributed usage. A concept for extending existing virtual knowledge spaces for the…

  11. Revealing Preconditions for Trustful Collaboration in CSCL

    ERIC Educational Resources Information Center

    Gerdes, Anne

    2010-01-01

    This paper analyses preconditions for trust in virtual learning environments. The concept of trust is discussed with reference to cases reporting trust in cyberspace and through a philosophical clarification holding that trust in the form of self-surrender is a common characteristic of all human co-existence. In virtual learning environments,…

  12. A Virtual World for Collaboration: The AETZone

    ERIC Educational Resources Information Center

    Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H.

    2009-01-01

    Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…

  13. International E-Benchmarking: Flexible Peer Development of Authentic Learning Principles in Higher Education

    ERIC Educational Resources Information Center

    Leppisaari, Irja; Vainio, Leena; Herrington, Jan; Im, Yeonwook

    2011-01-01

    More and more, social technologies and virtual work methods are facilitating new ways of crossing boundaries in professional development and international collaborations. This paper examines the peer development of higher education teachers through the experiences of the IVBM project (International Virtual Benchmarking, 2009-2010). The…

  14. Users and Union Catalogues

    ERIC Educational Resources Information Center

    Hartley, R. J.; Booth, Helen

    2006-01-01

    Union catalogues have had an important place in libraries for many years. Their use has been little investigated. Recent interest in the relative merits of physical and virtual union catalogues and a recent collaborative project between a physical and several virtual union catalogues in the United Kingdom led to the opportunity to study how users…

  15. Phases and Patterns of Group Development in Virtual Learning Teams

    ERIC Educational Resources Information Center

    Yoon, Seung Won; Johnson, Scott D.

    2008-01-01

    With the advancement of Internet communication technologies, distributed work groups have great potential for remote collaboration and use of collective knowledge. Adopting the Complex Adaptive System (CAS) perspective (McGrath, Arrow, & Berdhal, "Personal Soc Psychol Rev" 4 (2000) 95), which views virtual learning teams as an adaptive and…

  16. The Reality of Virtual Learning.

    ERIC Educational Resources Information Center

    Berman, Sheldon

    1999-01-01

    Through a $7.5 million U.S. Department of Education grant, students at the Hudson (Massachusetts) Public Schools "attend" Virtual High School--a network of 30 schools in 10 states. Kids attend classes any time, work collaboratively, and choose among innovative, timely, technologically rich course offerings. Other sites are described.…

  17. How Virtual Team Leaders Cope with Creativity Challenges

    ERIC Educational Resources Information Center

    Han, Soo Jeoung; Chae, Chungil; Macko, Patricia; Park, Woongbae; Beyerlein, Michael

    2017-01-01

    Purpose: As technology-mediated communication improves, many organizations increasingly use new types of collaborative online tools to promote team-based learning and performance. The purpose of this study is to explore how virtual team leaders cope with process challenges in developing a context for team creativity. Design/methodology/approach:…

  18. Building a Collaborative Online Literary Experience

    ERIC Educational Resources Information Center

    Essid, Joe; Wilde, Fran

    2011-01-01

    Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…

  19. The Effects of Online Professional Development in Technology with Virtual Communities of Practice on Teachers' Attitudes and Content Integration

    ERIC Educational Resources Information Center

    Baratta, Donna Geidel

    2012-01-01

    This quasi-experimental study examined the effects of online professional development in technology with Virtual Communities of Practice (VCoP) on teachers' attitudes and content integration. This research study took place completely online. Over a period of nine months three cohorts of educators from diverse backgrounds and geographical locations…

  20. 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.

  1. Virtual Organizations: An Overview

    NASA Astrophysics Data System (ADS)

    Nami, Mohammad Reza

    The need to remain competitive in the open market forces companies to concentrate on their core competencies while searching for alliances when additional skills or resources are needed to fulfill business opportunities. The changing business situation of companies and customer needs have motivated researchers to introduce Virtual Organization (VO) idea. A Virtual Organization is always a form of partnership and managing partners and handling partnerships are crucial. Virtual organizations are defined as a temporary collection of enterprises that cooperate and share resources, knowledge, and competencies to better respond to business opportunities. This paper presents base concepts of virtual organizations including properties, management concepts, operational concepts, and main issues in collaboration such as security and authentication.

  2. Scripted Collaboration in Serious Gaming for Complex Learning: Effects of Multiple Perspectives when Acquiring Water Management Skills

    ERIC Educational Resources Information Center

    Hummel, Hans G. K.; van Houcke, Jasper; Nadolski, Rob J.; van der Hiele, Tony; Kurvers, Hub; Lohr, Ansje

    2011-01-01

    This paper examines how learning outcomes from playing serious games can be enhanced by including scripted collaboration in the game play. We compared the quality of advisory reports, that students in the domain of water management had to draw up for an authentic case problem, both before and after collaborating on the problem with (virtual) peer…

  3. A Multi-Agent Question-Answering System for E-Learning and Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Alinaghi, Tannaz; Bahreininejad, Ardeshir

    2011-01-01

    The increasing advances of new Internet technologies in all application domains have changed life styles and interactions. E-learning and collaborative learning environment systems are originated through such changes and aim at providing facilities for people in different times and geographical locations to cooperate, collaborate, learn and work…

  4. Using Creativity and Collaboration to Develop Innovative Programs That Embrace Diversity in Higher Education

    ERIC Educational Resources Information Center

    Robinson, A. Helene

    2012-01-01

    This paper provides an example of an innovative solution to program development that addresses the diverse needs of teacher educators throughout various geographical locations in Florida, through a collaborative multi-university, multi-agency teacher training program funded by one collaborative grant. In this time of economic uncertainties,…

  5. A Glimpse of Challenges and Benefits Associated with Collaborative Postgraduate Programmes in Sub-Saharan African Universities

    ERIC Educational Resources Information Center

    Mundia, Lisho C.

    2017-01-01

    The paper presents empirical findings on the potential benefits and challenges associated with collaborative postgraduate programs between African universities. It reflects the empirical benefits and challenges towards a collaborative master in the fields of Earth Observation, Geographical Information Science (GIS) and Remote Sensing. The research…

  6. Burning through organizational boundaries? Examining inter-organizational communication networks in policy-mandated collaborative bushfire planning groups

    Treesearch

    Rachel F. Brummel; Kristen C. Nelson; Pamela J. Jakes

    2012-01-01

    Collaboration can enhance cooperation across geographic and organizational scales, effectively "burning through" those boundaries. Using structured social network analysis (SNA) and qualitative in-depth interviews, this study examined three collaborative bushfire planning groups in New South Wales, Australia and asked: How does participation in policy-...

  7. 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

  8. Best practices for virtual participation in meetings: Experiences from synthesis centers

    USGS Publications Warehouse

    Hampton, Stephanie E.; Halpern, Benjamin S.; Winter, Marten; Balch, Jennifer K.; Parker, John N.; Baron, Jill S.; Palmer, Margaret; Schildhauer, Mark P.; Bishop, Pamela; Meagher, Thomas R.; Specht, Alison

    2017-01-01

    The earth environment is a complex system, in which collaborative scientific approaches can provide major benefits by bringing together diverse perspectives, methods, and data, to achieve robust, synthetic understanding (Fig. 1). Face-to-face scientific meetings remain extremely valuable because of the opportunity to build deep mutual trust and understanding, and develop new collaborations and sometimes even lifelong friendships (Alberts 2013, Cooke and Hilton 2015). However, it has been argued that ecologists should be particularly sensitive to the environmental footprint of travel (Fox et al. 2009); such concerns, along with the time demands for travel, particularly for multi-national working groups, provide strong motivation for exploring virtual attendance. While not replacing the richness of face-to-face interactions entirely, it is now feasible to virtually participate in meetings through services that allow video, audio, and file sharing, as well as other Web-enabled communication.

  9. Computer-mediated interdisciplinary teams: theory and reality.

    PubMed

    Vroman, Kerryellen; Kovacich, Joann

    2002-05-01

    The benefit of experience, tempered with the wisdom of hindsight and 5 years of text-based, asynchronous, computer-mediated, interdisciplinary team communications, provides the energy, insights and data shared in this article. Through the theoretical lens of group dynamics and the epistemology of interdisciplinary teaming, we analyze the interactions of a virtual interdisciplinary team to provide an understanding and appreciation of collaborative interdisciplinary communication in the context of interactive technologies. Whilst interactive technologies may require new patterns of language similar to that of learning a foreign language, what is communicated in the interdisciplinary team process does not change. Most important is the recognition that virtual teams, similar to their face-to-face counterparts, undergo the same challenges of interdisciplinary teaming and group developmental processes of formation: forming, storming, norming, performing, and transforming. After examining these dynamics of communication and collaboration in the context of the virtual team, the article concludes with guidelines facilitating interdisciplinary team computer-mediated communication.

  10. ASCOT: A Collaborative Platform for the Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Marcos, D.; Connolly, A. J.; Krughoff, K. S.; Smith, I.; Wallace, S. C.

    2012-09-01

    The digital networks are changing the way that knowledge is created, structured, curated, consumed, archived and referenced. Projects like Wikipedia, Github or Galaxy Zoo have shown the potential of online communities to develop and communicate ideas. ASCOT is a web based framework that facilitates collaboration among astronomers providing a simple way to share, explore, interact and analyze large amounts of data from a broad range of sources available trough the Virtual Observatories (VO). Designed with a strong emphasis on usability, ASCOT takes advantage of the latest generation of web standards and cloud technologies to implement an extendable and customizable stack of web tools and services.

  11. The Virtual Campus: Trends for Higher Education and Training.

    ERIC Educational Resources Information Center

    Verdejo, Felisa, Ed.; Davies, Gordon, Ed.

    This volume presents 27 papers given at a conference on the virtual campus. Papers are grouped into five parts: (1) keynote presentations, (2) global approaches, (3) evaluation studies, (4) collaborative learning and group activities, and (5) web tools and web applications. The papers are: "New Wine and Old Bottles? Tele-learning, Telematics,…

  12. Virtual Seminars and Their Impact on the Role of the Teaching Staff.

    ERIC Educational Resources Information Center

    Jelfs, Anne; Colbourn, Chris

    2002-01-01

    Discusses current demands on teaching staff in United Kingdom higher education and the impact these demands have when teaching through electronic resources. Topics include collaborative small-group learning; transferable skills; nontraditional students; the role of the tutor; social theories of education; and a case study of virtual seminars for…

  13. The Best of All Worlds: Immersive Interfaces for Art Education in Virtual and Real World Teaching and Learning Environments

    ERIC Educational Resources Information Center

    Grenfell, Janette

    2013-01-01

    Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin studies online learning management…

  14. Wiki Technology: A Virtual, Cooperative Learning Tool Used to Enhance Student Learning

    ERIC Educational Resources Information Center

    Barrera, Alessandra L.

    2015-01-01

    This study demonstrates the use of wiki technology (an editable webpage environment) to provide a virtual, asynchronous collaborative-learning environment for students for the purpose of working on course-content-focused study-guide questions. To analyze the effectiveness of this course tool, students' responses to various qualitative and…

  15. Learning as "Knowing": Towards Retaining and Visualizing Use in Virtual Settings

    ERIC Educational Resources Information Center

    Akoumianakis, Demosthenes

    2011-01-01

    The paper elaborates on the assumption that in modern organisations collaborative learning is an enacted capability that is more about "acting" and co-engaging in shared practices. In such settings, virtual learning can be conceived as an emergent knowledge process with no pre-determined outcomes that occupies multiple online and offline…

  16. We'll Take It from Here: Further Developments We'd Like To See in Virtual Reference Software.

    ERIC Educational Resources Information Center

    Coffman, Steven

    2001-01-01

    Discussion of virtual reference services focuses on software that is currently available and further developments that are needed. Topics include co-browsing and collaboration capabilities; communications technology, including chat technology and voice over Internet protocol (VoIP); networked reference services; and online reference collections…

  17. Negotiation for Action: English Language Learning in Game-Based Virtual Worlds

    ERIC Educational Resources Information Center

    Zheng, Dongping; Young, Michael F.; Wagner, Manuela Maria; Brewer, Robert A.

    2009-01-01

    This study analyzes the user chat logs and other artifacts of a virtual world, "Quest Atlantis" (QA), and proposes the concept of Negotiation for Action (NfA) to explain how interaction, specifically, avatar-embodied collaboration between native English speakers and nonnative English speakers, provided resources for English language acquisition.…

  18. The Virtual Factory Teaching System (VFTS): Project Review and Results.

    ERIC Educational Resources Information Center

    Kazlauskas, E. J.; Boyd, E. F., III; Dessouky, M. M.

    This paper presents a review of the Virtual Factory Teaching (VFTS) project, a Web-based, multimedia collaborative learning network. The system allows students, working alone or in teams, to build factories, forecast demand for products, plan production, establish release rules for new work into the factory, and set scheduling rules for…

  19. Free the Sheep: Improvised Song and Performance in and around a Minecraft Community

    ERIC Educational Resources Information Center

    Bailey, Chris

    2016-01-01

    Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…

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

    ERIC Educational Resources Information Center

    Mysirlaki, Sofia; Paraskeva, Fotini

    2012-01-01

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

  1. Belle2VR: A Virtual-Reality Visualization of Subatomic Particle Physics in the Belle II Experiment.

    PubMed

    Duer, Zach; Piilonen, Leo; Glasson, George

    2018-05-01

    Belle2VR is an interactive virtual-reality visualization of subatomic particle physics, designed by an interdisciplinary team as an educational tool for learning about and exploring subatomic particle collisions. This article describes the tool, discusses visualization design decisions, and outlines our process for collaborative development.

  2. Enhancing Mathematical Communication for Virtual Math Teams

    ERIC Educational Resources Information Center

    Stahl, Gerry; Çakir, Murat Perit; Weimar, Stephen; Weusijana, Baba Kofi; Ou, Jimmy Xiantong

    2010-01-01

    The Math Forum is an online resource center for pre-algebra, algebra, geometry and pre-calculus. Its Virtual Math Teams (VMT) service provides an integrated web-based environment for small teams of people to discuss math and to work collaboratively on math problems or explore interesting mathematical micro-worlds together. The VMT Project studies…

  3. Proposal for Implementing Multi-User Database (MUD) Technology in an Academic Library.

    ERIC Educational Resources Information Center

    Filby, A. M. Iliana

    1996-01-01

    Explores the use of MOO (multi-user object oriented) virtual environments in academic libraries to enhance reference services. Highlights include the development of multi-user database (MUD) technology from gaming to non-recreational settings; programming issues; collaborative MOOs; MOOs as distinguished from other types of virtual reality; audio…

  4. Collaborative Learning in Architectural Education: Benefits of Combining Conventional Studio, Virtual Design Studio and Live Projects

    ERIC Educational Resources Information Center

    Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle

    2018-01-01

    Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…

  5. "The Evolution of e-Learning in the Context of 3D Virtual Worlds"

    ERIC Educational Resources Information Center

    Kotsilieris, Theodore; Dimopoulou, Nikoletta

    2013-01-01

    Information and Communication Technologies (ICT) offer new approaches towards knowledge acquisition and collaboration through distance learning processes. Web-based Learning Management Systems (LMS) have transformed the way that education is conducted nowadays. At the same time, the adoption of Virtual Worlds in the educational process is of great…

  6. A Theoretical Cybernetic Macro-Script to Articulate Collaborative Interactions of Cyber Entities in Virtual Worlds

    ERIC Educational Resources Information Center

    Pellas, Nikolaos

    2014-01-01

    Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…

  7. 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…

  8. Leveraging Open Standards and Technologies to Search and Display Planetary Image Data

    NASA Astrophysics Data System (ADS)

    Rose, M.; Schauer, C.; Quinol, M.; Trimble, J.

    2011-12-01

    Mars and the Moon have both been visited by multiple NASA spacecraft. A large number of images and other data have been gathered by the spacecraft and are publicly available in NASA's Planetary Data System. Through a collaboration with Google, Inc., the User Centered Technologies group at NASA Ames Resarch Center has developed at tool for searching and browsing among images from multiple Mars and Moon missions. Development of this tool was facilitated by the use of several open technologies and standards. First, an open-source full-text search engine is used to search both place names on the target and to find images matching a geographic region. Second, the published API of the Google Earth browser plugin is used to geolocate the images on a virtual globe and allow the user to navigate on the globe to see related images. The structure of the application also employs standard protocols and services. The back-end is exposed as RESTful APIs, which could be reused by other client systems in the future. Further, the communication between the front- and back-end portions of the system utilizes open data standards including XML and KML (Keyhole Markup Language) for representation of textual and geographic data. The creation of the search index was facilitated by reuse of existing, publicly available metadata, including the Gazetteer of Planetary Nomenclature from the USGS, available in KML format. And the image metadata was reused from standards-compliant archives in the Planetary Data System. The system also supports collaboration with other tools by allowing export of search results in KML, and the ability to display those results in the Google Earth desktop application. We will demonstrate the search and visualization capabilities of the system, with emphasis on how the system facilitates reuse of data and services through the adoption of open standards.

  9. Creation of a virtual triage exercise: an interprofessional communication strategy.

    PubMed

    Farra, Sharon; Nicely, Stephanie; Hodgson, Eric

    2014-10-01

    Virtual reality simulation as a teaching method is gaining increased acceptance and presence in institutions of higher learning. This study presents an innovative strategy using the interdisciplinary development of a nonimmersive virtual reality simulation to facilitate interprofessional communication. The purpose of this pilot project was to describe nursing students' attitudes related to interprofessional communication following the collaborative development of a disaster triage virtual reality simulation. Collaboration between and among professionals is integral in enhancing patient outcomes. In addition, ineffective communication is linked to detrimental patient outcomes, especially during times of high stress. Poor communication has been identified as the root cause of the majority of negative sentinel events occurring in hospitals. The simulation-development teaching model proved useful in fostering interprofessional communication and mastering course content. Mean scores on the KidSIM Attitudes Towards Teamwork in Training Undergoing Designed Educational Simulation survey demonstrated that nursing students, after simulation experience,had agreement to strong agreement inall areas surveyed including interprofessional education, communication, roles and responsibilities of team members, and situational awareness. The findings indicate that students value interprofessional teamwork and the opportunity to work with other disciplines.

  10. The Virtual Observatory as Critical Scientific Cyber Infrastructure.

    NASA Astrophysics Data System (ADS)

    Fox, P.

    2006-12-01

    Virtual Observatories can provide access to vast stores of scientific data: observations and models as well as services to analyze, visualize and assimilate multiple data sources. As these electronic resource become widely used, there is potential to improve the efficiency, interoperability, collaborative potential, and impact of a wide range of interdisciplinary scientific research. In addition, we know that as the diversity of collaborative science and volume of accompanying data and data generators/consumers grows so do the challenges. In order for Virtual Observatories to realize their potential and become indispensible infrastructure, social, political and technical challenges need to be addressed concerning (at least) roles and responsibilities, data and services policies, representations and interoperability of services, data search, access, and usability. In this presentation, we discuss several concepts and instances of the Virtual Observatory and related projects that may, and may not, be meeting the abovementioned challanges. We also argue that science driven needs and architecture development are critical in the development of sustainable (and thus agile) cyberinfrastructure. Finally we some present or emerging candidate technologies and organizational constructs that will need to be pursued.

  11. Solar System Exploration Research Virtual Institute: Year Three Annual Report 2016

    NASA Technical Reports Server (NTRS)

    Pendleton, Yvonne; Schmidt, Greg; Kring, David; Horanyi, Mihaly; Heldmann, Jennifer; Glotch, Timothy; Rivkin, Andy; Farrell, William; Pieters, Carle; Bottke, William; hide

    2016-01-01

    NASA's Solar System Exploration Research Virtual Institute (SSERVI) is pleased to present the 2016 Annual Report. Each year brings new scientific discoveries, technological breakthroughs, and collaborations. The integration of basic research and development, industry and academic partnerships, plus the leveraging of existing technologies, has further opened a scientific window into human exploration. SSERVI sponsorship by the NASA Science Mission Directorate (SMD) and Human Exploration and Operations Mission Directorate (HEOMD) continues to enable the exchange of insights between the human exploration and space science communities, paving a clearer path for future space exploration. SSERVI provides a unique environment for scientists and engineers to interact within multidisciplinary research teams. As a virtual institute, the best teaming arrangements can be made irrespective of the geographical location of individuals or laboratory facilities. The interdisciplinary science that ensues from virtual and in-person interactions, both within the teams and across team lines, provides answers to questions that many times cannot be foreseen. Much of this research would not be accomplished except for the catalyzing, collaborative environment enabled by SSERVI. The SSERVI Central Office, located at NASA Ames Research Center in Silicon Valley, California, provides the leadership, guidance and technical support that steers the virtual institute. At the start of 2016, our institute had nine U.S. teams, each mid-way through their five-year funding cycle, plus nine international partnerships. However, by the end of the year we were well into the selection of four new domestic teams, selected through NASA's Cooperative Agreement Notice (CAN) process, and a new international partnership. Understanding that human and robotic exploration is most successful as an international endeavor, international partnerships collaborate with SSERVI domestic teams on a no-exchange of funds basis, but they bring a richness to the institute that is priceless. The international partner teams interact with the domestic teams in a number of ways, including sharing students, scientific insights, and access to facilities. We are proud to introduce our newest partnership with the Astrophysics and Planetology Research Institute (IRAP) in Toulouse, France. In 2016, Principal Investigator Dr. Patrick Pinet assembled a group of French researchers who will contribute scientific and technological expertise related to SSERVI research. SSERVI's domestic teams compete for five-year funding opportunities through proposals to a NASA CAN every few years. Having overlapping proposal selection cycles allows SSERVI to be more responsive to any change in direction NASA might experience, while providing operational continuity for the institute. Allowing new teams to blend with the more seasoned teams preserves corporate memory and expands the realm of collaborative possibilities. A key component of SSERVI's mission is to grow and maintain an integrated research community focused on questions related to the Moon, Near-Earth asteroids, and the moons of Mars. The strong community response to CAN-2 demonstrated the health of that effort. NASA Headquarters conducted the peer-review of 22 proposals early in 2017 and, based on recommendations from the SSERVI Central Office and NASA SSERVI program officers, the NASA selecting officials determined the new teams in the spring of 2017. We are pleased to welcome the CAN-2 teams into the institute, and look forward to the collaborations that will develop with the current teams. The new teams are: The Network for Exploration and Space Science (NESS) team (Principal Investigator (PI) Prof. Jack Burns/U. Colorado); the Exploration Science Pathfinder Research for Enhancing Solar System Observations (ESPRESSO) team (PI Dr. Alex Parker/Southwest Research Institute); the Toolbox for Research and Exploration (TREX) team (PI Dr. Amanda Hendrix/ Planetary Science Institute); and the Radiation Effects on Volatiles and Exploration of Asteroids & Lunar Surfaces (REVEALS) team (PI Prof. Thomas Orlando/ Georgia Institute of Technology). In this report, you will find an overview of the 2016 leadership activities of the SSERVI Central Office, reports prepared by the U.S. teams from CAN-1, and achievements from several of the SSERVI international partners. Reflecting on the past year's discoveries and advancements serves as a potent reminder that there is still a great deal to learn about NASA's target destinations. Innovation in the way we access, sample, measure, visualize, and assess our target destinations is needed for further discovery. At the same time, let us celebrate how far we have come, and strongly encourage a new generation that will make the most of future opportunities.

  12. Wiki Based Collaborative Learning in Interuniversity Scenarios

    ERIC Educational Resources Information Center

    Katzlinger, Elisabeth; Herzog, Michael A.

    2014-01-01

    In business education advanced collaboration skills and media literacy are important for surviving in a globalized business where virtual communication between enterprises is part of the day-by-day business. To transform these global working situations into higher education, a learning scenario between two universities in Germany and Austria was…

  13. Analysing a Web-Based E-Commerce Learning Community: A Case Study in Brazil.

    ERIC Educational Resources Information Center

    Joia, Luiz Antonio

    2002-01-01

    Demonstrates the use of a Web-based participative virtual learning environment for graduate students in Brazil enrolled in an electronic commerce course in a Masters in Business Administration program. Discusses learning communities; computer-supported collaborative work and collaborative learning; influences on student participation; the role of…

  14. Widget, Widget on the Wall, Am I Performing Well at All?

    ERIC Educational Resources Information Center

    Scheffel, Maren; Drachsler, Hendrik; de Kraker, Joop

    2017-01-01

    In collaborative learning environments, students work together on assignments in virtual teams and depend on each other's contribution to achieve their learning objectives. The online learning environment, however, may not only facilitate but also hamper group communication, coordination, and collaboration. Group awareness widgets that visualize…

  15. Collaborative Learning: Theoretical Foundations and Applicable Strategies to University

    ERIC Educational Resources Information Center

    Roselli, Nestor D.

    2016-01-01

    Collaborative learning is a construct that identifies a current strong field, both in face-to-face and virtual education. Firstly, three converging theoretical sources are analyzed: socio-cognitive conflict theory, intersubjectivity theory and distributed cognition theory. Secondly, a model of strategies that can be implemented by teachers to…

  16. Studying the Effectiveness of Multi-User Immersive Environments for Collaborative Evaluation Tasks

    ERIC Educational Resources Information Center

    Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador

    2012-01-01

    Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…

  17. Virtual Team Communication and Collaboration in Army and Corporate Applications

    DTIC Science & Technology

    2009-06-12

    Sharmila Pixy Ferri , 49-75. Hershey, PA: Idea Group Inc. Brown, Frederic J. 2006. Building high-performing commander leader teams: Intensive collaboration...Process, Technologies and Practice eds. Susan Hayes Godar and Sharmila Pixy Ferri , 49- 75. Hershey, Pennsylvania: Idea Group Inc. DeMarie, Samuel M. 2000

  18. From Real Challenges to Virtual Reality: Realizing Your Collection through Digital Partnership

    ERIC Educational Resources Information Center

    Johnson, Jennifer; Mandity, Edward

    2010-01-01

    In fall 2008, a collaborative partnership was formed between the libraries of two Indiana universities--Marian College's (now Marian University) Mother Theresa Hackelmeier Memorial Library, and the University Library at Indiana University-Purdue University Indianapolis (IUPUI). The authors discuss the digital nature of this collaboration, which…

  19. InnoTube: A Video-Based Connection Tool Supporting Collaborative Innovation

    ERIC Educational Resources Information Center

    Angehrn, Albert A.; Luccini, Angelo Marco; Maxwell, Katrina

    2009-01-01

    Innovation is a key driver of organizational renewal and success. However, providing the right environment for innovative ideas to emerge and develop is not easy. This is further complicated by the fact that the professional environment is increasingly virtual as globally dispersed organizational and inter-organizational teams collaborate on…

  20. Crowdsourcing Scientific Work: A Comparative Study of Technologies, Processes, and Outcomes in Citizen Science

    ERIC Educational Resources Information Center

    Wiggins, Andrea

    2012-01-01

    Citizen science projects involve the public with scientists in collaborative research. Information and communication technologies for citizen science can enable massive virtual collaborations based on voluntary contributions by diverse participants. As the popularity of citizen science increases, scientists need a more thorough understanding of…

  1. 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…

  2. Learning Spaces and Collaborative Work: Barriers or Supports?

    ERIC Educational Resources Information Center

    King, Hayley

    2016-01-01

    Drawing on 18 months of fieldwork, this article discusses the use of physical, virtual and social space to support collaborative work in translator education programs. The study adopted a contrastive ethnography approach that incorporated single- and multiple-case design rationales for site selection. Extended observation, informal chats and…

  3. 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…

  4. 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…

  5. State of the Art Review of Human-Human Collaboration Research: An Integrated, Multidisciplinary Perspective

    DTIC Science & Technology

    2002-10-31

    NJ: Lawrence Erlbaum. Jamal, T. B. & Getz, D. (1995). Collaboration Theory and Community Tourism Planning. Annals of Tourism Planning...Surveys, 31. Jamal, T. B. & Getz, D. (1995). Collaboration Theory and Community Tourism Planning. Annals of Tourism Planning Research, 22 (1...granum/altdocs/dav_alt.htm. Jorn, L. A., Duin, A. H., & Wahlstrom, B. J. (1996). Designing and Managing Virtual Learning ommunities . IEEE

  6. Proposing a Wiki-Based Technique for Collaborative Essay Writing (Propuesta de un modelo pedagógico para la escritura colaborativa de ensayos en un entorno virtual wiki)

    ERIC Educational Resources Information Center

    Ortiz Navarrete, Mabel; Ferreira Cabrera, Anita

    2014-01-01

    This paper aims at proposing a technique for students learning English as a foreign language when they collaboratively write an argumentative essay in a wiki environment. A wiki environment and collaborative work play an important role within the academic writing task. Nevertheless, an appropriate and systematic work assignment is required in…

  7. The effectiveness of integration of virtual patients in a collaborative learning activity.

    PubMed

    Marei, Hesham F; Donkers, Jeroen; Van Merrienboer, Jeroen J G

    2018-05-07

    Virtual patients (VPs) have been recently integrated within different learning activities. To compare between the effect of using VPs in a collaborative learning activity and using VPs in an independent learning activity on students' knowledge acquisition, retention and transfer. For two different topics, respectively 82 and 76 dental students participated in teaching, learning and assessment sessions with VPs. Students from a female campus and from a male campus have been randomly assigned to condition (collaborative and independent), yielding four experimental groups. Each group received a lecture followed by a learning session using two VPs per topic. Students were administrated immediate and delayed written tests as well as transfer tests using two VPs to assess their knowledge in diagnosis and treatment. For the treatment items of the immediate and delayed written tests, females outperformed males in the collaborative VP group but not in the independent VP group. On the female campus, the use of VPs in a collaborative learning activity is more effective than its use as an independent learning activity in enhancing students' knowledge acquisition and retention. However, the collaborative use of VPs by itself is not enough to produce consistent results across different groups of students and attention should be given to all the factors that would affect students' interaction.

  8. 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 between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.

  9. A Reliable, Feasible Method to Observe Neighborhoods at High Spatial Resolution

    PubMed Central

    Kepper, Maura M.; Sothern, Melinda S.; Theall, Katherine P.; Griffiths, Lauren A.; Scribner, Richard; Tseng, Tung-Sung; Schaettle, Paul; Cwik, Jessica M.; Felker-Kantor, Erica; Broyles, Stephanie T.

    2016-01-01

    Introduction Systematic social observation (SSO) methods traditionally measure neighborhoods at street level and have been performed reliably using virtual applications to increase feasibility. Research indicates that collection at even higher spatial resolution may better elucidate the health impact of neighborhood factors, but whether virtual applications can reliably capture social determinants of health at the smallest geographic resolution (parcel level) remains uncertain. This paper presents a novel, parcel-level SSO methodology and assesses whether this new method can be collected reliably using Google Street View and is feasible. Methods Multiple raters (N=5) observed 42 neighborhoods. In 2016, inter-rater reliability (observed agreement and kappa coefficient) was compared for four SSO methods: (1) street-level in person; (2) street-level virtual; (3) parcel-level in person; and (4) parcel-level virtual. Intra-rater reliability (observed agreement and kappa coefficient) was calculated to determine whether parcel-level methods produce results comparable to traditional street-level observation. Results Substantial levels of inter-rater agreement were documented across all four methods; all methods had >70% of items with at least substantial agreement. Only physical decay showed higher levels of agreement (83% of items with >75% agreement) for direct versus virtual rating source. Intra-rater agreement comparing street- versus parcel-level methods resulted in observed agreement >75% for all but one item (90%). Conclusions Results support the use of Google Street View as a reliable, feasible tool for performing SSO at the smallest geographic resolution. Validation of a new parcel-level method collected virtually may improve the assessment of social determinants contributing to disparities in health behaviors and outcomes. PMID:27989289

  10. A synthetic computational environment: To control the spread of respiratory infections in a virtual university

    NASA Astrophysics Data System (ADS)

    Ge, Yuanzheng; Chen, Bin; liu, Liang; Qiu, Xiaogang; Song, Hongbin; Wang, Yong

    2018-02-01

    Individual-based computational environment provides an effective solution to study complex social events by reconstructing scenarios. Challenges remain in reconstructing the virtual scenarios and reproducing the complex evolution. In this paper, we propose a framework to reconstruct a synthetic computational environment, reproduce the epidemic outbreak, and evaluate management interventions in a virtual university. The reconstructed computational environment includes 4 fundamental components: the synthetic population, behavior algorithms, multiple social networks, and geographic campus environment. In the virtual university, influenza H1N1 transmission experiments are conducted, and gradually enhanced interventions are evaluated and compared quantitatively. The experiment results indicate that the reconstructed virtual environment provides a solution to reproduce complex emergencies and evaluate policies to be executed in the real world.

  11. An Inverse MOOC Model: Small Virtual Field Geology Classes with Many Teachers (Invited)

    NASA Astrophysics Data System (ADS)

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

    2013-12-01

    In the Massive Open Online Courses (MOOCs) mode of instruction, one or a small group of collaborating instructors lecture online to a large (often extremely large) number of students. We are experimenting with an inverse concept: an online classroom in which a small group of collaborating students are taught by dozens of collaborating instructors. This experiment is part of a new NSF TUES Type 3 project titled 'Google Earth for Onsite and Distance Education (GEODE).' Among the goals of the project are the development of an online course called the 'Grand Tour.' We are inviting dozens of colleagues to record virtual field trips (VFTs) and upload them to Google Earth. Students enrolled in the course will be assigned to a small group and tasked with a research project--for example to write a report on foreland thrust belts. They will select a small subset of available VFTs to follow and will be scaffolded by virtual specimens, emergent cross sections, analytical simulations (virtual tricorders), and a game style environment. Instant feedback based on auto-logging will enable adaptive learning. The design is suited to both onsite and distance education and will facilitate access to iconic geologic sites around the world to persons with mobility constraints. We invite input from the community to help guide the design phase of this project. Prototypes of the above-listed learning resources have already been developed and are freely available at http://www.DigitalPlanet.org.

  12. Recent evolution of China's virtual water trade: analysis of selected crops and considerations for policy

    NASA Astrophysics Data System (ADS)

    Shi, J.; Liu, J.; Pinter, L.

    2014-04-01

    China has dramatically increased its virtual water import over recent years. Many studies have focused on the quantity of traded virtual water, but very few go into analysing geographic distribution and the properties of China's virtual water trade network. This paper provides a calculation and analysis of the crop-related virtual water trade network of China based on 27 major primary crops between 1986 and 2009. The results show that China is a net importer of virtual water from water-abundant areas of North America and South America, and a net virtual water exporter to water-stressed areas of Asia, Africa, and Europe. Virtual water import is far larger than virtual water export, and in both import and export a small number of trade partners control the supply chain. Grain crops are the major contributors to virtual water trade, and among grain crops, soybeans, mostly imported from the US, Brazil and Argentina, are the most significant. In order to mitigate water scarcity and secure the food supply, virtual water should actively be incorporated into national water management strategies. And the sources of virtual water import need to be further diversified to reduce supply chain risks and increase resilience.

  13. Virtual Laboratories and Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Hut, Piet

    2008-05-01

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

  14. Virtual Sensor Web Architecture

    NASA Astrophysics Data System (ADS)

    Bose, P.; Zimdars, A.; Hurlburt, N.; Doug, S.

    2006-12-01

    NASA envisions the development of smart sensor webs, intelligent and integrated observation network that harness distributed sensing assets, their associated continuous and complex data sets, and predictive observation processing mechanisms for timely, collaborative hazard mitigation and enhanced science productivity and reliability. This paper presents Virtual Sensor Web Infrastructure for Collaborative Science (VSICS) Architecture for sustained coordination of (numerical and distributed) model-based processing, closed-loop resource allocation, and observation planning. VSICS's key ideas include i) rich descriptions of sensors as services based on semantic markup languages like OWL and SensorML; ii) service-oriented workflow composition and repair for simple and ensemble models; event-driven workflow execution based on event-based and distributed workflow management mechanisms; and iii) development of autonomous model interaction management capabilities providing closed-loop control of collection resources driven by competing targeted observation needs. We present results from initial work on collaborative science processing involving distributed services (COSEC framework) that is being extended to create VSICS.

  15. Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games

    NASA Astrophysics Data System (ADS)

    Korsgaard, M. Audrey; Picot, Arnold; Wigand, Rolf T.; Welpe, Isabelle M.; Assmann, Jakob J.

    This chapter considers fundamental concepts of effective virtual teams, illustrated by research on Travian, a massively multiplayer online strategy game wherein players seek to build empires. Team inputs are the resources that enable individuals to work interdependently toward a common goal, including individual and collective capabilities, shared knowledge structures, and leadership style. Team processes, notably coordination and cooperation, transform team inputs to desired collective outcomes. Because the members of virtual teams are geographically dispersed, relying on information and communication technology, three theories are especially relevant for understanding how they can function effectively: social presence theory, media richness theory, and media synchronicity theory. Research in settings like Travian can inform our understanding of structures, processes, and performance of virtual teams. Such research could provide valuable insight into the emergence and persistence of trust and cooperation, as well as the impact of different communication media for coordination and information management in virtual organizations.

  16. iSERVO: Implementing the International Solid Earth Research Virtual Observatory by Integrating Computational Grid and Geographical Information Web Services

    NASA Astrophysics Data System (ADS)

    Aktas, Mehmet; Aydin, Galip; Donnellan, Andrea; Fox, Geoffrey; Granat, Robert; Grant, Lisa; Lyzenga, Greg; McLeod, Dennis; Pallickara, Shrideep; Parker, Jay; Pierce, Marlon; Rundle, John; Sayar, Ahmet; Tullis, Terry

    2006-12-01

    We describe the goals and initial implementation of the International Solid Earth Virtual Observatory (iSERVO). This system is built using a Web Services approach to Grid computing infrastructure and is accessed via a component-based Web portal user interface. We describe our implementations of services used by this system, including Geographical Information System (GIS)-based data grid services for accessing remote data repositories and job management services for controlling multiple execution steps. iSERVO is an example of a larger trend to build globally scalable scientific computing infrastructures using the Service Oriented Architecture approach. Adoption of this approach raises a number of research challenges in millisecond-latency message systems suitable for internet-enabled scientific applications. We review our research in these areas.

  17. 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…

  18. Preparing Graduate Students for Virtual World Simulations: Exploring the Potential of an Emerging Technology

    ERIC Educational Resources Information Center

    Hewitt, Anne M.; Spencer, Susan; Mirliss, Danielle; Twal, Riad

    2009-01-01

    Anne M. Hewitt, Susan Spencer, Danielle Mirliss, and Riad Twal report on a collaborative team initiative to create a virtual world emergency preparedness simulation that focuses on crisis and emergency risk communication (CERC). CERC is a key competency for students enrolled in Seton Hall University's (SHU) Master of Healthcare Administration…

  19. Virtual Conferencing in Global Design Education: Dreams and Realities

    ERIC Educational Resources Information Center

    Moldenhauer, Judith A.

    2010-01-01

    The concept and use of the synchronous and asynchronous forms of virtual conferencing is central to the experience of global design education. Easy and ready access to people and information worldwide is at the heart of a paradigm shift in design practice and education, defined by collaboration and digital technology. The dream of smooth, global…

  20. The Iterative Design of a Virtual Design Studio

    ERIC Educational Resources Information Center

    Blevis, Eli; Lim, Youn-kyung; Stolterman, Erik; Makice, Kevin

    2008-01-01

    In this article, the authors explain how they implemented Design eXchange as a shared collaborative online and physical space for design for their students. Their notion for Design eXchange favors a complex mix of key elements namely: (1) a virtual online studio; (2) a forum for review of all things related to design, especially design with the…

  1. Virtual Office Hours Using a Tablet PC: E-lluminating Biochemistry in an Online Environment

    ERIC Educational Resources Information Center

    Kohorst, Kelly; Cox, James R.

    2007-01-01

    The availability of online collaboration software has provided new opportunities for instructors to interact with students outside the classroom. This report describes how Elluminate "Live!"[R], a particular conferencing software package, can be used with a tablet PC to conduct virtual office hours in a biochemistry course. The educational value…

  2. Design and Implementation of a Student-Generated Virtual Museum in a Language Curriculum to Enhance Collaborative Multimodal Meaning-Making

    ERIC Educational Resources Information Center

    Ho, Caroline M. L.; Nelson, Mark Evan; Mueller-Wittig, Wolfgang

    2011-01-01

    This paper reports on a study, "MUSE", which involved Secondary (Grade 7) students in designing and constructing a virtual museum. It presents a description and evaluation of the design and implementation of the technologically-mediated intervention within a language curriculum that emphasizes multimodal meaning-making and expression.…

  3. Investigating the Affective Learning in a 3D Virtual Learning Environment: The Case Study of the Chatterdale Mystery

    ERIC Educational Resources Information Center

    Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde

    2016-01-01

    This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…

  4. Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment

    ERIC Educational Resources Information Center

    Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho

    2012-01-01

    The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…

  5. Synchronous and Asynchronous E-Language Learning: A Case Study of Virtual University of Pakistan

    ERIC Educational Resources Information Center

    Perveen, Ayesha

    2016-01-01

    This case study evaluated the impact of synchronous and asynchronous E-Language Learning activities (ELL-ivities) in an E-Language Learning Environment (ELLE) at Virtual University of Pakistan. The purpose of the study was to assess e-language learning analytics based on the constructivist approach of collaborative construction of knowledge. The…

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

    ERIC Educational Resources Information Center

    Cross, Deborah Iyron

    2015-01-01

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

  7. EFL Learner Collaborative Interaction in Second Life

    ERIC Educational Resources Information Center

    Peterson, Mark

    2012-01-01

    This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…

  8. The Mentored Multigenre Project: Fostering Authentic Writing Interactions between High School Writers and Teacher Candidates

    ERIC Educational Resources Information Center

    West, Jessica A.; Saine, Paula

    2017-01-01

    This article describes the Mentored Multigenre Project, a virtual writing collaboration experience between high school writers and teacher candidates. Our goal was to create an authentic opportunity for our high school students to receive writing feedback from virtual writing mentors, while also creating an opportunity for our teacher candidates…

  9. The Learning Outcomes of Mentoring Library Science Students in Virtual World Reference: A Case Study

    ERIC Educational Resources Information Center

    Purpur, Geraldine; Morris, Jon Levi

    2015-01-01

    This article reports on the cognitive and affective development of students being mentored in virtual reference interview skills by professional librarians. The authors present a case study which examines the impact on student learning resulting from librarian mentor participation and collaboration with students on a course assignment. This study…

  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. Postcolonial Practices for a Global Virtual Group: The Case of the International Network for Learning and Teaching Geography in Higher Education (INLT)

    ERIC Educational Resources Information Center

    Hay, Iain

    2008-01-01

    This paper offers a critical review of the role of the International Network for Learning and Teaching geography in higher education (INLT) in the production of geographical knowledge. Through an examination of the Network's membership and activities, it explores some of the ways in which INLT--as a global virtual group--may be inadvertently…

  12. GEOSS Water Cycle Integrator

    NASA Astrophysics Data System (ADS)

    Koike, Toshio; Lawford, Richard; Cripe, Douglas

    2013-04-01

    It is critically important to recognize and co-manage the fundamental linkages across the water-dependent domains; land use, including deforestation; ecosystem services; and food-, energy- and health-securities. Sharing coordinated, comprehensive and sustained observations and information for sound decision-making is a first step; however, to take full advantage of these opportunities, we need to develop an effective collaboration mechanism for working together across different disciplines, sectors and agencies, and thereby gain a holistic view of the continuity between environmentally sustainable development, climate change adaptation and enhanced resilience. To promote effective multi-sectoral, interdisciplinary collaboration based on coordinated and integrated efforts, the intergovernmental Group on Earth Observations (GEO) is implementing the Global Earth Observation System of Systems (GEOSS). A component of GEOSS now under development is the "GEOSS Water Cycle Integrator (WCI)", which integrates Earth observations, modeling, data and information, management systems and education systems. GEOSS/WCI sets up "work benches" by which partners can share data, information and applications in an interoperable way, exchange knowledge and experiences, deepen mutual understanding and work together effectively to ultimately respond to issues of both mitigation and adaptation. (A work bench is a virtual geographical or phenomenological space where experts and managers collaborate to use information to address a problem within that space). GEOSS/WCI enhances the coordination of efforts to strengthen individual, institutional and infrastructure capacities, especially for effective interdisciplinary coordination and integration. GEO has established the GEOSS Asian Water Cycle Initiative (AWCI) and GEOSS African Water Cycle Coordination Initiative (AfWCCI). Through regional, inter-disciplinary, multi-sectoral integration and inter-agency coordination in Asia and Africa, GEOSS/WCI is now leading to effective actions and public awareness in support of water security and sustainable development.

  13. 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 has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.

  14. G-R-O-U-P W-O-R-K Doesn't Spell Collaboration

    ERIC Educational Resources Information Center

    Quinn, Timothy

    2012-01-01

    Commonly included in any list of 21st century skills is collaboration--and for good reason. Technology now offers more people the opportunity to work together without geographical restraint. And so collaboration should become a greater part of school curricula at all levels. But most of the work done by students in a traditional K-12 school is…

  15. Can Massive Communities of Teachers Facilitate Collaborative Reflection? Fractal Design as a Possible Answer

    ERIC Educational Resources Information Center

    Clarà, Marc; Kelly, Nick; Mauri, Teresa; Danaher, P. A.

    2017-01-01

    This paper explores the possibility that virtual communities of teachers with large numbers of members (referred to as "massive communities of teachers") can offer support to novice teachers by means of collaborative reflection. The paper examines and conceptualises some problems found in professional massive communities and proposes…

  16. 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…

  17. Virtual Collaborations in the Spanish Class: From E-Mail to Web Design and CD-ROM Development.

    ERIC Educational Resources Information Center

    Hellebrandt, Josef

    1999-01-01

    Modern technologies can provide language students with authentic content and contextualized, collaborative learning situations. This article illustrates how e-mail exchanges, Web exercises, and CD-ROM development between students in the United States and organizations in Ecuador can promote contextualized and authentic practice of Spanish language…

  18. Investigating Linguistic, Literary, and Social Affordances of L2 Collaborative Reading

    ERIC Educational Resources Information Center

    Thoms, Joshua J.; Poole, Frederick

    2017-01-01

    This exploratory study analyzes learner-learner interactions within a virtual environment when collaboratively reading Spanish poetry in a Hispanic literature course at the college level via an ecological theoretical perspective (van Lier, 2004). The goals of the study are (a) to present empirical data that illustrate the theoretical construct of…

  19. Necessity Fuels Creativity: Adapting Long-Distance Collaborative Methods for the Classroom

    ERIC Educational Resources Information Center

    Sopoci Drake, Katie; Larson, Eliza; Rugh, Rachel; Tait, Barbara

    2016-01-01

    Improved technology has made it possible to virtually bridge distance between dance makers, rendering physical location another choreographic device to be manipulated. Long-distance collaboration as an artistic process is not only a fertile new ground for creation and necessary for many practicing dance artists in the field today, but there is…

  20. Virtual Communities of Practice: Bridging Research and Practice Using Web 2.0

    ERIC Educational Resources Information Center

    Lewis, Laura A.; Koston, Zoe; Quartley, Marjorie; Adsit, Jason

    2011-01-01

    A significant dilemma for the health and human service professions continues to be the question of how best to bridge the divide between academic research and practice. Communities of practice have traditionally been a vehicle for collaborative research and for information exchange (Moore, 2008). Through collaboration, communities of practice have…

  1. Creating a Collaborative Learning Community in the CIS Sandbox

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2013-01-01

    Purpose: The purpose of this paper is to investigate the impact of transforming a traditional university computer lab to create a collaborative learning community known as the CIS Sandbox, by remodeling a physical space and supporting it with a virtual presence through the use of social media tools. The discussion applies Selander's "designs for…

  2. Programming for Fun: MUDs as a Context for Collaborative Learning.

    ERIC Educational Resources Information Center

    Bruckman, Amy

    Multi-User Dungeons (MUDs), are text-based virtual reality environments in which participants separated by great physical distances can communicate and collaborate in programming. Most MUDs started out as adventure games but are quickly being adapted for more "serious" endeavors. This paper presents a case study of the experiences of a…

  3. The Virtual Table: A Framework for Online Teamwork, Collaboration, and Communication.

    PubMed

    Endersby, Lisa; Phelps, Kirstin; Jenkins, Dan

    2017-03-01

    This chapter reviews the complex relationship between technology and leadership, focusing on how technology affects the development and demonstration of skills in communication, teamwork, and collaboration. The chapter also proposes a framework for identifying and assessing key leadership competencies in the digital space. © 2017 Wiley Periodicals, Inc., A Wiley Company.

  4. Complex watersheds, collaborative teams: Assessing pollutant presence and effects in the San Francisco Delta

    EPA Science Inventory

    There is a great diversity of sources of chemical contaminants and stressors over large geographic areas. Chemical contaminant inputs and magnitude can potentially exhibit wide seasonal variation over large geographic areas. Together, these factors make linking exposure to monito...

  5. Virtual day of the midwife: a global 'pyjama party'.

    PubMed

    Stewart, Sarah

    2014-06-01

    The Virtual International Day of the Midwife (VIDM) (www.vidm.org) is an annual online conference designed to break down traditional barriers to continuing professional development (CPD); provide online opportunities for international midwifery networking; and model open access communication and collaboration practices. Whilst the VIDM is designed to reach midwives all around the world, issues of access to the Internet, language and cultural differences prevent some midwives from attending, especially those who live in resource-poor countries. Nevertheless, the VIDM has successfully demonstrated how CPD can be delivered to midwives in a flexible and cost-effective way, as well as bring them together in a truly global open and collaborative environment.

  6. Virtual Worlds for Virtual Organizing

    NASA Astrophysics Data System (ADS)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  7. Emerging technologies in education and training: applications for the laboratory animal science community.

    PubMed

    Ketelhut, Diane Jass; Niemi, Steven M

    2007-01-01

    This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.

  8. Robust kernel collaborative representation for face recognition

    NASA Astrophysics Data System (ADS)

    Huang, Wei; Wang, Xiaohui; Ma, Yanbo; Jiang, Yuzheng; Zhu, Yinghui; Jin, Zhong

    2015-05-01

    One of the greatest challenges of representation-based face recognition is that the training samples are usually insufficient. In other words, the training set usually does not include enough samples to show varieties of high-dimensional face images caused by illuminations, facial expressions, and postures. When the test sample is significantly different from the training samples of the same subject, the recognition performance will be sharply reduced. We propose a robust kernel collaborative representation based on virtual samples for face recognition. We think that the virtual training set conveys some reasonable and possible variations of the original training samples. Hence, we design a new object function to more closely match the representation coefficients generated from the original and virtual training sets. In order to further improve the robustness, we implement the corresponding representation-based face recognition in kernel space. It is noteworthy that any kind of virtual training samples can be used in our method. We use noised face images to obtain virtual face samples. The noise can be approximately viewed as a reflection of the varieties of illuminations, facial expressions, and postures. Our work is a simple and feasible way to obtain virtual face samples to impose Gaussian noise (and other types of noise) specifically to the original training samples to obtain possible variations of the original samples. Experimental results on the FERET, Georgia Tech, and ORL face databases show that the proposed method is more robust than two state-of-the-art face recognition methods, such as CRC and Kernel CRC.

  9. Naive (commonsense) geography and geobrowser usability after ten years of Google Earth

    NASA Astrophysics Data System (ADS)

    Hamerlinck, J. D.

    2016-04-01

    In 1995, the concept of ‘naive geography’ was formally introduced as an area of cognitive geographic information science representing ‘the body of knowledge that people have about the surrounding geographic world’ and reflecting ‘the way people think and reason about geographic space and time, both consciously and subconsciously’. The need to incorporate such commonsense knowledge and reasoning into design of geospatial technologies was identified but faced challenges in formalizing these relationships and processes in software implementation. Ten years later, the Google Earth geobrowser was released, marking the beginning of a new era of open access to, and application of, geographic data and information in society. Fast-forward to today, and the opportunity presents itself to take stock of twenty years of naive geography and a decade of the ubiquitous virtual globe. This paper introduces an ongoing research effort to explore the integration of naive (or commonsense) geography concepts in the Google Earth geobrowser virtual globe and their possible impact on Google Earth's usability, utility, and usefulness. A multi-phase methodology is described, combining usability reviews and usability testing with use-case scenarios involving the U.S.-Canadian Yellowstone to Yukon Initiative. Initial progress on a usability review combining cognitive walkthroughs and heuristics evaluation is presented.

  10. A 360° Vision for Virtual Organizations Characterization and Modelling: Two Intentional Level Aspects

    NASA Astrophysics Data System (ADS)

    Priego-Roche, Luz-María; Rieu, Dominique; Front, Agnès

    Nowadays, organizations aiming to be successful in an increasingly competitive market tend to group together into virtual organizations. Designing the information system (IS) of such virtual organizations on the basis of the IS of those participating is a real challenge. The IS of a virtual organization plays an important role in the collaboration and cooperation of the participants organizations and in reaching the common goal. This article proposes criteria allowing virtual organizations to be identified and classified at an intentional level, as well as the information necessary for designing the organizations’ IS. Instantiation of criteria for a specific virtual organization and its participants, will allow simple graphical models to be generated in a modelling tool. The models will be used as bases for the IS design at organizational and operational levels. The approach is illustrated by the example of the virtual organization UGRT (a regional stockbreeders union in Tabasco, Mexico).

  11. 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.

  12. Social Networking for the K-12 Set

    ERIC Educational Resources Information Center

    Klein, Jim

    2008-01-01

    Education technology leaders are ever seeking new ways to eliminate the traditional social and geographic boundaries that hinder communication and collaboration for both K-12 students and educators. Larger districts with geographically dispersed schools often find that innovative ideas for technology use and integration are balkanized into…

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

    NASA Astrophysics Data System (ADS)

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

    2009-02-01

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

  14. 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.

  15. Improved Learning Efficiency and Increased Student Collaboration through Use of Virtual Microscopy in the Teaching of Human Pathology

    ERIC Educational Resources Information Center

    Braun, Mark W.; Kearns, Katherine D.

    2008-01-01

    The implementation of virtual microscopy in the teaching of pathology at the Bloomington, Indiana extension of the Indiana University School of Medicine permitted the assessment of student attitudes, use and academic performance with respect to this new technology. A gradual and integrated approach allowed the parallel assessment with respect to…

  16. 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…

  17. Information Problem-Solving Skills in Small Virtual Groups and Learning Outcomes

    ERIC Educational Resources Information Center

    Garcia, Consuelo; Badia, Antoni

    2017-01-01

    This study investigated the frequency of use of information problem-solving (IPS) skills and its relationship with learning outcomes. During the course of the study, 40 teachers carried out a collaborative IPS task in small virtual groups in a 4-week online training course. The status of IPS skills was collected through self-reports handed in over…

  18. SSERVI: Merging Science and Human Exploration

    NASA Technical Reports Server (NTRS)

    Schmidt, Gregory; Gibbs, Kristina

    2017-01-01

    The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research and the intersection of science and exploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for the opportunities that engage the larger scientific and exploration communities in order to form a new interdisciplinary, research-focused collaborations.

  19. Real-Life Migrants on the MUVE: Stories of Virtual Transitions

    ERIC Educational Resources Information Center

    Perkins, Ross A.; Arreguin, Cathy

    2007-01-01

    The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…

  20. 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,…

  1. Scottish and Austrian Perspectives on Delivering a Master's: From Paper to Virtual and from Individual to Collaborative

    ERIC Educational Resources Information Center

    McLuckie, Joseph A.; Naulty, Michael; Luchoomun, Dharmadeo; Wahl, Harald

    2009-01-01

    This article explores the transition in course delivery from a paper-based format to blended learning, and highlights the role of the virtual learning environment (VLE) in this process. Professional practice in postgraduate programmes in particular is investigated during this transition stage at the University of Dundee (UoD) in Scotland, and the…

  2. Eco-Dialogical Learning and Translanguaging in Open-Ended 3D Virtual Learning Environments: Where Place, Time, and Objects Matter

    ERIC Educational Resources Information Center

    Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse

    2017-01-01

    The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…

  3. Virtual laboratories: new opportunities for collaborative water science

    NASA Astrophysics Data System (ADS)

    Ceola, Serena; Arheimer, Berit; Bloeschl, Guenter; Baratti, Emanuele; Capell, Rene; Castellarin, Attilio; Freer, Jim; Han, Dawei; Hrachowitz, Markus; Hundecha, Yeshewatesfa; Hutton, Christopher; Lindström, Goran; Montanari, Alberto; Nijzink, Remko; Parajka, Juraj; Toth, Elena; Viglione, Alberto; Wagener, Thorsten

    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.

  4. Method and Apparatus for Virtual Interactive Medical Imaging by Multiple Remotely-Located Users

    NASA Technical Reports Server (NTRS)

    Ross, Muriel D. (Inventor); Twombly, Ian Alexander (Inventor); Senger, Steven O. (Inventor)

    2003-01-01

    A virtual interactive imaging system allows the displaying of high-resolution, three-dimensional images of medical data to a user and allows the user to manipulate the images, including rotation of images in any of various axes. The system includes a mesh component that generates a mesh to represent a surface of an anatomical object, based on a set of data of the object, such as from a CT or MRI scan or the like. The mesh is generated so as to avoid tears, or holes, in the mesh, providing very high-quality representations of topographical features of the object, particularly at high- resolution. The system further includes a virtual surgical cutting tool that enables the user to simulate the removal of a piece or layer of a displayed object, such as a piece of skin or bone, view the interior of the object, manipulate the removed piece, and reattach the removed piece if desired. The system further includes a virtual collaborative clinic component, which allows the users of multiple, remotely-located computer systems to collaboratively and simultaneously view and manipulate the high-resolution, three-dimensional images of the object in real-time.

  5. Co-creation and Co-innovation in a Collaborative Networked Environment

    NASA Astrophysics Data System (ADS)

    Klen, Edmilson Rampazzo

    Leveraged by the advances in communication and information Technologies, producers and consumers are developing a new behavior. Together with the new emerging collaborative manifestations this behavior may directly impact the way products are developed. This powerful combination indicates that consumers will be involved in a very early stage in product development processes supporting even more the creation and innovation of products. This new way of collaboration gives rise to a new collaborative networked environment based on co-creation and co-innovation. This work will present some evolutionary steps that point to the development of this environment where prosumer communities and virtual organizations interact and collaborate.

  6. Three-dimensional visualization of geographical terrain data using temporal parallax difference induction

    NASA Astrophysics Data System (ADS)

    Mayhew, Christopher A.; Mayhew, Craig M.

    2009-02-01

    Vision III Imaging, Inc. (the Company) has developed Parallax Image Display (PIDTM) software tools to critically align and display aerial images with parallax differences. Terrain features are rendered obvious to the viewer when critically aligned images are presented alternately at 4.3 Hz. The recent inclusion of digital elevation models in geographic data browsers now allows true three-dimensional parallax to be acquired from virtual globe programs like Google Earth. The authors have successfully developed PID methods and code that allow three-dimensional geographical terrain data to be visualized using temporal parallax differences.

  7. "Juxtapose": An Exploration of Mobile Augmented Reality Collaborations and Professional Practices in a Creative Learning Environment

    ERIC Educational Resources Information Center

    Menorath, Darren; Antonczak, Laurent

    2017-01-01

    This paper examines the state of the art of mobile Augmented Reality (AR) and mobile Virtual Reality (VR) in relation to collaboration and professional practices in a creative digital environment and higher education. To support their discussion, the authors use a recent design-based research project named "Juxtapose," which explores…

  8. Using the Cognitive Apprenticeship Model with a Chat Tool to Enhance Online Collaborative Learning

    ERIC Educational Resources Information Center

    Rodríguez-Bonces, Mónica; Ortiz, Kris

    2016-01-01

    In Colombia, many institutions are in the firm quest of virtual learning environments to improve instruction, and making the most of online tools is clearly linked to offering quality learning. Thus, the purpose of this action research was to identify how the Cognitive Apprenticeship Model enhances online collaborative learning by using a chat…

  9. "CityVille": Collaborative Game Play, Communication and Skill Development in Social Networks

    ERIC Educational Resources Information Center

    Del-Moral, María-Esther; Guzmán-Duque, Alba-Patricia

    2014-01-01

    This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said…

  10. Facilitating Social Collaboration in Mobile Cloud-Based Learning: A Teamwork as A Service (TaaS) Approach

    ERIC Educational Resources Information Center

    Sun, Geng; Shen, Jun

    2014-01-01

    Mobile learning is an emerging trend that brings many advantages to distributed learners, enabling them to achieve collaborative learning, in which the virtual teams are usually built to engage multiple learners working together towards the same pedagogical goals in online courses. However, the socio-technical mechanisms to enhance teamwork…

  11. Perception of Democracy in Computer-Mediated Communication: Participation, Responsibility, Collaboration, and Reflection

    ERIC Educational Resources Information Center

    Gallego-Arrufat, Maria-Jesus; Gutiérrez-Santiuste, Elba

    2015-01-01

    We present a case study to analyze how higher education students attending a Spanish University (N = 100) democratize the virtual classroom by assuming responsibility for their learning and that of the other members of the class; participate actively in social, cognitive, and teaching issues; and collaborate by creating a learning community and…

  12. Effects of Transformational and Transactional Leadership on Cognitive Effort and Outcomes during Collaborative Learning within a Virtual World

    ERIC Educational Resources Information Center

    Kahai, Surinder; Jestire, Rebecca; Huang, Rui

    2013-01-01

    Computer-supported collaborative learning is a common e-learning activity. Instructors have to create appropriate social and instructional interventions in order to promote effective learning. We performed a study that examined the effects of two popular leadership interventions, transformational and transactional, on cognitive effort and outcomes…

  13. Designing for Problem-Based Learning in a Collaborative STEM Lab: A Case Study

    ERIC Educational Resources Information Center

    Estes, Michele D.; Liu, Juhong; Zha, Shenghua; Reedy, Kim

    2014-01-01

    Higher education institutions are using virtual telepresence systems to engage in collaborative course redesign and research projects. These systems hold promise and challenge for inter-institutional work in STEM areas. This paper describes a case study involving two universities in the 4-VA consortium, and the redesign of a shared STEM lab. The…

  14. Virtual reality haptic dissection.

    PubMed

    Erolin, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-12-01

    This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist, and investigate cross-discipline collaborations in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills, before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.

  15. Status and Trends of Narragansett Bay and its Watershed: A Geographical Approach

    EPA Science Inventory

    The Narragansett Bay Estuary Program developed 24 environmental indicators for its 2017 State of the Bay and its Watershed report with the collaboration of over 50 bi-state and regional partners. A geographical approach was undertaken at different scales using an array of geospat...

  16. Developing accessible cyberinfrastructure-enabled knowledge communities in the national disability community: theory, practice, and policy.

    PubMed

    Myhill, William N; Cogburn, Derrick L; Samant, Deepti; Addom, Benjamin Kwasi; Blanck, Peter

    2008-01-01

    Since publication of the Atkins Commission report in 2003, the national scientific community has placed significant emphasis on developing cyberinfrastructure-enabled knowledge communities, which are designed to facilitate enhanced efficiency and collaboration in geographically distributed networks of researchers. This article suggests that the new cyberinfrastructure movement may not fully benefit those participants with disabilities, unless closer attention is paid to legal mandates and universal design principles. Many technology-enhanced learning communities provide geographically distributed collaboration opportunities that expand the inclusion of diverse peoples and help close the digital divide. However, to date, most collaboratory efforts have not emphasized the need for access among people with disabilities nor meeting minimum standards for technological accessibility. To address these concerns, this article reports on two pilot collaboratory studies that explore the role advanced information, communication, and collaboration technologies play in enhancing geographically distributed collaboration among specific research and applied networks within the national disability community. Universal design principles inform the design of the collaboratory and its use and our efforts to ensure access for all. Data for this article come from Web-based surveys, interviews, observations, computer logs, and detailed, mixed-methods accessibility testing. Emerging results suggest that with deliberate and systematic efforts, cyberinfrastructure can be more accessible and generate benefits among persons with disabilities. The authors provide lessons learned and recommendations for future research, policy, law, and practice.

  17. Research and collaboration overview of Institut Pasteur International Network: a bibliometric approach toward research funding decisions.

    PubMed

    Mostafavi, Ehsan; Bazrafshan, Azam

    2014-01-01

    Institut Pasteur International Network (IPIN), which includes 32 research institutes around the world, is a network of research and expertise to fight against infectious diseases. A scientometric approach was applied to describe research and collaboration activities of IPIN. Publications were identified using a manual search of IPIN member addresses in Science Citation Index Expanded (SCIE) between 2006 and 2011. Total publications were then subcategorized by geographic regions. Several scientometric indicators and the H-index were employed to estimate the scientific production of each IPIN member. Subject and geographical overlay maps were also applied to visualize the network activities of the IPIN members. A total number of 12667 publications originated from IPIN members. Each author produced an average number of 2.18 papers and each publication received an average of 13.40 citations. European Pasteur Institutes had the largest amount of publications, authored papers, and H-index values. Biochemistry and molecular biology, microbiology, immunology and infectious diseases were the most important research topics, respectively. Geographic mapping of IPIN publications showed wide international collaboration among IPIN members around the world. IPIN has strong ties with national and international authorities and organizations to investigate the current and future health issues. It is recommended to use scientometric and collaboration indicators as measures of research performance in IPIN future policies and investment decisions.

  18. Social Networking Tools to Facilitate Cross-Program Collaboration

    ERIC Educational Resources Information Center

    Wallace, Paul; Howard, Barbara

    2010-01-01

    Students working on a highly collaborative project used social networking technology for community building activities as well as basic project-related communication. Requiring students to work on cross-program projects gives them real-world experience working in diverse, geographically dispersed groups. An application used at Appalachian State…

  19. Remote control of an MR imaging study via tele-collaboration tools

    NASA Astrophysics Data System (ADS)

    Sullivan, John M., Jr.; Mullen, Julia S.; Benz, Udo A.; Schmidt, Karl F.; Murugavel, Murali; Chen, Wei; Ghadyani, Hamid

    2005-04-01

    In contrast to traditional 'video conferencing' the Access Grid (AG), developed by Argonne National Laboratory, is a collaboration of audio, video and shared application tools which provide the 'persistent presence' of each participant. Among the shared application tools are the ability to share viewing and control of presentations, browsers, images and movies. When used in conjunction with Virtual Network Computing (VNC) software, an investigator can interact with colleagues at a remote site, and control remote systems via local keyboard and mouse commands. This combination allows for effective viewing and discussion of information, i.e. data, images, and results. It is clear that such an approach when applied to the medical sciences will provide a means by which a team of experts can not only access, but interact and control medical devices for the purpose of experimentation, diagnosis, surgery and therapy. We present the development of an application node at our 4.7 Tesla MR magnet facility, and a demonstration of remote investigator control of the magnet. A local magnet operator performs manual tasks such as loading the test subject into the magnet and administering the stimulus associated with the functional MRI study. The remote investigator has complete control of the magnet console. S/he can adjust the gradient coil settings, the pulse sequence, image capture frequency, etc. A geographically distributed audience views and interacts with the remote investigator and local MR operator. This AG demonstration of MR magnet control illuminates the potential of untethered medical experiments, procedures and training.

  20. Application of new technologies in the virtual library: Seminars in Turkey, Portugal, and Spain

    NASA Technical Reports Server (NTRS)

    Hunter, Judy F.; Cotter, Gladys A.

    1994-01-01

    This paper focuses on the technologies that are available today to support the concept of a virtual library. The concept of a 'virtual library' or a 'library without walls' is meant to convey the idea that information in any format should be available to the end-user from the desktop as if it were located on the local workstation. Discussed here are the background, trends, technology enablers, end-user requirements, and the NASA Access Mechanism (NAM) system, one example of how it is possible to apply existing technologies to the client server architecture to logically centralize geographically distributed applications and information.

  1. 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.

  2. Protecting Sensitive Information in Directory Services Using Virtual Directories

    NASA Astrophysics Data System (ADS)

    Claycomb, William; Shin, Dongwan

    Directory services are commonly used to store information related to individuals, and often act as a source for security services, such as authentication and access control, in collaborative applications within/across organizations. Hence, there is an urgent need to protect the sensitive information they contain. Existing solutions offer minimal protection against insider attacks, a growing threat to both government and industry data services. In this paper we present a solution for data protection that leverages virtual directories and data encryption to provide a user-centric approach to data protection, delegation, and collaboration. A security architecture is presented, along with the discussion of the benefits and vulnerabilities of our approach. We also discuss a proof-of-concept implementation and performance testing results.

  3. Force Feedback Joystick

    NASA Technical Reports Server (NTRS)

    1997-01-01

    I-FORCE, a computer peripheral from Immersion Corporation, was derived from virtual environment and human factors research at the Advanced Displays and Spatial Perception Laboratory at Ames Research Center in collaboration with Stanford University Center for Design Research. Entrepreneur Louis Rosenberg, a former Stanford researcher, now president of Immersion, collaborated with Dr. Bernard Adelstein at Ames on studies of perception in virtual reality. The result was an inexpensive way to incorporate motors and a sophisticated microprocessor into joysticks and other game controllers. These devices can emulate the feel of a car on the skid, a crashing plane, the bounce of a ball, compressed springs, or other physical phenomenon. The first products incorporating I-FORCE technology include CH- Products' line of FlightStick and CombatStick controllers.

  4. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-04-01

    IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater C.E. Rose...Models for Government–Industry Collaboration for the Development of Game -Based Training Tools C.E. Rose A.S. Norige Group 44 R.M. Seater K.C...Report 1208 Lexington Massachusetts This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious

  5. Virtual study groups and online Observed Structured Clinical Examinations practices - enabling trainees to enable themselves.

    PubMed

    Davidson, Dennisa; Evans, Lois

    2018-03-01

    To explore online study groups as augmentation tools in preparing for the Royal Australian and New Zealand College of Psychiatrists Observed Structured Clinical Examinations (OSCE) for fellowship. An online survey of New Zealand trainees was carried out to assess exam preparedness and openness to virtual study groups and results analysed. Relevant material around virtual study groups for fellowship examinations was reviewed and used to inform a pilot virtual study group. Four New Zealand trainees took part in the pilot project, looking at using a virtual platform to augment OSCE preparation. Of the 50 respondents 36% felt adequately prepared for the OSCE. Sixty-four per cent were interested in using a virtual platform to augment their study. Virtual study groups were noted to be especially important for rural trainees, none of whom felt able to form study groups for themselves. The pilot virtual study group was trialled successfully. All four trainees reported the experience as subjectively beneficial to their examination preparation. Virtual platforms hold promise as an augmentation strategy for exam preparation, especially for rural trainees who are more geographically isolated and less likely to have peers preparing for the same examinations.

  6. The Development of Second Language Critical Thinking in a Virtual Language Learning Environment: A Process-Oriented Mixed-Method Study

    ERIC Educational Resources Information Center

    Mroz, Aurore

    2015-01-01

    This article presents a process-oriented mixed-method study, focusing on the emergence of second language (L2) critical thinking (CT) skills in the collaborative discourse produced by a focal group of five college-level students of French working in a virtual language learning environment (the VLLE Cinet Second Life). Levels of CT ability were…

  7. An Exploration of the Moderating Effect of Motivation on the Relationship between Work Satisfaction and Utilization of Virtual Team Effectiveness Attributes: A Mixed Methods Study

    ERIC Educational Resources Information Center

    Day, Frederick C.; Burbach, Mark E.

    2015-01-01

    A unique challenge for organizations is in leading diverse, dispersed teams whose members are motivated to work independently, but are willing to collaborate. The purpose of this study was to gain an understanding of how nuanced variations in motivational patterns influences the relationship between work satisfaction and virtual team…

  8. Digging Deeper: Learning and Re-Learning with Student and Teacher Minecraft Communities

    ERIC Educational Resources Information Center

    Dodgson, David

    2017-01-01

    Minecraft has become well established in the world of education. Around the world, the game is being used in a variety of educational settings for virtual project work and as a virtual world for collaboration and social interaction. Minecraft is an activity players want to talk about. It is a game they want to learn more about. In order to do…

  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. Workflow4Metabolomics: a collaborative research infrastructure for computational metabolomics

    PubMed Central

    Giacomoni, Franck; Le Corguillé, Gildas; Monsoor, Misharl; Landi, Marion; Pericard, Pierre; Pétéra, Mélanie; Duperier, Christophe; Tremblay-Franco, Marie; Martin, Jean-François; Jacob, Daniel; Goulitquer, Sophie; Thévenot, Etienne A.; Caron, Christophe

    2015-01-01

    Summary: The complex, rapidly evolving field of computational metabolomics calls for collaborative infrastructures where the large volume of new algorithms for data pre-processing, statistical analysis and annotation can be readily integrated whatever the language, evaluated on reference datasets and chained to build ad hoc workflows for users. We have developed Workflow4Metabolomics (W4M), the first fully open-source and collaborative online platform for computational metabolomics. W4M is a virtual research environment built upon the Galaxy web-based platform technology. It enables ergonomic integration, exchange and running of individual modules and workflows. Alternatively, the whole W4M framework and computational tools can be downloaded as a virtual machine for local installation. Availability and implementation: http://workflow4metabolomics.org homepage enables users to open a private account and access the infrastructure. W4M is developed and maintained by the French Bioinformatics Institute (IFB) and the French Metabolomics and Fluxomics Infrastructure (MetaboHUB). Contact: contact@workflow4metabolomics.org PMID:25527831

  11. Workflow4Metabolomics: a collaborative research infrastructure for computational metabolomics.

    PubMed

    Giacomoni, Franck; Le Corguillé, Gildas; Monsoor, Misharl; Landi, Marion; Pericard, Pierre; Pétéra, Mélanie; Duperier, Christophe; Tremblay-Franco, Marie; Martin, Jean-François; Jacob, Daniel; Goulitquer, Sophie; Thévenot, Etienne A; Caron, Christophe

    2015-05-01

    The complex, rapidly evolving field of computational metabolomics calls for collaborative infrastructures where the large volume of new algorithms for data pre-processing, statistical analysis and annotation can be readily integrated whatever the language, evaluated on reference datasets and chained to build ad hoc workflows for users. We have developed Workflow4Metabolomics (W4M), the first fully open-source and collaborative online platform for computational metabolomics. W4M is a virtual research environment built upon the Galaxy web-based platform technology. It enables ergonomic integration, exchange and running of individual modules and workflows. Alternatively, the whole W4M framework and computational tools can be downloaded as a virtual machine for local installation. http://workflow4metabolomics.org homepage enables users to open a private account and access the infrastructure. W4M is developed and maintained by the French Bioinformatics Institute (IFB) and the French Metabolomics and Fluxomics Infrastructure (MetaboHUB). contact@workflow4metabolomics.org. © The Author 2014. Published by Oxford University Press.

  12. Effective factor of virtual team: Resolving communication breakdown in IBS construction project

    NASA Astrophysics Data System (ADS)

    Pozin, Mohd Affendi Ahmad; Nawi, Mohd. Nasrun Mohd.

    2016-08-01

    Currently, rapid development of information technology has provided new opportunities to organisation toward increasing the effectiveness of collaboration and teamwork management. Thus the virtual team approach has been implemented in numerous of field. However, there is limited study of virtual team in construction project management. Currently IBS project is still based on traditional construction process which is isolation team working environment. Therefore this approach has been declared as a main barrier to ensure cooperative working relation in term of communication and information in between project stakeholders. Thus, this paper through literature review is attempted to present a discussion of the virtual team approach toward IBS project in developing effective team communication during construction project.

  13. Hybrid E-Learning Tool TransLearning: Video Storytelling to Foster Vicarious Learning within Multi-Stakeholder Collaboration Networks

    ERIC Educational Resources Information Center

    van der Meij, Marjoleine G.; Kupper, Frank; Beers, Pieter J.; Broerse, Jacqueline E. W.

    2016-01-01

    E-learning and storytelling approaches can support informal vicarious learning within geographically widely distributed multi-stakeholder collaboration networks. This case study evaluates hybrid e-learning and video-storytelling approach "TransLearning" by investigation into how its storytelling e-tool supported informal vicarious…

  14. Politeness Strategies in Collaborative E-Mail Exchanges

    ERIC Educational Resources Information Center

    Vinagre, Margarita

    2008-01-01

    Computer-supported collaborative learning (CSCL) has been the subject of a wide range of studies over the last twenty years. Previous research suggests that CSCL exchanges can facilitate group-based learning and knowledge construction among learners who are in different geographical locations [Littleton, K. & Whitelock, D. (2004). "Guiding the…

  15. Leadership in Partially Distributed Teams

    ERIC Educational Resources Information Center

    Plotnick, Linda

    2009-01-01

    Inter-organizational collaboration is becoming more common. When organizations collaborate they often do so in partially distributed teams (PDTs). A PDT is a hybrid team that has at least one collocated subteam and at least two subteams that are geographically distributed and communicate primarily through electronic media. While PDTs share many…

  16. Whose Place Is This Anyway? Reflecting upon Hospitality and Higher Education

    ERIC Educational Resources Information Center

    Loewen, Nathan

    2016-01-01

    In this essay I propose that using online tools to connect geographically-separated classrooms for real-time collaborative learning experiences may effectively develop intercultural competency in the religious studies classroom. I explore personal examples from several international and inter-institutional collaborations with Jacques Derrida's…

  17. Teaching Better, Teaching Together: A Coordinated Student Exit Poll across the States

    ERIC Educational Resources Information Center

    Emery, Jennifer Kelkres; Howard, Alison; Evans, Jocelyn

    2014-01-01

    Student exit polling has demonstrated value in the classroom (Berry and Robinson 2012; Evans and Lagergren 2007; Lelieveldt and Rossen 2009), but faculty typically operate these polls in isolation. When faculty collaborate, however, students gain additional benefits from the experience. Collaboration provides a geographically diverse "student…

  18. a Conceptual Framework for Virtual Geographic Environments Knowledge Engineering

    NASA Astrophysics Data System (ADS)

    You, Lan; Lin, Hui

    2016-06-01

    VGE geographic knowledge refers to the abstract and repeatable geo-information which is related to the geo-science problem, geographical phenomena and geographical laws supported by VGE. That includes expert experiences, evolution rule, simulation processes and prediction results in VGE. This paper proposes a conceptual framework for VGE knowledge engineering in order to effectively manage and use geographic knowledge in VGE. Our approach relies on previous well established theories on knowledge engineering and VGE. The main contribution of this report is following: (1) The concepts of VGE knowledge and VGE knowledge engineering which are defined clearly; (2) features about VGE knowledge different with common knowledge; (3) geographic knowledge evolution process that help users rapidly acquire knowledge in VGE; and (4) a conceptual framework for VGE knowledge engineering providing the supporting methodologies system for building an intelligent VGE. This conceptual framework systematically describes the related VGE knowledge theories and key technologies. That will promote the rapid transformation from geodata to geographic knowledge, and furtherly reduce the gap between the data explosion and knowledge absence.

  19. Optical versus virtual: teaching assistant perceptions of the use of virtual microscopy in an undergraduate human anatomy course.

    PubMed

    Collier, Larissa; Dunham, Stacey; Braun, Mark W; O'Loughlin, Valerie Dean

    2012-01-01

    Many studies that evaluate the introduction of technology in the classroom focus on student performance and student evaluations. This study focuses on instructor evaluation of the introduction of virtual microscopy into an undergraduate anatomy class. Semi-structured interviews were conducted with graduate teaching assistants (TA) and analyzed through qualitative methods. This analysis showed that the teaching assistants found the virtual microscope to be an advantageous change in the classroom. They cite the ease of use of the virtual microscope, access to histology outside of designated laboratory time, and increasing student collaboration in class as the primary advantages. The teaching assistants also discuss principal areas where the use of the virtual microscope can be improved from a pedagogical standpoint, including requiring students to spend more time working on histology in class. Copyright © 2011 American Association of Anatomists.

  20. "Let's Set Up Some Subgoals": Understanding Human-Pedagogical Agent Collaborations and Their Implications for Learning and Prompt and Feedback Compliance

    ERIC Educational Resources Information Center

    Harley, Jason M.; Taub, Michelle; Azevedo, Roger; Bouchet, Francois

    2018-01-01

    Research on collaborative learning between humans and virtual pedagogical agents represents a necessary extension to recent research on the conceptual, theoretical, methodological, analytical, and educational issues behind co- and socially-shared regulated learning between humans. This study presents a novel coding framework that was developed and…

  1. Tertiary Students' Intention to e-Collaborate for Group Projects: Exploring the Missing Link from an Extended Theory of Planned Behaviour Model

    ERIC Educational Resources Information Center

    Cheng, Eddie W. L.; Chu, Samuel K. W.; Ma, Carol S. M.

    2016-01-01

    With the emergence of web technologies, students can conduct their group projects via virtual platforms, which enable online collaboration. However, students' lack of intention to use web technologies for conducting group work has recently been highlighted. Based on the theory of planned behaviour (TPB), this paper developed and examined an…

  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. School Libraries Are Essential: Meeting the Virtual Access and Collaboration Needs of the 21st-Century Learner and Teacher

    ERIC Educational Resources Information Center

    Darrow, Rob

    2009-01-01

    School librarians have excelled in providing a physical library space that is welcoming, making sure students have an inviting space to access print and digital materials, and developing collections that provide access for all ages of students. In the physical library space services such as collaborating with teachers and consulting with students…

  4. Collaborative visual analytics of radio surveys in the Big Data era

    NASA Astrophysics Data System (ADS)

    Vohl, Dany; Fluke, Christopher J.; Hassan, Amr H.; Barnes, David G.; Kilborn, Virginia A.

    2017-06-01

    Radio survey datasets comprise an increasing number of individual observations stored as sets of multidimensional data. In large survey projects, astronomers commonly face limitations regarding: 1) interactive visual analytics of sufficiently large subsets of data; 2) synchronous and asynchronous collaboration; and 3) documentation of the discovery workflow. To support collaborative data inquiry, we present encube, a large-scale comparative visual analytics framework. encube can utilise advanced visualization environments such as the CAVE2 (a hybrid 2D and 3D virtual reality environment powered with a 100 Tflop/s GPU-based supercomputer and 84 million pixels) for collaborative analysis of large subsets of data from radio surveys. It can also run on standard desktops, providing a capable visual analytics experience across the display ecology. encube is composed of four primary units enabling compute-intensive processing, advanced visualisation, dynamic interaction, parallel data query, along with data management. Its modularity will make it simple to incorporate astronomical analysis packages and Virtual Observatory capabilities developed within our community. We discuss how encube builds a bridge between high-end display systems (such as CAVE2) and the classical desktop, preserving all traces of the work completed on either platform - allowing the research process to continue wherever you are.

  5. Diversity, Disability, and Geographic Digital Divide

    ERIC Educational Resources Information Center

    Sumari, Melati; Carr, Erika; Ndebe-Ngovo, Manjerngie

    2006-01-01

    The phenomenon called digital divide was the focus of this paper. Diversity, disability, and geographical digital divide were relevant to this collaborative project. An extensive review of the literature was conducted for the completion of this project. The evidence for the digital divide in terms of race, level of education, and gender in the…

  6. The role of E-mentorship in a virtual world for youth transplant recipients.

    PubMed

    Cantrell, Kathryn; Fischer, Amy; Bouzaher, Alisha; Bers, Marina

    2010-01-01

    Because of geographic distances, many youth transplant recipients do not have the opportunity to meet and form relationships with peers who have undergone similar experiences. This article explores the role of E-mentorship in virtual environments. Most specifically, by analyzing data from a study conducted with the Zora virtual world with pediatric transplant recipients, suggestions and recommendations are given for conceiving the role of virtual mentors and allocating the needed resources. Zora is a graphical virtual world designed to create a community that offers psychoeducational support and the possibility of participating in virtual activities following a curriculum explicitly designed to address issues of school transition and medical adherence. Activities are designed to foster relationships, teach technological skills, and facilitate the formation of a support network of peers and mentors.This article addresses the research question, "What makes a successful E-mentorship model in virtual worlds for children with serious illnesses?" by looking at E-mentoring patterns such as time spent online, chat analysis, initiation of conversation, initiation of activities, and out-of-world contact.

  7. Open core control software for surgical robots.

    PubMed

    Arata, Jumpei; Kozuka, Hiroaki; Kim, Hyung Wook; Takesue, Naoyuki; Vladimirov, B; Sakaguchi, Masamichi; Tokuda, Junichi; Hata, Nobuhiko; Chinzei, Kiyoyuki; Fujimoto, Hideo

    2010-05-01

    In these days, patients and doctors in operation room are surrounded by many medical devices as resulting from recent advancement of medical technology. However, these cutting-edge medical devices are working independently and not collaborating with each other, even though the collaborations between these devices such as navigation systems and medical imaging devices are becoming very important for accomplishing complex surgical tasks (such as a tumor removal procedure while checking the tumor location in neurosurgery). On the other hand, several surgical robots have been commercialized, and are becoming common. However, these surgical robots are not open for collaborations with external medical devices in these days. A cutting-edge "intelligent surgical robot" will be possible in collaborating with surgical robots, various kinds of sensors, navigation system and so on. On the other hand, most of the academic software developments for surgical robots are "home-made" in their research institutions and not open to the public. Therefore, open source control software for surgical robots can be beneficial in this field. From these perspectives, we developed Open Core Control software for surgical robots to overcome these challenges. In general, control softwares have hardware dependencies based on actuators, sensors and various kinds of internal devices. Therefore, these control softwares cannot be used on different types of robots without modifications. However, the structure of the Open Core Control software can be reused for various types of robots by abstracting hardware dependent parts. In addition, network connectivity is crucial for collaboration between advanced medical devices. The OpenIGTLink is adopted in Interface class which plays a role to communicate with external medical devices. At the same time, it is essential to maintain the stable operation within the asynchronous data transactions through network. In the Open Core Control software, several techniques for this purpose were introduced. Virtual fixture is well known technique as a "force guide" for supporting operators to perform precise manipulation by using a master-slave robot. The virtual fixture for precise and safety surgery was implemented on the system to demonstrate an idea of high-level collaboration between a surgical robot and a navigation system. The extension of virtual fixture is not a part of the Open Core Control system, however, the function such as virtual fixture cannot be realized without a tight collaboration between cutting-edge medical devices. By using the virtual fixture, operators can pre-define an accessible area on the navigation system, and the area information can be transferred to the robot. In this manner, the surgical console generates the reflection force when the operator tries to get out from the pre-defined accessible area during surgery. The Open Core Control software was implemented on a surgical master-slave robot and stable operation was observed in a motion test. The tip of the surgical robot was displayed on a navigation system by connecting the surgical robot with a 3D position sensor through the OpenIGTLink. The accessible area was pre-defined before the operation, and the virtual fixture was displayed as a "force guide" on the surgical console. In addition, the system showed stable performance in a duration test with network disturbance. In this paper, a design of the Open Core Control software for surgical robots and the implementation of virtual fixture were described. The Open Core Control software was implemented on a surgical robot system and showed stable performance in high-level collaboration works. The Open Core Control software is developed to be a widely used platform of surgical robots. Safety issues are essential for control software of these complex medical devices. It is important to follow the global specifications such as a FDA requirement "General Principles of Software Validation" or IEC62304. For following these regulations, it is important to develop a self-test environment. Therefore, a test environment is now under development to test various interference in operation room such as a noise of electric knife by considering safety and test environment regulations such as ISO13849 and IEC60508. The Open Core Control software is currently being developed software in open-source manner and available on the Internet. A communization of software interface is becoming a major trend in this field. Based on this perspective, the Open Core Control software can be expected to bring contributions in this field.

  8. Collaborative exams: Cheating? Or learning?

    NASA Astrophysics Data System (ADS)

    Jang, Hyewon; Lasry, Nathaniel; Miller, Kelly; Mazur, Eric

    2017-03-01

    Virtually all human activity involves collaboration, and yet, collaboration during an examination is typically considered cheating. Collaborative assessments have not been widely adopted because of the perceived lack of individual accountability and the notion that collaboration during assessments simply causes propagation of correct answers. Hence, collaboration could help weaker students without providing much benefit to stronger students. In this paper, we examine student performance in open-ended, two-stage collaborative assessments comprised of an individually accountable round followed by an automatically scored, collaborative round. We show that collaboration entails more than just propagation of correct answers. We find greater rates of correct answers after collaboration for all students, including the strongest members of a team. We also find that half of teams that begin without a correct answer to propagate still obtain the correct answer in the collaborative round. Our findings, combined with the convenience of automatic feedback and grading of open-ended questions, provide a strong argument for adopting collaborative assessments as an integral part of education.

  9. NASA's Solar System Exploration Research Virtual Institute: Merging Science and Exploration

    NASA Astrophysics Data System (ADS)

    Pendleton, Yvonne J.

    2016-10-01

    Established in 2013, through joint funding from the NASA Science Mission Directorate (SMD) and Human Exploration and Operations Mission Directorate (HEOMD), NASA's Solar System Exploration Research Virtual Institute (SSERVI) is focused on science at the intersection of these two enterprises. Addressing questions of value to the human exploration program that also represent important research relevant to planetary science, SSERVI creates a bridge between HEOMD and SMD. The virtual institute model reduces travel costs, but its primary virtue is the ability to join together colleagues who bring the right expertise, techniques and tools, regardless of their physical location, to address multi-faceted problems, at a deeper level than could be achieved through the typical period of smaller research grants. In addition, collaboration across team lines and international borders fosters the creation of new knowledge, especially at the intersections of disciplines that might not otherwise overlap.SSERVI teams investigate the Moon, Near-Earth Asteroids, and the moons of Mars, addressing questions fundamental to these target bodies and their near space environments. The institute is currently composed of nine U.S. teams of 30-50 members each, distributed geographically across the United States, ten international partners, and a Central Office located at NASA Ames Research Center in Silicon Valley, CA. U.S. teams are competitively selected through peer-reviewed proposals submitted to NASA every 2-3 years, in response to a Cooperative Agreement Notice (CAN). The current teams were selected under CAN-1, with funding for five years (2014-2019). A smaller, overlapping set of teams are expected to be added in 2017 in response to CAN-2, thereby providing continuity and a firm foundation for any directional changes NASA requires as the CAN-1 teams end their term. This poster describes the research areas and composition of the institute to introduce SSERVI to the broader planetary science community and to researchers who want to participate in future opportunities.

  10. A Flexible and Integrated System for the Remote Acquisition of Neuropsychological Data in Stroke Research

    PubMed Central

    Durisko, Corrine; McCue, Michael; Doyle, Patrick J.; Dickey, Michael Walsh

    2016-01-01

    Abstract Background: Neuropsychological testing is a central aspect of stroke research because it provides critical information about the cognitive-behavioral status of stroke survivors, as well as the diagnosis and treatment of stroke-related disorders. Standard neuropsychological methods rely upon face-to-face interactions between a patient and researcher, which creates geographic and logistical barriers that impede research progress and treatment advances. Introduction: To overcome these barriers, we created a flexible and integrated system for the remote acquisition of neuropsychological data (RAND). The system we developed has a secure architecture that permits collaborative videoconferencing. The system supports shared audiovisual feeds that can provide continuous virtual interaction between a participant and researcher throughout a testing session. Shared presentation and computing controls can be used to deliver auditory and visual test items adapted from standard face-to-face materials or execute computer-based assessments. Spoken and manual responses can be acquired, and the components of the session can be recorded for offline data analysis. Materials and Methods: To evaluate its feasibility, our RAND system was used to administer a speech-language test battery to 16 stroke survivors with a variety of communication, sensory, and motor impairments. The sessions were initiated virtually without prior face-to-face instruction in the RAND technology or test battery. Results: Neuropsychological data were successfully acquired from all participants, including those with limited technology experience, and those with a communication, sensory, or motor impairment. Furthermore, participants indicated a high level of satisfaction with the RAND system and the remote assessment that it permits. Conclusions: The results indicate the feasibility of using the RAND system for virtual home-based neuropsychological assessment without prior face-to-face contact between a participant and researcher. Because our RAND system architecture uses off-the-shelf technology and software, it can be duplicated without specialized expertise or equipment. In sum, our RAND system offers a readily available and promising alternative to face-to-face neuropsychological assessment in stroke research. PMID:27214198

  11. Virtual and physical toys: open-ended features for non-formal learning.

    PubMed

    Petersson, Eva; Brooks, Anthony

    2006-04-01

    This paper examines the integrated toy--both physical and virtual--as an essential resource for collaborative learning. This learning incorporates rehabilitation, training, and education. The data derived from two different cases. Pedagogical issues related to non-formal learning and open-ended features of design are discussed. Findings suggest that social, material, and expressive affordances constitute a base for an alterative interface to encourage children's play and learning.

  12. Medicine in long duration space exploration: the role of virtual reality and broad bandwidth telecommunications networks

    NASA Technical Reports Server (NTRS)

    Ross, M. D.

    2001-01-01

    Safety of astronauts during long-term space exploration is a priority for NASA. This paper describes efforts to produce Earth-based models for providing expert medical advice when unforeseen medical emergencies occur on spacecraft. These models are Virtual Collaborative Clinics that reach into remote sites using telecommunications and emerging stereo-imaging and sensor technologies. c 2001. Elsevier Science Ltd. All rights reserved.

  13. 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.

  14. Modeling and performance analysis using extended fuzzy-timing Petri nets for networked virtual environments.

    PubMed

    Zhou, Y; Murata, T; Defanti, T A

    2000-01-01

    Despite their attractive properties, networked virtual environments (net-VEs) are notoriously difficult to design, implement, and test due to the concurrency, real-time and networking features in these systems. Net-VEs demand high quality-of-service (QoS) requirements on the network to maintain natural and real-time interactions among users. The current practice for net-VE design is basically trial and error, empirical, and totally lacks formal methods. This paper proposes to apply a Petri net formal modeling technique to a net-VE-NICE (narrative immersive constructionist/collaborative environment), predict the net-VE performance based on simulation, and improve the net-VE performance. NICE is essentially a network of collaborative virtual reality systems called the CAVE-(CAVE automatic virtual environment). First, we introduce extended fuzzy-timing Petri net (EFTN) modeling and analysis techniques. Then, we present EFTN models of the CAVE, NICE, and transport layer protocol used in NICE: transmission control protocol (TCP). We show the possibility analysis based on the EFTN model for the CAVE. Then, by using these models and design/CPN as the simulation tool, we conducted various simulations to study real-time behavior, network effects and performance (latencies and jitters) of NICE. Our simulation results are consistent with experimental data.

  15. 'Putting it on the table': direct-manipulative interaction and multi-user display technologies for semi-immersive environments and augmented reality applications.

    PubMed

    Encarnação, L Miguel; Bimber, Oliver

    2002-01-01

    Collaborative virtual environments for diagnosis and treatment planning are increasingly gaining importance in our global society. Virtual and Augmented Reality approaches promised to provide valuable means for the involved interactive data analysis, but the underlying technologies still create a cumbersome work environment that is inadequate for clinical employment. This paper addresses two of the shortcomings of such technology: Intuitive interaction with multi-dimensional data in immersive and semi-immersive environments as well as stereoscopic multi-user displays combining the advantages of Virtual and Augmented Reality technology.

  16. Virtual reality haptic human dissection.

    PubMed

    Needham, Caroline; Wilkinson, Caroline; Soames, Roger

    2011-01-01

    This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist and investigate the cross-discipline collaborations required in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.

  17. Revised and updated paleomagnetic results from Costa Rica

    NASA Astrophysics Data System (ADS)

    Cromwell, G.; Constable, C. G.; Staudigel, H.; Tauxe, L.; Gans, P.

    2013-09-01

    Paleomagnetic results from globally distributed lava flows have been collected and analyzed under the time-averaged field initiative (TAFI), a multi-institutional collaboration started in 1996 and designed to improve the geographic and temporal coverage of the 0-5 Ma paleomagnetic database for studying both the time-averaged field and its very long-term secular variations. Paleomagnetic samples were collected from 35 volcanic units, either lava flows or ignimbrites, in Costa Rica in December 1998 and February 2000 from the Cordilleras Central and Guanacaste, the underlying Canas, Liberia and Bagaces formations and from Volcano Arenal. Age estimates range from approximately 40 ka to slightly over 6 Ma. Although initial results from these sites were used in a global synthesis of TAFI data by Johnson et al. (2008), a full description of methodology was not presented. This paper documents the definitive collection of results comprising 28 paleomagnetic directions (24 normal, 4 reversed), with enhanced precision and new geological interpretations, adding two paleointensity estimates and 19 correlated 40Ar/39Ar radiometric ages. The average field direction is consistent with that of a geocentric axial dipole and dispersion of virtual geomagnetic poles (17.3 ± 4.6°) is in general agreement with predictions from several statistical paleosecular variation models. Paleointensity estimates from two sites give an average field strength of 26.3 μT and a virtual axial dipole moment of 65 ZAm2. The definitive results provide a useful augmentation of the global database for the longer term goal of developing new statistical descriptions of paleomagnetic field behavior.

  18. Virtual Research Environments for Natural Hazard Modelling

    NASA Astrophysics Data System (ADS)

    Napier, Hazel; Aldridge, Tim

    2017-04-01

    The Natural Hazards Partnership (NHP) is a group of 17 collaborating public sector organisations providing a mechanism for co-ordinated advice to government and agencies responsible for civil contingency and emergency response during natural hazard events. The NHP has set up a Hazard Impact Model (HIM) group tasked with modelling the impact of a range of UK hazards with the aim of delivery of consistent hazard and impact information. The HIM group consists of 7 partners initially concentrating on modelling the socio-economic impact of 3 key hazards - surface water flooding, land instability and high winds. HIM group partners share scientific expertise and data within their specific areas of interest including hydrological modelling, meteorology, engineering geology, GIS, data delivery, and modelling of socio-economic impacts. Activity within the NHP relies on effective collaboration between partners distributed across the UK. The NHP are acting as a use case study for a new Virtual Research Environment (VRE) being developed by the EVER-EST project (European Virtual Environment for Research - Earth Science Themes: a solution). The VRE is allowing the NHP to explore novel ways of cooperation including improved capabilities for e-collaboration, e-research, automation of processes and e-learning. Collaboration tools are complemented by the adoption of Research Objects, semantically rich aggregations of resources enabling the creation of uniquely identified digital artefacts resulting in reusable science and research. Application of the Research Object concept to HIM development facilitates collaboration, by encapsulating scientific knowledge in a shareable format that can be easily shared and used by partners working on the same model but within their areas of expertise. This paper describes the application of the VRE to the NHP use case study. It outlines the challenges associated with distributed partnership working and how they are being addressed in the VRE. A case study is included focussing on the application of Research Objects to development work for the surface water flooding hazard impact model, a key achievement for the HIM group.

  19. 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.

  20. V-ROOM: a virtual meeting system with intelligent structured summarisation

    NASA Astrophysics Data System (ADS)

    James, Anne E.; Nanos, Antonios G.; Thompson, Philip

    2016-10-01

    With the growth of virtual organisations and multinational companies, virtual collaboration tasks are becoming more important for employees. This paper describes the development of a virtual meeting system called V-ROOM. An exploration of facilities required in such a system has been conducted. The findings highlighted that intelligent systems are needed, especially since information that individuals have to know and process is vast. The survey results showed that meeting summarisation is one of the most important new features that should be added to virtual meeting systems for enterprises. This paper highlights the innovative methods employed in V-ROOM to produce relevant meeting summaries. V-ROOM's approach is compared to other methods from the literature, and it is shown how the use of metadata provided by parts of the V-ROOM system can improve the quality of summaries produced.

  1. Virtualization of open-source secure web services to support data exchange in a pediatric critical care research network

    PubMed Central

    Sward, Katherine A; Newth, Christopher JL; Khemani, Robinder G; Cryer, Martin E; Thelen, Julie L; Enriquez, Rene; Shaoyu, Su; Pollack, Murray M; Harrison, Rick E; Meert, Kathleen L; Berg, Robert A; Wessel, David L; Shanley, Thomas P; Dalton, Heidi; Carcillo, Joseph; Jenkins, Tammara L; Dean, J Michael

    2015-01-01

    Objectives To examine the feasibility of deploying a virtual web service for sharing data within a research network, and to evaluate the impact on data consistency and quality. Material and Methods Virtual machines (VMs) encapsulated an open-source, semantically and syntactically interoperable secure web service infrastructure along with a shadow database. The VMs were deployed to 8 Collaborative Pediatric Critical Care Research Network Clinical Centers. Results Virtual web services could be deployed in hours. The interoperability of the web services reduced format misalignment from 56% to 1% and demonstrated that 99% of the data consistently transferred using the data dictionary and 1% needed human curation. Conclusions Use of virtualized open-source secure web service technology could enable direct electronic abstraction of data from hospital databases for research purposes. PMID:25796596

  2. Integrated disease management pilot for diabetes.

    PubMed

    Clarke, David; Rowe, Ian; Gribben, Barry; Brimacombe, Phil; Engel, Thorsten

    2002-01-01

    A New Zealand diabetes program integrates management systems for hospitals and physician practices through a shared integrated care server (ICS), which supports collaborative patient management, virtual consults, and clinical feedback.

  3. Immersive Environments - A Connectivist Approach

    NASA Astrophysics Data System (ADS)

    Loureiro, Ana; Bettencourt, Teresa

    We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.

  4. 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.

  5. Angelina, Who Whispered in Three Languages: A Story of One Success in Arts Integration and International Collaboration

    ERIC Educational Resources Information Center

    Bresciano, Cora

    2012-01-01

    In a virtual space between nations, children can come together to learn about and appreciate each other's culture--and their own. As the Co-Executive Director of Blue Planet Writers' Room, a nonprofit writing center in West Palm Beach, Florida, the author was one of the creators of an international collaboration through which they taught…

  6. 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…

  7. Group-Level Analysis on Multiplayer Game Collaboration: How Do the Individuals Shape the Group Interaction?

    ERIC Educational Resources Information Center

    Bluemink, Johanna; Hamalainen, Raija; Manninen, Tony; Jarvela, Sanna

    2010-01-01

    In this study, the aim was to examine how small-group collaboration is shaped by individuals interacting in a virtual multiplayer game. The data were collected from a design experiment in which six randomly divided groups of four university students played a voice-enhanced game lasting about 1 h. The "eScape" game was a social action adventure…

  8. A novel paradigm for engineering education: virtual internships with individualized mentoring and assessment of engineering thinking.

    PubMed

    Chesler, Naomi C; Ruis, A R; Collier, Wesley; Swiecki, Zachari; Arastoopour, Golnaz; Williamson Shaffer, David

    2015-02-01

    Engineering virtual internships are a novel paradigm for providing authentic engineering experiences in the first-year curriculum. They are both individualized and accommodate large numbers of students. As we describe in this report, this approach can (a) enable students to solve complex engineering problems in a mentored, collaborative environment; (b) allow educators to assess engineering thinking; and (c) provide an introductory experience that students enjoy and find valuable. Furthermore, engineering virtual internships have been shown to increase students'-and especially women's-interest in and motivation to pursue engineering degrees. When implemented in first-year engineering curricula more broadly, the potential impact of engineering virtual internships on the size and diversity of the engineering workforce could be dramatic.

  9. Situated Knowledge and Visual Education: Patrick Geddes and Reclus's Geography (1886-1932)

    ERIC Educational Resources Information Center

    Ferretti, Federico

    2017-01-01

    This article addresses Patrick Geddes's relationship with geography and visual education by focusing on his collaboration with the network of the anarchist geographers Élie, Élisée, and Paul Reclus. Drawing on empirical archival research, it contributes to the current debates on geographies of anarchist education and on geographic teaching. The…

  10. Geographic science for public and Tribal lands management

    USGS Publications Warehouse

    Torregrosa, Alicia; Hendley, James W. II

    2011-01-01

    There are more than 650 million acres of U.S. public and Tribal lands, most found west of the Mississippi River. Scientists with the U.S. Geological Survey's Western Geographic Science Center are working to increase the scientific information available for natural resource decision making, while continuing productive collaborations with Federal land managers, Tribal leaders, and local communities.

  11. Sonic intelligence as a virtual therapeutic environment.

    PubMed

    Tarnanas, Ioannis; Adam, Dimitrios

    2003-06-01

    This paper reports on the results of a research project, on comparing one virtual collaborative environment with a first-person visual immersion (first-perspective interaction) and a second one where the user interacts through a sound-kinetic virtual representation of himself (avatar), as a stress-coping environment in real-life situations. Recent developments in coping research are proposing a shift from a trait-oriented approach of coping to a more situation-specific treatment. We defined as real-life situation a target-oriented situation that demands a complex coping skills inventory of high self-efficacy and internal or external "locus of control" strategies. The participants were 90 normal adults with healthy or impaired coping skills, 25-40 years of age, randomly spread across two groups. There was the same number of participants across groups and gender balance within groups. All two groups went through two phases. In Phase I, Solo, one participant was assessed using a three-stage assessment inspired by the transactional stress theory of Lazarus and the stress inoculation theory of Meichenbaum. In Phase I, each participant was given a coping skills measurement within the time course of various hypothetical stressful encounters performed in two different conditions and a control group. In Condition A, the participant was given a virtual stress assessment scenario relative to a first-person perspective (VRFP). In Condition B, the participant was given a virtual stress assessment scenario relative to a behaviorally realistic motion controlled avatar with sonic feedback (VRSA). In Condition C, the No Treatment Condition (NTC), the participant received just an interview. In Phase II, all three groups were mixed and exercised the same tasks but with two participants in pairs. The results showed that the VRSA group performed notably better in terms of cognitive appraisals, emotions and attributions than the other two groups in Phase I (VRSA, 92%; VRFP, 85%; NTC, 34%). In Phase II, the difference again favored the VRSA group against the other two. These results indicate that a virtual collaborative environment seems to be a consistent coping environment, tapping two classes of stress: (a) aversive or ambiguous situations, and (b) loss or failure situations in relation to the stress inoculation theory. In terms of coping behaviors, a distinction is made between self-directed and environment-directed strategies. A great advantage of the virtual collaborative environment with the behaviorally enhanced sound-kinetic avatar is the consideration of team coping intentions in different stages. Even if the aim is to tap transactional processes in real-life situations, it might be better to conduct research using a sound-kinetic avatar based collaborative environment than a virtual first-person perspective scenario alone. The VE consisted of two dual-processor PC systems, a video splitter, a digital camera and two stereoscopic CRT displays. The system was programmed in C++ and VRScape Immersive Cluster from VRCO, which created an artificial environment that encodes the user's motion from a video camera, targeted at the face of the users and physiological sensors attached to the body.

  12. Virtual Versus In-Person Focus Groups: Comparison of Costs, Recruitment, and Participant Logistics

    PubMed Central

    Poehlman, Jon A; Hayes, Jennifer J; Ray, Sarah E; Moultrie, Rebecca R

    2017-01-01

    Background Virtual focus groups—such as online chat and video groups—are increasingly promoted as qualitative research tools. Theoretically, virtual groups offer several advantages, including lower cost, faster recruitment, greater geographic diversity, enrollment of hard-to-reach populations, and reduced participant burden. However, no study has compared virtual and in-person focus groups on these metrics. Objective To rigorously compare virtual and in-person focus groups on cost, recruitment, and participant logistics. We examined 3 focus group modes and instituted experimental controls to ensure a fair comparison. Methods We conducted 6 1-hour focus groups in August 2014 using in-person (n=2), live chat (n=2), and video (n=2) modes with individuals who had type 2 diabetes (n=48 enrolled, n=39 completed). In planning groups, we solicited bids from 6 virtual platform vendors and 4 recruitment firms. We then selected 1 platform or facility per mode and a single recruitment firm across all modes. To minimize bias, the recruitment firm employed different recruiters by mode who were blinded to recruitment efforts for other modes. We tracked enrollment during a 2-week period. A single moderator conducted all groups using the same guide, which addressed the use of technology to communicate with health care providers. We conducted the groups at the same times of day on Monday to Wednesday during a single week. At the end of each group, participants completed a short survey. Results Virtual focus groups offered minimal cost savings compared with in-person groups (US $2000 per chat group vs US $2576 per in-person group vs US $2,750 per video group). Although virtual groups did not incur travel costs, they often had higher management fees and miscellaneous expenses (eg, participant webcams). Recruitment timing did not differ by mode, but show rates were higher for in-person groups (94% [15/16] in-person vs 81% [13/16] video vs 69% [11/16] chat). Virtual group participants were more geographically diverse (but with significant clustering around major metropolitan areas) and more likely to be non-white, less educated, and less healthy. Internet usage was higher among virtual group participants, yet virtual groups still reached light Internet users. In terms of burden, chat groups were easiest to join and required the least preparation (chat = 13 minutes, video = 40 minutes, in-person = 78 minutes). Virtual group participants joined using laptop or desktop computers, and most virtual participants (82% [9/11] chat vs 62% [8/13] video) reported having no other people in their immediate vicinity. Conclusions Virtual focus groups offer potential advantages for participant diversity and reaching less healthy populations. However, virtual groups do not appear to cost less or recruit participants faster than in-person groups. Further research on virtual group data quality and group dynamics is needed to fully understand their advantages and limitations. PMID:28330832

  13. Demonstration of three gorges archaeological relics based on 3D-visualization technology

    NASA Astrophysics Data System (ADS)

    Xu, Wenli

    2015-12-01

    This paper mainly focuses on the digital demonstration of three gorges archeological relics to exhibit the achievements of the protective measures. A novel and effective method based on 3D-visualization technology, which includes large-scaled landscape reconstruction, virtual studio, and virtual panoramic roaming, etc, is proposed to create a digitized interactive demonstration system. The method contains three stages: pre-processing, 3D modeling and integration. Firstly, abundant archaeological information is classified according to its history and geographical information. Secondly, build up a 3D-model library with the technology of digital images processing and 3D modeling. Thirdly, use virtual reality technology to display the archaeological scenes and cultural relics vividly and realistically. The present work promotes the application of virtual reality to digital projects and enriches the content of digital archaeology.

  14. Two-stage collaborative global optimization design model of the CHPG microgrid

    NASA Astrophysics Data System (ADS)

    Liao, Qingfen; Xu, Yeyan; Tang, Fei; Peng, Sicheng; Yang, Zheng

    2017-06-01

    With the continuous developing of technology and reducing of investment costs, renewable energy proportion in the power grid is becoming higher and higher because of the clean and environmental characteristics, which may need more larger-capacity energy storage devices, increasing the cost. A two-stage collaborative global optimization design model of the combined-heat-power-and-gas (abbreviated as CHPG) microgrid is proposed in this paper, to minimize the cost by using virtual storage without extending the existing storage system. P2G technology is used as virtual multi-energy storage in CHPG, which can coordinate the operation of electric energy network and natural gas network at the same time. Demand response is also one kind of good virtual storage, including economic guide for the DGs and heat pumps in demand side and priority scheduling of controllable loads. Two kinds of storage will coordinate to smooth the high-frequency fluctuations and low-frequency fluctuations of renewable energy respectively, and achieve a lower-cost operation scheme simultaneously. Finally, the feasibility and superiority of proposed design model is proved in a simulation of a CHPG microgrid.

  15. The Origins of Ethnolinguistic Diversity

    PubMed Central

    Michalopoulos, Stelios

    2013-01-01

    This study explores the determinants of ethnolinguistic diversity within as well as across countries shedding light on its geographic origins. The empirical analysis conducted across countries, virtual countries and pairs of contiguous regions establishes that geographic variability, captured by variation in regional land quality and elevation, is a fundamental determinant of contemporary linguistic diversity. The findings are consistent with the proposed hypothesis that differences in land endowments gave rise to location-specific human capital, leading to the formation of localized ethnicities. PMID:25258434

  16. Using software agents to preserve individual health data confidentiality in micro-scale geographical analyses.

    PubMed

    Kamel Boulos, Maged N; Cai, Qiang; Padget, Julian A; Rushton, Gerard

    2006-04-01

    Confidentiality constraints often preclude the release of disaggregate data about individuals, which limits the types and accuracy of the results of geographical health analyses that could be done. Access to individually geocoded (disaggregate) data often involves lengthy and cumbersome procedures through review boards and committees for approval (and sometimes is not possible). Moreover, current data confidentiality-preserving solutions compatible with fine-level spatial analyses either lack flexibility or yield less than optimal results (because of confidentiality-preserving changes they introduce to disaggregate data), or both. In this paper, we present a simulation case study to illustrate how some analyses cannot be (or will suffer if) done on aggregate data. We then quickly review some existing data confidentiality-preserving techniques, and move on to explore a solution based on software agents with the potential of providing flexible, controlled (software-only) access to unmodified confidential disaggregate data and returning only results that do not expose any person-identifiable details. The solution is thus appropriate for micro-scale geographical analyses where no person-identifiable details are required in the final results (i.e., only aggregate results are needed). Our proposed software agent technique also enables post-coordinated analyses to be designed and carried out on the confidential database(s), as needed, compared to a more conventional solution based on the Web Services model that would only support a rigid, pre-coordinated (pre-determined) and rather limited set of analyses. The paper also provides an exploratory discussion of mobility, security, and trust issues associated with software agents, as well as possible directions/solutions to address these issues, including the use of virtual organizations. Successful partnerships between stakeholder organizations, proper collaboration agreements, clear policies, and unambiguous interpretations of laws and regulations are also much needed to support and ensure the success of any technological solution.

  17. Supporting a Course in New Literacies and Skills for Linguists with a Virtual Learning Environment. Results from a Staff/Student Collaborative Action-Research Project at Coventry University

    ERIC Educational Resources Information Center

    Orsini-Jones, Marina

    2004-01-01

    This paper reports on the results of an action research project at Coventry University that consisted of the evaluation of a curriculum innovation supported by the use of the Virtual Learning Environment (VLE) WebCT, i.e. a new module (course): "Academic and Professional Skills for Language Learning". The project was carried out…

  18. Commercialization of JPL Virtual Reality calibration and redundant manipulator control technologies

    NASA Technical Reports Server (NTRS)

    Kim, Won S.; Seraji, Homayoun; Fiorini, Paolo; Brown, Robert; Christensen, Brian; Beale, Chris; Karlen, James; Eismann, Paul

    1994-01-01

    Within NASA's recent thrust for industrial collaboration, JPL (Jet Propulsion Laboratory) has recently established two technology cooperation agreements in the robotics area: one on virtual reality (VR) calibration with Deneb Robotics, Inc., and the other on redundant manipulator control with Robotics Research Corporation (RRC). These technology transfer cooperation tasks will enable both Deneb and RRC to commercialize enhanced versions of their products that will greatly benefit both space and terrestrial telerobotic applications.

  19. Immersive virtual reality platform for medical training: a "killer-application".

    PubMed

    2000-01-01

    The Medical Readiness Trainer (MRT) integrates fully immersive Virtual Reality (VR), highly advanced medical simulation technologies, and medical data to enable unprecedented medical education and training. The flexibility offered by the MRT environment serves as a practical teaching tool today and in the near future the will serve as an ideal vehicle for facilitating the transition to the next level of medical practice, i.e., telepresence and next generation Internet-based collaborative learning.

  20. EVEREST: a virtual research environment for the Earth SciencesEVEREST: a virtual research environment for the Earth Sciences

    NASA Astrophysics Data System (ADS)

    Marelli, Fulvio; Glaves, Helen; Albani, Mirko

    2017-04-01

    Advances in technologies and measuring techniques in the Earth science and Earth observation domains have resulted in huge amounts of data about our Planet having been acquired. By making this data readily discoverable and accessible, and providing researchers with the necessary processing power, tools, and technologies to work collaboratively and share the results with their peers, will create new opportunities and innovative approaches for cross-disciplinary research. The EVER-EST project aims to support these advancements in scientific research by developing a generic Virtual Research Environment (VRE) which is tailored to the needs of the Earth Science domain. It will provide scientists with the means to manage, share and preserve the data and methodologies applied in their research, and lead to results that are validated, attributable and can be shared within and beyond their often geographically dispersed communities e.g. in the form of scholarly communications. The EVER-EST VRE is being implemented as a Service Oriented Architecture (SOA) that is based on loosely coupled services which can be differentiated as being either generic or specific to the requirements of the Earth Science domain. 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 the concept of Research Objects has previously been validated by other experimental disciplines this application in the Earth Sciences represents its first implementation in observational research. The EVER-EST e-infrastructure will be validated by four virtual research communities (VRC) covering different multidisciplinary Earth Science 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 VRCs 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. The EVER-EST project is funded by the European Union's Horizon 2020 research and innovation programme under grant agreement no 674907. The project is led by the European Space Agency (ESA), and involves some of the major European Earth Science data providers/users including NERC, DLR, INGV, CNR and SatCEN.

  1. Peer Collaboration in the Less Commonly Taught Languages: A Swahili Example.

    ERIC Educational Resources Information Center

    Kuntz, Patricia S.; Lessick-Xaio, Anne

    The importance of peer collaboration in the classroom while developing a reflective dialog outside of the classroom is explained. A peer is any person with expertise in the language or geographical area that is pertinent to class goals and activities. For example, instructors of French might consider people from France and other Francophone…

  2. Professional Development through Collaborative Inquiry for an Art Education Archipelago

    ERIC Educational Resources Information Center

    Gates, Leslie

    2010-01-01

    The culture of isolation in schools leaves many art educators feeling that they are, in a sense, islands. Working from the idea of an island, I use the geographic metaphor of an archipelago as a means to understand the tensions between isolation and collaboration related to professional development for art educators. In this article, I describe…

  3. The International Collaboration for Autism Registry Epidemiology (iCARE): Multinational Registry-Based Investigations of Autism Risk Factors and Trends

    ERIC Educational Resources Information Center

    Schendel, Diana E.; Bresnahan, Michaeline; Carter, Kim W.; Francis, Richard W.; Gissler, Mika; Grønborg, Therese K.; Gross, Raz; Gunnes, Nina; Hornig, Mady; Hultman, Christina M.; Langridge, Amanda; Lauritsen, Marlene B.; Leonard, Helen; Parner, Erik T.; Reichenberg, Abraham; Sandin, Sven; Sourander, Andre; Stoltenberg, Camilla; Suominen, Auli; Surén, Pål; Susser, Ezra

    2013-01-01

    The International Collaboration for Autism Registry Epidemiology (iCARE) is the first multinational research consortium (Australia, Denmark, Finland, Israel, Norway, Sweden, USA) to promote research in autism geographical and temporal heterogeneity, phenotype, family and life course patterns, and etiology. iCARE devised solutions to challenges in…

  4. Collaboration beyond the Classroom Walls: Deepening Learning for Students, Preservice Teachers, Teachers, and Professors

    ERIC Educational Resources Information Center

    Nobles, Susanne; Dredger, Katie; Gerheart, Megan Dixon

    2012-01-01

    Geographically distant classrooms can be a ripe learning space for teacher educators who want to show preservice teachers the power of technology in the English classroom. A classroom teacher described how she used a social networking platform to allow for collaboration with a preservice teacher in the hopes of making student literary analysis…

  5. 75 FR 16129 - Agency Information Collection Activities: Proposed Collection; Comment Request

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-03-31

    ... use the Internet as a virtual collaborative met with disappointing results. Another barrier to... while attending to their financial realities. The result was Implementing Integrating Chronic Care and...

  6. A Software Prototype For Accessing Large Climate Simulation Data Through Digital Globe Interface

    NASA Astrophysics Data System (ADS)

    Chaudhuri, A.; Sorokine, A.

    2010-12-01

    The IPCC suite of global Earth system models produced terabytes of data for the CMIP3/AR4 archive and is expected to reach the petabyte scale by CMIP5/AR5. Dynamic downscaling of global models based on regional climate models can potentially lead to even larger data volumes. The model simulations for global or regional climate models like CCSM3 or WRF are typically run on supercomputers like the ORNL/DOE Jaguar and the results are stored on high performance storage systems. Access to these results from a user workstation is impeded by a number of factors such as enormous data size, limited bandwidth of standard office networks, data formats which are not fully supported by applications. So, a user-friendly interface for accessing and visualizing these results over standard Internet connection is required to facilitate collaborative work among geographically dispersed groups of scientists. To address this problem, we have developed a virtual globe based application which enables the scientists to query, visualize and analyze the results without the need of large data transfers to desktops and department-level servers. We have used open-source NASA WorldWind as a virtual globe platform and extended it with modules capable of visualizing model outputs stored in NetCDF format, while the data resides on the high-performance system. Based on the query placed by the scientist, our system initiates data processing routines on the high performance storage system to subset the data and reduce its size and then transfer it back to scientist's workstation through secure shell tunnel. The whole operation is kept totally transparent to the scientist and for the most part is controlled from a point-and-click GUI. The virtual globe also serves as a common platform for geospatial data, allowing smooth integration of the model simulation results with geographic data from other sources such as various web services or user-specific data in local files, if required. Also the system has the capability of building and updating a metadata catalog on the high performance storage that presents a simplified summary of the stored variables, hiding the low-level details such as physical location, size or format of the files from the user. Since data are often contributed to the system from multiple sources, the metadata catalog provides the user with a bird's eye view of the recent status of the database. As a next step, we plan on parallelizing the metadata updating and query-driven data selection routines to reduce the query response time. At current stage, the system can be immediately useful in making climate model simulation results available to a greater number of researchers who need simple and intuitive visualization of the simulation data or want to perform some analysis on it. The system's utility can reach beyond this particular application since it is generic enough to be ported to other high performance systems and to enable easy access to other types of geographic data.

  7. 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.

  8. Telemedicine and pediatric radiology: a new environment for training, learning, and interactive discussions.

    PubMed

    Monteiro, Alexandra M V; Corrêa, Diogo Goulart; Santos, Alair Augusto Sarmet M D; Cavalcanti, Silvio A; Sakuno, Telma; Filgueiras, Tereza; Just, Eduardo; Santos, Munique; Messina, Luiz Ary; Haddad, Ana Estela; Marchiori, Edson

    2011-12-01

    To report the experience of the Brazilian Program of Pediatric Teleradiology in combining teleconferencing and a virtual learning environment for services integration, collaborative research, and continuing education in pediatric radiology. We performed virtual meetings from March 2005 to October 2010 on pediatric radiology-related themes, using a combination of videoconferences and Web conferences, which were recorded and made available in an open-source software (Moodle) for reuse. We performed 58 virtual sessions: 29 anatomical-clinical-radiological sessions, 28 on upgrading themes, and 1 virtual symposium. The average of connected points was 12 by videoconference and 39 by Web conference, and of 450 participants per event. At the time of this writing, 318 physicians and students are registered in the virtual learning environment, with a total of 14,678 accesses. Telemedicine is being included in pediatric radiology practice, as a means for distance education, training, and continuing integration between groups.

  9. To Enforce or Not to Enforce? The Use of Collaborative Interfaces to Promote Social Skills in Children with High Functioning Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Ben-Sasson, Ayelet; Lamash, Liron; Gal, Eynat

    2013-01-01

    The goal of this study was to examine whether a technological touch activated Collaborative Puzzle Game (CPG) increased positive social behaviors in children with high functioning autism spectrum disorder (HFASD). The CPG involved construction of a virtual puzzle by selecting and dragging pieces into the solution area on a touch screen table. The…

  10. Collaborative Oceanography and Virtual Experiments

    DTIC Science & Technology

    2013-09-30

    Observing Laboratory ( EOL ), but also contains an internal architecture which will allow it to evolve into a collaborative communication tool...an additional 50,988 "common" products were generated (241 plot types), along with 47,600 overlays (101 plot types). From 52 non- EOL sources...24,471 products were collected, and from 1486 EOL data collections, 643,263 "federated" products were indexed and made available through itop.org

  11. Blended learning in health education: three case studies.

    PubMed

    de Jong, Nynke; Savin-Baden, Maggi; Cunningham, Anne Marie; Verstegen, Daniëlle M L

    2014-09-01

    Blended learning in which online education is combined with face-to-face education is especially useful for (future) health care professionals who need to keep up-to-date. Blended learning can make learning more efficient, for instance by removing barriers of time and distance. In the past distance-based learning activities have often been associated with traditional delivery-based methods, individual learning and limited contact. The central question in this paper is: can blended learning be active and collaborative? Three cases of blended, active and collaborative learning are presented. In case 1 a virtual classroom is used to realize online problem-based learning (PBL). In case 2 PBL cases are presented in Second Life, a 3D immersive virtual world. In case 3 discussion forums, blogs and wikis were used. In all cases face-to-face meetings were also organized. Evaluation results of the three cases clearly show that active, collaborative learning at a distance is possible. Blended learning enables the use of novel instructional methods and student-centred education. The three cases employ different educational methods, thus illustrating diverse possibilities and a variety of learning activities in blended learning. Interaction and communication rules, the role of the teacher, careful selection of collaboration tools and technical preparation should be considered when designing and implementing blended learning.

  12. Collaborative use of virtual patients after a lecture enhances learning with minimal investment of cognitive load.

    PubMed

    Marei, Hesham F; Donkers, Jeroen; Al-Eraky, Mohamed M; Van Merrienboer, Jeroen J G

    2018-05-25

    The use of virtual patients (VPs), due to their high complexity and/or inappropriate sequencing with other instructional methods, might cause a high cognitive load, which hampers learning. To investigate the efficiency of instructional methods that involved three different applications of VPs combined with lectures. From two consecutive batches, 171 out of 183 students have participated in lecture and VPs sessions. One group received a lecture session followed by a collaborative VPs learning activity (collaborative deductive). The other two groups received a lecture session and an independent VP learning activity, which either followed the lecture session (independent deductive) or preceded it (independent inductive). All groups were administrated written knowledge acquisition and retention tests as well as transfer tests using two new VPs. All participants completed a cognitive load questionnaire, which measured intrinsic, extraneous and germane load. Mixed effect analysis of cognitive load and efficiency using the R statistical program was performed. The highest intrinsic and extraneous load was found in the independent inductive group, while the lowest intrinsic and extraneous load was seen in the collaborative deductive group. Furthermore, comparisons showed a significantly higher efficiency, that is, higher performance in combination with lower cognitive load, for the collaborative deductive group than for the other two groups. Collaborative use of VPs after a lecture is the most efficient instructional method, of those tested, as it leads to better learning and transfer combined with lower cognitive load, when compared with independent use of VPs, either before or after the lecture.

  13. The open research system: a web-based metadata and data repository for collaborative research

    Treesearch

    Charles M. Schweik; Alexander Stepanov; J. Morgan Grove

    2005-01-01

    Beginning in 1999, a web-based metadata and data repository we call the "open research system" (ORS) was designed and built to assist geographically distributed scientific research teams. The purpose of this innovation was to promote the open sharing of data within and across organizational lines and across geographic distances. As the use of the system...

  14. NASA's Solar System Exploration Research Virtual Institute: Combining Science and Exploration

    NASA Astrophysics Data System (ADS)

    Bailey, B.; Schmidt, G.; Daou, D.; Pendleton, Y.

    2015-10-01

    The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research at the intersection of science andexploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdisciplinary, research-focused collaborations. This talk will describe the research efforts of the nine domestic teams that constitute the U.S. complement of the Institute and how we will engage the international science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships.

  15. Semantically Enabling Knowledge Representation of Metamorphic Petrology Data

    NASA Astrophysics Data System (ADS)

    West, P.; Fox, P. A.; Spear, F. S.; Adali, S.; Nguyen, C.; Hallett, B. W.; Horkley, L. K.

    2012-12-01

    More and more metamorphic petrology data is being collected around the world, and is now being organized together into different virtual data portals by means of virtual organizations. For example, there is the virtual data portal Petrological Database (PetDB, http://www.petdb.org) of the Ocean Floor that is organizing scientific information about geochemical data of ocean floor igneous and metamorphic rocks; and also The Metamorphic Petrology Database (MetPetDB, http://metpetdb.rpi.edu) that is being created by a global community of metamorphic petrologists in collaboration with software engineers and data managers at Rensselaer Polytechnic Institute. The current focus is to provide the ability for scientists and researchers to register their data and search the databases for information regarding sample collections. What we present here is the next step in evolution of the MetPetDB portal, utilizing semantically enabled features such as discovery, data casting, faceted search, knowledge representation, and linked data as well as organizing information about the community and collaboration within the virtual community itself. We take the information that is currently represented in a relational database and make it available through web services, SPARQL endpoints, semantic and triple-stores where inferencing is enabled. We will be leveraging research that has taken place in virtual observatories, such as the Virtual Solar Terrestrial Observatory (VSTO) and the Biological and Chemical Oceanography Data Management Office (BCO-DMO); vocabulary work done in various communities such as Observations and Measurements (ISO 19156), FOAF (Friend of a Friend), Bibo (Bibliography Ontology), and domain specific ontologies; enabling provenance traces of samples and subsamples using the different provenance ontologies; and providing the much needed linking of data from the various research organizations into a common, collaborative virtual observatory. In addition to better representing and presenting the actual data, we also look to organize and represent the knowledge information and expertise behind the data. Domain experts hold a lot of knowledge in their minds, in their presentations and publications, and elsewhere. Not only is this a technical issue, this is also a social issue in that we need to be able to encourage the domain experts to share their knowledge in a way that can be searched and queried over. With this additional focus in MetPetDB the site can be used more efficiently by other domain experts, but can also be utilized by non-specialists as well in order to educate people of the importance of the work being done as well as enable future domain experts.

  16. Collecting, Visualising, Communicating and Modelling Geographic Data for the Sciences

    NASA Astrophysics Data System (ADS)

    Crooks, A.; Hudson-Smith, A.; Milton, R.; Smith, D.; Batty, M.; Neuhaus, F.

    2009-12-01

    New web technologies and task specific software packages and services are fundamentally changing the way we share, collect, visualise, communicate and distribute geographic information. Coupled with these new technologies is the emergence of rich fine scale and extensive geographical datasets of the built environment. Such technologies and data are providing opportunities for both the social and physical sciences that were unimaginable ten years ago. Within this paper we discus such change from our own experiences at the Centre of Advanced Spatial Analysis. Specifically, how it is now possible to harness the crowd to collect peoples’ opinions about topical events such as the current financial crisis, in real time and map the results, through the use of our GMapCreator software and the MapTube website. Furthermore, such tools allow for widespread dissemination and visualisation of geographic data to whoever has an internet connection. We will explore how one can use new datasets to visualise the city using our Virtual London model as an example. Within the model individual buildings are tagged with multiple attributes providing a lens to explore the urban structure offering a plethora of research applications. We then turn to how one can visualise and communicate such data through low cost software and virtual worlds such as Crysis and Second Life with a look into their potential for modelling and finally how we disseminated much of this information through weblogs (blogs) such as Digital Urban, GIS and Agent-based modelling and Urban Tick.

  17. Immersive Collaboration Simulations: Multi-User Virtual Environments and Augmented Realities

    NASA Technical Reports Server (NTRS)

    Dede, Chris

    2008-01-01

    Emerging information technologies are reshaping the following: shifts in the knowledge and skills society values, development of new methods of teaching and learning, and changes in the characteristics of learning.

  18. Project-focused activity and knowledge tracker: a unified data analysis, collaboration, and workflow tool for medicinal chemistry project teams.

    PubMed

    Brodney, Marian D; Brosius, Arthur D; Gregory, Tracy; Heck, Steven D; Klug-McLeod, Jacquelyn L; Poss, Christopher S

    2009-12-01

    Advances in the field of drug discovery have brought an explosion in the quantity of data available to medicinal chemists and other project team members. New strategies and systems are needed to help these scientists to efficiently gather, organize, analyze, annotate, and share data about potential new drug molecules of interest to their project teams. Herein we describe a suite of integrated services and end-user applications that facilitate these activities throughout the medicinal chemistry design cycle. The Automated Data Presentation (ADP) and Virtual Compound Profiler (VCP) processes automate the gathering, organization, and storage of real and virtual molecules, respectively, and associated data. The Project-Focused Activity and Knowledge Tracker (PFAKT) provides a unified data analysis and collaboration environment, enhancing decision-making, improving team communication, and increasing efficiency.

  19. Feasibility of a virtual learning collaborative to implement an obesity QI project in 29 pediatric practices.

    PubMed

    John, Tamara; Morton, Michaela; Weissman, Mark; O'Brien, Ellen; Hamburger, Ellen; Hancock, Yolandra; Moon, Rachel Y

    2014-04-01

    Quality improvement (QI) activities are required to maintain board certification in pediatrics. However, because of lack of training and resources, pediatricians may feel overwhelmed by the need to implement QI activities. Pediatricians also face challenges when caring for overweight and obese children. To create a virtual (online) QI learning collaborative through which pediatric practices could easily develop and implement a continuous QI process. Prospective cohort. Pediatric practices that were part of the Children's National Health Network were invited to participate, with the option to receive continuing medical education and maintenance of certification credits. s) Practices conducted baseline and monthly chart audits, participated in educational webinars and selected monthly practice changes, using Plan-Do-Study-Act cycles. Practices reported activities monthly and periodic feedback was provided to practices about their performance. s) Improvement in (i) body mass index (BMI) percentile documentation, (ii) appropriate nutritional and activity counseling and (iii) follow-up management for high-risk patients. Twenty-nine practices (120 providers) participated, and 24 practices completed all program activities. Monthly chart audits demonstrated continuous improvement in documentation of BMI, abnormal weight diagnosis, nutrition and activity screening and counseling, weight-related health messages and follow-up management of overweight and obese patients. Impact of QI activities on visit duration and practice efficiency was minimal. A virtual learning collaborative was successful in providing a framework for pediatricians to implement a continuous QI process and achieve practice improvements. This format can be utilized to address multiple health issues.

  20. Autonomous Satellite Operations Via Secure Virtual Mission Operations Center

    NASA Technical Reports Server (NTRS)

    Miller, Eric; Paulsen, Phillip E.; Pasciuto, Michael

    2011-01-01

    The science community is interested in improving their ability to respond to rapidly evolving, transient phenomena via autonomous rapid reconfiguration, which derives from the ability to assemble separate but collaborating sensors and data forecasting systems to meet a broad range of research and application needs. Current satellite systems typically require human intervention to respond to triggers from dissimilar sensor systems. Additionally, satellite ground services often need to be coordinated days or weeks in advance. Finally, the boundaries between the various sensor systems that make up such a Sensor Web are defined by such things as link delay and connectivity, data and error rate asymmetry, data reliability, quality of service provisions, and trust, complicating autonomous operations. Over the past ten years, researchers from the NASA Glenn Research Center (GRC), General Dynamics, Surrey Satellite Technology Limited (SSTL), Cisco, Universal Space Networks (USN), the U.S. Geological Survey (USGS), the Naval Research Laboratory, the DoD Operationally Responsive Space (ORS) Office, and others have worked collaboratively to develop a virtual mission operations capability. Called VMOC (Virtual Mission Operations Center), this new capability allows cross-system queuing of dissimilar mission unique systems through the use of a common security scheme and published application programming interfaces (APIs). Collaborative VMOC demonstrations over the last several years have supported the standardization of spacecraft to ground interfaces needed to reduce costs, maximize space effects to the user, and allow the generation of new tactics, techniques and procedures that lead to responsive space employment.

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